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Fiel Wrote:Well this is interesting.
In Effect.wz, there's the traditional "poof" effect for the archer double jump. But there's also an effect in there I can't explain. It's called "SaintSaver". Any of you guys ever heard of this before?
![[Image: 4RrtU.gif]](http://i.imgur.com/4RrtU.gif)
Looks pretty badass. maybe new legend info???
Also the new BGM for the title sound more asiatic than the original....
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So is this the final jump update? There will be no changes to Pirates/Theives? Pretty sad cuz buccs and NLs need a revamp badly.
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Hana Wrote:So is this the final jump update? There will be no changes to Pirates/Theives? Pretty sad cuz buccs and NLs need a revamp badly.
Probably will come in another series of patches.
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Ngame989 Wrote:What about marksmen? Ultimate Strafe is a must (and is the inferno counterpart). So just take all 3 out of EP, I assume.
Yeah, take all 3 out of EP for Marksmen. MM have a lot of damage skills that they need just to compensate for a BM's Hurricane.
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Also, the other thing I was wondering is whether Pierce's 1.2x multiplier has been edited at all... seems like the 8 enemy change with no nerf to damage is too good to be true.
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Fiel Wrote:![[Image: 4RrtU.gif]](http://i.imgur.com/4RrtU.gif)
This seems like a Chaos version of Ergoth's stone.
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Abysseon Wrote:[video=youtube;HEjWdZW41vQ]http://www.youtube.com/watch?v=HEjWdZW41vQ[/video] Did anybody notice the change in puppet mechanics here? Normally mobs become neutral if you puppet twice. Maybe this means it'll be useable in parties too now? :O
Illusion staff is translated Illusion step by someone on sleepywood, and the description is: Illusion Step - Max level 30 - For 240s, DEX +45, and dodge chance increased by 35% No CD.
Is dodge a requirement for it? Otherwise 55% dodgerate! Inb4 Alloy's suicide Dx
EDIT: Looks like it isn't D:
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So Archers get the aggro/taunt mob skill that...Paladins should have?
OKAY.
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Chilly Wrote:What do you expect, I think its a general consensus that this is Nexon's business strategy, a successful one I might add: Release an overpowered class that causes people to flock to it and spend NX for it (bonus points for a locked Cash Shop). Everyone in the adventurer branch of that class gets outraged and some switch. Balance some time later and watch as OP -> Adventurer or in the best case scenario Adventurer -> OP -> Adventurer. Of course with KMS' permanent NX it might not be as lucrative, but you understand the gist of this procedure.
Of course this is how Nexon works, but what people don't seem to realize is that compared to BtlM and their counterpart, and Mechs and their counterpart, WH were made too closely to bowmasters. Partywize, the WH is the least valuable to the party, since the other 2 offer both mob control and a skill that increases damage % wise (ADA/Amplifier) or AYA for BtlM makes them a good party member to be with compared to their counterparts(mages don't offer much to the part except for Bishops) and Sair's dont offer a party buff either, making both of them more or less effected by jump patch(as for mechs any future jump patches if pirates get one) Whereas WH already was disadvantaged that their party skill is shared, and doesn't effect the parties damage as much as the other two resistance does, and was disadvantaged in mobbing skills vs their bowman counterparts.
TL;DR version: BM/MM had better mob skills but WH beat in 1v1 damage by a small margin due to multiplier
Post Jump: BM/MM have probably every single advantage in existance, and to make it worse, WH are the least effecicient party member in the resistance making them the bottom of the chain. I'm happy for bowman and all because i've been playing bowman since i started in v.05 but this is just alot
and now that elite puppet attacks, now WH have even more disadvantage
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Baklava Wrote:So Archers get the aggro/taunt mob skill that...Paladins should have?
OKAY.
Why should paladins have that? o.o
On another note, These archer changes are pretty cool and all but I think some of the animations are weird.. Fireballs and blue sticks.. They dont seem as archer-like as they used to.. Seem like a mix between magicians and archers.. Almost like a magician that fancies archer-like things. Also from one of the videos looked like you can attack in mid air now, that's pretty cool. Double jump? Not so much.
Quote: TL;DR version: BM/MM had better mob skills but WH beat in 1v1 damage by a small margin due to multiplier
Wha...?? Small? I've never seen a bm/mm come NEAR a wild hunters damage even the ones with crazy dex equipments..
