2010-01-02, 02:34 AM
KaidaTan Wrote:I don't get why some Archers want this so badly. I can't think of a single instance where it would help me.
I think Archers need things like 10% more crit, a huge damage boost to Inferno and Blizzard, 120% (or so) Strafe for both classes, and maybe a burn effect or something useful for Phoenix. Also, Hamstring and Blind should work on bosses, even if it's at reduced effectiveness.
10% more crit would be overkill. I'd say 5% is enough. Either that, or have SE's crit chance increased to 20%. Come to think of it, I'd prefer the latter, as it would be more beneficial to everyone.
Hm, on the subject of Strafe and Inferno, was there a time in KMST - when they were barely testing out 3rd job - in which Strafe used to do 110% damage and Inferno used to have a platform burn effect of sorts (without the ability to crit)? I remember reading something about that a really long time ago. If true, it'd be nice if they could give those back to us.
Yeah, Hamstring and Blind are pretty useless as they currently are.
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I did some rambling over at Spadow's blog. I wonder what everyone thinks...
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Archers have so many useless skills in general.
To be fair, so do Warriors in 2nd and 3rd job (especially in 2nd job), but some of those are already being addressed (although so far, its not enough).
I think that whole Warrior splitting skills between two different weapon styles thing is quite stupid, especially considering the fact that Warriors dont get any actual new attacking skills in 2nd job aside from Final Attack (if anyone even considers that to be a real attacking skill because of the random uncontrollable trigger).
They do it again in 3rd job, which is probably why White Knights and Crusaders ended up being so weak for so long. (Dragon Knights only escaped this due to their party skills, and the fact that their split skills in 3rd job were actual attack skills that were quite powerful and didn't require some sort of charging up.)
(Sure, one could argue that Heroes get Brandish, and that therefore they dont need any changes. However, its just that. Brandish is probably the ONLY (unique) reason why Heroes arent seen as completely useless by everyone else.)
Really, Warriors in general suffer from major skill design failure.
On the subject of Archers
The main advantage of being an Archer is high accuracy. However, with the way that mobs (and the dodge/accuracy formula) are designed
- Archers/Gunslingers have more than enough accuracy to hit just about anything in the game after Level 50 or so (and if they actually miss on something, chances are it's a mob/boss about 30+ levels above them that they shouldn't be fighting anyways),
- Warriors/Infighters consistently have trouble hitting anything with 30-40+ avoid,
- And Thieves (who also get high avoid and mobility) and Mages (who also get high survivability and magic defense) get enough accuracy to hit just about anything in the game a short while later.
So, really, the advantage of high accuracy for an Archer isnt really much of a noticable and significant advantage in the later levels. Sure, Archers get decent avoid in the process. However, considering that Thieves and Mages can later hit anything as well as Archers can, and have other bonuses such as higher mobility/avoid/defense, something somewhere needs to be changed.
(No, I am not saying nerf Thief and Mage accuracy. I am thinking more along the lines of: Stop giving Archers so much extra unnecessary accuracy especially in the skills and equipment and turn that extra accuracy into something else that Archers actually need more of. Either that, or release mobs with like 150+ avoid so that high accuracy would mean something at a high level, but thats a cheap solution thats likely to tick off just about everyone.)
With all that said, I had been thinking about a few changes to some of the (currently seen as useless) Archer skills that would, in theory, make the skills more useful while not making Archers incredibly overpowered.
Focus: Increase accuracy and avoid by a precentage amount. Probably make this a party skill too.
Blessing of Amazon: Im thinking passive version of Focus in precentage form. To be honest, I kind of want to see this merged with Eye of Amazon (with Eyes 8 points to master), but everyone knows something like that cant happen for obvious reasons.
Bow/Crossbow Mastery: Change the Accuracy bonus to either Avoidability or Weapon Attack (+1 WA every 4 levels, meaning total of +5 WA).
Thrust: The Speed bonus should remain the same, but this should probably increase Jump at the same time (+1 Jump every 4 levels, total of +5).
Phoenix: Theres the obvious allow this and all other summons to crit suggestion, but Im also thinking of an alternate nerf its damage but allow it to inflict a Disorder-type or burn effect suggestion.
Hamstring/Blind: Not sure what should be done with them (aside from the obvious 'making them work on bosses'). Anyone?

