KMST 1.2.481 - Skill tweaks, UI update, and more.
it will be kind bad with snipe doing only 1 hit and piercing decreased to 6 total
Reply
CarrionCrow Wrote:^ Not that big of a deal since it is usable on bosses and by extensions mobs in party play style areas.

True, although it would've been nice for Lunar Dew and Nameless Darkness hunting. xD
Reply
CarrionCrow Wrote:^ Not that big of a deal since it is usable on bosses and by extensions mobs in party play style areas.

Takebacker Wrote:You can easily strip down and not ohko if you're hunting event stuff from lower leveled things too.

I'm not taking these excuses. The game clearly can handle that mechanic, since Demons already can do that. Why should we have to hit twice the times when we hunt monsters just because of lazy skill design? Should I hunt effectively with half efficiency to hunt familiars for example? Just for a tiny boost of drop rate that suddenly doesn't make sense. Just like what happened before.

I'm used to getting pissed on our legs by Nexon, and we are getting better with how it works elsewhere, but I'm not taking excuses. Not anymore. This is supposed to be a fix. So be it.
Reply
Alloy Wrote:I'm not taking these excuses. The game clearly can handle that mechanic, since Demons already can do that. Why should we have to hit twice the times when we hunt monsters just because of lazy skill design? Should I hunt effectively with half efficiency to hunt familiars for example? Just for a tiny boost of drop rate that suddenly doesn't make sense. Just like what happened before.

I'm used to getting pissed on our legs by Nexon, and we are getting better with how it works elsewhere, but I'm not taking excuses. Not anymore. This is supposed to be a fix. So be it.

Familiars are pretty much the only thing that will not get impossible to hunt thanks to the anti bot system, and yea, KMS aint got those to worry about when tweaking.
The small amount of quests with very rare drops aint enough to get pissed about seeing as there are so many drop buffs to use anyway.

It works on bosses, and that is such a big deal compared to normal mobs that it aint even funny.
I admit the extra EXP would be useful for lower level training, but since you will not be one hitting Cygnus mobs or the future Perion Golems I'd say we can get a friggin arse load of use out of it anyway.

If this was the only NL problem I might be more on your line, but looking at the slower QT and skills with little to no use, like Shadow Web and Sudden Raid, I feel the fact that Taunt is useless on small fry gets abysmal in comparison. Especially since it finally works on bosses along with Frailty Curse
Reply
Alloy Wrote:I'm not taking these excuses. The game clearly can handle that mechanic, since Demons already can do that. Why should we have to hit twice the times when we hunt monsters just because of lazy skill design? Should I hunt effectively with half efficiency to hunt familiars for example? Just for a tiny boost of drop rate that suddenly doesn't make sense. Just like what happened before.

I'm used to getting pissed on our legs by Nexon, and we are getting better with how it works elsewhere, but I'm not taking excuses. Not anymore. This is supposed to be a fix. So be it.

...The skill went from absolutely worthless to being a highlight skill due solely to it's working on bosses. I don't think a class should have innate 1.3x exp and drop at that level of ease (vs holy symbol hypers, for example) due to it working on things you ohko, much less a class that any adventurer thief could switch to.
Reply
Takebacker Wrote:...The skill went from absolutely worthless to being a highlight skill due solely to it's working on bosses. I don't think a class should have innate 1.3x exp and drop at that level of ease (vs holy symbol hypers, for example) due to it working on things you ohko, much less a class that any adventurer thief could switch to.

I see the logic behind that, but that means that the skill's effect is now useless against some things. The fact that you get a penalty for doing more damage is always a flaw in design, like what happened with Dark Flare before with evasion (thank god they made a better effect now). What I'm just saying is that the effect should make sense. And you don't know how is 5th job going to affect these effects. Maybe they'll give us craploads of exp/drop increasing skills, or one innate on shadowers, for example.
Reply
Alloy Wrote:I see the logic behind that, but that means that the skill's effect is now useless against some things. The fact that you get a penalty for doing more damage is always a flaw in design, like what happened with Dark Flare before with evasion (thank god they made a better effect now). What I'm just saying is that the effect should make sense. And you don't know how is 5th job going to affect these effects. Maybe they'll give us craploads of exp/drop increasing skills, or one innate on shadowers, for example.

I don't see it as a penalty since the difference between what you're suggesting is making NLs the #1 class to hunt/train/boss with at all levels vs just being valuable at bosses and party play, which is already something NLs kind of needed ever since BB took their bossing presence away.
Reply
Takebacker Wrote:I don't see it as a penalty since the difference between what you're suggesting is making NLs the #1 class to hunt/train/boss with at all levels vs just being valuable at bosses and party play, which is already something NLs kind of needed ever since BB took their bossing presence away.

Ok, I understand. Regardless, what I mean is that you'll get more exp as long as you don't kill in one hit. If you do, you are back to leveling slower. But the problem with this skill isn't exactly that the effect won't trigger. The problem is that the effect itself comes after the damage in a decent damage skill. Before, with the old taunt, it had 2 problems: Slow, and small hitbox. If taunt now becomes a shade splitter replacement, there's no option to choose between debuff then kill or just kill.

