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What changes would you like to see in 4th job skills?
#15
Opeth Wrote:"Marksmen: Change snipe's cooldown back to 10 seconds, make blind work on bosses, and make pierce's damage consistent through each monster in a mob. I personally think that 5 seconds is a bit too small of a cooldown for snipe and that blind working on bosses is better a better way to balance out marksmen with bowmasters at bosses."

No. Changing Snipe down to 5 seconds actually lets them outpower Bowmasters which IS THE WAY IT SHOULD HAVE BEEN SINCE THE RELEASE OF 4th JOB.

/slight rage.

Powered-up iron arrow makes crossbows at least on par with hunters in 2nd job, and snipers have the upper hand in 3rd job. Marksmen will train a little bit faster than bowmasters with the new kMST changes, so bowmasters should get a slight upper hand on marksmen. Plus, the difference gets even smaller when the marksman is partied with a buccaneer with speed infusion.

FrozNlite Wrote:What a fantastic waste of money. Does anyone truly believe Nexon would go through this much trouble to make classes more balanced when they can do so indirectly at a fraction of the cost?

Care for an example? Bossing. Bossing is the area where ArchMages fail at, simply due to their single target DPS. We all understand this. Remedy? Make a boss that's 10+ parts that are flying around a map, and are elementally weak. Now you've essentially made a boss out of the Zakum Arms, but have added the strategy and the necessary firepower of ultimates to any group that wants to successfully kill such a boss. Case in point, ArchMages are actually wanted for something. Give this boss the game's best medal/belt, and everyone will want x number of ArchMages per run.

And I believe there was rumor this would be similar to the case with the upcoming CWK bosses, as the rumor states you fight them all simultaneously. 4 bosses in one room, especially if they're flying, especially if even some are elementally weak = larger need for ArchMages than ever before.

So now we've fixed ArchMages. What about all the other classes that can't train as fast as them? The friends of mine who fit this description aren't F/P ArchMages whining about how ultimates should be removed to balance the classes; instead, they're proactively discussing the possibilities of a higher-level "Hime"-like map. Think: a flat, high-spawn map of low def, high mdef monsters that are elementally strong against Magicians and give a decent HP/EXP ratio, enough for non-Magicians to train there just as fast as Mages at Skelegons and to send Magicians running. Make this map a dungeon map that only 1 party of people can enter every 90 minutes, put 20 of those dungeons on every channel so there are 380 open maps per server, and voila. Training is balanced.

The beauty of this is that instead of restructuring core 4th job skills and having to deal with point issues and any other spontaneous issues that may arise from changing skills themselves, you now just have to add one boss with subsequent maps and one stylistically-similar dungeon map to the one I described above, and the game is balanced.

I'm no computer or economic genius, but I believe adding a few maps and monsters is easier and cheaper than changing 12 classes worth of skills.

This thread isn't about changing 4th job as it is now, it's about discussing what 4th job should have been from the start. So it's not actually supposed to be put into practice (like sent to Nexon, etc.) but just a friendly discussion. Yeah I guess the thread title kinda implied the wrong thing, but the first part of the opening post covered that.

Also, with that 10 flying bosses thing, ultimates being spammed would cause a lot of strain on people's computers.


Messages In This Thread
What changes would you like to see in 4th job skills? - by Cyanne - 2009-01-17, 08:56 PM
What changes would you like to see in 4th job skills? - by Harrisonized - 2009-01-18, 07:25 PM
What changes would you like to see in 4th job skills? - by Harrisonized - 2009-01-19, 01:30 AM

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