Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by ShinkuDragon
what he's saying is:
raging blow alone: 268% *5
raging blow with enrage: 335%*5*1.6
Thanks , this is what I want to know , clear and effective =D
Nice if nexon can only make raging blow single target while enrage while other skill remain as usual >.<
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by cgy0509
Thanks , this is what I want to know , clear and effective =D
Nice if nexon can only make raging blow single target while enrage while other skill remain as usual >.<
you're hitting 21000% 1v1 according to joetang, i think heroes are hitting enough, and then some, by this point
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by ShinkuDragon
you're hitting 21000% 1v1 according to joetang, i think heroes are hitting enough, and then some, by this point
For what Joetang calculate is % , I believe that Hero having a very high % but lose hit per second althought it is quite similar with pala and drk as well.
I not saying hero not strong because I am a Hero as well ,just some time feel not hitting enough target while many job main target skill like Demon Impact and Giga Slasher during transform hit more than 1 , and using Uprising Rage with 1 target is kind of waste. But now with toggle on/off 1orb I believed already much better.
I think the range of Raging Blow before and after Enrage should be exchange , I don't enraged Raging Blow with lower range while Normal Raging Blow with multiple target should given the new range
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by cgy0509
For what Joetang calculate is % , I believe that Hero having a very high % but lose hit per second althought it is quite similar with pala and drk as well.
I not saying hero not strong because I am a Hero as well ,just some time feel not hitting enough target while many job main target skill like Demon Impact and Giga Slasher during transform hit more than 1 , and using Uprising Rage with 1 target is kind of waste. But now with toggle on/off 1orb I believed already much better.
I think the range of Raging Blow before and after Enrage should be exchange , I don't enraged Raging Blow with lower range while Normal Raging Blow with multiple target should given the new range
they both have massive range already actually, regular raging blow has enough range to hit the bird statues of PB, with enraged being almost on par with the range of a full-screen attack
paladins have... i don't know how many hits they have, but it's less than the six heroes have on their raging blow, DrK past this update have only 4 hits with gungnir (and at a slower attack speed than raging blow) on KMS, where this came from, hitting the 50m cap with your regular mobbing move is nigh-impossible bar certain ultimates as far as i know, so a hero can, and will outdamage both kaisers and demon slayers, until they get some new insane mechanic/gear which allows them to start hitting the cap again.
all in all, heroes right now have the best 1v1, mobbing and range, of all the warriors (except demon slayer in range, and dark knights in 1v1 range i'd believe.)
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by ShinkuDragon
they both have massive range already actually, regular raging blow has enough range to hit the bird statues of PB, with enraged being almost on par with the range of a full-screen attack
paladins have... i don't know how many hits they have, but it's less than the six heroes have on their raging blow, DrK past this update have only 4 hits with gungnir (and at a slower attack speed than raging blow) on KMS, where this came from, hitting the 50m cap with your regular mobbing move is nigh-impossible bar certain ultimates as far as i know, so a hero can, and will outdamage both kaisers and demon slayers, until they get some new insane mechanic/gear which allows them to start hitting the cap again.
all in all, heroes right now have the best 1v1, mobbing and range, of all the warriors (except demon slayer in range, and dark knights in 1v1 range i'd believe.)
Ya...when see the revamp ,I knew it is good enough compare to Paladin and Drk Knight , I have no ideas that nexon revamp warrior adventurers always keep the short range skill , every new warrior job have extremely long range , eg. DA and Soul Master normal hit is like half screen already. Look at us.
What I mean was , new enrage raging blow range should be normal raging blow since , not that harm with short since I am hitting one unit. With longer range raging blow , I might able to hit all arms of Zakum in once or all head of Horntail in once , add range for enrage raging blow does not change much just no need to position that hard only
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
As an I/L Archmage...
At first, I was excited when RED was announced.
Then I was disappointed when 1.2.478 rolled in. Lost my DoT for critical rate, which I already have 95% of (and I haven't even got my Phantom to Level 2 Link!)
