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Pink Bean Wrote:let me get this straight: quiver allows you to change arrow type, but there's so few of them we can't hold on to one for too long. since the CD of advanced quiver (at max) is the same as the buff duration we can now use a specific type as long as we keep buffing? 30 seconds seems really detrimental
i'm really not liking arrow blaster. it's in my opinion unattractive and can only be held down 15 seconds at a time, compared to hurricane's "stop when you need to" and we cannot move with AB. it's an awkward looking skill in general.
i've grown to like uncountable arrow, except that it's extremely bright if anyone understands me when i say that.. it looks out of place.
does anyone know what the korean playerbase has to say about this? i'm liking marksmen's changes more to be honest. it feels more developed
I love the animation changes on most of the skills and the new specialization for Bowman. I also love the uniqueness they added for snipers. I agree though that they need to fix the animations from green to red AND fix that ugly animation for arrow blaster. Maybe NxKR will make these changes that the community wants as well as a few more fixes. Overall I'm probably going to come back to try out this new system for adventurers.
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JoeTang Wrote:Combo Drain and Combo Barrier no longer require command keys. You now need to use the hotkey to activate them like a regular buff. They're otherwise completely identical to before, including their descriptions -_-'
I meant the Swings.
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Demonic Wrote:My guess is they made a mistake. If crit were to actually hit that high, I'm not saying it would be bad but just plain stupid.
I disagree critical hits have been lacking in actually being critical for a long time now.
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MetaSeraphim Wrote:I disagree critical hits have been lacking in actually being critical for a long time now.
Miss my marksman 200% critical damage at 1st job:C good times good times
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ShinkuDragon Wrote:if i am standing on von bon i don't have to dodge his ball throw, it spawns behind me.
pierre, i concur.
standing close to the queen allows me to quickly get behind her when she turns around, meaning i avoid her swipes and breath attack
standing close to vellum's circle means i can easily reposition behind him in case he's going to do one of his OHKO attacks. what else is there to dodge from vellum?
I'm not going to argue this any further, simply because we're playing different classes, I would assume. But from my own experiences, my Mercedes has a much easier time at all the RA bosses than my DB simply because she has more range and can attack from any distance she wants.
But I firmly believe that if a ranged class wants to get up close, they should be rewarded somehow. My point so far has simply been more risk=more reward. But if you think it's actually easier to go melee, then I have nothing to say and we're talking completely different languages here.
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Anyone know what the deal is with Damage Reversing for Marksmen? It looks like they basically take 40% damage all the time now, assuming their damage is high enough.
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Anyone else noticed that NPC that is 3rd to last? :O Hmmm..
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Cactuar Wrote:Anyone know what the deal is with Damage Reversing for Marksmen? It looks like they basically take 40% damage all the time now, assuming their damage is high enough.
basically uses 20% of your damage, to make a 60% damage reduction shield, but at most can only block 65% damage to your health? Its very confusing ._.(also does it stack with Illusion step 20% damage reduction putting us at 80% damage reduction(the fk nexon)?) Its only usefull for training at this point, as bosses do % hp, and the shield only last 8 secs, if you get sed, your kinda toast if it runs out and it 1/1's AND yes, i pointed out about that npc, the new npc in leafre that sells mastery books, any1 know which books he sells?
YennoX Wrote:I'm not going to argue this any further, simply because we're playing different classes, I would assume. But from my own experiences, my Mercedes has a much easier time at all the RA bosses than my DB simply because she has more range and can attack from any distance she wants.
But I firmly believe that if a ranged class wants to get up close, they should be rewarded somehow. My point so far has simply been more risk=more reward. But if you think it's actually easier to go melee, then I have nothing to say and we're talking completely different languages here.
I actually go Melee on my marksman, i tend to get as close as i can, without standing on the enemy, i find it to be easier, Going to have to learn to "be ranged" now
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KillerZero Wrote:the shield only last 8 secs, if you get sed, your kinda toast if it runs out and it 1/1's
That's why they have two hero's wills remember?
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MetaSeraphim Wrote:I disagree critical hits have been lacking in actually being critical for a long time now.
If this is, in fact, an intentional change in critical this might explain the unseemly amount of % Critical they gave I/L without any other noteworthy improvements in damage. Not that it evens the playing field since % Critical isn't that hard to gather nowadays, it just makes the cut a little less deep. Of course this is absolutely broken for classes with ridiculous numbers of hits in an attack like Kaiser or DB, which still makes me think it is unintentional.
