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Full list of all Adventurer KMST changes - Printable Version

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Full list of all Adventurer KMST changes - Dual - 2009-12-27

[COLOR="Green"]That's very good Dusk. Only part is that that charge change would make it far godlier at 3rd job and make us become iffy in 4th. Other than that, it seems fine. But you also need to factor in the issue that Nexon puts elementally resistant bosses all the time, so we would get our asses handed to us.

Krexel the tree boss is resistant to every element, including fire. Tongue

The only reason I'm talking about the 1hko HH is because I could then stand in one place and kill everything in any map, meaning even Oblivion Guards, unless they changed the skill around to just do damage, in which it would just become an ultimate with a much lower MP cost. Unless I'm Rushing them together, like on the bottom of Skeles, in which case I could have just killed them in half the time if I had just used a normal set of attacks, since I could probably spam at least 2 if not 3 ACBs in the time I cast 1 HH.[/COLOR]


Full list of all Adventurer KMST changes - Takebacker - 2009-12-27

DualReaver Wrote:[COLOR="Green"]That's very good Dusk. Only part is that that charge change would make it far godlier at 3rd job and make us become iffy in 4th. Other than that, it seems fine. But you also need to factor in the issue that Nexon puts elementally resistant bosses all the time, so we would get our asses handed to us.

Krexel the tree boss is resistant to every element, including fire. Tongue

The only reason I'm talking about the 1hko HH is because I could then stand in one place and kill everything in any map, meaning even Oblivion Guards, unless they changed the skill around to just do damage, in which it would just become an ultimate with a much lower MP cost.[/COLOR]

You would never just stand there if there's a 20 second cooldown on HH. >_>


Full list of all Adventurer KMST changes - byakugan - 2009-12-27

DualReaver Wrote:The only reason I'm talking about the 1hko HH is because I could then stand in one place and kill everything in any map, meaning even Oblivion Guards, unless they changed the skill around to just do damage, in which it would just become an ultimate with a much lower MP cost. Unless I'm Rushing them together, like on the bottom of Skeles, in which case I could have just killed them in half the time if I had just used a normal set of attacks, since I could probably spam at least 2 if not 3 ACBs in the time I cast 1 HH.

I've never played a pally really (I have a Hero) so I don't know how HH works, but is it's range that big it can compare to ultimates? :f6:


Full list of all Adventurer KMST changes - Dual - 2009-12-27

Takebacker Wrote:You would never just stand there if there's a 20 second cooldown on HH. >_>

[COLOR="Green"]So then I'd just walk around Oblivion 4, rush stuff together or get myself in position, and then HH again. There would be no point in even attacking with anything else. I've tried out Oblivion 4 with the current HH CD of 20 seconds, and I already get close to having HH usable when I finally have Rushed the monsters together to use it.

And at above, yes I can hit any monster I can see on my screen, and some I even can't if their head is just within range of the bottom of my screen.[/COLOR]


Full list of all Adventurer KMST changes - Takebacker - 2009-12-27

byakugan Wrote:I've never played a pally really (I have a Hero) so I don't know how HH works, but is it's range that big it can compare to ultimates? :f6:

It's range is pretty much exactly the same as any ultimate.

DualReaver Wrote:So then I'd just walk around Oblivion 4, rush stuff together or get myself in position, and then HH again. There would be no point in even attacking with anything else. I've tried out Oblivion 4 with the current HH CD of 20 seconds, and I already get close to having HH usable when I finally have Rushed the monsters together to use it.

But that's not mage-like (it's evan-like, as i said before). At all in fact.


Full list of all Adventurer KMST changes - Dual - 2009-12-27

Takebacker Wrote:But that's not mage-like (it's evan-like, as i said before). At all in fact.

[COLOR="Green"]But what's the point in even using any other skill. I'd just be spamming it over and over, same as now, except I'd be killing them instanly.
And that would leave me with a lot of time for me to waste waiting for the CD to go away, since I couldn't ever hope to kill some of them in the amount of time it would have left to CD.[/COLOR]


Full list of all Adventurer KMST changes - Russt - 2009-12-27

DualReaver Wrote:[COLOR="Green"]But what's the point in even using any other skill. I'd just be spamming it over and over, same as now, except I'd be killing them instanly.
And that would leave me with a lot of time for me to waste waiting for the CD to go away, since I couldn't ever hope to kill some of them in the amount of time it would have left to CD.[/COLOR]

Well.
If it's more efficient than using your other skills, then you have nothing to complain about.
If it's less efficient than using your other skills, then you have nothing to complain about either because you can use your other skills.
o_o


Full list of all Adventurer KMST changes - Dual - 2009-12-27

Russt Wrote:Well.
If it's more efficient than using your other skills, then you have nothing to complain about.
If it's less efficient than using your other skills, then you have nothing to complain about either because you can use your other skills.
o_o
[COLOR="Green"]Yeah, I'm complaining a bit too much. o-o
Maybe things would change after it gets updated, but it takes me 6 hits with blast to kill 1 Chief Oblvion Guard. So it would pretty much mean that I would have to sit around until HH come back before I can use it if it kills, since I get around 20 seconds total in movement time + the time spent killing the monsters with 1 HP. Then I'd have to sit around for like, 7 seconds before I can even kill stuff again.[/COLOR]


Full list of all Adventurer KMST changes - Loose - 2009-12-27

About the Charges, what if they're penalty is decreased every level?

