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Buccs should have higher base HP, much closer to warriors
1st Job-
Merge Bullet Time with Dash
HP Increase moved to First Job
Somersault Kick throws enemies in the air for bonus damage
Flash Fist, more damage, more range, new animation
2nd Job-
Transform moved to 2nd Job
Energy Charge moved to 2nd Job (nerfed to 10 attack bonus)
Nerfed Blast moved to 2nd Job
No more Double Upper
CSB and BSB left alone
Critical Punch, more damage bonus, more chance.
MP Recovery, Oak Barrel left alone
3rd Job-
Super Transform moved to 3rd Job
Energy Orb moved to 3rd Job (nerfed to 20 levels, lower damage)
Shockwave changed to do damage AOE, no more terrain blocks, castable in the air
Energy Drain left the same
Lucky Dice left the same
Stun Mastery changed to increase stun chance on all attacks by low percentage, more damage
Brawling Mastery buffed damage, increased to 20 levels
4th Job-
(insert your choice of word) Transform (60 attack buff, little/negligible cooldown)
Added Double Lucky Dice
Added Advanced Brawling Mastery (increases range of CSB, BSB, also damage, higher mob count)
Added Advanced Energy Charge (increased attack bonus, longer duration, less energy needed to charge)
Dragon Strike increased mob count to 8, no damage bonus
No more Fist
Speed Infusion left alone
Time Leap left alone
No more Snatch; replaced by skill where in Transformed state, you rush mobs of 12 extremely quickly
Faster Demolition
(insert energy skill of your choice)
.... is this too much to ask for? I think it is... considering Nexon.
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1 - Mainly I'd like all jobs to get graphical changes over damage changes.
2 - I'd like Buccanners to get a new fighting style. they are brawlers right? Well, make it so they can use all their skills successively to make combos just like in any fighting game. Also give them an Arcane-aim like skill so the longer the combo you perform, the more damage you do. Sounds Similar to Arans but instead of spamming 1 att as they do, make it so you can chain any attacks from any advancements to make these combos, and the Bonus combo system would make it worth it. Oh, and make all their attacks really fast (600ms or so), that way you can chain many skills without it making the job too slow.
3 - Reduce the speed cap again - Add double tapping running (Just like the mobs from Stronghold). It's kind of pointless but looks way cooler.
Can't think of anything else right now. I'll be back when I get other ideas
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Dudewitbow Wrote: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. To add to this, they really need to rename the skills. Wild Arrow Blast, Jaguar Rawr, Jaguar Oshi, It's Raining Mines? Seriously, what about any of those names is even remotely threatening!? They should just go back to their literal translations, WAB to Wild Vulcan, IRM to Minefield, Rawr to Roar, Oshi to Swallow. And the same goes for Mechs and Battle Mages!
Also, for Wild Hunters, I'd like to see both Blind and Hawk moved to second job and have Hawk changed into a unique summon specifically for Wild Hunters. Maybe a Jaguar kitten or something. Then in third job I want them to have a skill that increases the damage of all summons (including Trap and captured monsters) by 100% and the duration of all summons by 100 seconds and have Sonic Roar moved to third job. In fourth job I want Stinkbomb Shot replaced with a new attack that acts like an advanced version of Ricochet, but maybe have it actually bounce from one monster to the next like Chain Lightning. I'd also like to see a new summon or jaguar attack in fourth job, but if it's a jaguar move, then I'd like it to not propel the character into the group of monsters that's being attacked or have a super KB effect, and I'd also like it to passively buff the previous jaguar moves.
Oh and I'd like them to make the Jaguar Habitat a much much larger area, and have more jaguars that all have different speed and jump values. I also want there to be different colored Jairas. Additionally, I'd like to be able to buy/craft warpaint for the jaguars that can show up on their sprites. Maybe have it grand mediocre stat boosts +5 dex or +10 jump or something.
For Mechs and Demon Slayers, I want them to make them start with only 10% stance in first job, and just have the stance effect go up by 30% after each job advancement. Either that or give Warriors and Arans, and maybe Battle Mages, a passive Stance skill in first job that also grants 100% stance.
For Mechs exclusively, I want them to be able to customize the appearance of their robots. Starting from level 10, have mech parts available in stores and for crafting that alter the appearance of their robots, and have the existing mech parts change the appearance as well.
For Battle Mages, increase the duration of each of their buffs, and make their Booster skill the same as everyone else's. Seriously, there's no reason for their buffs to be so freaking short.
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bast963 Wrote:You mean only the bishop gets 270 second holy symbols?