Then 1.2.479 was Nexon punching me in the gut. Sure, we got buffed, but that's literally translating it as "Sorry, we couldn't think of new interesting skills for I/L, so have your Chain Lightning back and buffed, like we do for every I/L "revamp". Have fun!"
We get a near-to-useless Binding Skill that requires us to Keydown so we can't attack and bind like Demon Slayers. (I understand they tried to make it Party-Using, but hey, DS can party-use and be aggressive at the same time while hitting half the map all the time, why can't we?)
We lose our DoTs and actual freezing for Critical Rate which most of us have complete no need for and for slow-freezing.
Someone needs to send Nexon this in Korean - You should be making Ice truly Ice - Bind everything that's frozen so they stay frozen and can't do anything. And turn that critical rate to something useful like max critical damage for instance.
After so many years as an I/L Archmage, I do believe I'm entitled to this rant of mine, as ungraceful and greedy as it sounds (besides, if you're aren't greedy enough, you get shafted.)
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by ShinkuDragon
they both have massive range already actually, regular raging blow has enough range to hit the bird statues of PB, with enraged being almost on par with the range of a full-screen attack
paladins have... i don't know how many hits they have, but it's less than the six heroes have on their raging blow, DrK past this update have only 4 hits with gungnir (and at a slower attack speed than raging blow) on KMS, where this came from, hitting the 50m cap with your regular mobbing move is nigh-impossible bar certain ultimates as far as i know, so a hero can, and will outdamage both kaisers and demon slayers, until they get some new insane mechanic/gear which allows them to start hitting the cap again.
all in all, heroes right now have the best 1v1, mobbing and range, of all the warriors (except demon slayer in range, and dark knights in 1v1 range i'd believe.)
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by DarkNightSyndrome
Then I was disappointed when 1.2.478 rolled in. Lost my DoT for critical rate, which I already have 95% of (and I haven't even got my Phantom to Level 2 Link!)
Crit ring? More base crit means more ability to ditch crit sources for stronger lines. Plus we don't know if the crit damage stacking is intended or not...
Originally Posted by DarkNightSyndrome
Then 1.2.479 was Nexon punching me in the gut. Sure, we got buffed, but that's literally translating it as "Sorry, we couldn't think of new interesting skills for I/L, so have your Chain Lightning back and buffed, like we do for every I/L "revamp". Have fun!"
What's wrong with chain lightning...
Originally Posted by DarkNightSyndrome
We get a near-to-useless Binding Skill that requires us to Keydown so we can't attack and bind like Demon Slayers. (I understand they tried to make it Party-Using, but hey, DS can party-use and be aggressive at the same time while hitting half the map all the time, why can't we?)
We don't know what stage of bind it is. We don't know what the invincibility protects against. We don't know what kind of bosses it affects.
I'm sure if it turns out to be stage 3 (anything other than stage 1, really), invincibility against 100%+ HP attacks, and works on RA bosses, you would stop complaining. It's likely that 2/3 of those are true though.
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Hi all, this is my first post in Southperry.
The revamped BM is so horribly done, I can’t resist giving some feedback. Here it goes:
Spoiler
Reanimate the Uncountable Arrow
Since our 2nd & 3rd job mobbing skills are fire base i.e. Arrow Bomb & Flame Shot, we could use a fire base mobbing skill for 4th job to better fit the “Fire Theme”; not Ultimate Flame Shot though, but something to do with Phoenix. Instead of summoning some random bows why not summon phoenix? It would really interesting if player can take over AI of Phoenix to deal mobbing damage.
Animation wise, Nexon can make Phoenix burst in flame, grow into a large flaming bird, soar & shoot fiery rain of arrows from its flapping wings, like the pre-BB Arrow Rain but in fiery red. Nexon can keep the existing hitbox, jump shooting, casting delay etc of Uncountable Arrow and maybe add an additional attack count & 95% knock down rate to compensate the lost of attack count from Phoenix summon. Incidentally, shouldn’t this skill trigger FA?
