I don't understand what they're doing anymore.
I don't understand what they're doing anymore.
Sorry but
lol
I don't even know what to say anymore... (not in a good way either..)
Power Strike/Slash Blast - Meh
Brandish - You have got to be kidding me... and where's the new 2nd job attack for Pally & DrKs, oh wait, we're stuck with Ground Smash =_=
Rage - FINALLY, +1
Self Recovery - neat
Intrepid Slash - I don't really know what to say..
Endure - neat, but makes SP more restricted for those without 4th job
Raging Blow - Com'on... again?, and with 5th hit at 100% critical rate.. (and still no Mace animations for Pallys, nor possibly Spear/Pole ones for DrKs.)
Stance - FINALLY, +1, should have happened very long ago.
Rush - I honestly don't understand why they keep pushing this, might as well change it into a high damage burst attack with a minor cool down.
Shield Mastery- neat
Monster Magnet - hmm.. unsure what to say.. Magnet's utility has been boosted since long ago, but makes SP very restricted once again.. L> Achilles back on DrKs or some such ability.
Blast - good boost I guess
Heaven's Hammer - hmm... Snipe on a Paladin that can mob.. seems good or OP O_O
Advanced Charge - might be good for KMS, but not so much for GMS
Divine Shield - Even more defensive! too bad party tanking ability doesn't exist much in Maple..
Dragon Crusher/Fury - seems meh
Sacrifice - good change for those high hitters, though I'm starting to feel like they should change it into some "Snipe" skill :S
Dark Impale - quite minor, but nonetheless a boost
Revenge of the Beholder - minor DPS boost I'd say, for those who DO stand on top of bosses and make the most of this skill.
Aura of the Beholder - why? just why? They need to change this into something more useful already, like 4/5% HP/MP every 4/5 seconds.
Actually its pretty usefull. It was the best after big bang when it could pull 6 monsters at lvl 1 and then got a great blow after Assencion when they spread the number of hits through the lvls. But it still is a great skill. I had mine at lvl 15 since lvl 17x beause just pulling 3 mobs is enough. By the time I got to 200, I maxed it because I had nowhere else to put points and because It deals more damage than Rush.
I gotta say, displacing Brandish and Intrepid Slash to add another attack was completely unecessary. This new skill completely eliminates the need to use Coma and use Panic just for Darkness. They are just making Heroes even more of an Spamable class when they should be attempting the opposite. If I were you Palladins and Dark Knights, I wouldn't envy these changes one bit.
Hey guys, I'm Nexon.
-shuffles a deck of already shuffled cards-
Still didn't fix Blast's awful animation.
Well for me, I never bothered using Monster Magnet around Big Bang to Jump, as the best I can do is luring.
Anyways.
Brandish - Is that really necessary?
Rage - That throws everything out of the window now that it has 30 Attack Power at Max level.
Self Recovery - That I don't care for.
Endure- Even with this skill, you still need All Cures. You have to be lucky enough to make it useful.
Brave Slash - Is that really necessary?
Raging Blow - That would make everything else useless when solo training. Love the Axe animation though.
Stance - That should have happened earlier.
sigh more revamps... i don't mind animation update but enough with the revamps ...
They couldn't give paladins a skill similar to elemental reset?Modified to their damage not being deducted on boss monsters if they have an element(s) on
Just seems like a strange update to apply for a specific class.
I was expecting more animation changes as well from this revamp.
Guess they're saving it for next time? :D
Honestly, if they want to move a skill down, move Combo Attack, make 2nd job Explorer Warrior more diverse. That or replace Ground Smash with Brandish for Pally and DrK as well, however, I don't find that to be as appealing as the former.
Rage - really starting to feel they should change this into a % damage party buff, 15-20% possibly.
Endure - this I would say has it's uses, mainly against attacks that cause Seduce, Potion Lock, or Potential Lock when hit.
Frankly, I think, they should change the way skills are leveled. Instead of SP dumping, they should make it like other games where you have to USE the skill to level it - EXP based skill leveling with skill level caps. The only problem this brings up is botting for buff leveling unfortunately. The upside is that they could add as many skills as they want without screwing with people's builds.
EDIT: .. and with EXP based skill leveling, Nexon could bring out "Skill EXP Cards," which means more profit for them. I'm pretty sure almost no one if any buy SP resets still with all these revamps, and the necessary SP resets for them.
Magnet is the business, I use it (maxed) in the drill halls when no-one else wants to push/lure/pull things to the centre. The enemies are subject to the same sliding mechanic when pulled too.
I don't see how the animation for the new IS replacement skill hits 5 times, at all. Small props for special axe version, even though it's slightly stubbier and looks less powerful (IMO) than the sword version.
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