KMS 1.2.145 - Union Revamp
I don't think there's been a single change in these past two "revamps" that I've actually liked. Monsters are still dying in one hit of just about every class's main attack, every element is effectively useless unless made neutral by means of another buff, Paladins still don't get to tank for their parties, Rush and Stance are sill in fourth job, and Wild Hunters are better than Bow Masters again.

Oh wait, Sacrifice hits twice now. I can honestly say that I like that change, but that's all, everything else is complete bullshit.
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Baklava Wrote:So...charge blow stun only works if lightning is the ONLY charge activated.


What.

Really? That's just stupid. They should have just added +40% more to every charge and made Lightning independent again if they were going to do that.

Sorien Wrote:I don't think there's been a single change in these past two "revamps" that I've actually liked. Monsters are still dying in one hit of just about every class's main attack, every element is effectively useless unless made neutral by means of another buff, Paladins still don't get to tank for their parties, Rush and Stance are sill in fourth job, and Wild Hunters are better than Bow Masters again.

Oh wait, Sacrifice hits twice now. I can honestly say that I like that change, but that's all, everything else is complete bullshit.

The highlighted portion is the thing I really wish they did with the Paladin class. They have all kinds of tank related skills, but in the end the only thing you can do is tank yourself. It defeats the purpose of being a Tank. The original Jump update was the perfect opportunity to do just that, and Nexon disappointed again. Paladins are a fun class, but they have nothing outside of Combat Orders to make them desirable for a party, and in the end, CO isn't exactly an amazing buff, certainly not enough to replace a full DPS class. They need something to stand out, instead of just mediocre damage boosts (Especially when you compare it to Mercedes, CS, DS, and all the other broken classes they've released).
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Yeah. Pretty much I want to be able to tank for my party. Hell BaM's have a skill that does that. I want one too. Our class is defensive yet we cant even defend our friends Frown
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what are the y and z things for enrage?
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andyandythin Wrote:what are the y and z things for enrage?

Minimum Critical Damage and Critical Hit Rate.
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Sorien Wrote:I don't think there's been a single change in these past two "revamps" that I've actually liked. Monsters are still dying in one hit of just about every class's main attack, every element is effectively useless unless made neutral by means of another buff, Paladins still don't get to tank for their parties, Rush and Stance are sill in fourth job, and Wild Hunters are better than Bow Masters again.

Oh wait, Sacrifice hits twice now. I can honestly say that I like that change, but that's all, everything else is complete bullpomegranate.

the range and damage increase in impale was VERY welcome, it's not "barely better" than the old 4-hit crusher, but now it's a massive improvement over it. and as i said before, the warrior with the longest range now finally becomes the warrior with the longest range <.<

i'd love a bit of downward range though, even if it's just 5 pixels
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Jezzz what is with Nexon and the Pirate/Thief hate lately...what is this like the 4th revamp where we got jack? I not gonna be touching maple for a very long time it seems.

I'll stick to Dragon Nest.
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Baklava Wrote:I think it deals 999,998 PLUS the 1700% now.

Think of it as an Ultimate for Paladins. It doesn't do 999,999 + Some, it only does 1700% Damage.
Basically, don't expect to be doing 999,999 on everything now unless you're decently geared.

Voyant Wrote:Jezzz what is with Nexon and the Pirate/Thief hate lately...what is this like the 4th revamp where we got jack? I not gonna be touching maple for a very long time it seems.

I'll stick to Dragon Nest.

Uh....Thief / Pirate revamp isn't until next month...
Where have you been these past 3+ months lol.
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I still think its retarded to buff 3 classes and not just do it all at once. I can understand if it was non Adventures....but all the adventurer classes need the same love at the same time.

The Jump Patch was retarded.

People can sit here and call me out for bitching, but I sure that if your favorite class kept getting fucked over for as long as they have done with adventure pirates and thiefs you would be complaining as well...so don't come to me with hypocritical BS. This is almost as bad as the time Nexon glitched up getting battleship cannon last year.
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Voyant Wrote:I still think its retarded to buff 3 classes and not just do it all at once. i can understand if it was non Adventures....but all the adventurer classes need the same love at the same time.

The Jump Patch was retarded.

Thief / Pirate Jump was postponed due to Legend. The reason why Thief / Pirate are their own separate month is cause they're overhauling EVERYTHING, except the names. They're basically getting Jump + Union revamps as one giant revamp.
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Dark Link Wrote:Thief / Pirate Jump was postponed due to Legend.

Which shouldn't have happened in the first place.
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This is not the change I expected:

Meteor - damage (1700 --> 900)
Blizzard - damage (1600 --> 850)
Genesis - damage (1900 --> 1000)

I expected Blizzard to go up to 1700, not the other two to lessen. At least now they all function the same and their damage did increase. I will miss hitting the damage cap though.
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Thorr Wrote:This is not the change I expected:

Meteor - damage (1700 --> 900)
Blizzard - damage (1600 --> 850)
Genesis - damage (1900 --> 1000)

I expected Blizzard to go up to 1700, not the other two to lessen. At least now they all function the same and their damage did increase. I will miss hitting the damage cap though.