WHAT THE NEXON. 270 second HS would've been amazing, so much afking to be had, yet nooooo, doesn't work.
I was more so talking about having the skill increase the buff duration of everyone's buffs, including the bishops.
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Stop making new classes and changing old ones as a distraction. Put them on relatively equal footing (one time, not eight different events) and start fixing the goddamn world.
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using logic and your idea of stance on 1st job yeilds funny outcomes
1st job mech; here haver your robot = 100%stance
1st job BaM; here your staff now you can tackle a train without kneeling in pain
jaja just funny, even tough not bad idea
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OrangeGuy Wrote:Buccs should have higher base HP, much closer to warriors
1st Job-
Merge Bullet Time with Dash
HP Increase moved to First Job
Doubt Hp increase will get move to 1st job, else Sairs will get it too.
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ElTwice Wrote:using logic and your idea of stance on 1st job yeilds funny outcomes
1st job mech; here haver your robot = 100%stance
1st job BaM; here your staff now you can tackle a train without kneeling in pain
jaja just funny, even tough not bad idea
Nah BaMs should have stance built into the auras.
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Dark Link Wrote:I was more so talking about having the skill increase the buff duration of everyone's buffs, including the bishops.
Oh, so it does work for HS? Thank god. Easy mode acquired.
But I also agree with the "make it work for all buffs" thing. Makes archmages a little more useful.
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byakugan Wrote:I'd like Buccanners to get a new fighting style. they are brawlers right? Well, make it so they can use all their skills successively to make combos just like in any fighting game. Also give them an Arcane-aim like skill so the longer the combo you perform, the more damage you do. Sounds Similar to Arans but instead of spamming 1 att as they do, make it so you can chain any attacks from any advancements to make these combos, and the Bonus combo system would make it worth it. Oh, and make all their attacks really fast (600ms or so), that way you can chain many skills without it making the job too slow.
I remember someone posting something about Brawlers getting an Energy bar instead of MP(just how Demon Slayers have a Demon Force bar). For combos there could be 2 skills, a punch skill and a kick skill, that you can combo to restore your Energy and then use your Energy attacks.
If they remove a Summoning Rock requirement for SP, they might as well remove them from the game.
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Remove rocks for SP, make ship 3rd job and lvl up with you, shadowers 4th job skills need some changes, PALADIN BLAST ANIMATION CHANGED TO LOOK BAD ASS LIKE CHARGED ATTACK, buccs.... maybe a bit more survivability. Thats all I can think of + ideas i agree with.
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RandomZodiac Wrote:Remove rocks for SP, make ship 3rd job and lvl up with you, shadowers 4th job skills need some changes, PALADIN BLAST ANIMATION CHANGED TO LOOK BAD ASS LIKE CHARGED ATTACK, buccs.... maybe a bit more survivability. Thats all I can think of + ideas i agree with.
although DB doesn't use rocks, i dont agree of removing one of the few small meso sinks in the game. slowly drain 500k mesos for every 100 rocks =3
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I agree. I think that making Dual Bladers use rocks actually would be even better. Fair change.
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Eliseo Wrote:I agree. I think that making Dual Bladers use rocks actually would be even better. Fair change.
The sad part is that I don't know a shad who has done the Alacaster quest and I'm the only DB I know who's done the alacaster quests.
Winning, duh.
But I don't have enough space in my inventory. So, no.
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Dudewitbow Wrote:although DB doesn't use rocks, i dont agree of removing one of the few small meso sinks in the game. slowly drain 500k mesos for every 100 rocks =3
Leaving it on Hermit's & CB's while every other pineappleing class gets it removed is sane? It never made any sense that DB's don't need to use summon rocks for MI. You either remove summon rocks from the game altogether or make every summon skill have the requirement of summon/magic rocks to use again. If you considered summon/magic rocks as a meso sink, then why would Nexon remove it from other skills that are labeled as "summons"?
Then again, they may not even remove it at all from SP since Door still needs a magic rock. I would still argue then that you should increase the duration of SP, or make it un-dispelable.
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Have Battle Mages ADA give 1000% more damage. Let Dark Genesis 1HitKO everything. Have Summon Reaper Buff have 100% chance of summoning reaper with reapers doing 1000% damage. All the main attack moves for Battle Mage will do 9000% damage. And Maple Warrior only for Battles Mages will give 500% stats.
/troll
I'm trying to get my DW to level 120 before this so I can make a UA thief. But seriously I would like to see some improvements to Battle Mages.
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Hmm what id like to see.. Significant speed, avoid and mobility boost with all thieves cause come on we're thieves being fast is our thing!
