[KMS] Class revamp, AGAIN!
Dark Link Wrote:Give paladins the ability to give elemental weaknesses to monsters! CLASS SAVED!

Saved? Pallies are bossmode already.
Reply
Killmeplsok Wrote:CK needs some love seriously, they should not be a class that stay rotten in your account once they get 120. Same goes to UA, what can you do with the extra skill other than Soul driver, which is nerfed in Chaos, except to show off? That have to be some useful skill.

Cygnus Knights, I guess I could see that. Dawn Warriors should get Brave Slash ever since Brandish moved to 3rd, but the only other changes I could think of for the rest, would be to copypasta borrow skills from their adventurer counterparts. Oh, and increased level cap 150-160?

But, UA's are just supposed to be adventurers with benefits. I see them more as "easy mode" adventurers till 4th job.
Reply
Luxeraph Wrote:So you love your country but the government is awful (at its best), do you say "f'uck this s'hit" and move to a better country, even though you love it?

Pretty sure a transition from a game to another game or hobby is a lot easier than switching domiciles. To appease your argument, I believe mexico does that quite frequently based on the cartels that run certain cities.

You play maplestory to level up to fight bosses so you easier to funding yourself and spending time with friends as a group effort. Really hard to do when every boss is somehow glitched, monopolized, unstable, the market has crashed to the point where 20b is equivalent to 100k nx, and that the value of a characters level as plummeted. Not to mention that your "governments" irresponsible management causes for your hard earned money/work to go down the drain in an instant, because of exploits you have no control over.

So yes, I think it's more wise to waste/spend your money on something else. If you choose to play with such risk with no liability on the company let alone compassion that's your mistake.
Reply
Dark Link Wrote:Give paladins the ability to give elemental weaknesses to monsters! CLASS SAVED!

And take out dual charging. It makes our damage calculations more complicated than they need to be, and just makes dispel even more annoying! Tongue

I'd rather have something similar to what they did with Snow Charge for Arans, and just make each of our third job charges grant a passive +2.5% damage bonus and have Holy grant a passive +5% damage bonus when they're at max level. That would give us the same bonus against everything but ToT monsters along with making Holy a bit more worthwhile and reduce our ridiculous buff count.
Reply
I find the lack of attention to detail on this forum to be seriously disturbing.

Reorganization is vague in its wording - it could be a buff, or it could be a nerf. They are redesigning these classes and the way they play; it's not a skill buff or nerf update.

Remember when every class did the same DAMN thing? Remember when Thieves were godmode because they did the heaviest damage? Remember when all Warriors did was spam one button, and when every Paladin wielded a 2 hander because "shields be worthless herpaderp"?

My guess is with the revamps, they could be making Assassins more like WonderKing's Ninja class, and Bandits are actually more than just a cardboard warrior. With the Pirate revamp, I could see some buffs here and there, but I don't play Pirates enough to know.

Cygnus Knights need the buff, but it may not go the way we think it will.

My firm belief is that the Thief and Pirate revamps will change those respective classes completely to the point of Night Lords needing to relearn their class (it won't just be herpaderp L7 and Triple Throw spam), which would also incur the need for a Full SP reset.

I also believe in "save the best for last" because it means that the wait will be worth it.

And fer cryin' out loud, BE GRATEFUL YOU EVEN GET A THIEF/PIRATE REVAMP, YOU GLUTTONOUS BASTERDS!
Reply
>Need to work longer for giant revamp and put smaller revamps first
>people rage giant revamp comes last.
Reply
Corazon Wrote:I find the lack of attention to detail on this forum to be seriously disturbing.

Reorganization is vague in its wording - it could be a buff, or it could be a nerf. They are redesigning these classes and the way they play; it's not a skill buff or nerf update.

Remember when every class did the same DAMN thing? Remember when Thieves were godmode because they did the heaviest damage? Remember when all Warriors did was spam one button, and when every Paladin wielded a 2 hander because "shields be worthless herpaderp"?

