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  1. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    LF> Insoya to drop the ass cannon on nexon so this update doesnt go through to KMS

  2. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    I disagree actually.

    On EMS, every player who has been able to solo CVellum(except for the forum user Even) is a Paladin. In fact, at EMS all the players who were able to the be first few to solo endgame bosses such as CRA bosses and Hard Magnus were all of them Paladins.

    At EMS any Paladin and other people who does solo or group endgame bossing often will admit to you that Paladin is by far the strongest job when it comes to endgame bossing. And the reason for their huge DPS is mainly the ability of having elemental reset. Without Ele reset they wont be the strongest anymore, but they still have the best survivality and quite good party skills so they will be fine.

  3. Lead Ball
    IGN: Watt
    Server: 루na
    Level: 240
    Job: Hero
    Guild: 깜찍
    Alliance: 깜찍qkff
    Farm: 에디

    Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    Soul master,Kaiser,Hero Masters of the warrior race anyone? (lolscrew that, the rest suck. sm master race)
    RIP Godladin 2013-2014. I will miss you, if this gets through and I hope it won't.
    On another note, that Luminous buff.

    teleporting via boss matching is now disabled ;_;
    pineapple YOU NEXON

  4. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements



    i disagree as well, for at least gms, and well at least in bera that i know off, for most of the end game bossers, very few are paladins. But i will concede to you that our survive ability and party skills in threaten/co and revive with god mode, is what sets us apart in bossing i would say. Having survived Cvellums lazer blast of death multiple multiple times, A paladins tankyness is what i would say is the determining factor on how effective they can boss. Can't deal damage if your dead...unless if your a drk xD

  5. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    I hear you man. What the pineapple. A full year later, and now they decide to nerf RED adventurers? Arrow Blaster is now pointless, Dark Knights lose their double damage as well as a longer cooldown for Beholder and shortened duration to sacrifice. And Paladins... ouch. Let's not even talk about Phantom.

    I'm not gonna lie. I'm kind of sour about this update.

  6. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    Don't worry, 5th job will probably make everyone OP and flashy as before, with more power creep of course...? They just have to add that achievement and progression feeling somewhere. Looks a bit weird, but I don't mind the changes that much.

    It's still tespia, so we can expect more changes later... I have a strong feeling that they just have to mess with marksman skills, F/P DoT mechanics, or something like that or whatever else to add to the list...

  7. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    My Arrow Blaster! They better re-add it in 5th job or give us another sort like skill.

    Inb4 5th job tho :D

  8. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    So basicly you are saying, because theres way more power creep in GMS, the class is balanced? What would you say if you removed Neb's, tyrants & fafnir from marvel machine (from the start) so you had to actually kill vellum without fafnirs, killl hard magnus for 6 weeks to get your shoes and 10 (assuming you get kritias resets) weeks for belt. That puts the unfunded FAAAAAAAAAAAAAAAAAAAAAAAAAAR behind everyone else and the funded will look for a class thats overpowered to be on the top.

    Most of the funded players in GMS either solo or duo Vellum (because many of you hit close to cap due to power creep, it didnt matter what class you played) whenever you got him fixed while players in EMS had to group up in a party of 6 without having a single fafnir to begin with.

    In KMS its the same thing really, they got MEE and flames. If you remove those two features from the game you will have a better view on class balance, as Cannoneer is not as overpowered as the players in KMS make it look, its only the work of power creeping.

  9. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    Can someone explain me this?
    Spoiler

  10. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    Arrow Blaster was moved to 3rd job.
    +30% Total Damage.

  11. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    Dang, <3

  12. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    rip void elemental

    deep down i knew it was never meant to be

  13. Electron Male

    IGN: Phatnom
    Server: KradiaEMS
    Level: 214
    Job: Phantom
    Guild: Synergy
    Alliance: Labylicious
    england

    Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    rip some damage

    Still hoping for Tempest hypers being replaced by Carte noire

  14. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    They are just moving elemental ignore property to a 5th job skill otherwise the change wont leave tespia server because every korean paladin player will bomb nexons headquarters.

  15. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    B-but its not right. Paladin's can't be the best at everything

  16. Orbital Bee Cannon
    IGN: SaptaZapta
    Server: Kradia
    Level: 275
    Job: Hero
    Guild: Matriarchy
    Alliance: Peaceful

    Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    If the purpose of these nerfs is for the power to come back in 5th job, they shouldn't implement them until 5th job is out (i.e., in the same patch).
    There's not much point to testing them on their own - the technical testing can be done in-house, and "balance" testing won't mean a thing until we see what 5th job does.

    If 5th job isn't right around the corner, and Nexon actually think these changes will bring more balance to the game as it is... smh.

  17. Neutron Straight Male

    IGN: ElIuel
    Server: Scania GMS
    Level: 212
    Job: Wind Archer
    Guild: Studio
    Alliance: Legacy
    netherlands

    Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    Could anyone give me some insight about the Blaze Wizard nerfs?
    I'm not sure which skills they mean

  18. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    Oh but its ok for paladin to be pomegranate forever like they always were before RED patch? RED finally gave Paladins the greatness we deserved to make up for the entire time of being a loladins. Its very right since Paladins are not the best at everything anyway. Have you never played paladin before RED? The majority of pally players today are all post RED bandwagoners and are completely ignorant to the struggle that real Paladins had to endure for all the years before RED. Im sick of any paladins being so ungrateful and unappreciative of the great buffs Nexon took 7 or so years to finally give us that paladins so desperately needed.

