KMST 1.2.508 - Skill Changes and General Enhancements
#61
The elemental resistance/reset system is fucking stupid anyway. Maybe once it had some purpose in terms of balance but now it's just stupid, every high level boss resists every single element and the few classes that ignore elemental resistances have a huge advantage. Would be better to just do away with it completely and make elemental skills work in a different way.
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#62
In regards to the Shadower's Nate animation:

 Spoiler
 Spoiler
And at that moment, I because euphoric.

Thanks to VietUA on Basilmarket for the links.
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#63
Well, if nexon is gonna take 5 job to december(in kms) then they have months to organize thoose nerf and stuff, if not they problably already did a lot Hurt
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#64
I really like that new assassinate animation, i was never a fan of the blue lightning.
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#65
Oh, I just noticed the damage cap increase for Angelic Buster. Pretty neat, although I wish different skills had different caps, like pre-50mil damage cap.
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#66
Lamato Wrote:In regards to the Shadower's Nate animation:

 Spoiler
 Spoiler
And at that moment, I because euphoric.

Thanks to VietUA on Basilmarket for the links.


Yeah, I had a feeling that was the case for that skill.

And as for 5th job breaking the 'pattern', people should keep in mind that 4th job is special, anyway. There are still mastery books, the SP system is wonky as hell and it still has the universal Maple Warrior skill. Only lasting 40 levels isn't such a big deal.
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#67
ChosenFruit Wrote:Anyways, besides that, I'm glad they finally lowered the HP for the two Rhino mobs in LKC. Those two parts where you go in and kill enemies with an annoying amount of HP just took extra time for no good reason. It wasn't challenging, it just took longer than mobs on the outside, so it's nice to see that changed.

I hate to break it to you but these rhinos/boars are summoned by easy VL.
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#68
That whole "throw a metric fuckton of extra SP at 4th jobbers" thing feels.. odd. I reckon it'd make more sense to just lower the maximum level on a bunch of abilities while keeping them the same power at levels 1 and max :/
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#69
Any positive update is welcome but these don't really fix the two biggest problems with Corsairs (at least in my opinion)
1. Heavily dependent on RNG
2. Skill overlap


Simple changes I'd like to see:
- They should make the all of the effects of Ahoy Mateys passive (like how they did with Archers and their old Spirit Link skill). That way our damage doesn't heavily fluctuate every 2 minutes if we don't get the +15% Critical Min/Max from Murihat's summon.
- Making Quick Draw not suck would be nice too
- A larger hit box on Broadside's bombs
- A damage and duration boost for Octo-Cannon
- Reduce the amount of skill overlap between Brain Scrambler and Rapid Fire. I think with this upgrade to Majestic Presence, Rapid Fire could out DPS Brain Scrambler unless you use Decent SI or MPE Green Potion. Perhaps they could replace the Brain Scrambler hypers with Eight-Legs hypers and then provide a huge damage boost for Brain Scrambler. That way, Brain Scrambler is not spammable but remains useful for some burst damage every 5 seconds.
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#70
No wonder kms is pretty much quiet since FLY. I will not say 5th job is soon, but we definitely are seeing the paving for it. The previous hp buff for mob after lv120 seems totally random but now make sense seeing how we are gonna max 4th job at lv140.

I wonder if the mastery book system being taken out of 4th job is merely a troll move by nexon lol Wink

I hope aran and evan will finally receive their rightful status of "hero". They been holding onto the pre-big-bang sign since *gasp* pre big bang Biggrin


I doubt zero would have 5th job. Or in the event nexon revamp zero to have pseudo 5th job, likely it will just be splitting combination 1/2 and combination 3/4 with the lv140 dividing line. Most jobs keep at most 3 active attack(boss/mob/utility) to use after maxing 4th job. Zero as of now has 8. Sure, most zero cycle 4 combination only, but I doubt nexon will add more combination for zero any time soon.