My guess is with the revamps, they could be making Assassins more like WonderKing's Ninja class, and Bandits are actually more than just a cardboard warrior. With the Pirate revamp, I could see some buffs here and there, but I don't play Pirates enough to know.

Cygnus Knights need the buff, but it may not go the way we think it will.

My firm belief is that the Thief and Pirate revamps will change those respective classes completely to the point of Night Lords needing to relearn their class (it won't just be herpaderp L7 and Triple Throw spam), which would also incur the need for a Full SP reset.

I also believe in "save the best for last" because it means that the wait will be worth it.

And fer cryin' out loud, BE GRATEFUL YOU EVEN GET A THIEF/PIRATE REVAMP, YOU GLUTTONOUS BASTERDS!

They aren't doing giant updates on a monthly basis just to nerf classes, for the most part it will be buffs, I can see Mercedes and DS being nerfed but honestly nothing else.

All past revamps that have focused on a class or a class group particularly have always been buffs and modifying playstyle, there has yet to be an update that focused purely on nerfing a singular class or class group, because it wouldn't draw massive crowds, sure they might be some random nerfs, but none of these class specific updates will focus on nerfing the advertised class, guarantee.
Reply
Corazon Wrote:Reorganization is vague in its wording - it could be a buff, or it could be a nerf. They are redesigning these classes and the way they play; it's not a skill buff or nerf update.

>>Class Reorganization
>Chaos

>>Class Reorganization
>Jump! / Ascension

Yeah, they totally reworked how the classes are played in those updates.

Corazon Wrote:Remember when all Warriors did was spam one button

Really? I've been playing since 2006 and I NEVER "Only" spammed one button as a White Knight nor Paladin before Big Bang hit.
Reply
Corsair: Give him the ship in 2nd job and have it level up with him, change all his skills so they don't fail at life, make the ship not go slower than molasses.
Bucc: Make... Give... You know what, just redo his whole god damn skill list, except for super transform, demo, and DS.

For thieves, return the pre-BB mob attack dodging formula. Needing 9999 avoid just to have a 40% chance to dodge a pineappleing snail is balls. Back then, if you had 350 avoid, you get a 85% chance to dodge green shrooms. Mixed with Shifter, NLs were evasive enough to actually be viable. As is, the HP is too low and so is the dodge rate on anything near their level. They need to be 40 levels above just to get a meager 12% dodge chance? The hell? Back then, NLs who were like 15X got hit by skeles like 3% of the time because of being higher level, high avoid, and shifter being maxed. They only needed the 3700 hp to take a hit when the time comes.
Reply
bast963 Wrote:Corsair: Give him the ship in 2nd job and have it level up with him, change all his skills so they don't fail at life, make the ship not go slower than molasses.
Bucc: Make... Give... You know what, just redo his whole god damn skill list, except for super transform, demo, and DS.

For thieves, return the pre-BB mob attack dodging formula. Needing 9999 avoid just to have a 40% chance to dodge a pineappleing snail is balls. Back then, if you had 350 avoid, you get a 85% chance to dodge green shrooms. Mixed with Shifter, NLs were evasive enough to actually be viable. As is, the HP is too low and so is the dodge rate on anything near their level. They need to be 40 levels above just to get a meager 12% dodge chance? The hell? Back then, NLs who were like 15X got hit by skeles like 3% of the time because of being higher level, high avoid, and shifter being maxed. They only needed the 3700 hp to take a hit when the time comes.

This.
I feel like they made it worse with chaos though. Might just be me.
I have an additional 15% dodge chance with level 10 mirrored target and I swear that I have maybe a 16% or 17% chance overall at monsters my level, even being probably one of the only DB's with maxed nimble body.
Reply
Cannoneers are basically pineappleed if Nexon doesn't buff them with pirates. Their only real purpose is to provide some middle ground between the two other pirate classes, since they are just so different from each other. If Nexon really does what they're planning and redesigns Buccs/Sairs from the ground up, Cannoneers will be the most useless class in the game. They'd have absolutely no purpose for existing.

