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What changes would you like to see in 4th job skills?
#81
FrozNlite Wrote:Great discussion, but I still see it as a thread whining about how things are unless it actually had some purpose, i.e., taking some of these ideas and emailing them to Nexon. Surprisingly companies do read emails (even Nexon!), and so it wouldn't be a wasted thread if that was its original purpose.

Some of these ideas are ludicrous though. I especially laugh at all of the people who want ultimates removed or nerfed with a cooldown/damage reduction. First off, how many of you rely on an ultimate user to train a lot faster? Second, how many of you, regardless of if you train with an ultimate user or not, use 2x? The same friends I discussed in my first post, the late 19x people on Khaini, don't bother complaining about ultimates, etc., but adapt to what they're given and use them to their advantage. Now, by 19x, are they asking for 4x coupons or and overall increase in EXP of monsters? Hell yea. The fact that people, even with ultimates, STILL WANT an increase in EXP tells me that removing or nerfing ultimates would just be extremely stupid. Seriously, if you're a person who wants the most EXP/hr you can get, yet wants ultimates removed, you shouldn't complain for an increase in EXP.

And the last part is just lulz Cyanne. This is a freaking 2-D side scrolling game. It's not WoW. The last I checked, my friends playing WoW don't randomly dc for skill reasons or whatnot because they have decent computers and know how to play. If people are experiencing a strain on their computers due to mass ultimate use, then don't play the game. But don't tell other people how to play their characters because you refuse to upgrade a 10 year old computer.

P.S.: If ultimates caused an oh-so-bad strain on computers, then all of the All-Magician/FP/IL/Bishop runs that have occurred in the last year shouldn't have worked. The first successful All-ArchMage run in Khaini, as an example though, had 20 people using ultimates throughout the entire run, and the only dc was one person as they were coming into the altar, before ultimates were used.

You're saying that a broken skillset should remain broken simply because people are too spoiled to deal with a change. Ultimates don't have to exist for people to gain fast exp. You realize that the slow grind at high levels can be remedied with new endgame maps to train on? Take away standing in one place hitting 10 Skeles and make a map where you can train as fast or faster with just attackers and a Bishop. Not to mention that party setup would make more sense than a Bishop ruling over a large chunk of the map and attackers filling in the gaps.

People are always going to complain that they level too slow. Any realistic pace for the game (less than 4x) is too slow for some people.

And uh, just because this game is 2d doesn't mean it won't lag. Models and textures are often less graphics intensive than detailed bitmap sprites. This game lags me a lot more than say, Warcraft III on high settings. Loading images that fill up a quarter of the screen and displaying 15 of them at a time while still dealing with the rest of the game is pretty graphics/CPU intensive. I realize I'm running a fairly low-end computer, but there is still a significant number of people who have worse computers than I do. My computer exceeds the recommended settings for the game. I still die occasionally walking to Newties because of lag.
#82
Too many pages to read right now so sorry if I repeat some. Also, I don't know very much about Pirates so I'll ignore those.

First of all, the damage cap needs to disappear. Or at least greatly increase. A cap of 99999 currently affects everybody's damage except BM/NL/DK.
2nd - Abbreviations. This thread is about 4th job so I'll use H/P/DK, B/IL/FP, NL/S, BM/MM.