Scrap the Arrow Blaster, Upgrade the Hurricane
Although It’s been mentioned by many posters, I just want to reiterate my disgust with Arrow Blaster. I agree with most of the posters, Nexon can keep the 3rd job Hurricane and enhance it in 4th job with higher damage, 4 mob count & up/down aiming. That, or replace 3rd job Hurricane with something else, maybe a 6 hits Strafe?
I really hope that Nexon can keep the original animation of Hurricane especially the sleek arrows, as the animation is simple, clean & elegant, a classic. I’m obviously biased but IMO none of the new Hurricane animation comes close to our version.
Tweak the Quiver Cartridges
I agreed with Locked, this specialize skill has a lot of potential and flexibility. We could have a great variety of arrowheads:
- Arrowhead that imbues Elemental attribute that deal extra damage;
- Arrowhead which inflict Status Ailments like Blind, Slow, Seal, Stun on boss mob (with cool down of course);
- Arrowhead that Debuff boss mob e.g. Inflict Elemental weakness.
I’m fine with how the Quiver Cartridge work in 2nd job; but I felt the Advance Quiver in 4th job needs some tweaking.
- Enhance the effect of 3 basic arrowheads acquired in 2nd job; add in 2 new arrowheads from each category i.e. Elemental, Status Ailment & Debuff.
- Implement a Quiver Management System UI much like Phantom’s skill, players may customize up to 4 Quiver Cartridges with Arrowheads acquired in 2nd & 4th job. Customization of Quiver Cartridge will trigger 30 seconds cool down on the new Arrowheads added.
- Make Advance Quiver a toggle skill, when toggle ON player can freely switch between the 4 arrowheads customized in Quiver Cartridges without consuming it; most importantly, player may switch arrowhead while attacking e.g. when holding down Hurricane; these features will be useful during boss run where player can decide precisely when & which arrowhead to use.
- When Advance Quiver is toggle OFF, it will automatically switch to next type once current arrowheads (stack of 10) run up, useful while grinding normal mob where player just whacks away.
- Nexon could further expand the Quiver Cartridges; enhance existing arrowheads & add in more arrowheads in the upcoming 5th job.
If BM can’t be a DPS class, at least give us utility so that we can play a more active role in boss run other than buffing SE.
Keep the Puppet
Puppet has always been a great help to me, be it in Dojo, MP or Party Play Zone. Instead of remove it, why not enhance it to become beneficial to party play? Initially I was thinking of “Stun” that affect boss but it seemed overlapping with the Quiver system. The idea of having Puppet granting effect like Critical % to party as suggested by Curtiss sounds great. I don’t mind Puppet being 4th job skill; just replace Wound Shot with Puppet. Nexon can add Wound Shot effect into one of the Debuffing Arrowhead in the Quiver system.
Strengthen Mortal Blow
It would be nice if Nexon can make Mortal Blow to work on boss; perhaps instead of instance kill we deal a powerful blow to boss mob?
Buff Up Evasion Boost
“1 second of Critical Hits after successfully dodging an attack” seems underwhelming consider our high critical rate 85% (with SE, Phantom’s Link & Hyper Critical). At the same time we have variant of the same skill giving “15 attack for 5 seconds” (WA’s Second Winds) & “15 attack for 7 seconds & all Critical hit” (DB’s Shadow Evasion), don’t BM deserve to receive some ATT or Min/Max Critical Damage boost with longer duration?
Synchronize the Color
Lastly, get rid of all the green & blue, make fire base mobbing skill in red, 1v1 rapid attack skill in light yellow that match Hurricane and the rest of supporting skill in either red or orange.
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Arrow Blaster might be tolerable if they give AFA a second type of final attack specifically for Arrow Blaster. Just make Arrow Blaster have the ability to shoot two arrows with each of its attacks and take out the 15 second limit on it, and it should be a decent skill.