Did you miss the point where they hit twice now? More damage overall (than they were before the revamp), and it skirts around the damage cap easier. Nothing wrong with that.
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Baklava Wrote:Nexon screwup #1: Advanced Charge nerfs Charge Blow by 30% at Lv1.
550% -> 520%
This isn't really a screw-up seeing as no Paladin should ever be using level 1 Advanced Charge.

I'm not actually sure how I feel about the changes to Paladins.
There are a few things I really like:
- 3rd Job charges doing the same damage. Not sure why this took so long to do.
- Divine Shield's buff. Holy crap, they really don't mind if we don't ever take damage.

But there are a lot of things I don't like:
- Charged Blow's stun getting messed up. Actually, being 4th Job, this doesn't affect me, but it's the principle.
- Holy Charge's effect being useless.
- Fire Charge's DOT not working on bosses. How's that supposed to ever be helpful on regular mobs?
- (unconfirmed?) If they changed Hammer to do a %-damage, I'm going to be freak'n pissed.

I'm curious, is there any indication that the way dual charging has changed?
I'm not sure why they keep it around at this point seeing as all charges now are theoretically useable in their own right.
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Responses in red:

Fiel Wrote:Magic Guard:
Changed - x (80 --> 85) (5+5*level --> 10+5*level) Seems quite the pointless change
Meditation:
Changed - mad (20 --> 30) (level --> 10+level) How about making it stack with att potions?

Fire Arrow:
Changed - Name (파이어 애로우 --> 플레임 애로우Wink
Changed - damage (360 --> 420) (240+6*level --> 260+8*level) DUMB to change the name to something else that's also equally unoriginal. Good change to damage though.

Poison Breath:
Changed - damage (280 --> 340) (140+7*level --> 140+10*level) Meh. This needed a DoT increase instead.
Extreme Magic (Fire, Poison):
Changed - Max level (20 --> 10)

Element Amplification:
Changed - x (140 --> 150) (100+2*level --> 110+2*level)
Changed - y (145 --> 150) (105+2*level --> 110+2*level) Good change.

Explosion:
Changed - damage (580 --> 620) (480+5*level --> 500+6*level) meh

Poison Mist:
Changed - damage (230 --> 270) (190+2*level --> 210+3*level) facepalm, this basically does nothing. I would raise DoT instead.

Fire Demon:
Changed - Max level (20 --> 10)
Changed - damage (540 --> 580) (400+7*level --> 420+16*level) DoT instead!!!

Teleport Mastery:
Changed - damage (300 --> 340) (200+10*level --> 240+10*level) okay

매직 크리티컬:
New Skill
New - Name (매직 크리티컬Wink
New - Description (영구적으로 크리티컬 공격 확률과 크리티컬 최소 데미지가 증가한다.)
New - Level readout (크리티컬 공격확률 #cr%, 크리티컬 최소 데미지 #criticaldamageMin% 증가Wink
New - Max level (20)
New - Combat orders (1)
New - Info (type = 50)
New - cr (30) (10+level)
New - criticaldamageMin (25) (5+level)
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver) Nice addition. I think non-SE crit skills like this one should be passive though! Seems a bit filler.
Big Bang:
Changed - damage (290 --> 330) (230+2*level --> 240+3*level) The skill needs to be completely changed or replaced.But if not: add DoT!

Infinity:
Changed - prop (50 --> 70) (20+level --> 40+level) Yes, because 60 seconds of this out of three minutes, and it being dispellable really warranted a change like this. USELESS (especially comparing to the IL AM changes)!

Mist Eruption:
Changed - damage (500 --> 600) (290+7*level --> 360+8*level) FFFFFFFFFFUUUUUUUUUUUU mixed with a facedesk. REALLY NEXON? I think I can easily hit cap with this - AT LVL 1! Way to crap on the highly funded FP AMs who actually put lots of effort into their character and praise the bandwagoners.

Ifrit:
Changed - damage (400 --> 450) (250+5*level --> 270+6*level) meh. This should be toggable as should all summons. Needs to attack faster and needs friqqin DoT! DoT@!@@

Paralyze:
Changed - Hitbox (350% --> 400%)
Changed - damage (257 --> 300) (197+2*level --> 210+3*level) Range increase is good, not really doing much else: bad. This skill should have nearly (but lower because of DoT) the same attack as CL!! It should also hit 6 times as well because of the idiotic damage cap! A spit to the face of funded FPs yet again.

Meteor Shower:
Changed - Level readout (MP #mpCon 소비, 최대 #mobCount명의 적에게 #damage% 데미지, #dotTime초간 #dotInterval초당 #dot%의 도트 피해, 재사용 대기시간 #cooltime초 --> MP #mpCon 소비, 최대 #mobCount명의 적에게 #damage% 데미지로 #attackCount번 공격, #dotTime초간 #dotInterval초당 #dot%의 도트 피해, 재사용 대기시간 #cooltime초Wink
Changed - damage (1700 --> 900) (1100+20*level --> 600+10*level)
New - attackCount (2) (2) Good change. Might still hit cap though! Maybe 560 x 3 instead? Derp.

