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What do you want to come with this new revamp?
#21
hamad138 Wrote:LETS just give everyone flash jump and we'll all be happy. HEY I HAVE EVEN BETTER IDEA!

Why dont we all make one ultimate class with all the skills, and scrap the class system.warroirs should be able to fly with 500%speed

3xfacepalm in yours and nexon face

That already exists; haven't you heard of Mercedes?

Make it so people don't die so easily in PvP. Most of what everyone else said.
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#22
For Battlemages:

> Make Dark Shock faster and have it hit multiple times. Keep its cooldown.
> Make Reaper summon reapers at a set chance with every attack rather than upon the death of an enemy. Max of 4 reapers out at any time. Gives it a use outside of largely obsolete regular enemy training.
> Give Finishing Blow a boost in damage % per hit, let it add +%critical rate and let it ignore some defence. Battlemages invest 70 SP into the pre-requisites for this skill iirc, it should be stronger than it is.
> Make the Finisher actually worth using in bosses by say, increasing its strength by 2-2.5x and having it ignore all defence. Obviously make it multi-hit.
> Make Cyclone hit multiple times for reduced damage each hit and reduce the damage delay on it a little since it doesn't ignore defence (a fair trade for something that makes you invincible).
> Make ADA's passive effect work on bosses.
> Let AYA's attack speed increase break the speed cap of Faster (2). Let its AoE slow effect remain constant at all levels, say -40 speed for all skill levels and allow it to stack with an AMs slow.
> ABA's damage absorption should not kill the Battlemage outright, it should ideally reduce its HP down to a minimum of 1 HP. Also cut the damage taken by the battlemage by some factor, say 3. 9999 cap on Wdef/Mdef needs to be removed for ABA to realise its full potential.
> Range of all Auras needs to be increased vertically as well as horizontally.
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#23
Flonne Wrote:MS has been really the only game I've played with such bad buff times.

You should play Eden Eternal then. 90% of buffs last between 10 to 20 seconds, while a select few (read: the relatively useless ones) last like, 1 hour.
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#24
For mages:
Medation to do something actually good so it would be a viable party skill Big Grin
And maybe stronger ultimates. Damage x5 or so will do.
That is all. They're doing pretty good.

Shadower:
I know they said only the name stays the same, but I hope they don't touch fj/assaulter which gives shadowers unique mobility, and meso explosion/pickpocket/meso mastery since that's their unique thing which works really well and fits the name "chief bandit" very well.
Actually, don't touch anything in 1-3th job Sad I love all those skills!
4th job can go to hell for all I care except boomerang step, meso master and shadow shifter Smile and maybe smokebomb.

Buccaneer:
Change ALL the skills! Big Grin

Paladin:
BW ANIMATIONS PLEASE. I don't wanne see some lame sword when I attack! >Sad
As for the rest they're good.
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#25
For Paladins, I want the elemental charges to be toggled buffs, and I want them to ditch the stacking idea. Make both Fire and Lightning equal in damage, and have each of the third job charges grant a +2.5% damage boost, and have Holy deal 140% damage at max level with a passive +5% damage boost. Oh yeah, I'd also like Blue Aura Mark II.

The passive damage boosts would add up to +12.5%, which is what lightning gives against neutral enemies right now when it's stacked, and the buff to Holy would make it more worthwhile. With Holy dealing 140% damage with the passive +12.5% damage, it would be grand +17.5% damage boost against neutral targets. This is, technically, also a -1.25% nerf to Paladins when against an enemy that's weak to Holy and Lightning (i.e. Anego and nothing else), a -6.25% damage nerf in the Road of Regrets, but I honestly feel that having one less buff to cast and having Holy actually become a decent boost from Fire is well worth a negligible decrease in damage in only two scenarios.

I also want them to make every monster in the game have at least one elemental weakness and at least one elemental resistance, as well as have every element used equally; however, I'm starting to think this would just be going into the realm of fantasy...
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#26
Hanabira.Kage Wrote:
You should play Eden Eternal then. 90% of buffs last between 10 to 20 seconds, while a select few (read: the relatively useless ones) last like, 1 hour.
I did play. I'm waiting for the child class, since there is no race change item; grinding right now would just be a waste of time since I would just have to switch to a new character, lol.
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#27
I'm so hyped for Bucc changes. However, I do feel that I'll be facepalming on at least one change in the thief/pirate classes.
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#28
They better not touch take my Demo/Dragon Strike unless it's something wayyyy better. You know what I want the most? Passive stance on super transform.
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#29
Sorien Wrote:I also want them to make every monster in the game have at least one elemental weakness and at least one elemental resistance, as well as have every element used equally; however, I'm starting to think this would just be going into the realm of fantasy...