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Takebacker Wrote:That's why they have two hero's wills remember?
just remembered that! not so bad now that i think about it. Double the hero will. and possibly 80% damage reduction? not bad at all
Chilly Wrote:If this is, in fact, an intentional change in critical this might explain the unseemly amount of % Critical they gave I/L without any other noteworthy improvements in damage. Not that it evens the playing field since % Critical isn't that hard to gather nowadays, it just makes the cut a little less deep. Of course this is absolutely broken for classes with ridiculous numbers of hits in an attack like Kaiser or DB, which still makes me think it is unintentional.
Dont forget marksmans, now with our obscene amount of critical rate(i mean really nexon, we now have over 100% critical without hypers/Link skills and our obscene amount of maximum critical damage and 11 hit snipe :3
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YennoX Wrote:I'm not going to argue this any further, simply because we're playing different classes, I would assume. But from my own experiences, my Mercedes has a much easier time at all the RA bosses than my DB simply because she has more range and can attack from any distance she wants.
But I firmly believe that if a ranged class wants to get up close, they should be rewarded somehow. My point so far has simply been more risk=more reward. But if you think it's actually easier to go melee, then I have nothing to say and we're talking completely different languages here.
yea, not feeling like arguing either, just saying that as a DrK, i kinda have a bit of both worlds, against von bon and queen, standing on top/close works better for me, on vellum, as long as i'm behind him it doesn't matter where i'm standing, and against pierre, i attack while doing back jumps
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is it just me or is mist explosion not limited to only poison mist now
im literally jumping with joy now
EDIT : Dispel can now heal stun, seduce, confusion, zombify, and Dark Tornado
dsGHASDFDAGGSAGSDARFGADSVGGA
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I don't get the people who say that the BaM changes are good now. Basically everything from what was going to be revamped made it through anyways, and they took away what I think was the best part of the revamp: Fast-attack chain blows. They really made our main attack skill infinitely more dynamic with it being able to call out 4 different animations. Now we're left with the out-dated and ugly looking #blow skills. At least they did keep most of the good buffs otherwise (Battle rage toggle, 4th job mastery, fixing Body Boost, etc.) However, now the revamp doesn't feel complete.
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Templar Wrote:I don't get the people who say that the BaM changes are good now. Basically everything from what was going to be revamped made it through anyways, and they took away what I think was the best part of the revamp: Fast-attack chain blows. They really made our main attack skill infinitely more dynamic with it being able to call out 4 different animations. Now we're left with the out-dated and ugly looking #blow skills. At least they did keep most of the good buffs otherwise (Battle rage toggle, 4th job mastery, fixing Body Boost, etc.) However, now the revamp doesn't feel complete. The new BaM looked awesome, but people were too attached to their blackmage-esque skills.
I also find it funny when I see people asking for insane improvements upon their own classes. It's like everyone's goal is top DPS.
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Demonic Wrote:The new BaM looked awesome, but people were too attached to their blackmage-esque skills.
I also find it funny when I see people asking for insane improvements upon their own classes. It's like everyone's goal is top DPS.
Personally, I don't care much about my class's dps. What I want are gimmicks, loads of them! I want them to expand on the beginner skills given to Wild Hunters that let them catch and summon monsters, like making the summoned enemies last long enough to effectively act like a mobile Elite Puppet. Hell, maybe even make mountable mobs spawn around the world or just make new jaguars with badass sprites (they don't need to be special outside of the sprites).
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anyone have a tour of glacier adventure the rien theme dungeon? the bgm itself is amazing
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Quote:Speed: +10, Jump: +10, Maximum Speed: 10, Max HP per Level: +20, Stance Rate: +40%
Why is Nexon doing this pomegranate again? It's basically Improved Max HP all over again and it screws veteran characters over, AGAIN.
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Dark Link Wrote:Why is Nexon doing this pomegranate again? It's basically Improved Max HP all over again and it screws veteran characters over, AGAIN.
Let's hope it can be applied after you have the skilll q.q
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Dark Link Wrote:Why is Nexon doing this pomegranate again? It's basically Improved Max HP all over again and it screws veteran characters over, AGAIN. I think that just means you get +20*Current Level. So +4k HP at level 200
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