Elemental Staves & Wands Known Issue
Anonymous Moose Wrote:Dont all servers tend to have special things KMS doesnt? JMS has makerable level 115 Fast 4 swords and unnerfed Elemental wands. I think CMS had those 100% scrolls that gave 7 wat. And then our sever has Watt/Matt potions that are clearly broken.

I know I only touched the surface, but my point is that most servers tend to have bonuses that are broken by KMS standards.

And regardless of what you say, it wont change the fact that people paid for their these wands/staves and deserve what they paid for.
Argue all you want but the reality is as you said every version is different. This is NEXON AM's game and not NEXON KR's. They can run it however they want regardless of what the populous says. You can say thats being a bad company but the point still stands.If NEXON said we're getting x content next patch, we're getting it next patch. If NEXON says we're taking away y content. Then it's gone. NEXON AM will be different just as JMS will be different. The bonus may come back.It may not. Theres no sense arguing because NEXON's not gonna change it. It's a royal kick in the balls and as much as I don't like it I can live. Theres always going to be better weapons anyway. Just get those.
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lol intentional my ass
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Very little of the arguments/rage against the "nerf" actually are related to the "nerf' itself. Elemental weapons are still "broken by KMS standards" (specifically the level 130 and 163 ones, and I guess 103 for battlemages) even after the "nerf" anyways.
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They probably noticed the bug and to avoid saying they messed up, they're saying it's intentional.
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Sarah Wrote:Because Nexon America CAN NOT SOLVE THE PROBLEM THEMSELVES and I don't want to wait another 6 months for a minimal damage boost to be able to TRAIN WELL. And I certainly don't want to have to pay hundreds of dollars to boost my already top level equipment to retarded levels. I have done EVERYTHING ANYONE SHOULD BE REQUIRED TO DO to train well and I'm still stuck with pomegranatety damage because KMS either didn't balance monsters appropriately or just don't care about I/Ls.

Uh, bossing would be a different issue entirely, but training? You can train just fine with mediocre equips and no damage boost.
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Dusk Wrote:Uh, bossing would be a different issue entirely, but training? You can train just fine with mediocre equips and no damage boost.

I think the training issue is one that faces all high levels currently. Not just any single class. I will say however, even with decent equips, mages are still unable to compete at bossing. Some of the most godly mages I know are still outdamaged by decents sairs/bowmen 20 levels below them or more.
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steveg89 Wrote:Some of the most godly mages I know are still outdamaged by decents sairs/bowmen 20 levels below them or more.

And mages still train a s'hit load faster than any sair or bowmen could. DoT is a huge factor in a mage's damage now and since to my knowledge DoT is still glitched both in activation and in damage dealt, mages can still be weaker than other classes.
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Takebacker Wrote:And mages still train a s'hit load faster than any sair or bowmen could. DoT is a huge factor in a mage's damage now and since to my knowledge DoT is still glitched both in activation and in damage dealt, mages can still be weaker than other classes.

10% an hour? Faster training? Get real...
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Guitarist17 Wrote:10% an hour? Faster training? Get real...

Faster than other classes =/= faster personal exp gain.
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Guitarist17 Wrote:10% an hour? Faster training? Get real...

Just throwing this out there but...

You're doing it wrong.
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Quote:Elemental Staves already add a good 30-something attack beyond what is possible in KMS, clean. If mages are not balanced with other classes, that's a problem that needs to be solved on the class balancing side of things. Why the pineapple do people want a 25% damage boost to "compensate" for a bigger problem? Elemental Staves were broken to begin with and the boost is completely unnecessary.


It's strange that a mage class designed purely for attacking purposes was still considered mid tier despite the 25% boost/+30%(now +30) magic mastery.

Players have argued that its due to the mage's ability to survive in bossing situations but the lowered damages of big bang doesn't seem to
reflect it.

A 25% increase would add an average of 11,500 to my damage with cl and I doubt that's game breaking when I would still 2-hit.

Takebacker Wrote:And mages still train a s'hit load faster than any sair or bowmen could. DoT is a huge factor in a mage's damage now and since to my knowledge DoT is still glitched both in activation and in damage dealt, mages can still be weaker than other classes.

