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What changes would you like to see in 4th job skills?
#41
Findings Wrote:Read. If a class has everything exactly the same or worse, it will not be as fun as playing the class that is exactly the same or better.



And they are stronger but slower. Read what you quoted (for the record though, I'm not really expecting the likes of someone that leeches off of hackers to be able to read an entire paragraph and comprehend it).

You read. Just because something isn't fun for you doesn't mean no one else will think it isn't fun. Damage isn't everything. Not to me, and not to many others. There's a massive difference between being able to shoot out a ton of arrows at amazing speeds, and shooting slower but stronger arrows that appeals to different people.

The leeching off hackers thing was a real plantain thing to say.
#42
Silence Wrote:What I would like to see is IF they can change ice demon so monsters would become weak to fire elemental attacks, but ALSO keep their own elemental weakness instead of making them neutral and making other main attack crappy f3.
Or make it weak to their other element. Like Ice Demon makes the monster weak to Lightning, Fire Demon makes the monster weak to Poison (Paralyze).

Summons should've also been their "secondary" element. Some Zeus/Thor summon for Lightning and for Poison... a Medusa-like summon? Well, something way better.
#43
Some changes I would like to see:

Corsairs:
Rapid Fire boosted to 210%
Battleship cooldown reduced to 60 seconds at level 10. Also increase endurance so it doesn't break so often at bosses.
Elemental Amplification: 250% boost instead of 200%

Buccaneers:
Speed Infusion working with spells.
Energy Orb's "chain" effect removed and adding in a slight delay
Demolition boosted to 475% per hit.
Barrage boosted to 300% per hit.
Super Transform adding +40 STR like Fiel's tables say.

Paladins:
Blast given a fixed range like Brandish and it should be a forced swing for BW's.
- I'd also like for them to have a party skill called "Element Infusion", which gives party members elemental advantage based on the Paladin's current charge. The party boost should be only 25% instead of 50%
- All charges should have their damage boosted so that Paladins actually outdamage Heroes when they have elemental advantage.

Heroes:
Advanced Combo should give a bigger boost to Panic and Coma so that they're actually worth using when orbs are fully charged.
Brandish should be a forced swing, but slower when used with an Axe.

Dark Knights:
Beholder's Healing should heal a small % (probably 5% or so) of the DrK's max HP.
Beholder's Buff should be potion smart and it should only recast the buff with the shortest timer remaining.

Shadowers:
Venom should work with Band of Thieves.
Assassinate should be faster.
Smokescreen should last 3 minutes.

Bowmasters:
Hamstring should work on bosses.
Phoenix should critical.

Marksmen:
Piercing arrow should do stable damage to all 6 monsters instead of doing crappy damage on the first and overkilling the last.

Mages/Bishops:
Mana Reflection should be like Power Guard so that it reduces damage done and it should be a party skill. This should be a Mage-only skill.
- Bishops should get a Holy Symbol upgrade instead. It should be +20% more party EXP and it should make it so the boost is only provided to party members within 20 levels of the Bishop.
Fire Demon/Ice Demon should also make the targets weak Fire/Poison or Ice/Lightning respectively and should work on bosses (except for the DoT).
Elemental Amplification should be 200% damage boost for all skills except ultimates.
Blizzard/Meteor Shower/Genesis should have a 5 second cooldown. Meteor Shower should have 20 more base damage over Blizzard. Genesis should be reduced to 570 base damage.
Elquines/Ifrit should hit 6 monsters and have the same range as Fire/Ice Demon.
Infinity should have the cooldown drastically reduced.
#44
Priorities should be doing something to help Axe & Blunted Weapon users, those poor bastards need some special boost.

Also, make Defense matter in this game...
#45
Takebacker Wrote:You read. Just because something isn't fun for you doesn't mean no one else will think it isn't fun. Damage isn't everything. Not to me, and not to many others. There's a massive difference between being able to shoot out a ton of arrows at amazing speeds, and shooting slower but stronger arrows that appeals to different people.

The leeching off hackers thing was a real plantain thing to say.

wat. Has nothing at all to do with damage or any of the crap you're talking about. I guess I'll try to make it pathetically simple so you can understand. Opeth is proposing that Marksmen be superior to Bowmasters in every way. That means that he wants a Marksman to be a PS2 and a BM to be a PS. A PS2 is backwards compatible. There is no point in owning a Playstation, and that is why Sony stopped producing them (IB someone brings up games that no one cares about that only play properly on the original). This has nothing to do with personal preference. Marksmen are stronger than BMs but slower, but Opeth wants them to be stronger and the same speed, just like they were in 3rd job.

