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Current state of KMST JOB Balance
#81
Luxeraph Wrote:I was thinking of an actual attrac, something that makes the mobs go aggro on you over everyone esle.

Well, that would only have limited use. At stationary bosses to lure summons maybe. Would have been useful at Von Leon, but since he aint stationary he would also be following, which would make the whole thing useless. On normal training it is totally worthless anyway.
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#82
aslemn Wrote:Corsairs need more speed, while everyone focus on the killing speed and movement speed, corsairs only have power, but are terrible to move around the map compared to other jobs. I found my corsair a little obsolete after Big Bang because of that.

Couldn't the same be said for the 3 original warrior classes as well? They have NO speed modifying skills whatsoever, all skills focus on power / defense.
Hell, even Aran has that double dash skill and that's helluva lot better than what the others warriors DON'T have.

Locked Wrote:No wonder I didn't know about it. What a lame change. Monster Magnet is an amazing skill now.

It just doesn't follow the Paladin concept though, now anyways. It's considered an "Offensive" skill, which is the complete opposite of what the Paladin design is all about.

Quote:I'd really like it if they just drop the elemental system altogether. Mages wouldn't need to be rebalanced if they weren't so conservative with weaknesses, especially on bosses. They'd be able to compete with other classes easily.

F/Ps are the only ones using the poison element. So, what's the of making everything poison resistant if it's only for one class?

Can't forget about WKs / Paladins. They're essentially THE "Red Mage" class of the game.
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#83
CarrionCrow Wrote:On normal training it is totally worthless anyway.

To KS other people by aggro-ing the monsters that they're killing, then killing them.
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#84
Hanabira.Kage Wrote:
To KS other people by aggro-ing the monsters that they're killing, then killing them.

Monsters last for 2 attacks, unless you are at LHC. You would want to make friends, not enemies there, you want to be able to party as much as possible there.
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#85
No love for healer discussion here? xd

I mean, ya I know that essentially Priests and Bishops shouldn't be more powerful than our other mage counterparts (except towards holy-weak monsters) and that in the end, we're supposed to be a supporting role. But because of this, we don't get much EXP like everyone else.

So while all of you are discussing trying to improve damage Rolleyes, I feel like we need to be better rewarded for being in a supportive role. Like... oh I dunno... major improvements to Holy Symbol to net us more EXP so that essentially we get the same amount of EXP like everyone else. A smart Bless that won't override better buffs would be nice too.
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#86
I think HS should be 200% for the bishop and remain 150% for everyone else.
Would balance the exp gain from being supporting at LHC since 6:4 is brought back.
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#87
sorry but i think all "thiefs" are well balanced...

the only classes which need to get updated are bish, and both mages, and of course buccs
rest is imo doing fine...
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#88
iamflip Wrote:No love for healer discussion here? xd

I mean, ya I know that essentially Priests and Bishops shouldn't be more powerful than our other mage counterparts (except towards holy-weak monsters) and that in the end, we're supposed to be a supporting role. But because of this, we don't get much EXP like everyone else.

So while all of you are discussing trying to improve damage Rolleyes, I feel like we need to be better rewarded for being in a supportive role. Like... oh I dunno... major improvements to Holy Symbol to net us more EXP so that essentially we get the same amount of EXP like everyone else. A smart Bless that won't override better buffs would be nice too.

You just can't have one true support class in MapleStory when there are 20-something other classes that don't have any support abilities at all. Increasing EXP gain is dumb because it does nothing but make Bishops a couple higher levels than everyone else without being any stronger. The warrior patch that KMST just got makes the entire party receive the same amount of EXP, iirc, which fixes the issue with getting less EXP. Unless Nexon wants to release a few more support classes, Bishops should just be balanced to have similar damage to everyone else. Their party abilities aren't really that much better than skills like Hyper Body.

I'd love to see healing actually become useful, but that would require a huge change to the structure of MS. Doubt it'll happen without an entire engine update.
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#89
according to shadow Power Guard now absorbs 20% of dmg.
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#90
Dusk Wrote:The warrior patch that KMST just got makes the entire party receive the same amount of EXP, iirc, which fixes the issue with getting less EXP.

Explain that to me. I can't see how a 6:4 ratio benefits me, unless it no longer matters how little damage I deal with.
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#91
Shidoshi Wrote:Monsters last for 2 attacks, unless you are at LHC. You would want to make friends, not enemies there, you want to be able to party as much as possible there.

Of course you do. Just stating one possible use for Monster Magnet that some jerks would probably use it for.
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#92
iamflip Wrote:Explain that to me. I can't see how a 6:4 ratio benefits me, unless it no longer matters how little damage I deal with.