Not to mention that little thing that tends to happen with "balance" patches where the classes that aren't changed have every single one of their good skills given to every other class. Enter: Overburn, Stance, Monkey Magic, and Cannon Jump for everyone!
Reply
Blunderr Wrote:Cannoneers are basically pineappleed if Nexon doesn't buff them with pirates. Their only real purpose is to provide some middle ground between the two other pirate classes, since they are just so different from each other. If Nexon really does what they're planning and redesigns Buccs/Sairs from the ground up, Cannoneers will be the most useless class in the game. They'd have absolutely no purpose for existing.

Not to mention that little thing that tends to happen with "balance" patches where the classes that aren't changed have every single one of their good skills given to every other class.

Like buccs?
Reply
bast963 Wrote:For thieves, return the pre-BB mob attack dodging formula. Needing 9999 avoid just to have a 40% chance to dodge a pineappleing snail is balls. Back then, if you had 350 avoid, you get a 85% chance to dodge green shrooms. Mixed with Shifter, NLs were evasive enough to actually be viable. As is, the HP is too low and so is the dodge rate on anything near their level. They need to be 40 levels above just to get a meager 12% dodge chance? The hell? Back then, NLs who were like 15X got hit by skeles like 3% of the time because of being higher level, high avoid, and shifter being maxed. They only needed the 3700 hp to take a hit when the time comes.

Last thing we need is Thieves / Archers / etc having "Miss Godmode". Maybe give them a damage reduction skill or something, but the OLD Avoid formula was the stupidest thing ever.
Reply
Dark Link Wrote:Last thing we need is Thieves / Archers / etc having "Miss Godmode". Maybe give them a damage reduction skill or something, but the OLD Avoid formula was the stupidest thing ever.

Nah, it was great pre-potential.
Reply
White Wrote:Nah, it was great pre-potential.

It really was. I got missed a lot more by pretty much everything. Although, we did get 1.5 avoid or whatever per dex point or something. Having +2 seconds between hits really improves things though.
Reply
White Wrote:Nah, it was great pre-potential.

But that was pre-potential. Nowadays a well decked out job in the said class sections would pretty much have "Miss Godmode" with how ridiculous the potential is now, and that's not counting Legendary Tier.
It's not even that hard to get to 9999 Avoid with all the +DEX and/or +LUK you can achieve from potential.
Reply
Dark Link Wrote:But that was pre-potential. Nowadays a well decked out job in the said class sections would pretty much have "Miss Godmode" with how ridiculous the potential is now, and that's not counting Legendary Tier.
It's not even that hard to get to 9999 Avoid with all the +DEX and/or +LUK you can achieve from potential.

Not true at all. Only luk based classes can get max avoids with any ease. I'm no where near 9999 avoids.

Edit:

[Image: MapleStory-BasilMarket-Screen-211243.jpg]

6886 wep avoid.
6191 mag avoid.

Your point is null and void SIR!
Reply
Dark Link Wrote:>>Class Reorganization
>Chaos

>>Class Reorganization
>Jump! / Ascension

Yeah, they totally reworked how the classes are played in those updates.

I don't think you can deny that Thieves need to change their entire playstyle to be useful once more. This isn't a mere matter of just buffing some skills like they did in Jump, or adding new skills that buff old ones like Big Bang did.

Essentially, Thieves need to be rebuilt from the ground up. I agree that the old class names don't need a change, but saying it's still okay for Thieves to only have one attack skill (in the case of NLs) or being a Cardboard Warrior (in the case of Shads)....

If you're still okay with that, then something is terribly wrong with you.


Dark Link Wrote:Really? I've been playing since 2006 and I NEVER "Only" spammed one button as a White Knight nor Paladin before Big Bang hit.

My emphasis was more on the "2h onry herpaderp" statement. With the addition of Shield Attack scrolls and Potentials, Paladins everywhere are now actually WIELDING shields because *gasp* this way they don't exactly sacrifice their precious WATK, which I know you pro basterds love to death (not specifically referring to anyone here, but just sayin).

