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Predict some Magician changes.
#81
Locked Wrote:Not my point mang.
It could have been better if they just made dragon's blood stack with hex. Not give you a worthless 60 str.

Dragon Blood stacks with Hex as it is. What DrKs get now is their normal HEX buff, A decent STR bonus AND the ability to use ATT pots/buffs. Sure they could have made Blood stack with everything, but this new deal is still better than the original set up by far.
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#82
Locked Wrote:Not my point mang.
It could have been better if they just made dragon's blood stack with hex. Not give you a worthless 60 str.

Dragon's Blood did, and still does stack with Hex. The reason 60 strength is better is because all other buffs would cancel Dragon's Blood out and that was just a nuisance, but now the Dragon Knight can use Dragon's Blood along with any other attack buff and not just Hex.

If you really want the 25 attack so badly, just go grab a few Energizer Drinks form Neo City in Year 2227. Dunas and Royal Guard Type S both drop them at a 100% rate, and they're pretty easy to kill. Energizer Drinks grant +25 attack for 30 minutes, meaning getting like 10 of them will last you a few days if you don't train or boss excessively, and since Hex stacks with other attack buffs you will essentially have +65 attack AND +60 strength. Before the change to Dragon's Blood, you could only get up to +65 attack. Hell, if you get more Energizers than you need, then you can sell them for up to 200k each and make some quick cash. Then you can use that money you earned to buy an Onyx Apple so you'll have +140 attack along with that +60 strength!

My point is this: The change to Dragon's Blood doesn't nerf DKs in any way because now they can use Dragon's Blood to POTENTIALLY obtain even more damage than was previously possible. If you just use Dragon's Blood and Hex on their own, then yes it isn't as good.
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#83
chain lightning: now hits multiple times.
hits a monster 3 x, each hit deals 330% damage and hits up to 4 monsters dealing 20% less damage to the next monster

lightning chain charge:
cool down of 10 seconds ( basically like chain lightning but does 500% x3 and only hits 1 monster, mainly for bossing)

new effect for this skill, its like chain lightning but mixed with a fading purple,dark blue and light blue

ifrit: massive speed increase when attacking, range increase
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#84
Aside from normal balance changes and stuff to make the class look interesting and new, I'd like the most two things:
1. Undispellable magic guard, having mages suffer on every boss that dispells sucks a lot. They should also change how DR works so it doesn't auto-1HKO all mages because they have the lowest HP ever.
2. Make our skills multi-hit so we are not capped to 1m damage.
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#85
blah.. i was hoping we would see update changes sooner than later. according to spadow's latest post he seems to be expecting the patch on the 28th of April

oh well..
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#86
Shadeh Wrote:blah.. i was hoping we would see update changes sooner than later. according to spadow's latest post he seems to be expecting the patch on the 28th of April

oh well..

That date is for the KMS patch.

He expects the changes to come to KMST next week.
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#87
Ahh really? that is great then. Smile
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#88
CarrionCrow Wrote:Dragon Blood stacks with Hex as it is. What DrKs get now is their normal HEX buff, A decent STR bonus AND the ability to use ATT pots/buffs. Sure they could have made Blood stack with everything, but this new deal is still better than the original set up by far.

I suppose I'm severely outdated when it comes to Dark Knights. I haven't played mine since I hit 200 in 2008.
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#89
Sarah Wrote:Make I/L and F/P arch mages the best classes in the game. And cut off their creation so that only those who've suffered to date can enjoy them.

Yes x100000.

Oh and give medi a +% WATK too.
Otherwise, I can't really say, I just want to see more ability to compete against other major dmg dealers for bossing and such. And not just get that, "Oh ... you're an AM ... " pomegranate.
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#90
A few things I'd love to see done but won't:

1. Remove Magic Guard entirely, give us the HP growth of archers. I've no idea if that'd be enough, but other than teleport mastery archmages are usually far away enough from the action. Maybe give us more defense to compensate.

2. Revamp the summons completely. No more silly disembodied golems with three frames of animation, give me something cool to look at, then make them invaluable assets to have around, instead of being things you sometimes bother to keep summoned – they need to do good damage, to be quick on the uptake, and not be so stupid. Another cool thing to do would be if they had one or two secondary, maybe passive effects that really made you want to max them right away – I don't know, something like leeching HP back to you from the damage they do, a matk bonus, something. Archmages need to have more skills that are actually worth maxing.

3. Make an elemental strafe skill out of the composition arrows and make that the bossing skill, with some form of upgrade to be had from maxing a fourth job skill to reach its max potential. That obviously comes with an overhaul of the skill graphics.

4. Get rid of Fire and Ice Demon. They're done, they're history, they're part of a combo attack that never really worked, or saw much use, and their graphics are also hopelessly simple and unappealing to boot. As long as they play the same role in combat as Paralyze/Chain Lightning one will just outclass the other once it gets stronger, and that's just ugly design.

5. Some form of DoT reform, perhaps. I haven't played my F/P much since, but it was kind of annoying to have to use so many skills at a boss to keep DoT up for basically a marginal amount of damage compared to what Paralyze alone could do, and maybe that could change in some way. One thing that'd be neat to see would be to get rid of Buff Mastery and instead give us some form of “Poison Mastery” skill that potentialized DoT damage and drove home the point that F/Ps have poison in their names for a reason.
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#91
@bobcrab

some great ideas you have there IMO. I just wish that they would actually listen to you. but chyeah...

loved point #3
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#92
@bobcrab

some great ideas you have there IMO. I just wish that they would actually listen to you. but chyeah...

loved point #3

edit: sorry for this accidental double post
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#93
bogcrab Wrote:1. Remove Magic Guard entirely, give us the HP growth of archers. I've no idea if that'd be enough, but other than teleport mastery archmages are usually far away enough from the action. Maybe give us more defense to compensate.