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by Takebacker
We don't know what stage of bind it is. We don't know what the invincibility protects against. We don't know what kind of bosses it affects.
I'm sure if it turns out to be stage 3 (anything other than stage 1, really), invincibility against 100%+ HP attacks, and works on RA bosses, you would stop complaining. It's likely that 2/3 of those are true though.
I'm sure my brother and others are looking for real party utility, so the #1 change that must occur for Freezing Breath to become useful isn't even in RED. Although a large swath of players are opposed to it, Ignore PDR must work exactly like it does in KMS, and from early indications, it might not since Spark/Unlimited is looking radically different.
The second thing is the 15%/30% Ignores per second must stack additively which we don't know about but is questionable since they gave it such odd numbers. 15% and 30% would take an uneven number of seconds to get to 100% which just seems odd. Multiplicative over the duration of the skill still is nothing shabby, but of course requires the first point and high PDR for utility.
Third, revert the cooldown changes.
I've already complained about the other I/L skill things and buff inequity so I'll leave those alone this time around.
Given the only minor changes recently, I don't have high hopes for anything else. And given the direction of Spark/Unlimited, I have negative expectations.
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by Chilly
I'm sure my brother and others are looking for real party utility, so the #1 change that must occur for Freezing Breath to become useful isn't even in RED. Although a large swath of players are opposed to it, Ignore PDR must work exactly like it does in KMS, and from early indications, it might not since Spark/Unlimited is looking radically different.
The second thing is the 15%/30% Ignores per second must stack additively which we don't know about but is questionable since they gave it such odd numbers. 15% and 30% would take an uneven number of seconds to get to 100% which just seems odd. Multiplicative over the duration of the skill still is nothing shabby, but of course requires the first point and high PDR for utility.
Third, revert the cooldown changes.
I've already complained about the other I/L skill things and buff inequity so I'll leave those alone this time around.
Given the only minor changes recently, I don't have high hopes for anything else. And given the direction of Spark/Unlimited, I have negative expectations.
I have absolutely no clue what you're talking about but it doesn't seem to have anything to do with what you're quoting me for.
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Not really talking about any calculations and all that, Im just looking at it at face value exactly as I see it.
Rageing Slash + Enrage looks to be just fine in my opinion, going to be quite a nice upgrade compared to what it is now but I see what some of you are getting at that rageing slash's damage needs to be amped up more which would be nice also.
Or allowing Heroes to hit multiple targets while Enraged would be nice also of course that would also resolve my complaint of not haveing any min crit increase except for 1v1 so that change would definitely be appreciated.
(For those of you wondering why I say "Rageing Slash" it is because I dont feel like an attack ending in the word "blow" suits us, it sounds more Paladinish and I think that "Slash" would have been more appropriate.)
Last edited by RenmazuoDX; 2013-06-09 at 10:11 PM.
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Originally Posted by RenmazuoDX
Not really talking about any calculations and all that, Im just looking at it at face value exactly as I see it.
Rageing Slash + Enrage looks to be just fine in my opinion, going to be quite a nice upgrade compared to what it is now but I see what some of you are getting at that rageing slash's damage needs to be amped up more which would be nice also.
Or allowing Heroes to hit multiple targets while Enraged would be nice also of course that would also resolve my complaint of not haveing any min crit increase except for 1v1 so that change would definitely be appreciated.
(For those of you wondering why I say "Rageing Slash" it is because I dont feel like an attack ending in the word "blow" suits us, it sounds more Paladinish and I think that "Slash" would have been more appropriate.)
must... refrain...
the last thing heroes need right now is MORE DAMAGE.
Re: KMST 1.2.479 - Archer Revamp and Warrior/Magician Skill Changes
Can't wait to see what they do with dbs and kaisers if heroes were this massively buffed.
Just give DBs a dagger in the mouth too, ala zoro and maybe another 2 arms to kaisers so they can use another sword.
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