Re: KMST 1.2.10 - Skill Changes
Quote:
Originally Posted by
TheBlackMage
Do they have a clue on what they are doing
I would say no since they gutted Paladins while buffing Demon Slayers (which are full of utility and still do fairly respectable damage) and nerfing Demon Avengers. Not to mention they wouldn't have had to deal with Knights' elemental ignore if they didn't give every boss resistance to the physical element anyways like talk about a self-created problem.
Re: KMST 1.2.10 - Skill Changes
Quote:
Originally Posted by
TagerBustah
These inexcusable Paladin nerfs make this the absolute worst patch in maplestory history. The sheer stupidity of it defies all logic and reason. in the very slight chance that this stays i would actually have to do the unthinkable and actually quit my one and only sole main and single favorite char of the past 10 years. What they need to do is follow Neople's example and make Paladin just like the Asura from Dungeon Fighter Online. Asura is the perfect example of what Paladin should be in maple, an elemental swordsman done right.
>We want Paladins to be a tanky warrior
>Nerfs survivability
Quote:
All Cygnus jobs have a skill which gives elemental resistance ignore, giving them a large advantage in boss battles over many other jobs.
>Remove elemental resist ignore from Paladins and Cygnus cause it's "unfair".
>Lets mages keep Elemental Reset.
Clearly I'm missing something here...
Re: KMST 1.2.10 - Skill Changes
Quote:
Originally Posted by
Dark Link
>
>Remove elemental resist ignore from Paladins and Cygnus cause it's "unfair".
>Lets mages keep Elemental Reset.
Clearly I'm missing something here...
Simple fix for that issue. Remove "apply to Physical Resistance" property on the skill.
Re: KMST 1.2.10 - Skill Changes
Quote:
Originally Posted by
PeePeeAyeDeeKay
I'm honestly not sure anymore... The buff delays being decreased seemed like the only upside of the patch. I was pretty disappointed when I initially glanced over the other values.
Redemption wasn't god tier to begin with, but highly useful as a self heal at bosses in my opinion. I feel they should have increased the cast speed(faster) for it, and fix the hitbox on the heal? Sometimes it doesn't seem to work even when others are in range.
Cygnus classes got nerfed across the board. 10% WA/MA doesn't compensate for 50% Elemental Ignore(effectively increasing damage from -50% to -25%)
Xenon... Uh... "Changed - powerCon", this is a joke. That was never significant enough to be a problem EVER. Combat switch needs an increase in cast speed(faster), not an extra hit. Pinpoint Salvo.. does anyone actually use this?!
Redemption is god tier at magnus actually, not that it matters much.
About Cygnus I know, That's what I was saying, I was complaining about them removing it while nerfing those classes even further (besides lolnw), And the joke of a "fix" they did for WA and then the worst part which was FW and I laughed about, read my FW part again to understand, it's such a sad joke, I swear they don't play the game. Just butcher mediocore classes (That were decent because of the elemental skil, FW was op and then it got butchered to "nobody plays this" tier, NW was still god tier, no more, now nobody will truly play FW ever again, way to kill the range and the crappy damage, oh well 10% matk is always nice :^) and the idiots don't play the game so it still has elemental resist :^) < that's the joke btw) without addressing thier biggest issues (except potentially SM, oh wait now it's not even that useful for parties,), because hi why not nerf mediocore classes today! oh and that class FW that nobody plays lol while insulting the "playerbase" with the elemental expert skill, when they clearly have a certain 4th job skill.
Re: KMST 1.2.10 - Skill Changes
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Mist Eruption - Cooltime Reduce
Changed - coolTimeR (100 --> 50)
You might as well just revert all the other RED changes while you're at it...
Re: KMST 1.2.10 - Skill Changes
Quote:
Originally Posted by
TheBlackMage
About Cygnus I know, That's what I was saying, I was complaining about them removing it while nerfing those classes even further (besides lolnw), And the joke of a "fix" they did for WA and then the worst part which was FW and I laughed about, read my FW part again to understand, it's such a sad joke, I swear they don't play the game. Just butcher mediocore classes (That were decent because of the elemental skil, FW was op and then it got butchered to "nobody plays this" tier, NW was still god tier, no more, now nobody will truly play FW ever again, way to kill the range and the crappy damage, oh well 10% matk is always nice :^) and the idiots don't play the game so it still has elemental resist :^) < that's the joke btw) without addressing thier biggest issues (except potentially SM, oh wait now it's not even that useful for parties,), because hi why not nerf mediocore classes today! oh and that class FW that nobody plays lol while insulting the "playerbase" with the elemental expert skill, when they clearly have a certain 4th job skill.
I've had that opinion for a LONG time. Clearly they don't seem to be paying attention meticulously.
Elemental Ignore applying to Physical Resistance caused balancing issues when it comes to end game in my opinion. As I remember, E-Ignore was to neutralize elemental penalties of your skills when it was initially created. It would seem they hadn't bother to execute the better of the two and just left it to apply to Phys Resist. From there, it seems they just applied it to class skills for the "Ignore P-Resist" effect. Why? Because we all know jobs with NEUTRAL attributes don't NEED it, e.g. Lumi, WB, SM, NW, TB(?).
FW 150% E-Ignore. Okay. That's a 50% wasted anyways, no matter, not a big deal... REALLY?
As nice as 35% Boss Damage seems on WB, I just feel it's a Band-Aid fix.
EDIT: Okay yea, I just looked through mine, it seems they only get 15% PDR from Albatross Maximum, whereas most other jobs get about 30% MINIMUM PDR.