The problem with Thieves at the moment is that by looking at them, you can clearly tell that if you pit the two Thief advancements together (DB not included for obvious reasons) you'll find that Sins have it sooooo much easier. Only reason they cost so damn much is:

1)Claws are popular. Throwing ninja stars got popular once the Narutards got into Maple, which wasn't that far into the release. Not to mention amongst teenagers, ninjas>pirates.

2)The rarity of NPC bought claws. As it stands, the Kerning Weapon Dealer DOES NOT have any claws past a Garnier, which means that you have to be lucky to upgrade your current Beginner Wrist Guard. On the other hand, though, he sells lotsa knives.

3)The rarity of NPC bought stars. This goes hand in hand with #2. Because the only NPCable stars are Subis (we don't count NLC's Icicle trader for the sole reason he doesn't exist in kMS - at least not in the form we have), it makes altering damage hard, so badly that we have to rely on pros to be nice enough to loan us some decent stars. Of course, anyone jumps on them like a pack of hungry hyenas, because of the next reason.

4)Supply and Demand. Due to all of the above, the demand for anything Thief related (specifically Night Lord gear) is very high, but the supply is lower than the demand. This means that Thief gear as a whole is atrociously the most expensive stuff on the market. What this also means is that due to our innate greed (this is especially prevalent in gMS), anytime we see ANY Thief with valuable stuff, we try to mug him/scam him/trade him/etc, to get his stuff SOLELY for the purpose that we can make a profit.

To combat this, my suggestions are:


1)Develop new skills that rely less on stars, and more on other materials. Thieves get a lot of ETC slots during their advancements, and it doesn't help that stars are classified as Use.

The Iga Ninja often used whatever they could - including, but not limited to: oil jars, farm tools, poisons; the list is too big to mention here.

In other words, Thieves need more reliance on being crafty and using more than just shuriken throwing (this directly applies to Night Lords as a whole).

2)Drop some claws into the Kerning Weapon Dealer. This is self explanatory, because it also means that newbies will have an easier time keeping their damage consistent. As well, have the different level shops sell stars (at the very least, sell up to Kumbi tier in Ludi to ensure that we don't see Steelies lose their value entirely).

3)Have skills that actually rely on the usage of Dark Sight. Let's be realistic here, other than temp invulnerability, what other use does Dark Sight have when there's not really a skill that uses it as an opener? Even worse, what use is there when no skill in the current Thief repertoire actually benefits from Dark Sight (Haste does not count - we're talking solely combat usage here).

It's not like we can just drop Dark Sight either, because it's core to the very essence of what Thieves are all about!
Reply
Dark Link Wrote:>>Class Reorganization
>Chaos

>>Class Reorganization
>Jump! / Ascension

Yeah, they totally reworked how the classes are played in those updates.

I don't think you can deny that Thieves need to change their entire playstyle to be useful once more. This isn't a mere matter of just buffing some skills like they did in Jump, or adding new skills that buff old ones like Big Bang did.

Essentially, Thieves need to be rebuilt from the ground up. I agree that the old class names don't need a change, but saying it's still okay for Thieves to only have one attack skill (in the case of NLs) or being a Cardboard Warrior (in the case of Shads)....

If you're still okay with that, then something is terribly wrong with you.


Dark Link Wrote:Really? I've been playing since 2006 and I NEVER "Only" spammed one button as a White Knight nor Paladin before Big Bang hit.

My emphasis was more on the "2h onry herpaderp" statement. With the addition of Shield Attack scrolls and Potentials, Paladins everywhere are now actually WIELDING shields because *gasp* this way they don't exactly sacrifice their precious WATK, which I know you pro basterds love to death (not specifically referring to anyone here, but just sayin).

