Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
MiracleTrail
The changes are from Pre-RED to RED. Not Tespia to RED. So the QT delay is the same as we currently have, just with a new animation.
And the NL community does a silly dance of joy. :blush:
Re: KMS v1.2.196 - RED 1st Impact
somethings wrong? i cannot open some of the skill effect O.o
Re: KMS v1.2.196 - RED 1st Impact
Huh, I'm surprised that there weren't more DB changes.
I was at least expecting to see basic changes like having their Dark Sight buff'd to match the regular thieves', Flash Jump jumping twice, their Channel Karma no longer canceling out atk buffs, and their 4th job Ultimate hitting 3-times like the other 2 thieves'.
Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
ChosenFruit
Huh, I'm surprised that there weren't more DB changes.
I was at least expecting to see basic changes like having their Dark Sight buff'd to match the regular thieves', Flash Jump jumping twice, their Channel Karma no longer canceling out atk buffs, and their 4th job Ultimate hitting 3-times like the other 2 thieves'.
Well, all the Adventurer thieves, including DB, have the same 1st job (Side Step and Bandit Slash are made invisible for NL/Shad rogues, while Haste, Lucky 7 and Double Stab (ever since they got Bandit Slash) are made invisible for DBs) and there's only one Dark Sight skill there, so they should also receive that change.
Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
iAmFear
Well, all the Adventurer thieves, including DB, have the same 1st job (Side Step and Bandit Slash are made invisible for NL/Shad rogues, while Haste, Lucky 7 and Double Stab (ever since they got Bandit Slash) are made invisible for DBs) and there's only one Dark Sight skill there, so they should also receive that change.
Ah, I thought I heard that at some point, but I wasn't sure since DB's first job is called 'Dual Blade' instead of 'Rogue'.
That's good though, Dark Sight's one of the biggest fixes imo, since the speed reduction caused Haste's speed boost to cancel out every time DB would enter Dark Sight. Which is especially bothersome for a DB, as they enter Dark Sight pretty often.
Re: KMS v1.2.196 - RED 1st Impact
You know what would have fit really well with the RED theme?
A Blaze Wizard.
nexon why u do this.
Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
Razmos
You know what would have fit really well with the RED theme?
A Blaze Wizard.
nexon why u do this.
Well F/Ps became more fire-oriented in Red...
Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
Arcana27961
Well F/Ps became more fire-oriented in Red...
And don't let me get started on Heroes.
Re: KMS v1.2.196 - RED 1st Impact
Aww looks like that's all there is to the changes on the Adventurers (was hoping for some crazy last minute changes for pirates/thieves.)
Does anyone know if you can trade in the old mastery books for the new all-in-one mastery books?
Re: KMS v1.2.196 - RED 1st Impact
Yeah those pic are fixed and can open now :cool:
Re: KMS v1.2.196 - RED 1st Impact
All tables have been updated in the Ultimate Skill Table board.
Re: KMS v1.2.196 - RED 1st Impact
Did everyone get a SP reset or a scroll to reset SP with this patch?
Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
byakugan
Did everyone get a SP reset or a scroll to reset SP with this patch?
Adventurer classes had their SP reset.
Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
iAmFear
Well, all the Adventurer thieves, including DB, have the same 1st job (Side Step and Bandit Slash are made invisible for NL/Shad rogues, while Haste, Lucky 7 and Double Stab (ever since they got Bandit Slash) are made invisible for DBs) and there's only one Dark Sight skill there, so they should also receive that change.
Nope. DB is still the original DB, without any minor changes. So I see no point why DB got SP reset too, and the same to Cannoneer. (My mouse ...)
Re: KMS v1.2.196 - RED 1st Impact
Hmm, what are the odds of a KMST patch for Zero tomorrow? I mean the class starts at level 100, so I doubt there'd be much to work with.
Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
Arrol
Hmm, what are the odds of a KMST patch for Zero tomorrow? I mean the class starts at level 100, so I doubt there'd be much to work with.
Oh wow.
Didn't realise it before you mentioned it, but since Zero starts at lv100, it means there'll only be 4th/5th/Hyper skills, right? o.o
Of course, there'll be a set of skills each for Alpha/Beta, but still...
Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
Hanabira.Kage
Oh wow.
Didn't realise it before you mentioned it, but since Zero starts at lv100, it means there'll only be 4th/5th/Hyper skills, right? o.o
Of course, there'll be a set of skills each for Alpha/Beta, but still...
I was thinking something similar. It would be weird for the class to have only 4th job skills.
So I think the "Nurturing" system shown in the trailer will be an alternative way of learning skills, you get skills by doing the nurturing minigames to get SP rather than levelling and getting SP.
Of course, that's just my opinion though.
Re: KMS v1.2.196 - RED 1st Impact
Do cannoneer get the octopush mobility too? or is it just buccs and captain?
Re: KMS v1.2.196 - RED 1st Impact
Now that Phantoms can steal skills from Dual Blades and Cannoneers, do we have any new top steals?
I guess that Final Cut would be pretty good, but not sure if better than Sharp Eyes.
I'd love to steal Flying Assaulter just for how fun it is.
Anything useful from Cannons?
Re: KMS v1.2.196 - RED 1st Impact
Quote:
Originally Posted by
LegendGospel
Now that Phantoms can steal skills from Dual Blades and Cannoneers, do we have any new top steals?
I guess that Final Cut would be pretty good, but not sure if better than Sharp Eyes.
I'd love to steal Flying Assaulter just for how fun it is.
Anything useful from Cannons?
Monkey Magic? 30 allstat.
I don't think Flying Assaulter can be stolen by the way. Movement skills can't be stolen afaik.