Re: KMST 1.2.10 - Skill Changes
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Originally Posted by
Green4Ever
You might as well just revert all the other RED changes while you're at it...
Holy crap, I haven't even noticed, Sigh... this is such a failure, and yeah the feedback IS negative, at least on the KMS forums and such. @PeePeeAyeDeeKay; well they also have emerald dust, but yeah they are clearly not trying to fix anything, it's not even a proper help, how about increasing the PDR instead or something? Nah why would they fix anything... sigh.
Re: KMST 1.2.10 - Skill Changes
Quote:
Originally Posted by
TheBlackMage
Holy crap, I haven't even noticed, Sigh... this is such a failure, and yeah the feedback IS negative, at least on the KMS forums and such. PeePeeAyeDeeKay; well they also have emerald dust, but yeah they are clearly not trying to fix anything, it's not even a proper help, how about increasing the PDR instead or something? Nah why would they fix anything... sigh.
Oh right, ED gives 10% as well, which is low still overall. I always remember the damage intake part but not PDR Lol.
Hopefully it'll be enough negative feedback that they won't go through with these changes, e.g. Battle Mage revamp.
EDIT: So I'm looking through the extraction values..
WHAT THE HELL? If this is what I think it means, there's a better way to go about this.
Quote:
Heal
Changed - Description (주위에 있는 파티원 전원의 HP를 회복시킨다. 스킬 판정 범위 안에 있는 몬스터는 짧은 시간 피해 증가 효과가 적용되고, 언데드 몬스터는 추가로 데미지를 입는다. --> 주위에 있는 자신을 포함한 파티원 전원의 HP를 회복시키고 그 수에 따라 힐의 재사용 대기시간을 감소시킨다. 스킬 판정 범위 안에 있는 몬스터는 짧은 시간 피해 증가 효과가 적용되고, 언데드 몬스터는 추가로 데미지를 입는다.)
Changed - Level readout (MP #mpCon 소비, 회복력 #hp%, 최대 #u명의 주변 몬스터 받는 피해 #x% 증가 효과, 최대 #u명의 언데드 몬스터에게 #damage% 데미지 --> MP #mpCon 소비, 회복력 #hp%, 회복시킨 파티원 1명마다 힐의 재사용 대기시간 #y초 감소, 최대 #u명의 주변 몬스터 받는 피해 #x% 증가 효과, 최대 #u명의 언데드 몬스터에게 #damage% 데미지\n재사용 대기시간 #cooltime초)
New - y (2) (2)
New - cooltime (4) (4)
Re: KMST 1.2.10 - Skill Changes
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Battle Mage’s damage is very high with good control. We adjusted some skills to balance them but we want to keep their damage potential where it is.
WOW A Big F you to Nexon
Is this how they force people to play MS 2 ?
Re: KMST 1.2.10 - Skill Changes
The year is 2050. The long awaited balance changes are finally here. I search feverously for the changes I have been so desperately waiting for, scanning the long list of nerfs to Paladin, Fire Poison Mage, and Aran. As I reach the bottom of the list, filled with buffs for the new Resistance Warrior class, my heart sinks. Once again Mihile has been forgotten, having not had any changes for the 48th year in a row, many claim the class was removed long ago they can still be found at the very end of the new character creation list behind the other 30 classes. I sigh and close Orange Mushroom's Blog as all I can do is hope the upcoming 5th Job Update will make things better.
Re: KMST 1.2.10 - Skill Changes
Ugh. There goes both my mained characters (Paladin and DA).
At least Shads were left untouched.
...
...
...I just jinxed myself there, didn't I?
Re: KMST 1.2.10 - Skill Changes
It's just part one... sadly.
The new job looks cool though, white mage psychic job anyone?
"Jobs with low combat efficiency had it increased while jobs with high combat efficiency had it decreased.
To the best of our ability, changes are being made without affecting each job’s characteristics and fun."
k nexon k, whatever you say suuuuuuuuuuuure.
Re: KMST 1.2.10 - Skill Changes
Quote:
Originally Posted by
HighOnMushrooms
Definitely a Mage class. :f7:
Re: KMST 1.2.10 - Skill Changes
A... psychic class maybe?
Hadriel
Re: KMST 1.2.10 - Skill Changes
Quote:
Originally Posted by
areyouabc
Definitely a Mage class. :f7:
Nah, an Archer that throws stuff found in maps with his mind!
I would dig that.
In any case, he looks to be causing trouble in FriendStory.
Re: KMST 1.2.10 - Skill Changes
Maybe instead of focusing their resources on designing some spiky haired sonic-the-hedgehog-looking-edgleord they should learn how to actually balance a game.
yesimstillsalty
Re: KMST 1.2.10 - Skill Changes
Hating those Shade nerfs.
That Soul Split nerf is going to increase my bossing times by A LOT.
The only buff Shade received was for Bomb Punch, which is useless at later levels.
Re: KMST 1.2.10 - Skill Changes
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Originally Posted by
Eliseo
In any case, he looks to be causing trouble in FriendStory.
This.
These two images immediately remind me of Damian (considering the hairstyle and the eye) and the background looks extremely like one of the classes in Friends Story.
But honestly, I want it to be a new episode or two in Friends Story rather than a new job lol... (Damien is going to wreak havoc in Shinsoo International High with crazy school bus (?) !!!)
Re: KMST 1.2.10 - Skill Changes
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Originally Posted by
areyouabc
Definitely a Mage class. :f7:
Don't be so quick to jump the gun
Although at this point it really doesn't matter, we're all sick of new classes
Re: KMST 1.2.10 - Skill Changes
Looks like the pale teacher personally.