If leeching off hackers is a plantain thing to simply talk about, imagine who you have to be to actually do it.
#46
Loose Wrote:Priorities should be doing something to help Axe & Blunted Weapon users, those poor bastards need some special boost.

Also, make Defense matter in this game...

Not to mention the 1h users. They are such troopers as individualists, seeing how sticking purely to their own weapon choice is rather hard.
#47
Findings Wrote:wat. Has nothing at all to do with damage or any of the crap you're talking about. I guess I'll try to make it pathetically simple so you can understand. Opeth is proposing that Marksmen be superior to Bowmasters in every way. That means that he wants a Marksman to be a PS2 and a BM to be a PS. A PS2 is backwards compatible. There is no point in owning a Playstation, and that is why Sony stopped producing them (IB someone brings up games that no one cares about that only play properly on the original). This has nothing to do with personal preference. Marksmen are stronger than BMs but slower, but Opeth wants them to be stronger and the same speed, just like they were in 3rd job.

If leeching off hackers is a plantain thing to simply talk about, imagine who you have to be to actually do it.

Not necessarily stronger. 5 second snipe with 99k cap should make them the same on single target. 5 second snipe with 199k cap should make MMs rape everything. Having BMs be the same speed would imply hurricane fire under 100 times a minute...

You know what i meant and if i'm not retarded/following what you said correctly, you should know what you said. Talking about it and stupidly accusing someone of it are two different things.
#48
A lot of these changes would shake up some Skill Builds. Would a total SP reset of all your Skills in all jobs be a bad to introduce with changes like the ones in this thread? xP
#49
Takebacker Wrote:Not necessarily stronger. 5 second snipe with 99k cap should make them the same on single target. 5 second snipe with 199k cap should make MMs rape everything. Having BMs be the same speed would imply hurricane fire under 100 times a minute...

You know what i meant and if i'm not retarded/following what you said correctly, you should know what you said. Talking about it and stupidly accusing someone of it are two different things.

Well, you're bringing up something that I haven't yet commented on. All that I've said thus far has been a response to what Opeth has said. I don't care what kind of boost MMs get as long as BMs have any sort of use and aren't reduced to being as worthless as they are in 3rd job. As it stands MMs are stronger than BMs and beat them in everything except for single target damage over time. If it were situation were flipped around and Rangers had the better formula and were better at mobbing then it wouldn't be a big deal, but that's simply not what is being proposed.

I'm not into accusing, and never will be. I do enjoy providing the truth though. My parents raised me this way. It's just who I am.
#50
Findings Wrote:Read. If a class has everything exactly the same or worse, it will not be as fun as playing the class that is exactly the same or better.



And they are stronger but slower. Read what you quoted (for the record though, I'm not really expecting the likes of someone that leeches off of hackers to be able to read an entire paragraph and comprehend it).

This is NOT the place to make accusations like that (especially without providing any evidence. As the Basilmarket saying goes, "SS or fake"). Further, this thread had nothing to do with hacking or leeching, nor did anything he said. Bringing that up in the wrong place, at the wrong time, and with no supporting evidence reflects poorly on you and destroys any credibility your argument may have had.

Anyways, some kind of general buff to the "swing" weapons would be nice - BW, PA, Axe.
#51
Bribery Wrote:Some changes I would like to see:

Bowmasters:
Hamstring should work on bosses.
Phoenix should critical.

both of those i would like lots Smile
plus a higher success rate on hamstring would make it a lot more likely to be used
also timer increase on max concentrate (i think they are doing that though, right? Hurt )
#52
Hazzy Wrote:A lot of these changes would shake up some Skill Builds. Would a total SP reset of all your Skills in all jobs be a bad to introduce with changes like the ones in this thread? xP
As Cyanne said in the first post:

Cyanne Wrote:Also, this thread is for changes to 4th job skills BEFORE 4th job was released, meaning that if you say that ultimates should be removed, this doesn't mean that it happens now, 1-year into 4th job, which would be guaranteed to cause chaos in the game.