Warriors
H - Coma/Panic are currently useless. Charging takes too much damage off regular attacks without adding much to finishers. Boost the Coma/Panic 6-10 orb damage significantly. I expect the result to end up about 20% stronger than pure Brandish spamming, leading to...
P - Boost Blast up to 800-850%. Drop Holy to 120% matching Fire. This gives Blast about a 25% boost in Holy damage, but also brings up Fire to equal and Lightning stronger. Paladins should be stronger on single targets with weaknesses than Heros are on 3. Since the best Charge dropped 20%, also bump up ACB to 380%.
Instead of HH, I'd like to see a party skill. Most logical would be a defense based one (+100% wdef/mdef?) since nothing like that currently exists.
DK: Change how Beholder's healing works. 3 numbers: regen/sec, refill/sec, pool. The Beholder would be able to store a certain amount of HP in a "pool", possibly as a bar visible over it. Ex. 25,000 hp. With the refill/sec, it would be refilling that amount once per second, maybe 500 hp. Once it's full it waits. When the DK's HP drops below the Berserk point, it immediately regenerates some amount of HP using the pool HP. (determined by regen/sec - probably about 2000). Then it waits a second and heals again if necessary. It can also refill fractional amounts to bring the DK up to maximum Berserk HP automatically. This would make the healing able to heal in bursts, thus much more useful.
Berserk - First it needs a damage boost to match the other warriors - I guess about 250% would do it. Second, it needs a bossing condition to make it more useful. Probably allowing it to activate during "blink" time after taking an attack, regardless of current HP.
Advanced Sacrifice - cut 10 levels from Beholder's Aura/Hex to create a new 20 point skill. From all levels, it would cause Sacrifice a 100% chance of attacking with the correct weapon type (Slash for PA, Stab for Spear). It would also increase damage by 5%/level, and every 5 levels (1, 6, 11, 16) would drop the hp loss by 1%. Leading to max level of 450% Sacrifice taking off 1% of damage to HP. (about 600 hp at most to a typical 13x Berserking) A single target attack comparable to Blast is kinda something DK needs if they're gonna run around at low HP. Mobbing just doesn't work as well with that playstyle.
H+P+DK: would 100% stance at max level be too much to ask >_>

Magicians
B: I realize most of the people currently playing don't want to be support, but this is pretty hypothetical so we'll assume they never chose to play MS' one true support class.
Bahamut - give it an attack like Heal that can target players to heal them. Or target undead monsters to hurt them. With some of the healing requirements reduced the B is better off anyway.
Genesis will have to go, to be replaced by a fast mobbing attack. Possibly split to 2 skills:
1) Mind Control. Like Puppet, it would distract the mobs. However it would distract them to the party leader, so they don't attack other party members. Unlike Puppet it would last 30 seconds regardless of KB damage etc. making it actually work in parties.
2) Holy Rain. Like Hurricane, a bunch of weak shots, but going in all directions around the player (to mobs). Each arrow would be able to hit up to 3 targets by piercing, for 80/60/40 spell atk. Casting rate of around 5 per second. Cause 1 second stun to each target. Fast cast speed is important so party buff/heal can be used in between attacking more easily.
Cut resurrection's SP cost to 20. Add a new supportive skill - Weaken. Hits 6 targets, increases all elemental weaknesses by 1~10% (1 per level maxed @ lv10) for 1 minute (50%->60%, 100%->110%, 150%->160% - only for full elemental skills) or 5% for half-weakness (ex. Comp. 125%->130%)
IL/FP: Again, kill the ultimates. Again, 2 new skills
1) Advanced Teleport (max10) - separate skill from regular teleport, max 400 range. Teleports the player next to the nearest monster.
FP) Infectious Disease. Poisons 1 target. After which, following holds: Once poisoned, a monster is "infectious" for 20 seconds. Any monster they come into close contact (hitboxes touch) is poisoned. Also loss of 5% hp every 2 seconds (total 50% over 20 seconds). Can't kill, but can chain indefinitely (so if a 2nd generation poisons another monster, it starts its own 20 second infection, etc.) Monsters can be reinfected any number of times, but only when they're not currently infected.
IL) Thunderstorm. 300 range, ~80 spell atk, fast casting, hits 20 targets. Lightning elemnt obviously.
Also I'd swap the summons and ice/fire demon around. The way it is is dumb >_>
Chain Lightning/Paralyze would be dropped 10 points to make room for more mastery:
Advanced Elemental Amp - 10 point, -1% mp cost, adjusted elemental bonus (at max, 170% against weak targets, 100% on neutral, 70% on resistant), +2% spell mastery
Mana Reflection would be changed to work like PG, so mages take less damage. (not the full 200% or w/e obviously, maybe 1/5 of it)