I now get ksed by nls, evans, shads, and even heroes at rextons. =/

DoT may be a factor for f/p ams but training as a i/l is rather difficult at the moment when cl hits 3 targets and sometimes it only hits
1/2.
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Netto Wrote:What do Bishops have? HS, invincible, elemental resistance, and holy attacks (granted, there's much more than that but in terms of leveling, this is all that's important).

What do A/Ms have? meditation, ele amp, partial resistance, spell booster, and elemental decrease.

You forgot to mention the new toys Bishops got with Big Bang that bring their damage up fairly nicely. Not that I don't see what you're saying, or don't agree with you, I just felt like pointing that out. I haven't done the number crunching myself to see how that extra crit stuff fairs against the boosts Arch Mages get exclusively.
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I think some people forget that this game is more than a simple game, its also a business. So while balance is important, so is treating your customers fairly.

Also Joe, could you elaborate on your statement earlier about Brave Slash's damage being lowered in the chaos patch? I cant find anything on that issue.
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Kunagisa Wrote:You forgot to mention the new toys Bishops got with Big Bang that bring their damage up fairly nicely. Not that I don't see what you're saying, or don't agree with you, I just felt like pointing that out. I haven't done the number crunching myself to see how that extra crit stuff fairs against the boosts Arch Mages get exclusively.

Crap. totally forgot about Holy Focus as Bishop only. Can't recall anything else that Bishops got that the other mages didn't.
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Anonymous Moose Wrote:Also Joe, could you elaborate on your statement earlier about Brave Slash's damage being lowered in the chaos patch? I cant find anything on that issue.

My bad. I was considering the 240 -> 225 as a debuff.

In any case, people will complain about other classes getting a bigger boost than them, etc.
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Anonymous Moose Wrote:I think some people forget that this game is more than a simple game, its also a business. So while balance is important, so is treating your customers fairly.

Also Joe, could you elaborate on your statement earlier about Brave Slash's damage being lowered in the chaos patch? I cant find anything on that issue.

Not that Nexon gives a crap about their customers.
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Netto Wrote:Crap. totally forgot about Holy Focus as Bishop only. Can't recall anything else that Bishops got that the other mages didn't.

Bishops:
Only class with a an ability to heal the party almost unconditionally.
55% Critical rate with most skills, 75% with Genesis.
Holy Symbol, an impossible to replace and extremely effective buff.
A Party buff to protect the party from stats effects.
Ressurection (Evan's can revive party members, but the method is an autolife buff on random members and operates differently)


And... the ability to turn monsters into snails? Useless, but epic.

@Joe, thanks for clearing that up.
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Anonymous Moose Wrote:Useless, but epic.

Disagreed. It can be an invaluable skill in holy resistant/immune situations. Though there aren't many of those that aren't boss situations where doom wouldn't work anyway. Still, there could be an awesome new mob in the future that is holy immune and doom-able.
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Anonymous Moose Wrote:Bishops:
Only class with a an ability to heal the party almost unconditionally. True, but some bosses have zombify.
55% Critical rate with most skills, 75% with Genesis. Arch Mages have Amp and Booster, both of which provide a far greater boost in damage. I/Ls have innate critical with Chain Lightning and F/Ps have DoT.
Holy Symbol, an impossible to replace and extremely effective buff. HS Mules
A Party buff to protect the party from stats effects. All Cure Potions
Ressurection (Evan's can revive party members, but the method is an autolife buff on random members and operates differently) Soul Stone can buff the entire party after Chaos. That and wheels make Resurrection almost useless. Resurrection's only saving grace is that it doesn't cancel buffs upon revival.

Bishops aren't as great as you think.
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Anonymous Moose Wrote:Bishops:
Only class with a an ability to heal the party almost unconditionally.
55% Critical rate with most skills, 75% with Genesis.
Holy Symbol, an impossible to replace and extremely effective buff.
A Party buff to protect the party from stats effects.
Ressurection (Evan's can revive party members, but the method is an autolife buff on random members and operates differently)


And... the ability to turn monsters into snails? Useless, but epic.

@Joe, thanks for clearing that up.

1. I already included Holy Symbol in my 1st post.
2. I was referring to training efficiency.
3. Holy Shield and Ressurection don't really help you level faster.
4. Doom is useless when it comes to training.

Only thing Doom was good for was for Crimson Guardians when Gacha boxes dropped from them.


Bribery Wrote:Bishops aren't as great as you think.

Oh gawd ALL of this.
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