The problem with Thieves at the moment is that by looking at them, you can clearly tell that if you pit the two Thief advancements together (DB not included for obvious reasons) you'll find that Sins have it sooooo much easier. Only reason they cost so damn much is:

1)Claws are popular. Throwing ninja stars got popular once the Narutards got into Maple, which wasn't that far into the release. Not to mention amongst teenagers, ninjas>pirates.

2)The rarity of NPC bought claws. As it stands, the Kerning Weapon Dealer DOES NOT have any claws past a Garnier, which means that you have to be lucky to upgrade your current Beginner Wrist Guard. On the other hand, though, he sells lotsa knives.

3)The rarity of NPC bought stars. This goes hand in hand with #2. Because the only NPCable stars are Subis (we don't count NLC's Icicle trader for the sole reason he doesn't exist in kMS - at least not in the form we have), it makes altering damage hard, so badly that we have to rely on pros to be nice enough to loan us some decent stars. Of course, anyone jumps on them like a pack of hungry hyenas, because of the next reason.

4)Supply and Demand. Due to all of the above, the demand for anything Thief related (specifically Night Lord gear) is very high, but the supply is lower than the demand. This means that Thief gear as a whole is atrociously the most expensive stuff on the market. What this also means is that due to our innate greed (this is especially prevalent in gMS), anytime we see ANY Thief with valuable stuff, we try to mug him/scam him/trade him/etc, to get his stuff SOLELY for the purpose that we can make a profit.

To combat this, my suggestions are:


1)Develop new skills that rely less on stars, and more on other materials. Thieves get a lot of ETC slots during their advancements, and it doesn't help that stars are classified as Use.

The Iga Ninja often used whatever they could - including, but not limited to: oil jars, farm tools, poisons; the list is too big to mention here.

In other words, Thieves need more reliance on being crafty and using more than just shuriken throwing (this directly applies to Night Lords as a whole).

2)Drop some claws into the Kerning Weapon Dealer. This is self explanatory, because it also means that newbies will have an easier time keeping their damage consistent. As well, have the different level shops sell stars (at the very least, sell up to Kumbi tier in Ludi to ensure that we don't see Steelies lose their value entirely).

3)Have skills that actually rely on the usage of Dark Sight. Let's be realistic here, other than temp invulnerability, what other use does Dark Sight have when there's not really a skill that uses it as an opener? Even worse, what use is there when no skill in the current Thief repertoire actually benefits from Dark Sight (Haste does not count - we're talking solely combat usage here).

It's not like we can just drop Dark Sight either, because it's core to the very essence of what Thieves are all about!
Reply
-steps over random flames in thread-

Okay, i know the subject is fairly dead, but i believe it makes sense that Thieves and Pirates come last. Its become fairly clear Maple HEAVILY favors mobility and DPS, due to its 2d nature. Warriors and archers were, in general, not all that fun, but as their mobility got improved (Mobility Ring, Rush in 4th job, mounts and double jump), so did their entertainment value.

So, where did this leave thieves? whose mobility were supposed to be their forte? how do you keep the game fast-paced and fun for every class while not making thieves blend in without basically being a warrior clone with a dagger, or just 'Archer with FJ'. They've probably been racking their brains trying to make Thieves be 'the fast attacker' in a game that clearly needs to save the other classes by making them more mobile.

Pirates are probably in the same boat.(Sorry.) since their roles seem to be rather hybrid, gimmick and combo based. Lately other classes have become more than one button spammers. Cause, like with mobility, it makes the gameplay more entertaining. So now, what do they have?

I mean, we have the Melee DPS/Tank rebooted, The Ranged DPS rebooted, and the Magic DPS/Support rebooted. Where do Thieves and Pirates fit in without being a clone or outshadowing them at DPS? Which is the most important element of the game, without tanking, aggro, burst damage/defense and other such elements in the battle system to put it in check. (and the fundamental problem with MS which probably is the cause for so many revamps.)

I agree with everyone saying we shouldn't be upset over it. They're probably gonna buff the other classes, observe a bit, and see what can be done to make these two class categories stand out.
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)