Thieves
NL - Combine Ninja Ambush and Ninja Storm. For x duration, summon Ninjas around you that will push monsters away from you.
With the other 30 SP, get a "Limit Break" party buff (20 sp):
Max speed +2%, max jump +1% per level (180%/143% possible with max)
And a Throwing Star Bomb (10 sp): Consume 50 stars to set up a remotely detonated mine. When triggered, it deals damage to all monsters within a 200 radius using an explosion of shrapnel. Damage based on SP. Dunno how much is balanced.
S - Change to Boomerang Step. Same damage, unlimited "back and forth" until you stop holding down the key (or out of MP). 3 second cooldown from last hit.
Change to smokescreen - instead of invincibility, 50% damage reduction. But, decreased monster accuracy to 1 in 4 chance of hitting a player. Also, adjusted duration/cooldown so a party of 5+ shadowers can always be in a smokescreen.
Assassinate should be enough improved by uncapping damage.

Archers
BM/MM - SE made independent of original crits. 50% chance of occuring. +200% damage. This would make it better for non-crit classes, as it would add +100% instead of +21% damage. Also, for Bowmen 20% double crit=+300%, 30% SE only=+200%, 20% Crit only=+100%, 30% neither=+0% = +140% vs. current SE's 132%. For NL 25% each of 300 200 100 0 = +150% average instead of current +156%
ie. it would boost Bowmasters and non-crit classes more and Night Lords less than current SE.
Make Blind/Hamstring passive, chance of happening to every monster the player hits with any attack (success rate based on skill damage% - 100% skill = 10% success, 600% skill = 60% success)
Speed up the summons attack rate so they're more useful >_> (ie. attack immediately when a monster spawns, and only 1-1.5s between attacks).
MM - Give snipe an actual formula, not 1hko or max damage. Probably something on the order of 2000% damage since it has a cooldown.
BM - Hurricane doesn't cancel when you get bumped, only if you would bowswing. Also allow walking at half speed while using Hurricane (walking backwards also possible - hurricane continues to shoot in the direction it started out, and you step backward instead of turning around)
#83
Stereo, your proposed change to SE would be massively imba. The classes that are most affected by SE are also the ones that would do the least damage without it being the way it is.
I agree with the Snipe boost, probably 2500% and 100% chance to crit for +0% damage (aesthetic reasons only) would cut it.
Hamstring and Blind are as good as passive, they're just buffs.

I don't get why people keep saying make Berserk some value way over 200%. DrKs are about on par with Heroes, just give them 220% or some more W. Att or something and make Berserk more usable and they'll be set. I like the HP pool idea.
#84
Dusk Wrote:Stereo, your proposed change to SE would be massively imba. The classes that are most affected by SE are also the ones that would do the least damage without it being the way it is.

I'd rather fix that via a 1st-2nd-4th job adjustment to the critical system in general. (ie make normal crits actually do 2x damage, and SE crits actually do 1.4x damage, with relevant AB/DS/L7 adjustment to base)

Having a buff that adds 53% to NL damage and 65% to BM damage, but only 15% to MM and under 10% to every other class is the real "massive imbalance".

If 50% is right for BM, it should not be a party skill. If not, boof every other MM/BM skill, so they don't lose out, but drop SE to around a 15-20% party boost to all classes.
#85
Tykian Wrote:I'm sorry, but this is dumb. You signed up to be a cleric, a priest, does that not SCREAM party support? It should. You never EARNED pomegranate. You leveled the fastest in 3rd job, and could pretty much semi afk in most parties. If you didn't want to play a support class, you should have looked up the word cleric, before clicking it.

They shouldn't BE even. Arch-mages should far outdamage Bishops. Why? They're supposed to be an attacking class, they should have one of the highest DPS's in the game(one of, not saying they should be highest). They should have some sort of purpose in bosses. But they don't.

Or we could just get rid of Buccaneers and have all of them make shadowers. Oh wait, that's a dumb idea. Classes are supposed to be DIFFERENT.


Read above.



Read above.