This pre 5th job balance patch seems to indicate that zero wouldn't be touch.
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#71
Singaporean Wrote:Waiting for the day when Kanna gets shadowpartner via haku and all the classes can witness the kanna supremacy.
Oh god please don't even put that idea in my head. Now I want that to happen and it likely never will. D:
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#72
I'm more curious as to what's going on with Orchid and Lotus. A prelude to the Resistance Overhaul?
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#73
PirateIzzy Wrote:I hate to break it to you but these rhinos/boars are summoned by easy VL.

Oh okay, nvm then lol.

That's fine, they're just a minor inconvenience anyways.
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#74
Corsairs are beneath Buccaneers. That makes little to no sense to me. It makes no sense to me because weren't Buccaneers built as a mobbing class? Weren't Corsairs more of the bossers to begin with?

I agree with Bribery - a stabilization in our damage wouldn't hurt, seeing as how I don't use certain RNG skills like Scurvy Summons and Roll of the Dice when I go up against certain mobs/bosses, just because I can't be assured that I'll get something decent that will boost my damage up enough to justify the time spent in casting the buffs.
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#75
Where is Marksman's Snipe cap increase? Mad
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#76
Do you know how long it took for the 4th job advancement system to come out of the test server in Korea? Approximately 6 months. This was at a time when MapleStory had a lot less classes than we have now. No doubt it'll take a while for the 5th job advancement to come out of the test server, because: balance & user feedback.

9 days left until the event where Nexon will explain more. By the way, this current balancing is not done yet.
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#77
Their rationale (from the patch notes in the other thread) and implementation for I/L changes makes little sense to me. People complained that I/L are bad bossers but great trainers? Who exactly are these people? I find them to be pretty bad at both. While I can steamroll 10 mobs with Flame Wheel on my main (Evan) or 8 mobs with Paralyze on my alternate F/P, I am stuck with a 5 mob Chain Lightning (7 if you get the Hyper Skill).

They should have addressed that before they tacked on 27% * 6 (or 7). Additional Ignore Defense might have been better served if they wanted to make it a better bosser.

Also, I don't know what that new attribute to the Freezing effect is so sorry if that actually does something, I thought it just upped the effect to 8% Maximum Critical Rate per stack. It doesn't appear to do that since it uses a new variable, but it also doesn't seem major.

Sad day for my future Blaze Wizard, it should still do fine though.

I was only here to pick up my Evan's extended teleport. Thanks.
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#78
Yay, no more random lightning slashes from Assassinate. Also seems like the attack given per killing point went from 6 -->10.

Phantoms, got hit hard, again. And Mechanics got buffed with shortened delays everywhere. Lol.

5th job being at 140 seems kind of early. I thought it'd be 150 since then progression would be: 20 levels --> 30 --> 40 --> 50 between jobs. Now it's 20 -->30-->40-->40?

Not liking those enhancement limits; I use a Revolution Dagger since it's the best fully, tradeable dagger I can share between my Shadower and Dual Blade. With those limits, I would currently be past the hard cap...
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#79
CakesXD Wrote:Soul Seeker Expert? I'm listening...

Edit: Wait what the heck happened to Arrow Blaster?

http://forum.gamer.com.tw/C.php?bsn=0765...628&tnum=2

Basically it says whenever you use any attack(other then soul seeker itself), you have a 25% to proc a weaker version of soul seeker, and soul seeker proc this way will be at 70% strength of original soul seeker. I suppose the weaker proc isn't going to consume the charge for soul seeker, else it seems like a nerf.


For those wondering why mercedes has so much wording, nexon just say fook it and give her the ability to chain almost all of her attacking skills to all other attacking skills lol. Check out the link and ctrl F 精靈遊俠. Click all the blue hyper link words you see and it will turn into skills icon.
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#80
IcyHaze Wrote:http://forum.gamer.com.tw/C.php?bsn=0765...628&tnum=2

Basically it says whenever you use any attack(other then soul seeker itself), you have a 25% to proc a weaker version of soul seeker, and soul seeker proc this way will be at 70% strength of original soul seeker. I suppose the weaker proc isn't going to consume the charge for soul seeker, else it seems like a nerf.

Ah. Thank you for that.

Meh, since Soul Seeker is our best damaging skill for 1v1 in most situations, I've suddenly lost interest. :l
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