For example, hitting a Fire resistant monster with a level 10 Fire Charge would cause a damage reduction of 34% instead of the full 50%; while hitting the same Fire resistant monster with a max Fire Charge would make it have no damage reduction. Do that with all the Charges.

Would that help out Paladins?


Full list of all Adventurer KMST changes - Dual - 2009-12-27

Loose Wrote:About the Charges, what if they're penalty is decreased every level?

For example, hitting a Fire resistant monster with a level 10 Fire Charge would cause a damage reduction of 34% instead of the full 50%; while hitting the same Fire resistant monster with a max Fire Charge would make it have no damage reduction. Do that with all the Charges.

Would that help out Paladins?

That would help, but what's the point of them being there in the first place if you do that? I'm fine with being reduced on elementally resistant enemies, and I'd settle just for them to either lower the damage reduction amount or just stop making bosses have a plethora of elemental resistance.


Full list of all Adventurer KMST changes - Loose - 2009-12-27

The problem I have with the game is that having an element is not an advantage, it's more of a disadvantage. Makes you elementally challenged.

I have no problem with not being to poison all monsters in the game, or not freezing them all, that's fine. But don't make every monster and their move be resistant to all. It's as if Nexon went "Well, this boss is supposed to be the ultimate life form, so, it can't be damaged by Holy, Fire, Ice, Lightning, Poison, Water, Ganondorf and Hyper Beam."


Full list of all Adventurer KMST changes - Dual - 2009-12-27

Loose Wrote:The problem I have with the game is that having an element is not an advantage, it's more of a disadvantage. Makes you elementally challenged.

I have no problem with not being to poison all monsters in the game, or not freezing them all, that's fine. But don't make every monster and their move be resistant to all. It's as if Nexon went "Well, this boss is supposed to be the ultimate life form, so, it can't be damaged by Holy, Fire, Ice, Lightning, Poison, Water, Ganondorf and Hyper Beam."

[COLOR="Green"]NO HYPER BEAM? OH GOD, WhAT THE F'UCK ARE WE GOING TO DO?!?

But yeah, we're stuck having to use our elements to fight things, and they love making stuff specifically so we can't use them.[/COLOR]


Full list of all Adventurer KMST changes - Russt - 2009-12-27

DualReaver Wrote:stop making bosses have a plethora of elemental resistance.

This. Elemental resistance is there for thematic reasons. If something resists ice, it should be weak to fire. Not resistant to everything under the sky.


Full list of all Adventurer KMST changes - Dual - 2009-12-27

Weaknesses are sometimes weird too. Like how Auf Haven is weak to Holy for 10m HP, and then becomes weak to Ice and Poison. Congratz on having your Bishop and Paladin be useful for 5 minutes, then they can pineapple off.


Full list of all Adventurer KMST changes - Turtally - 2009-12-27

DualReaver Wrote:Weaknesses are sometimes weird too. Like how Auf Haven is weak to Holy for 10m HP, and then becomes weak to Ice and Poison. Congratz on having your Bishop and Paladin be useful for 5 minutes, then they can pineapple off.

Well isn't that there to give I/Ls and F/Ps a chance?
(I don't know anything about Auf Haven. If I'm wrong, just disregard this.)


Full list of all Adventurer KMST changes - Rick - 2009-12-27

Turtally Wrote:Well isn't that there to give I/Ls and F/Ps a chance?
(I don't know anything about Auf Haven. If I'm wrong, just disregard this.)

>Implying an elemental advantage makes people take Arch Mages.


Full list of all Adventurer KMST changes - Dual - 2009-12-27

Turtally Wrote:Well isn't that there to give I/Ls and F/Ps a chance?
(I don't know anything about Auf Haven. If I'm wrong, just disregard this.)

[COLOR="Green"]It is to give I/L and F/P a chance, if people had broght them, which they actually do with I/L because they can use Bliz to KB her and get her aggroed.

The only problem is that she's weak to Holy for 10m HP and then weak to ice and poison for 610m HP.

Not exactly an equal share.[/COLOR]


Full list of all Adventurer KMST changes - Bomber - 2009-12-28

Russt Wrote:Bundle in a "Charge Mastery" with ACB that boosts up all the modifiers by 20% or so. Holy by itself could be 30%, so with Mastery it becomes 50%, with Lightning right behind at 45%.

See, here's the problem:
Nexon modifies skills, not adds skills


Full list of all Adventurer KMST changes - Loose - 2009-12-28

I forgot to mention another problem I've seen.

Whenever I see Holy resistant/immune monsters, I keep thinking that they made them like that to prevent Bishops from become too powerful on them. However, this screws Paladins (I keep thinking they forget about them, during planning), since their strength comes from Holy and Divine Charges.

So, they gotta fix it so that Bishops get limited, but no Paladins on Holy weak monsters. Hell, maybe they'll do some freaky, voodoo, wonder number with them Charges and their Magic Attack up.


Full list of all Adventurer KMST changes - Fiel - 2009-12-29

Updated to reflect the newest patch.