I'm sorry to berate you so badly, but what you suggest is HORRIBLE. It's not balancing, it's simply duplication. Balance does not involve making everything the same. It involves leveling separate things out.


Well, you sir don't know pomegranate. I'm sorry to inform you this, but most legit priests like me are currently having tough times leveling seeing as himes and every other god damn training spot that's good for us has been obliterated by heckers and botters. What I said about bishops quitting is not false, it can very well happen, and I'm trying to make the classes more fair, but apparently you don't understand that, What I suggest is REAL. And if you can't accept that, then I suggest you permanently un-install MS forever and find yourself a new MMO to complain about.Rolleyes
#86
Stereo Wrote:Too many pages to read right now so sorry if I repeat some. Also, I don't know very much about Pirates so I'll ignore those.

First of all, the damage cap needs to disappear. Or at least greatly increase. A cap of 99999 currently affects everybody's damage except BM/NL/DK.
2nd - Abbreviations. This thread is about 4th job so I'll use H/P/DK, B/IL/FP, NL/S, BM/MM.

Warriors
H - Coma/Panic are currently useless. Charging takes too much damage off regular attacks without adding much to finishers. Boost the Coma/Panic 6-10 orb damage significantly. I expect the result to end up about 20% stronger than pure Brandish spamming, leading to...
P - Boost Blast up to 800-850%. Drop Holy to 120% matching Fire. This gives Blast about a 25% boost in Holy damage, but also brings up Fire to equal and Lightning stronger. Paladins should be stronger on single targets with weaknesses than Heros are on 3. Since the best Charge dropped 20%, also bump up ACB to 380%.
Instead of HH, I'd like to see a party skill. Most logical would be a defense based one (+100% wdef/mdef?) since nothing like that currently exists.
DK: Change how Beholder's healing works. 3 numbers: regen/sec, refill/sec, pool. The Beholder would be able to store a certain amount of HP in a "pool", possibly as a bar visible over it. Ex. 25,000 hp. With the refill/sec, it would be refilling that amount once per second, maybe 500 hp. Once it's full it waits. When the DK's HP drops below the Berserk point, it immediately regenerates some amount of HP using the pool HP. (determined by regen/sec - probably about 2000). Then it waits a second and heals again if necessary. It can also refill fractional amounts to bring the DK up to maximum Berserk HP automatically. This would make the healing able to heal in bursts, thus much more useful.
Berserk - First it needs a damage boost to match the other warriors - I guess about 250% would do it. Second, it needs a bossing condition to make it more useful. Probably allowing it to activate during "blink" time after taking an attack, regardless of current HP.
Advanced Sacrifice - cut 10 levels from Beholder's Aura/Hex to create a new 20 point skill. From all levels, it would cause Sacrifice a 100% chance of attacking with the correct weapon type (Slash for PA, Stab for Spear). It would also increase damage by 5%/level, and every 5 levels (1, 6, 11, 16) would drop the hp loss by 1%. Leading to max level of 450% Sacrifice taking off 1% of damage to HP. (about 600 hp at most to a typical 13x Berserking) A single target attack comparable to Blast is kinda something DK needs if they're gonna run around at low HP. Mobbing just doesn't work as well with that playstyle.
H+P+DK: would 100% stance at max level be too much to ask >_>