All thieves-
-shadower partner to not require rocks!
-speed cap increasing skill to 180%
For Night lords-
-Triple throw nerfed and moved to 3rd
-add A hurricane style attack for 4th
-avenger moved to 2nd
-useless skills removed! ambush, meso throw, etc.
-ultimate avenger added for 4th hits 3 times x 10 mobs with massive range.have
For Shadowers (I`ll try not to be bias)
-BoT moved to 2nd job
-BStep made 2x faster hitting 6 targets with 25% PDR ignore
-assaulter made faster also, range increased.
-assassinate made usable without dark sight and faster.
-a rush skill for 3rd job. along with complete animation for 1st to 4th revamp.
DBs? idk if they count in this.
-make kataras have shield potential rank not weapon with legendary tier that only seems wayy too overpowered.
Pirates..
Buccanneer
-all skills made faster. would suffice.
Corsair
- didnt play my corsair enough to judge this.
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Dudewitbow Wrote: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
Thieves i 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.
Pirates dont 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
Aggravate Wrote:Leaving it on Hermit's & CB's while every other pineappleing class gets it removed is sane? It never made any sense that DB's don't need to use summon rocks for MI. You either remove summon rocks from the game altogether or make every summon skill have the requirement of summon/magic rocks to use again. If you considered summon/magic rocks as a meso sink, then why would Nexon remove it from other skills that are labeled as "summons"?
Then again, they may not even remove it at all from SP since Door still needs a magic rock. I would still argue then that you should increase the duration of SP, or make it un-dispelable.
>.<
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Dark Knights
1st Job:
*Lower Max Level of Iron Body to 10, make it passive.
*Move HP/MP Recovery skill to 1st job (while fighting, can still recover HP passively)
*Make it so that Stance becomes an effect that protects everyone (regardless of class) when damage dealt is under a certain % of HP.
*Make it so that all skills are maxable in 1st job (like Resistance)
2nd Job:
*Move Rush to 2nd job and lower max level to 20.
*Make Hyper Body stackable with all other HP buffs/pots (not sure if possible already)
*Make Ground Smash more useful or remove it completely.
*Lower max level of Crusher and Fury to 15 and move to 2nd job.
*Lower Booster max level to 10.
*Allow Final Attack to be toggled on/off or make it so that Final Attack does not kill with Damage Reflect.
3rd Job:
*Move Monster Magnet to 3rd job and lower max level to 20. It starts with only 3 monsters, and adds 1 monster that can be hit per 5 levels (until 6). Lower damage to 200%.
*Move Berserk to 3rd job, restore Berserk to original (below 50% HP, 200% damage). Make it so that if you are on Berserk, all skills turn orange-red.
*Make Dragon Strength have the animation Mercedes had
*Remove Elemental Resistance, and give it to Dragon Wisdom (or Beholder like with Mages' summons)
*Unnerf Magic Crash with the monsters' resistance to it (maybe make it so that the monster has 20 second resistance, meaning only 2 magic crashes per min instead of crash lock or only 1)
*Change Sacrifice, so that it ignores 20% def, but can lower monster's defense by another 20%def. (meaning good for party bossing)
4th Job:
*Add new skill, Dragon Wings, that gives 200% damage above 51% HP, but has cool down. If Dragons Wings is on, all your skills turn purple.
*Make Dark Impale hit only 3 monsters, increase damage.
*Add a new mobbing skill for Dark Knights. I dislike spamming Dark Impale like mad.
*Make Defense Conversion PvP skill a real skill with max level 10 in 4th job (DEF = more ATK)
*Lower cool down of Hero's Will
*Make Beholder unable be dispelled.
*Lower max level of Beholder's skill to 10 for all.
*Give Soul-Eater like skill that's passive that upgrades Monster Magnet.
*Lower Power Stance's level to 20, and give it Achilles nerfed buff as well (like 10% as opposed to 15%), along with an "endure" like skill. If you die, you will be revived full HP/MP; however, there will be a cool down (meaning no power stance for for a long time, so you still don't want to die) No 100% stance please, too boring.
*With whatever extra SP from changes, add MORE new stuff, and honestly, with the new spears being slow, and weak compared to pole arms, either remove them, buff them, or make it so that DK's can only use spears.
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bast963 Wrote:Oh, so it does work for HS? Thank god. Easy mode acquired.
But I also agree with the "make it work for all buffs" thing. Makes archmages a little more useful.
I never said it worked for HS, because even I'm unsure myself. I know bishops have their buffs extended, but I think that only applies to themselves. In other words, they have a 50% longer HS while everyone else still has the same normal duration.
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