--

Takebacker Wrote:Hell no. What you just suggested should be an extension of mana reflection, where it works exactly like PG. Reflects 200% damage taken, but the damage you take is 50% less damage. Don't change mana reflection being a non party skill.
Well, the idea of it being a party skill is that at bosses, it'll act as support damage. Each time the boss attacks, it takes the same damage twelve-fold. Imagine 1/1.

Takebacker Wrote:I say keep infinity the same. Every class needs one junk skill, don't they?
True, true. But at least decrease its cooldown to 4 minutes or something and increase its max duration to 1..

Takebacker Wrote:Extension: The way this should work is that it only works on one monster, and doesn't wear off until dead. Also, why the hell is it demon based if it's casted by a bishop? O.O
By 'Demon-type' I meant like Fire/Ice Demon. The actual skill name and animation would be something more light/holy-thematic. And personally I don't see anything wrong with it being mass-castable. Pallys need some friends Rolleyes

Takebacker Wrote:Also, if you're going to increase damage and hitbox range for CL, you have to increase paralyze's damage up to like 350 or something
True, that would be more fair. Keep in mind that the actual basic attack ends up being around 472.5 with Amp, but then again that's really not overpowered at all and... to be honest, a 3-piercing 320 spell (Angel's Ray) would own the crap out of both CL and Paralyze.

As for:
Takebacker Wrote:Assassinate: Make the animation a THIRD of the time it takes right now. Assassinations are quick...not drawn out. >_>
Assassinate is supposed to be a finisher, or something along those lines. The problem is that Shadowers don't have much else to use, so...

Takebacker Wrote:Boomerang step: Make it able to attack in the air like SB.
Think about the physics of that for a moment. XD
#53
Opeth Wrote:You guys obviously don't know what you're talking about. As of now, Bowmasters are chosen over Marksman to go to Horntail. Guess why?

Marksman are supposed to outdamage Bowmasters in all circumstances, but they don't.

[COLOR="DeepSkyBlue"]I don't understand this.

So MM's should be stronger, have freeze and be able to dominate both mobs and single monsters?

This is completely ridiculous; the only that that should be changed for MM's is snipe's cool down time so that they can actually deal decent damage.

EDIT: I wish DB would work on bosses, I want to DB pap into my friend. x][/COLOR]
#54
Opeth Wrote:I lol'd That's a good joke.



Probably because you have range advantage. I never felt the need to push back any of the bosses I was soloing. HH, BF, Pap; they never get close enough to me to deal touch damage.
actually all 3 of those are exactly why I wanted it. Pap especially, I want to be able to push the bombs away. It just doesn't make sense to me that none of our special abilities work on bosses while everyone else does.
#55
IsaacGS Wrote:actually all 3 of those are exactly why I wanted it. Pap especially, I want to be able to push the bombs away. It just doesn't make sense to me that none of our special abilities work on bosses while everyone else does.
To even it out, I'd say all KB skills should only work on bosses if they hit their KB limit.

It's only fair..
#56
MasPan Wrote:Anyways, some kind of general buff to the "swing" weapons would be nice - BW, PA, Axe.
Masteries should've taken care of that...

Axe, Polearm and Blunted Weapon Mastery should've increased the stab-swing ratio to benefit swinging. Spear Mastery should've helped stabbing rates.
#57
Loose Wrote:Masteries should've taken care of that...

Axe, Polearm and Blunted Weapon Mastery should've increased the stab-swing ratio to benefit swinging. Spear Mastery should've helped stabbing rates.
The problem with that is that the stab-swing probability is entirely determined (as far as I know) by the fact that there are 5 frames: 2 stab and 3 swing. But I suppose they could weight it if they wanted to.
#58
Loose Wrote:Masteries should've taken care of that...

Axe, Polearm and Blunted Weapon Mastery should've increased the stab-swing ratio to benefit swinging. Spear Mastery should've helped stabbing rates.

Or we could do away with that system entirely...it still fucks PA and Axe over in 4th job due to forced animations.
#59
The whole idea of certain types of strikes being stronger than others while using different weapons becomes flawed when the type of strike you actually do is randomized.

If you know that swinging is always more effective than thrusting (which wouldn't always apply to a real situation but it does here), why the hell would you thrust on purpose?
#60
Russt Wrote:If you know that swinging is always more effective than thrusting (which wouldn't always apply to a real situation but it does here), why the hell would you thrust on purpose?
Most Warriors have 4 ~ 5 Base INT.


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