Magicians
B: I realize most of the people currently playing don't want to be support, but this is pretty hypothetical so we'll assume they never chose to play MS' one true support class.
Bahamut - give it an attack like Heal that can target players to heal them. Or target undead monsters to hurt them. With some of the healing requirements reduced the B is better off anyway.
Genesis will have to go, to be replaced by a fast mobbing attack. Possibly split to 2 skills:
1) Mind Control. Like Puppet, it would distract the mobs. However it would distract them to the party leader, so they don't attack other party members. Unlike Puppet it would last 30 seconds regardless of KB damage etc. making it actually work in parties.
2) Holy Rain. Like Hurricane, a bunch of weak shots, but going in all directions around the player (to mobs). Each arrow would be able to hit up to 3 targets by piercing, for 80/60/40 spell atk. Casting rate of around 5 per second. Cause 1 second stun to each target. Fast cast speed is important so party buff/heal can be used in between attacking more easily.
Cut resurrection's SP cost to 20. Add a new supportive skill - Weaken. Hits 6 targets, increases all elemental weaknesses by 1~10% (1 per level maxed @ lv10) for 1 minute (50%->60%, 100%->110%, 150%->160% - only for full elemental skills) or 5% for half-weakness (ex. Comp. 125%->130%)
IL/FP: Again, kill the ultimates. Again, 2 new skills
1) Advanced Teleport (max10) - separate skill from regular teleport, max 400 range. Teleports the player next to the nearest monster.
FP) Infectious Disease. Poisons 1 target. After which, following holds: Once poisoned, a monster is "infectious" for 20 seconds. Any monster they come into close contact (hitboxes touch) is poisoned. Also loss of 5% hp every 2 seconds (total 50% over 20 seconds). Can't kill, but can chain indefinitely (so if a 2nd generation poisons another monster, it starts its own 20 second infection, etc.) Monsters can be reinfected any number of times, but only when they're not currently infected.
IL) Thunderstorm. 300 range, ~80 spell atk, fast casting, hits 20 targets. Lightning elemnt obviously.
Also I'd swap the summons and ice/fire demon around. The way it is is dumb >_>
Chain Lightning/Paralyze would be dropped 10 points to make room for more mastery:
Advanced Elemental Amp - 10 point, -1% mp cost, adjusted elemental bonus (at max, 170% against weak targets, 100% on neutral, 70% on resistant), +2% spell mastery
Mana Reflection would be changed to work like PG, so mages take less damage. (not the full 200% or w/e obviously, maybe 1/5 of it)

Thieves
NL - Combine Ninja Ambush and Ninja Storm. For x duration, summon Ninjas around you that will push monsters away from you.
With the other 30 SP, get a "Limit Break" party buff (20 sp):
Max speed +2%, max jump +1% per level (180%/143% possible with max)
And a Throwing Star Bomb (10 sp): Consume 50 stars to set up a remotely detonated mine. When triggered, it deals damage to all monsters within a 200 radius using an explosion of shrapnel. Damage based on SP. Dunno how much is balanced.
S - Change to Boomerang Step. Same damage, unlimited "back and forth" until you stop holding down the key (or out of MP). 3 second cooldown from last hit.
Change to smokescreen - instead of invincibility, 50% damage reduction. But, decreased monster accuracy to 1 in 4 chance of hitting a player. Also, adjusted duration/cooldown so a party of 5+ shadowers can always be in a smokescreen.
Assassinate should be enough improved by uncapping damage.

Archers
BM/MM - SE made independent of original crits. 50% chance of occuring. +200% damage. This would make it better for non-crit classes, as it would add +100% instead of +21% damage. Also, for Bowmen 20% double crit=+300%, 30% SE only=+200%, 20% Crit only=+100%, 30% neither=+0% = +140% vs. current SE's 132%. For NL 25% each of 300 200 100 0 = +150% average instead of current +156%
ie. it would boost Bowmasters and non-crit classes more and Night Lords less than current SE.
Make Blind/Hamstring passive, chance of happening to every monster the player hits with any attack (success rate based on skill damage% - 100% skill = 10% success, 600% skill = 60% success)
Speed up the summons attack rate so they're more useful >_> (ie. attack immediately when a monster spawns, and only 1-1.5s between attacks).
MM - Give snipe an actual formula, not 1hko or max damage. Probably something on the order of 2000% damage since it has a cooldown.
BM - Hurricane doesn't cancel when you get bumped, only if you would bowswing. Also allow walking at half speed while using Hurricane (walking backwards also possible - hurricane continues to shoot in the direction it started out, and you step backward instead of turning around)


I'm sorry to say this, but most of this stuff i a very very bad idea. Revise this and come back to me with something better.Wink
#87
How about we delete the Cleric/Priest/Bishop subclass entirely? That would make me happy. I can afford pots, I haven't trained with a Priest since 2006, I won't miss them.