This. It just seems like elements are tacked on(especially on archers). They have needed a revamp of them and quests for a long time now. I hope this series of revamps is like jump in that they add other things along with the revamps.
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#30
Arch Mages:
-Undispellable Magic Guard that can be Toggle ON/OFF. That way I can macro it with Buff Mastery.
-Like Veneni said, for Meditation to be more useful. I don't know, maybe like Meditation having a 20 Magic Att and 10 wep att and Rage viceversa or something. Stackable.
-For my Ultimate to have more purpose. Like giving a passive boost to Paralyze or Chain Lighting or something.
-Get rid of Big Bang. What's the point of having 5 attacks if you mainly use just one?
-Passive stance effect of Infinity. I mean, having a 2minute cooldown stance of 50% is not that useful.
-And a 85% Magic Guard like Evans.
-Eliminate Seal. Give them a skill that makes monsters elemental weak (Fire and Poison for Fire/Poisons, and Ice and Lighting for Ice Lightings). Master level of 15.

Evans
-For Dragon Fury or a new skill to give % Ignore Monster Def. to ALL our skills, and then have Illusion get a +10% and +15% more so they remain with the current %'s.
-Perhaps a boost in Flame Wheel, it having more % damage and a small passive for Earthquake, I like using them both.
-Make Magic Mastery give more magic Att.
-Like with Arch Mages, make our ultimate more useful. Like 2 hit and/or giving a passive boost to our skills.
-For Magic Resistance to give 40% less damage received.
-Our Final Attack to be stronger.
-Our Critical Skill to also give us critical damage.
-And make Onyx Will 15% to 20% like Arans and Paladins.
-Make Blessing of the Onyx a Party skill. +40 Wep. and Magic Att, and it must stack with everything like it does now.
-Make Blaze faster or have it be a 4 hit skill.

Bishops
-Get rid of Doom.
-Make master level of Shining Ray 20.
-Give them a new buff that adds All stats to parties, or make them receive like -40% damage.
-Reduce the % damage or their skills, they are supportive.
-Make MP Eater an Arch Mage only skill. Give Bishops a party MP Recovery skill with a 15-30 sec cooldown.
-Remove Big Bang, and give them a skill that gives % Def, Magic and Wep. Att, Eva, etc. Make it have a cooldown.
-Make Holy Magic Shell give 100% MP too.
-Make Dispel have a small % of getting rid of seduce, wep and magic cancel, zombify. Something like a 10%-30% chance.
-All of bishops skills must stack with potions and other skills.

Battle Mages
-Reduce the cooldown of Party Shield. Make it lasts 60 seconds with a 6min cooldown.
-Reduce Advance Dark Chain level to 10. Same stats at max level.
-Give them a skill that allows them to stack 2 or 3 Auras at the same time. Cooldown.
-Make reapers more useful. Have them deal great damage and a higher % of appearing. Perhaps a boost to all party members when a Reaper is summoned.
-Enhance the Passive Effect of Dark Genesis.

Blaze Wizards
-Same changes in similar skills with Arch Mages.
-Give each Cygnus an amazing Party Skill, different for each class in the 4th Job Empty book.

Also, I would like certain skills like Combat Orders, SE, Adv. Bless, HB, etc. to affect the expedition and not just the party.
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#31
I just want Storm Break back on my Wind Archer. That one move was what made them unique and now it is gone.
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#32
Eliseo Wrote:Bishops
-Get rid of Doom.
-Make master level of Shining Ray 20.
-Give them a new buff that adds All stats to parties, or make them receive like -40% damage.
-Reduce the % damage or their skills, they are supportive.
-Make MP Eater an Arch Mage only skill. Give Bishops a party MP Recovery skill with a 15-30 sec cooldown.
-Remove Big Bang, and give them a skill that gives % Def, Magic and Wep. Att, Eva, etc. Make it have a cooldown.
-Make Holy Magic Shell give 100% MP too.
-Make Dispel have a small % of getting rid of seduce, wep and magic cancel, zombify. Something like a 10%-30% chance.
-All of bishops skills must stack with potions and other skills.

-Make Buff Mastery's "Buff Duration" PARTY WIDE!

Also if you make Dispel be able to cancel super DEF / MDEF, give the same utility to warriors, just half the % or whatnot.
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#33
Make Rage and other attack skills a %att skill not a +att skill
Make warriors able to attack on their mounts
When in expedition mode, make party skills affect the expedition
Take away the damn "You are not high enough to use this skill" message for Flying Assaulter. I mean, really?
Make Monster Bomb either useful or replace it
Continue the DB storyline past level 70
Make elements a part of the game again
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#34
Now that I'm thinking about buffs, I kind of think it'd be an interesting concept if they would make party skills gain bonuses from the various traits. For example, Iron Will could give +1% stance to the party for every level of Willpower, and Sharp Eyes could grant the party a +0.2% defense ignore bonus for every level of Insight.

