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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Quote:
Originally Posted by
SoR0XaS
TBH, Vipers don't need a summon, they need a FJ. Oh, and a remake of viper beam. Sure, it's cool, but that made vipers join the lazer beam classes club (Mechs, cannoneer, mihile to name a few)
Oh, and a new mount for them too.
by summon i was refering as ultimate Attack. AND screw lazers, enough with lazers, go back to old bucc mechanics, do what nexon did with tbs, now apply it to the original class that had that, and we will be good. Yes to flash jump, buccs deserve it for the love of god ._. And new mount, i can live without it? but i guess if people want something new its fine
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Quote:
Originally Posted by
KillerZero
by summon i was refering as ultimate Attack.
By ultimate attack, are you referring to hypers?
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Quote:
Originally Posted by
SoR0XaS
By ultimate attack, are you referring to hypers?
yes, i forgots that tbs whale is a hyper :s but i want to summon cthulu atlas too much to dream q.q
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Plot twist: captains can summon vipers
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Quote:
Originally Posted by
SoR0XaS
Plot twist: captains can summon vipers
it would be more trippy, if you had a captain and a bucc on the same account, the captain has a chance to summon its own bucc onto to the field and attack ._.
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Quote:
Originally Posted by
KillerZero
it would be more trippy, if you had a captain and a bucc on the same account, the captain has a chance to summon its own bucc onto to the field and attack ._.
Not to mention that bad AI.
Bad idea.
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Quote:
Originally Posted by
KillerZero
by summon i was refering as ultimate Attack. AND screw lazers, enough with lazers, go back to old bucc mechanics, do what nexon did with tbs, now apply it to the original class that had that, and we will be good. Yes to flash jump, buccs deserve it for the love of god ._. And new mount, i can live without it? but i guess if people want something new its fine
Don't get me wrong. I love the range on the laser, and it is a far better skill than the current Dragon Strike is. Only problem it is, like you said, too boring. I would much prefer a revamped dragon strike in which you shoot dragons out as semi-ranged projectiles for a mob attack (or any dragon strike revamp beyond changing the animation actually). The current dragon strike cannot be jump cast and is far too slow and unwieldy, even so more than bucc laser.
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Quote:
Originally Posted by
Moonlapse
Don't get me wrong. I love the range on the laser, and it is a far better skill than the current Dragon Strike is. Only problem it is, like you said, too boring. I would much prefer a revamped dragon strike in which you shoot dragons out as semi-ranged projectiles for a mob attack (or any dragon strike revamp beyond changing the animation actually). The current dragon strike cannot be jump cast and is far too slow and unwieldy, even so more than bucc laser.
Dragon Fist: Dash towards and penetrate through (8,10, w/e) mobs while engulfing your fist in your fighting spirit. Ignores (x% defense) and hits x times for x damage each hit. Can be using horizontally or vertically (allowing you to dash up or down through enemies and platforms). Does bonus damage to bosses (30%?), and +10%? critical
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Yawn~
Looks like thieves and pirates will be the last, again.
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
Quote:
Originally Posted by
Killmeplsok
Yawn~
Looks like thieves and pirates will be the last, again.
Well warrior, mage, and bowmen job IDs do come first.
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Re: [KMS]Inkwell Diary # 58 - Archmage, RISE
While i think it is unfair to thieves/pirates, i still think doing warrior/mage/archer first is easier because those classes have always been relatively clear cut. The biggest hole RED has to fill is the s'hit fest the held with the last thief/pirate revamp and i am massively hopeful for the work they do on that based on what they have done and continue to do.
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[KMS]Inkwell Diary # 60 - " Night Lord , RISE !"
New one's up. This time, for NL.
i.imgur.com/BgoEViE.gif
" Night Lord , RISE !"
Your thoughts on this?
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Re: [KMS]Inkwell Diary # 60 - " Night Lord , RISE !"
looks like a new animation for that one skill that increases drop rates for them ._.
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Re: [KMS]Inkwell Diary # 60 - " Night Lord , RISE !"
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Re: [KMS]Inkwell Diary # 60 - " Night Lord , RISE !"
Quote:
Originally Posted by
SoR0XaS
New one's up. This time, for NL.
i.imgur.com/BgoEViE.gif
" Night Lord , RISE !"
Your thoughts on this?
My toughts?.. One more month til pirates..
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Re: [KMS]Inkwell Diary # 60 - " Night Lord , RISE !"
Quote:
Originally Posted by
sweetpapaya
My toughts?.. One more month til pirates..
:f3: No! I hope the pirate revamps are in the same patch as thieves...
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Re: [KMS]Inkwell Diary # 60 - " Night Lord , RISE !"
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Re: [KMS]Inkwell Diary # 60 - " Night Lord , RISE !"
It looks rather awkward to me but that might just be a non-boosted version of the skill. And yeah, isn't that similar to the Showdown skill?
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Re: [KMS]Inkwell Diary # 60 - " Night Lord , RISE !"
Quote:
Originally Posted by
SoR0XaS
New one's up. This time, for NL.
i.imgur.com/BgoEViE.gif
" Night Lord , RISE !"
Your thoughts on this?
Sure reminds me of Taima Ryuuseifu (Kanna's Bind skill) while having Taunt/Showdown taste..
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Re: [KMS]Inkwell Diary # 60 - " Night Lord , RISE !"
Not especially impressed. I simply do not get why they are using kunais and charms for almost every dang new skill.
I anxiously await more data.