And maybe you could be a little less *vague next time? It's not like I know what you're talking about.
#88
Stereo Wrote:How about we delete the Cleric/Priest/Bishop subclass entirely? That would make me happy. I can afford pots, I haven't trained with a Priest since 2006, I won't miss them.


And maybe you could be a little less specific next time? It's not like I know what you're talking about.

Oh no, it's not just that part, lots of stuff you mentioned in there would be the total destruction of MS as we know it. And to be blunt, I am not gonna let a few people flush MS down the toilet. If you want to mess up an MMO, go find another one. I'm sure WoW would be more than happy to let you destroy their game.Biggrin
#89
Care to give examples before totally attacking someone's ideas with no valid points?
#90
Rayquaza2233 Wrote:Care to give examples before totally attacking someone's ideas with no valid points?

Oh come on, it's not that hard to see what's bad, but if you insist. Heroes: maybe. Paladins: Yes on blast NO on everything else. Drks: No, No, No. Bishops: No. Arch Mages: NO. Nl's: No. Shadowers: Yes. BM: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO MM: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. Oh and she didn't add pirates, but I know her views on those will be horrid too.
#91
I said less vague, not more vague. (oh wait no I didn't...oops)
#92
Quote:IL/FP: Again, kill the ultimates. Again, 2 new skills
1) Advanced Teleport (max10) - separate skill from regular teleport, max 400 range. Teleports the player next to the nearest monster.
IL) Thunderstorm. 300 range, ~80 spell atk, fast casting, hits 20 targets. Lightning elemnt obviously.
Also I'd swap the summons and ice/fire demon around. The way it is is dumb >_>
Chain Lightning/Paralyze would be dropped 10 points to make room for more mastery:
Advanced Elemental Amp - 10 point, -1% mp cost, adjusted elemental bonus (at max, 170% against weak targets, 100% on neutral, 70% on resistant), +2% spell mastery
Mana Reflection would be changed to work like PG, so mages take less damage. (not the full 200% or w/e obviously, maybe 1/5 of it)

Ok so you've taken away the ultimates and proposed this in order to balance mages with other classes. Now I'm just going to speak from the perspective of an I/L mage as I'm sure the F/Ps and Bishops out there would inform you on how ridiculous this proposed balancing is.

Thunderstorm - Where in gods name would there be in a situation where there are 20 monsters within a 300% range? As it stands with blizzard its hard to target 15 monsters and that's a full screen attack. The only possible place this move could work is Himes in combination with CL mobbing, but then all you would have done is given I/L AMs slower exp gains for the same pot costs as if they were using Blizzard. (Magic guard is a blessing and a curse.) This move is weaker than Ice Strike does not freeze and has only 100% more range it is a pathetic improvement over a 3rd job skill.

Advanced Amp - With this skill the average archmage at my level (16x) would be hitting ~
55k CL with an elemental weapon on Lightning weak mobs
44k Ele wand, Neutral
35k No ele, Lit weak
20k No ele, Neutral

The skill does what you intend it to do that is, increase AM damage on elementally weak mobs, however, you've gimped our training speed so it will take some time to reach that high a level. Meanwhile when compared to other classes at similar levels our 1v1 output would still pale in comparison. The only thing which would possibly balance us out i.e. letting us excel in the bossing aspect of the game rather than training, would be a party buff. Which brings me to the next skill you've proposed changes to.

Mana Reflection - You opted to make it like PG reducing damage taken and reflecting some (1/5th). All you accomplished was replacing a somewhat useless skill with another somewhat useless skill. An I/L is more likely going to take bump damage rather than magic damage. (Freezing means no magic attacks, and the Thunderstorm skill you proposed would require standing in the middle of a mob getting hit by touch damage more than magic.) The only good improvement to MR would be like some others have said making it party buff which would allow mages to have a nice support skill for bossing. Reflecting 1/1s being the major contribution.