This was just a passing thought really, and I have no idea how they'd balance it. Still, I do think it'd be cool, and it would definitely make different players have some variation between each other. I've always found it annoying how people could make a mule to gain the same bonuses that someone who spent a large amount of time and effort on their character could give.
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#35
Raul Wrote:Make Rage and other attack skills a %att skill not a +att skill
Make warriors able to attack on their mounts
When in expedition mode, make party skills affect the expedition
Take away the damn "You are not high enough to use this skill" message for Flying Assaulter. I mean, really?
Make Monster Bomb either useful or replace it
Continue the DB storyline past level 55
Make elements a part of the game again

fixed Rolleyes
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#36
RedRaven16 Wrote:fixed Rolleyes

Had that, then forgot if it continued to 70 or not, decided it did.
Been a while since I did those quests.
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#37
Reglitch mirror image.
All I want for my db.
For my shad:
Make SP undispellable, or not use a summoning rock.
Increase shadow shifter to 50% to compete with illusion step
Make Bstep hit 6 times at 1/6th the normal damage each, with half the delay.(too unbalanced, probably will never happen)
Give us a party skill that's actually useful(maybe make shifter give 10-20% party dodge?)
Those are my dreams^
in reality, there probably going to completely change shads' playstyle , like they did to Dbs in chaos.
Edit: I hope we still use daggers after this "everything will change" revamp :f6:
Inb4 new weapons for thieves/pirates
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#38
Blades4hire Wrote:Increase shadow shifter to 50% to compete with illusion step

Let's suppose a BM has 4000 avoid and a NL has 5500 avoid. This is before illusion/shifter, they have a high % main stat.
BM gets 6000 avoid (two avoid buffs for +50%), increasing his chance to avoid attacks from 13% to 15%. Big pineappleing deal. He gets insta crits, so that's at least a good compensation.
NL has a 45% chance that the enemy's attack gets log'd (just like in naruto), and if that skill fails, it rolls the 15% chance to avoid off your 5500 avoid (rounds to nearest whole number so that 500 didn't even mean anything probably).

and you're saying SS needs another 5%? pineapple no.

Dark Link Wrote:-Make Buff Mastery's "Buff Duration" PARTY WIDE!

You mean only the bishop gets 270 second holy symbols?
WHAT THE Pineapple NEXON. 270 second HS would've been amazing, so much afking to be had, yet nooooo, doesn't work.
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#39
Wild Hunter: Get rid of most of the jaguar skills, IRM just promoted hacking, claw cut becomes obselete, Sonic Roar? what is that. and replace them with something else.

Demon Slayer: Decrease amount of force charged per hit(yes i did just nerf a job that im going to play later)

warriors in general: give them something better to train with in 2nd job =3 decrease the level of Power Guard/Power Reflection/Ironwill to level 10 Max, Add a skill similar to soul jump with a max level of 10 in 2nd job

ThievesSadi dont play them but ill make changes anyways)Nimble Body increases +20 speed as well and raises max speed cap to 160. Shadow Partners Duration is Increased by 1.5. Nightlords: Removal of Ninja Ambush or Ninja Storm. Addition of Advanced Shadow Partner Mastery and Skill in which raises speed cap even more and increases range of Flash Jump. Shadowers: Band of thieves revamp. Ninja ambush removed for mobility skill above slight buff to skills.

PiratesSaddont play either but changes) Sair: Battleship Moved to 3rd job, Flamethrower and Ice usable on battle ship, triple shot replaced by Triple cannon Fire(nerfed version of battleship cannonish) Advanced Battle ship in 4th job, elemental boost buffed and increases range of ice spitter/flamethrower
Bucc: Energy is charged Faster. Decrease interval of Demolition and Fist. Snatch Changed to drag you towards enemy. Cut Stun Masterys level in half, Add some special mobility skill for Buccs(IDK nerfed teleport at the cost of energy charge energy[inb4 macroed Instant Transmition as a dbz reference])



-3- cant a guy have some fun =3
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#40
General:

Remove SP given at a job advancement
Alter all ability levels so all can be maxed at the next advancement (seriously, why gimp us a small 9 points?)
Hero's Will increased to level 10, 60 second cooldown at max

Warriors:

Move Power Stance to the 1st job, make it passive and 100% at max
Move Rush to the 2nd job
Add a charging ability (think the sprint from Tornado Spin, but faster) to the 2nd job
Remove Ground Smash (or make it useful)

Hero:
Self Recovery made percentage based
Panic's cooldown reduced
Brave Slash's range increased, mob count increased (to be on par with ACB and Dark Impale)
Enrage is a toggle, not a buff

Paladin:
Threatened monsters have a chance to deal no damage to party members
All elements deal the same bonus damage
No more dual charging (it's only 1.25% more damage...)
Charges are toggles, not buffs
Fire charge has a chance to burn
Ice charge slows, not freezes (you already have a spammable 90% stun rate)
Lightning charge steals mana on hit
Holy charge heals on hit

Dark Knight:
Dragon Strength is percentage based
Elemental Resistance affects all magic attacks
Beholder is a toggle, not a summon
Beholder buffs cannot be dispelled
Dark Force drains mana when below 20% health, but deals a total of 200% damage (+100% instead of +60%)

And of course, (at least) two new abilities in the 4th job to make up for Power Stance and Rush being moved. At least the warrior common abilities need to happen.
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