KMST 1.2.11 - Skill Changes Part II
#1
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I think this update is called 'MapleStory: Reboot'.

 Character
 Item
 (PvE) Skill Changes
 NPC
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#2
Snipe - Cooltime Reduce
Changed - Required level (195 --> 177)

Snipe - Limit Canceller
Changed - Required level (177 --> 195)

Illusion Step
Changed - time (240 --> 300)

[Image: 6xjnn8t.gif]
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#3
That I/L and F/P nerf... why :/
Also
Bleeding Toxin
Changed - dot (190 --> 1000)
U WOT M8?
I like the Assassinate buff, pretty huge considering they have Shadow Partner.

I like the fact they've buffed CS, but not Viper nor Captain lol, The changes to wind breaker are still not satisfying enough, AND Bowmaster got stronger...
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#4
Given the nerfs to everyone, I was expecting the same, but nerfs without any compensatory quality of life changes is rather garbage.

In terms of some random order of importance, this is what I/L needed:
Chilling Step (the ice on the ground skill) needs to not trigger DR.
Frozen Orb has a god awful cast time, if they were going to do anything with cast times, that should have been the first skill to look at. That, or extend its duration or speed up the hits.
Lightning Sphere, the Hyper, needs to be changed to a nonkeydown skill like AB's Supreme Supernova.
Freezing Breath, the bind, needs personal functionality. For example, if you remove your hand from the key, it functions as a regular bind, but you lose the invincibility and DEF decrease.
Thunderstorm needs to be a true summon. Either give it a fixed position at the point of summoning, like the Corsair Octo-Cannon or a true following summon like Elquines, not some lumbering cloud that is almost assured of disappearing because you teleport too fast.

None of those changes increase damage to gamebreaking or move from the middle status.
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#5
Locked Wrote:Blast

Changed - damage (488 --> 318)
Changed - time (10 --> 60) (10 --> 60)
Removed - cooltime

The paladin nerf turned into a buff (by not having to stack 5 charges over and over). However, Nexon did mention that they still want to change how a paladin fights (something they mentioned about 'elemental warrior?'), so we'll probably see it on the next KMST updates.

Locked Wrote:Gungnir's Descent

Changed - damage (312 --> 250)
Changed - attackCount (8 --> 10)

It's so tempting to switch back to DrK, but I'll stay as a paladin for a while.

At this point, I believe heroes deserve an extra hit or two for Raging Blow now.
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#6
Really noobish to this but, Buccaneer changes says " final attack" on Fist enrage, and fist out rage. Does this mean they added final attack to the octopunch?


Nvm i think that line meant that the skill links together , like a Tb
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#7
Chilly Wrote:Given the nerfs to everyone, I was expecting the same, but nerfs without any compensatory quality of life changes is rather garbage.

In terms of some random order of importance, this is what I/L needed:
Chilling Step (the ice on the ground skill) needs to not trigger DR.
Frozen Orb has a god awful cast time, if they were going to do anything with cast times, that should have been the first skill to look at. That, or extend its duration or speed up the hits.
Lightning Sphere, the Hyper, needs to be changed to a nonkeydown skill like AB's Supreme Supernova.
Freezing Breath, the bind, needs personal functionality. For example, if you remove your hand from the key, it functions as a regular bind, but you lose the invincibility and DEF decrease.
Thunderstorm needs to be a true summon. Either give it a fixed position at the point of summoning, like the Corsair Octo-Cannon or a true following summon like Elquines, not some lumbering cloud that is almost assured of disappearing because you teleport too fast.

None of those changes increase damage to gamebreaking or move from the middle status.

I agree with all of these. But seeing how small-ish the nerfs were, I'm just glad it wasn't as bad as I thought it was going to be. And at least our Hyper isn't as completely useless as before, at least on paper.
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#8
Even tought they didn't changed anything(really usefull) in mm i don't really mind Hurt, since we got what we most needed(be something in close range and snipe have more range).
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#9
Oh man, Cannoneer changes look delicious.
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#10
STARBUCK Wrote:Really noobish to this but, Buccaneer changes says " final attack" on Fist enrage, and fist out rage. Does this mean they added final attack to the octopunch?


Nvm i think that line meant that the skill links together , like a Tb

No, I think they changed Nautilus Strike to activate a final attack while on cooldown, similar to ILs, FPs, and Battle Mages.
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#11
Ginji Wrote:The paladin nerf turned into a buff (by not having to stack 5 charges over and over). However, Nexon did mention that they still want to change how a paladin fights (something they mentioned about 'elemental warrior?'), so we'll probably see it on the next KMST updates.



It's so tempting to switch back to DrK, but I'll stay as a paladin for a while.

At this point, I believe heroes deserve an extra hit or two for Raging Blow now.

unless you're capping i don't see the point.

312*8=2496
250*10= 2500

literally 4 points more of damage.

also that cooldown increase to 10 seconds on potato explosion, eww.
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#12
ShinkuDragon Wrote:unless you're capping i don't see the point.

312*8=2496
250*10= 2500

literally 4 points more of damage.

also that cooldown increase to 10 seconds on potato explosion, eww.

its 25% more damage to those who can cap

EDIT: misread the post, im such a stupid nigga
yeah that dude can cap real hard
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#13
EDIT: Updated.

My thoughts on the changes (I'm referring to Max's blog for info, so it will be incomplete for a while):

 Spoiler
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#14
I was under the impression bowmasters already had pretty good dps o_o
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#15
Max Wrote:'Final Cut: instead of giving a 60% damage boost, this skill now inflicts a debuff on monsters hit which increases your damage on them by 60%, the damage boost no longer depends on your charge time'


GG. Basically DBs now have pomegranatety damage outside of bossing.
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#16
Hanabira.Kage Wrote:
My thoughts on the changes (I'll be referring to Max's blog for info, so it's going to be incomplete for a while):

 Spoiler

WHAT, YOU GOTTA BE KIDDING ME

Quote:Weapon Mastery: in addition to existing effects, Weapon Mastery now gives 2 attack speed boost if you are equipping a Spear

OH pineapple OFF.

what's the points of polearms now, i'm not even going to go on the same rant i always do, nexon doesn't know pomegranate about balance and just kneejerks confirmed V999.9
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#17
Ultimate Drive
Changed - subTime (120 --> 130)
Can anyone explain to me, WHY?
Also
[video=youtube;pbW_aP7tV_w]https://www.youtube.com/watch?v=pbW_aP7tV_w[/video]
this is how paladin should've been lool
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#18
STOP. I just read Max's blog and unless I am missing something, did they really take the Stance effect off of Knight's Watch? Get out.

Also, is Advanced Soul Shield really doing what I am thinking it has the potential to do?
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#19
[video=youtube;DcN9VO63yAA]https://www.youtube.com/watch?v=DcN9VO63yAA[/video]
boy
[video=youtube;j2ACwZ1HXMs]https://www.youtube.com/watch?v=j2ACwZ1HXMs[/video]
HAHAHHAHAHAHAHAAHAHAHAHAHHAHAAHAHHAHAHAHAHAHAHAHA
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#20
TheBlackMage Wrote:[video=youtube;pbW_aP7tV_w]https://www.youtube.com/watch?v=pbW_aP7tV_w[/video]
this is how paladin should've been lool

Wait is he, blocking %hp boss attacks?

WHAT THE FUC'K IS THIS SHI'T NEXON Mad

edit#5: HE CAN BLOCK MAGNUS METEORS TOO? ;-;

my heart, i wanted this so much for maple but, but for paladins T^T
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