Advanced teleport - This is just meh. As it stands teleport works well enough. If a monster is far away you can CL->Tele->Demon and Tele along avoiding damage by freezing, inflicting some addtional damage while traveling with Demon and continue on with that monster aggro'd towards you and the next mob you're focusing on.
#93
Wolfman Wrote:Ok so you've taken away the ultimates and proposed this in order to balance mages with other classes. Now I'm just going to speak from the perspective of an I/L mage as I'm sure the F/Ps and Bishops out there would inform you on how ridiculous this proposed balancing is.

Thunderstorm - Where in gods name would there be in a situation where there are 20 monsters within a 300% range? As it stands with blizzard its hard to target 15 monsters and that's a full screen attack. The only possible place this move could work is Himes in combination with CL mobbing, but then all you would have done is given I/L AMs slower exp gains for the same pot costs as if they were using Blizzard. (Magic guard is a blessing and a curse.) This move is weaker than Ice Strike does not freeze and has only 100% more range it is a pathetic improvement over a 3rd job skill.
I seem to remember saying it would cast fast, not the same speed as IS.
Teh point isn't to always hit 20 targets, just to make it possible. I'm not familiar with mage damage base so I can't do fine balancing. (what is IS and CL's base? All I know is that Blizzard does around 99k with 570 base and I want about 12-15k fast cast)
Quote:Advanced Amp - With this skill the average archmage at my level (16x) would be hitting ~
55k CL with an elemental weapon on Lightning weak mobs
44k Ele wand, Neutral
35k No ele, Lit weak
20k No ele, Neutral

The skill does what you intend it to do that is, increase AM damage on elementally weak mobs, however, you've gimped our training speed so it will take some time to reach that high a level. Meanwhile when compared to other classes at similar levels our 1v1 output would still pale in comparison. The only thing which would possibly balance us out i.e. letting us excel in the bossing aspect of the game rather than training, would be a party buff. Which brings me to the next skill you've proposed changes to.
If CL does 2/3 damage to each successive target that's 75k on 2, 95k on 3. Balance point with other classes at 16x is around 110k @ 2 targets so it does need about a 50% base spell atk increase. I'm just not familiar to AM damage so I couldn't do balance like that.

Quote:Mana Reflection - You opted to make it like PG reducing damage taken and reflecting some (1/5th). All you accomplished was replacing a somewhat useless skill with another somewhat useless skill. An I/L is more likely going to take bump damage rather than magic damage. (Freezing means no magic attacks, and the Thunderstorm skill you proposed would require standing in the middle of a mob getting hit by touch damage more than magic.) The only good improvement to MR would be like some others have said making it party buff which would allow mages to have a nice support skill for bossing. Reflecting 1/1s being the major contribution.
200% dealt to monster, 60% dealt to player, instead of 200% and 100%. It's only an improvement on the existing skill.

Quote:Advanced teleport - This is just meh. As it stands teleport works well enough. If a monster is far away you can CL->Tele->Demon and Tele along avoiding damage by freezing, inflicting some addtional damage while traveling with Demon and continue on with that monster aggro'd towards you and the next mob you're focusing on.

If there's a better way to designate distant targets I'd like to hear it, what I'm looking for is a teleport that can jump up/down platforms to hit monsters at a much better distance than current TP rather than horizontal speed.
#94
Heroes
Brandish - Create an Axe Brandish that does two Slashes. Higher Damage %, but slightly slower speed so it evens out or slightly surpasses Sword Brandish.

Paladins
Charges - Reinstate the AoE effect when casting a Charge but hits only 3 targets at close range.

Agrees with rest of Nexon Changes.

Dark Knights
Beholder's Healing - Heals more HP. 1000-2000 HP every 3-4 seconds.

Beholder's Aura - Buff stacks with potions and other attack skills.

Agrees with rest of Nexon's changes.

Magicians
Mana Reflection - Party Skill

Infinity - Cooldown 2 or 5 minutes.

Arch Mage (Ice/Lightning)
Blizzard - Increase Base Magic Attack.