The current system rewards EXP by how much damage you do. The more damage you do, the more EXP you receive. EXP gain is mostly personal and the damage your party members do have little impact on your EXP gain.

If I understand the new system correctly, how much damage you do has no bearing on how much EXP you receive. Everyone will receive equal experience, so the weaker party members will benefit from this the most.
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#93
test0rn Wrote:sorry but i think all "thiefs" are well balanced...

You can't seriously say there's balance with all thieves when there are DB's. Night Lords also have the award for the largest number of useless skills.

Dusk Wrote:If I understand the new system correctly, how much damage you do has no bearing on how much EXP you receive. Everyone will receive equal experience, so the weaker party members will benefit from this the most.

Although this is what I read out of the description, I'm pretty sure they'll incorporation the damage dealer priority there somewhere. But even though, with a 6:4 ratio, I highly doubt dealing the most damage would matter much anymore. Well, time to hit 200 before this system kicks in.
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#94
Dusk Wrote:If I understand the new system correctly, how much damage you do has no bearing on how much EXP you receive. Everyone will receive equal experience, so the weaker party members will benefit from this the most.

Now that seems much more favorable on my end. Where does it say more about the EXP thing though?
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#95
Demolition: Hit more than one monster. Idk how many though. If not that, at least make it faster.
Orb/Dragon Strike: Hit monsters more than once at a time.
Corkscrew: The way it was before Big Bang.

I also like what Devil said about Orb and Energy Charge. I'd be happy with that.
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#96
iamflip Wrote:No love for healer discussion here? xd

I mean, ya I know that essentially Priests and Bishops shouldn't be more powerful than our other mage counterparts (except towards holy-weak monsters) and that in the end, we're supposed to be a supporting role. But because of this, we don't get much EXP like everyone else.

So while all of you are discussing trying to improve damage Rolleyes, I feel like we need to be better rewarded for being in a supportive role. Like... oh I dunno... major improvements to Holy Symbol to net us more EXP so that essentially we get the same amount of EXP like everyone else. A smart Bless that won't override better buffs would be nice too.

First of all, Nexon has to make up their mind on what role they wanna give to bishops, Offensive or Supportive, being in the middle has never worked no matter what they do. If they wanna make bishops supportive, then they need much better party buffs, at this point paladins are much better buffers with combat orders and threaten, or even battlemages. I consider bishops should be buffers but they need a lot of changes for that to work, here are some suggestions:

- Give all their buffs the range of an ultimate
- Give them a seal skill that works on bosses and has a cooldown
- Change the weapon attack on bless to % attack and allow it to stacks with other skills and increase speed and jump.
- Change Dispell so it can dispell any abnormal status (seduce, pot lock, potential lock) and give it a short cooldown (5 mins?)
- Change doom not to require summon rocks and work on bosses (put exceptions like maybe a size restriction? so it cannot be used on zakum, HT and such)
- Allow them to get more exp from holy symbol than other party members
- If Dispel gets changed, then change Holy shield for some other skill that turns more usefull. Maybe a Threaten like skill called "purification" to be used on monsters reducing their PDR and movement ala slow.

Bishops need a lot of work in either path, the offensive and supportive route, but please Nexon stop trying to make them both, there is no way to make this work without making them either underpowered or overpowered. Look at paladins, they try to put them in the middle of Defense and attack and now they are like..... something deadly that cannot be stopped.
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#97
Dark Link Wrote:>>hamad138 topic

Haha, DBs balanced.
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#98
According to Dusk's dmg calculator (v3.05):
 Spoiler
Just throwing that out there. It's the only real job comparing study I know of.
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#99
byakugan Wrote:- Give all their buffs the range of an ultimate
- Give them a seal skill that works on bosses and has a cooldown <-- Why? This is an offensive ability, just buff the other two mage's seals...
- Change the weapon attack on bless to % attack and allow it to stacks with other skills and increase speed and jump. % attack is ridiculously OP, potential has proved this. There's two skills in the game that do this, and you have to be max level to get them for a reason.
- Change Dispell so it can dispell any abnormal status (seduce, pot lock, potential lock) and give it a short cooldown (5 mins?)
- Change doom not to require summon rocks and work on bosses (put exceptions like maybe a size restriction? so it cannot be used on zakum, HT and such)
- Allow them to get more exp from holy symbol than other party members
- If Dispel gets changed, then change Holy shield for some other skill that turns more usefull. Maybe a Threaten like skill called "purification" to be used on monsters reducing their PDR and movement ala slow.
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Veneni Wrote:According to Dusk's dmg calculator (v3.05):
 Spoiler
Just throwing that out there. It's the only real job comparing study I know of.

That's big bang and not chaos and not after the new changes in KMST from what i know, unless it got sneak-updated to chaos etc.
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