I would say Magic Guard is fine with the way it is, just need to make it undispellable or something, taking Guard off is cutting down a lot on survivability.

A Chain of Hell-esque Meteor would be nice though.
Meteor: Concentrate Fire, at max does 200% lvl 30 Meteor damage 15 times to a single target, 30 seconds cool down. A pure nuke.
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#94
Delicae Wrote:Yes x100000.

Oh and give medi a +% WATK too.
Otherwise, I can't really say, I just want to see more ability to compete against other major dmg dealers for bossing and such. And not just get that, "Oh ... you're an AM ... " pomegranate.

Infinity would make more sense to include +% WATK with MATK.

bogcrab Wrote:A few things I'd love to see done but won't:

1. Remove Magic Guard entirely, give us the HP growth of archers. I've no idea if that'd be enough, but other than teleport mastery archmages are usually far away enough from the action. Maybe give us more defense to compensate.

2. Revamp the summons completely. No more silly disembodied golems with three frames of animation, give me something cool to look at, then make them invaluable assets to have around, instead of being things you sometimes bother to keep summoned – they need to do good damage, to be quick on the uptake, and not be so stupid. Another cool thing to do would be if they had one or two secondary, maybe passive effects that really made you want to max them right away – I don't know, something like leeching HP back to you from the damage they do, a matk bonus, something. Archmages need to have more skills that are actually worth maxing.

3. Make an elemental strafe skill out of the composition arrows and make that the bossing skill, with some form of upgrade to be had from maxing a fourth job skill to reach its max potential. That obviously comes with an overhaul of the skill graphics.

4. Get rid of Fire and Ice Demon. They're done, they're history, they're part of a combo attack that never really worked, or saw much use, and their graphics are also hopelessly simple and unappealing to boot. As long as they play the same role in combat as Paralyze/Chain Lightning one will just outclass the other once it gets stronger, and that's just ugly design.

5. Some form of DoT reform, perhaps. I haven't played my F/P much since, but it was kind of annoying to have to use so many skills at a boss to keep DoT up for basically a marginal amount of damage compared to what Paralyze alone could do, and maybe that could change in some way. One thing that'd be neat to see would be to get rid of Buff Mastery and instead give us some form of “Poison Mastery” skill that potentialized DoT damage and drove home the point that F/Ps have poison in their names for a reason.

Agreed with everything except magic guard.
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#95
I would make magic guard almost the same.
"takes 80% of damage to mp, and 30% of that 80% to reflect on 150%"
or something like that.
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#96
You guys are bumming me out.
So many good ideas ITT.

Shame the update will prolly be like + 6% dmg on cl etc Rolleyes
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#97
Let's be realistic about magic guard, it's overpowered as it is except for the dispellable part.

It should be changed to undispellable but only absorbs 50%
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#98
bogcrab Wrote:5. Some form of DoT reform, perhaps. I haven't played my F/P much since, but it was kind of annoying to have to use so many skills at a boss to keep DoT up for basically a marginal amount of damage compared to what Paralyze alone could do, and maybe that could change in some way. One thing that'd be neat to see would be to get rid of Buff Mastery and instead give us some form of “Poison Mastery” skill that potentialized DoT damage and drove home the point that F/Ps have poison in their names for a reason.

You're kidding me. It's annoying to use Fire Demon once every 15 seconds and Poison Mist every 40 seconds? I don't understand how people actually enjoy spamming one button. Even a rotation would be preferable to that pomegranate.
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#99
rhpot03 Wrote:Let's be realistic about magic guard, it's overpowered as it is except for the dispellable part.

It should be changed to undispellable but only absorbs 50%

People who never played mages don't understand how much harder you have when you need to watch both your MP and your HP if you don't want to die.
Not even Heal can save us from seduce because it doesn't recover our MP, not to count bosses which have attacks that steal MP, DR that goes straight to our HP and finally the MP you use with skills. You gotta always be watching two numbers making sure that, at the same time, HP+MP > (Most Powerful Mob Attack) and that HP*5 > (Most Powerful Mob Attack).

It's way more trouble than just seeing if your HP is higher than the most powerful mob attack.
At least ultimates don't cost absurd ammounts of MP anymore, that was a pain to manage at bosses.
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Hey guys!

I think we should get these issues fixed:

1. (All Mages) Undispellable MG. This is a MUST. It's damn near impossible to survive the likes of Chaos Zakum (and other seduce+dispel whoring bosses) without it.
2. Increase the cast speed on some of our insanely slow attacks (i.e. summons).
3. A half-decent party buff is not too much to ask for (for AMs).
4. Either fix ILs' Ele Comp, or get rid of it altogether.
5. Make AMs' summon do a little something else other than being slow and obstructing view.
6. Change certain skills like paralyze/CL to attack each monster multiple times instead of just once, that way the damage cap won't be a hindrance for the very highly-funded AMs. Note I'm not saying paralyze/CL need to get stronger but say for para change it from 770% 1 hit to something like 220% 3 hits. If that happens, we'd also need some kind of skill to knock back bosses since our knock back abilities would suffer.

As for predictions - I don't know what we'll get. Judging from what warriors got, I expect AMs to at least get a new skill, and some attack improvements. But the above issues need to be resolved.
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