Cold Beam:
Changed - damage (140 --> 170) (100+2*level --> 110+3*level) MEH

Thunder Bolt:
Changed - damage (105 --> 130) (65+2*level --> 70+3*level) Good change

Ice Strike:
Changed - damage (145 --> 160) (105+2*level --> 120+2*level) Needs to be more powerful!

Thunder Spear:
Changed - damage (155 --> 165) (95+3*level --> 105+3*level)Skill needs a total overhaul or some significant changes

Ice Demon:
Changed - Max level (20 --> 10)
Changed - damage (520 --> 560) (380+7*level --> 400+16*level) Add way more attack to be on par to FD but without the same DoT

매직 크리티컬:
New Skill
New - Name (매직 크리티컬Wink
New - Description (영구적으로 크리티컬 공격 확률과 크리티컬 최소 데미지가 증가한다.)
New - Level readout (크리티컬 공격확률 #cr%, 크리티컬 최소 데미지 #criticaldamageMin% 증가Wink
New - Max level (20)
New - Combat orders (1)
New - Info (type = 50)
New - cr (30) (10+level)
New - criticaldamageMin (25) (5+level)
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver) CL is a happy bunny with this.
Big Bang:
Changed - damage (290 --> 330) (230+2*level --> 240+3*level) The skill needs to be completely changed or replaced.

Glacial Chain:
Changed - damage (450 --> 340) (330+4*level --> 220+4*level)
Changed - attackCount (4 --> 6) (4 --> 6) Great change! This is Exactly what ILs needed. And ME's change is Exactly what FPs DID NOT need lol.

Elquines:
Changed - damage (330 --> 380) (180+5*level --> 200+6*level) Needs to attack faster and be toggable!

Chain Lightning:
Changed - damage (214 --> 200) (154+2*level --> 140+2*level)
Changed - attackCount (4 --> 6) (4 --> 6) Refer to the GC change and let me rage more. I'm happy for ILs here though Smile

Blizzard:
Changed - Level readout (MP #mpCon 소비, 최대 #mobCount명의 적에게 #damage% 데미지, #dotTime초간 #dotInterval초당 #dot%의 도트 피해, 재사용 대기시간 #cooltime초 --> MP #mpCon 소비, 최대 #mobCount명의 적에게 #damage% 데미지로 #attackCount번 공격, #dotTime초간 #dotInterval초당 #dot%의 도트 피해, 재사용 대기시간 #cooltime초Wink
Changed - damage (1600 --> 850) (1000+20*level --> 550+10*level)
New - attackCount (2) (2) Refer to meteor's change
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IImaplers Wrote:A spit to the face of funded FPs yet again.

Or Nexon telling them: How about you take a break from buying cubes for a month or two? Take the nephews to Disneyland or something.
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IImaplers Wrote:A spit to the face of funded FPs yet again.

Or Nexon telling them: How about you take a break from buying cubes for a month or two? Take the nephews to Disneyland or something.
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ElderTree Wrote:Did you miss the point where they hit twice now? More damage overall (than they were before the revamp), and it skirts around the damage cap easier. Nothing wrong with that.

No, I didn't miss this point at all. The point is that I expected the ONE skill that was different to be corrected. I did not expect the other TWO skills to be changed.

... and I will still miss hitting the damage cap.
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byakugan Wrote:I don't like at all changes for Heroes.

80 seconds cooldown on Panic? Other jobs like Marksmen can use skills as strong or stronger like 10 times faster. They should have least left it at 30 seconds

Less damage on Enrage and more damage on Brave Slash? No switching ON/OFF enrage yet? useless change,

Only 230% hitbox size and 280% damage on Shout? No animation change? Why hasn't Nexon realized this skill needs to be an ultimate-like skill? Like Dragon roar and Sanctuary. Maybe they think Heroes really use its stunning properties,

2 Att count for final att? Still sucks since it doesn't charge any combo orbs.

This is for all warriors. 95% working chance on Stance and nothing else? For still 30 SP? They at least should have given it some defense properties.

For panic that's how long it last cooldown is still 30 seconds which means you can always have chance attack active help your party by reducing damage taken there should be nothing less then a grin across every heroes face with that change.
Less damage on enrage which is more then made up for in the fact AFA hits twice and the critical bonus.

I have no idea why your complaining about shout useless skill is useless. Why nexon hasn't deleted it yet is beyond me
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The Great One Wrote:For panic that's how long it last cooldown is still 30 seconds which means you can always have chance attack active help your party by reducing damage taken there should be nothing less then a grin across every heroes face with that change.
Less damage on enrage which is more then made up for in the fact AFA hits twice and the critical bonus.

I have no idea why your complaining about shout useless skill is useless. Why nexon hasn't deleted it yet is beyond me

Because I have hope it can become a skill like Dragon Roar and Sanctuary. They could delete it and add a 3rd combo user skill that consumes X number of orbs for a screen-wide attack. I just think Heroes deserve that.

And about Panic I'm pretty sure thats its cooldown. The Darkness curse lasts 15 seconds and the cooldown lasts 30 right now.
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