    Yes i completely agree.

  19. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    No, No and No.

    The class was stupidly op. It doesn't matter whether the class was utterly crap in the past. It has the best survivability, one of the best damages, best partyplaying utility.

    I don't think there should be a single class that has all three of these.

    If you claim that this nerf was unfair just due to the fact that paladins' dmg is being decreased, I don't know what to say.



    It is the right first-step for the job balancing, though. I love how nexon finally made its move.

    Paladin had the best utility and best survivability and was one of the best dmg dealing classes.

    Same for Phantoms, phantoms still somewhat op after this nerf, but agreeable change.

    DrKs can't spam their too-op woodchopping skill with just 50% buff duration.



    Lurking around insoya currently, people seem happy about this balancing patch in general.

    Even the paladins/phantoms/darkknights here seem to be admitting the op-ness of their classes; one of the reasons why I like insoya people is that people are not very power-creeping. They understand how games should be balanced and what classes should be nerfed.

    Some interesting changes though, Kaiser with Seed tower sword at the top 10 in the new DPM table and mechanic at the #14...:

    (Warning: I did not make this chart, if you ask me any question regarding this table, I will NOT be able to answer. I just did the translation part. The chart may contain some errors as it has just been released.)

    Rank Class % DPM
    1Zero (at max.) 418.46%7238136.77%
    2Night Walker 388.89%6726712.22%
    3Arch Mage (F/P), (Eruption, full DoT, Max.) 363.74%6291529.07%
    4Flame Wizard 273.89%4737503.05%
    5Striker (Flash/Annihilate) 247.81%4286394.17%
    6Hero (2H) 242.68%4197572.75%
     Kaiser (Transformed, Lud Sword) 230.10%3979990.18%
    7Arch Mage (I/L) 227.44%3934071.16%
     Arch Mage (F/P), (Paralyze, Flame Haze) 220.19%3808672.71%
     Hero (1H) 215.96%3735543.47%
    8Dark Knight 209.79%3628784.52%
    9Soul Master (2H, Max.) 204.92%3544507.45%
    10Evan (Illusion) 199.55%3451537.42%
    11Wind Breaker 194.53%3364792.05%
     Demon Avenger (Shield Chasing - O, Max.) 189.10%3270914.83%
     Arch Mage (F/P), (only Paralyze) 182.91%3163819.28%
    12Kaiser (Transformed) 178.87%3093840.20%
    13Phantom (Arrow Blaster + Arrow Blaster) 176.78%3057841.05%
    14Mechanic (Heavy Machine Gun) 175.80%3040786.79%
    15Eunwol 172.47%2983169.25%
     Kaiser (Lud Sword) 167.25%2892929.59%
     Angelic Buster (Soul Seeker, Max.) 164.63%2847527.31%
    16Luminous 154.94%2679978.76%
     Kaiser (Max.) 149.06%2578289.97%
    17Night Lord 146.32%2530933.80%
    18Xenon (Fuzzy Lob) 146.13%2527694.44%
    19Aran (Final Blow, Beyonder) 144.52%2499810.04%
    20Demon Slayer 141.04%2439495.85%
    21Shadower (Assassinate) 136.82%2366536.92%
     Shadower (Boomerang Step) 136.18%2355569.65%
     Phantom (Rapid Fire) 135.90%2350580.89%
    22Marksman (Snipe, Max.) 135.60%2345434.60%
    23Cannon Shooter 134.15%2320356.02%
    24Buccaneer 127.44%2204401.12%
    25Battle Mage 126.72%2191860.25%
    26Angelic Buster (Trinity) 126.48%2187671.99%
    27Mihile 125.62%2172806.95%
    28Demon Avenger (Shield Chasing - X) 125.40%2169075.26%
    29Dual Blade 124.60%2155259.48%
    30Mercedes 124.39%2151568.06%
    31Bowmaster (Hurricane + Arrow Blaster) 123.95%2144035.55%
    32Wild Hunter 123.37%2133868.69%
     Xenon (Blade Dance) 120.49%2084161.36%
    33Paladin (2H) 113.56%1964285.70%
    34Captain (Headshot) 112.30%1942382.20%
     Bowmaster (Arrow Blaster * 2) 104.98%1815773.36%
     Paladin (1H) 101.14%1749373.84%
     Corsair (Rapid Fire) 100.93%1745860.86%
    35Bishop 100.00%1729699.91%
     Marksman (Pierce, Max.) 90.59%1566903.42%
     Aran (Final Blow) 82.97%1435113.75%
     Bowmaster (Hurricane, Max.) 82.26%1422799.21%


    Credits to Mori on insoya.com for the chart.

    Bear in mind some details of the chart may be changed and will be updated on insoya. However, I cannot ensure that I will be actively changing the chart as soon as the table undergoes some alterations.

  20. Default Re: KMST 1.2.508 - Skill Changes and General Enhancements


    Wow. That new Assassinate animation for Shadower is really something. /s

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