But yeah, I'm dragging this more than I should. I'm starting to imagine my class as a lot more of support, and less focused on yourself, and I'm starting to like it. Specially with Frailty Curse and Taunt combined on bosses.

The only thing I don't get is the Quad throw speed nerf. What's up with that? Was the attack speed nerfed, or what happened?
Reply
They made Quad throw look more fluid when thrown, but it is slower.
Reply
Alloy Wrote:Ok, I understand. Regardless, what I mean is that you'll get more exp as long as you don't kill in one hit. If you do, you are back to leveling slower. But the problem with this skill isn't exactly that the effect won't trigger. The problem is that the effect itself comes after the damage in a decent damage skill. Before, with the old taunt, it had 2 problems: Slow, and small hitbox. If taunt now becomes a shade splitter replacement, there's no option to choose between debuff then kill or just kill.

Should you get more exp if you one hit vs otherwise? Usually ohkoing means your training is optimized no matter what you do especially on a class with great horizontal mobility and forward facing mob skills with good upwards vertical range.

I don't think taunt is meant to be shade splitter replacement to be honest but i don't know which skill joe uses for %/s.
Reply
Alloy Wrote:The only thing I don't get is the Quad throw speed nerf. What's up with that? Was the attack speed nerfed, or what happened?

Before this patch, QT was 780 ms at normal (6), which is 600 ms at faster (2) speeds. Now, it's 990 ms at normal (6), which is 750 ms at faster (2). It's a 25% nerf to QT's attack speed at faster (2), which we reach with Claw Booster.

As for the ball delay, to quote JoeTang's post on the fourth page of this thread: "The ball delay just affects the delay between the appearance of the projectile from the start of the attack I believe. So while the stars all leave your claw faster, it has no real effect on damage and the delay between throwing another set is longer."

Takebacker Wrote:I don't think taunt is meant to be shade splitter replacement to be honest but i don't know which skill joe uses for %/s.

If you account for raw skill percentages and factor in the delays, Taunt is stronger than Shade Split (i.e. the previous Tespia update where it had 3 hits, and not this one where it was nerfed to be weaker than Shuriken Burst, a second job mobber), which makes it our primary 4th job mobbing skill.
Reply
Aggravate Wrote:If you account for raw skill percentages and factor in the delays, Taunt is stronger than Shade Split (i.e. the previous Tespia update where it had 3 hits, and not this one where it was nerfed to be weaker than Shuriken Burst, a second job mobber), which makes it our primary 4th job mobbing skill.

So shade split is stronger than taunt then. Got it.
Reply
Takebacker Wrote:So shade split is stronger than taunt then. Got it.

Taunt is stronger than Shade Split.
Reply
Aggravate Wrote:Taunt is stronger than Shade Split.

You said it in a stupid way so i thought you were saying shade split is weaker than taunt in the update where it hits 1 times, because shade split never hit 1 time.
Reply
Takebacker Wrote:So shade split is stronger than taunt then. Got it.

Are you sure? According to the extractions on this patch:

Quote:Shade split: (delay of 810 ms)
lv 20: MP Cost: 30, Throwing Stars Consumed: 3, Damage: 213%, Number of Hits: 1, Max Enemies Hit: 8

Taunt: (delay of 990 ms)
lv 20: MP Cost: 40, Throwing Stars Consumed: 3, Damage: 618%, Number of Hits: 2, Max Enemies Hit: 6, Provoke Duration: 120 sec, EXP Rate and Item Drop Rate: +30%

Even if shade split had 3 hits, taunt still does twice the damage almost, just hitting 2 less targets. Hitting slower, maybe, but not half as slow.

EDIT: Yeah, what he said.
Reply
Takebacker Wrote:You said it in a stupid way so i thought you were saying shade split is weaker than taunt in the update where it hits 1 times, because shade split never hit 1 time.

Lmao, my bad if you couldn't interpret it.

In simple terms:

Post-RED Taunt > Pre-RED Shade Split
Post-RED Taunt > kMST 1.2.480 Shade Split (with 3 hits)
Post-RED Taunt > kMST 1.2.481 Shade Split (with 1 hit)
Post-RED Shuriken Burst > kMST 1.2.481 Shade Split (with 1 hit)
Reply
Ehhhhh. We'll just wait for the official patch to talk about damage. I'm not sure the argument that it's your primary mob attack means it should activate before damage is dealt, but whatever. I think 1.3x drop/exp on a boss/party play is a big deal for a class to have but that's just me.
Reply
Takebacker Wrote:Ehhhhh. We'll just wait for the official patch to talk about damage. I'm not sure the argument that it's your primary mob attack means it should activate before damage is dealt, but whatever. I think 1.3x drop/exp on a boss/party play is a big deal for a class to have but that's just me.

We only got 4 more days left.
Reply
Arrol Wrote:We only got 4 more days left.

And...? I'm obviously aware of the patch schedule lol. 100% chance there will be significant changes in the official.
Reply
I was curious about the changes in level made to the Guardian/Bezerker and Almighty rings. I noticed they are now lvls 90 and 75. Are these just new versions or did they up tier the old ones to the new levels?
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)