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Dudewitbow Wrote:Of course this is how Nexon works, but what people don't seem to realize is that compared to BtlM and their counterpart, and Mechs and their counterpart, WH were made too closely to bowmasters. Partywize, the WH is the least valuable to the party, since the other 2 offer both mob control and a skill that increases damage % wise (ADA/Amplifier) or AYA for BtlM makes them a good party member to be with compared to their counterparts(mages don't offer much to the part except for Bishops) and Sair's dont offer a party buff either, making both of them more or less effected by jump patch(as for mechs any future jump patches if pirates get one) Whereas WH already was disadvantaged that their party skill is shared, and doesn't effect the parties damage as much as the other two resistance does, and was disadvantaged in mobbing skills vs their bowman counterparts.
TL;DR version: BM/MM had better mob skills but WH beat in 1v1 damage by a small margin due to multiplier
Post Jump: BM/MM have probably every single advantage in existance, and to make it worse, WH are the least effecicient party member in the resistance making them the bottom of the chain. I'm happy for bowman and all because i've been playing bowman since i started in v.05 but this is just alot
and now that elite puppet attacks, now WH have even more disadvantage Who cares about WH. IMHO Resistance shouldn't have been made.
Fiel can you post what the new map marks look like?
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GreyorGray Wrote:Why should paladins have that? o.o He's probably talking about WoW (or others) where the tank has to draw aggro to well... tank.
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Wow, well worth the wait for this patch. The other jump updates were nice but this archer one is on another level. Those are some pretty radical changes. My ranger I never wanted to play again sure looks a whole lot more sexy now.
The higher level PQ items are interesting as well. Awesome patch.
There is no way they cannot do Thieves and Pirates after doing the rest. After this patch my expectations are much higher now. Im not sure Legends/DB need looking at since they got updated in Chaos. I think Resistance could do with a slight overhaul perhaps.
IllegallySane Wrote:Everytime I see a post like this, I cry on the inside at my lolclass choice. T_T Well that used to be WK's/Paladins and look how they ended up.
Edit: Oh and is that an Emo Unicorn.
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The time will come for Night Lords, you guys have nothing to complain though. Mages are the ones that had the worse treatment throughout all maple, only with big bang/chaos/jump they started catching up.
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Shidoshi Wrote:The time will come for Night Lords, you guys have nothing to complain though. Mages are the ones that had the worse treatment throughout all maple, only with big bang/chaos/jump they started catching up. True but Evans and Arans still need another look over. Unless the changes in Jump put Evans exactly where they need to be, then just look at Arans. Ever since BB Arans have just been killed.
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Evans are fine in my opinion, coming from a 200 Bishop that stands no chance against a 10x Evan.
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Kirov Wrote:Well that used to be WK's/Paladins and look how they ended up.
We gotta remember how many changes they had to receive just because they're such lol. They had to reduce the large delay we used to have, several times, that didn't really do much. Their "rebalance" were very minor changes that are pretty bad but since we were already so bad we'd take any buffs. Then they gave us our Big Bang update, where we rose up in power quite a bit, but other classes jumped up in power/usefulness even further. =/
Paladins started becoming noticeably more useful as soon as Dual Charging came into play, and with Big Bang they were above a Bucc with their trollsome defense and useful party skills, while still dealing more damage then them. Now with Chaos and Jump they are truly the Maplestory definition of an unkillable tank and are really strong for a defensive class.
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SwordStaker Wrote:True but Evans and Arans still need another look over. Unless the changes in Jump put Evans exactly where they need to be, then just look at Arans. Ever since BB Arans have just been killed.
What other improvements do Evans need?...
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GreyorGray Wrote:Wha...?? Small? I've never seen a bm/mm come NEAR a wild hunters damage even the ones with crazy dex equipments..
There would be a difference in funding then. in the Bowmaster Vs Wild Hunter battle, the only difference in damage is the 1.2 to 1.35 multiplier and the fact that xbows have a bit more attack. Bowmasters in one hand have a better mob control/mob damage and a better summon. Tell me the difference between Wild Arrow Blast vs Hurricane other than these two factors.
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SwordStaker Wrote:Who cares about WH. IMHO Resistance shouldn't have been made.
Just a tip, there is no sense in dismissing what someone says with 'IMHO THAT CLASS SHOULD HAVE NEVER BEEN MADE!" and "WHO CARES?".
A lot of people care actually because a lot of people play WH. I mean who cares about Evan? Should have never been made.
Right?
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