Chain Lightning - Increase Casting Speed and Magic Attack

Ifrit - increase Magic Attack and Attacking Speed

Arch Mage (Fire/Poison)
Paralyze - Hits 3 Targets, Does more damage to poisoned mobs.

Meteor - Increase Base Magic Attack (More than Blizzard), or same increase as Blizzard and causes Burn Status (like Flamethrower).

El Quines - increase magic attack (not as much as Ifrit) and attacking speed.

Bishops
Bahamut - Increase MAgic Attack and Attacking Speed


Thieves
Ninja Ambush - Leave it in a trap like manner. When a monster(s) walk across near it, it activates. Massive Damage increase on it or a % of the monsters original HP.

Night Lords
Ninja Storm - Up to 3 monsters, 3 second stun.

Shadowers
Assassinate - Attack Animation faster.

Smokescreen - Max Level 10

Create a Passive Skill (Max Level 20) to increase Savage Blow from 80% to 100% damage.

Bowmaster
Pheonix - Can hit Critical Damage

Dunno anything about Pirate Skills, except boost Rapid Fire Damage.


Any recent changes in KMST I agree with as well.
#95
holyforest Wrote:Oh come on, it's not that hard to see what's bad, but if you insist. Heroes: maybe. Paladins: Yes on blast NO on everything else. Drks: No, No, No. Bishops: No. Arch Mages: NO. Nl's: No. Shadowers: Yes. BM: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO MM: NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. Oh and she didn't add pirates, but I know her views on those will be horrid too.

Just spamming "NO" only says that you're stupid. What makes these wrong, in your opinion?
#96
Rayquaza2233 Wrote:Just spamming "NO" only says that you're stupid. What makes these wrong, in your opinion?

Stupid? Hahahahahahahahahahahahssdfdggfdg. If you can't even see the horrors that her ideas would bring, doesn't make me stupid, but instead makes someone else stupid.
#97
holyforest Wrote:Stupid? Hahahahahahahahahahahahssdfdggfdg. If you can't even see the horrors that her ideas would bring, doesn't make me stupid, but instead makes someone else stupid.
I can repeat random sequences of letters too! It makes my point that much more valid!

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
#98
You're just randomly insulting people because your perception of them is that they're stupid for not being able to read your mind? WE don't know what YOU think. We might have different opinions then what you have. Your opinions are not stone hard facts like 2+2=4. We cannot calculate something to get your thoughts, so why the hell are you calling us ignorant? Why don't you get off your high horse, and tell us what is wrong with Stereo's suggestions, in your opinion?

Not being able to comprehend other's thoughts is not the same thing as stupidity; don't blame us if we can't read minds. Besides, you gave VAGUE descriptions based on your opinions in the first place, instead of dragging this out, you could just sit down for FIVE minutes at the MAX and type out each class with their changes and your opinion on those changes.
#99
holyforest Wrote:Stupid? Hahahahahahahahahahahahssdfdggfdg. If you can't even see the horrors that her ideas would bring, doesn't make me stupid, but instead makes someone else stupid.

[COLOR="DeepSkyBlue"]How about next time you act like an idiot on the internet, bring proof that you're an idiot too.

That way everyone's happy.[/COLOR]
Devil's Sunrise Wrote:No changes. Just major changes in maps. Make it possible to train with 6 people in a party, where all uses its best potential (for all classes) and make it impossible to have just 6 bishops in one map.

Yes. Make 1 map with 6 different parts to it (seperated by a wall or something of the sort) and then have each one good for certain classes. thus allowing a party to train efficiently.

but for removing ultimates, i say thats a bad idea. Maybe change them so they only hit like say 6 monsters or something would be better.

i like the Bahamut-Heal idea. would be useful, especially if they didnt have to be in the same party.

i have to agree on you with a lot of them. but i say eliminate HS completely and replace it with a good party buff of some sort, or just add more attacking skills.

@Stereo, some of those ideas arent even plausible. they would never survive in the MS world. lol


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