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Full list of all Adventurer KMST changes
#41
KaidaTan Wrote:What do you suggest, then?

Your idea was good. I meant the people in the other thread talking about changing HH cooldowns or moding the elements to be weaker while increasing the damage a little on it. No offense to you, sorry.
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#42
1. Increase Blast's multiplier.
2. Make Magic Crash DO SOMETHING USEFUL for THE CASTER.
3. Maybe switch Threaten from 20 points to 20%.

1 is something I think most agree on.
2 would be appreciated, but I can't figure out how they'd do it.
3 is simply something that would be nice.

A reduced cooldown on Hammer... not sure how useful it'd be, but I haven't reached that point yet myself.
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#43
Possible Paladin ideas:

1. Threaten to -20% physical attack
2. Oh, how about giving each charge a bonus effect? Fire can be a DoT or inflicts small explosions per hit dealing free FA/Chain Lightning-amount damage, Lightning can slow down the target (as in placing a negative booster effect as well as an actual Slow effect), Ice can cripple the enemy's defenses (+5-10% damage to that enemy), and Holy will have a dual effect of overall weakening the enemy's attack (-10-15% attack and magic attack) while also healing the Paladin per hit like Combo Drain. Then, amp up the power of all of the Paladin's attacks so at elementally-weak they completely dominate. What this does is make The first 3 charges power enough to be formidable in 3rd job, but then paves the way for Holy Charge to be the top Charge. For me I just couldn't think of a way to balance all 4 charges, and since Holy Charge is what really makes a warrior a Paladin, it'd only make sense it'd be his most powerful charge as well. To make it interesting though, each effect of the charge can last for up to 1 minute. Charge stacking anyone?
3. Elemental. Swords/Hammers.
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#44
IllegallySane Wrote:Possible Paladin ideas:

1. Threaten to -20% physical attack
2. Oh, how about giving each charge a bonus effect? Fire can be a DoT or inflicts small explosions per hit dealing free FA/Chain Lightning-amount damage, Lightning can slow down the target (as in placing a negative booster effect as well as an actual Slow effect), Ice can cripple the enemy's defenses (+5-10% damage to that enemy), and Holy will have a dual effect of overall weakening the enemy's attack (-10-15% attack and magic attack) while also healing the Paladin per hit like Combo Drain. Then, amp up the power of all of the Paladin's attacks so at elementally-weak they completely dominate. What this does is make The first 3 charges power enough to be formidable in 3rd job, but then paves the way for Holy Charge to be the top Charge. For me I just couldn't think of a way to balance all 4 charges, and since Holy Charge is what really makes a warrior a Paladin, it'd only make sense it'd be his most powerful charge as well. To make it interesting though, each effect of the charge can last for up to 1 minute. Charge stacking anyone?
3. Elemental. Swords/Hammers.
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%.
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#45
Fix Axe and Hammer users.
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#46
IllegallySane Wrote:3. Elemental. Swords/Hammers.

Only part I don't agree with, as we have all charges and switch between them often, and it would be a real hassle to have to own 4 weapons and switch between them just so I can deal maximum damage.

Loose Wrote:Fix Axe and Hammer users.

This. So badly this.
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#47
The problem i have with paladins is that their 2nd and 3rd job sucks ass. In 2nd job i might as well be training a fighter, which is really dumb, and in 3rd job your power comes from a buff rather than a new attack. (if you can't tell, i don't really like crusaders that much either, except i like them more than paladins)

Suggestions:

1) Decrease cast time on the elements themselves. This would make ACB more spammable in 3rd job. (i know ACB is not actually ACB in 3rd job)
2) Threaten, make it -20%. Why it wasn't a % in the first place is a mystery.
3) Either make cooldown on HH 10 seconds or less, or make it actually able to KILL things.
4) Raise % damage on blast by 50%, or make it able to hit 3 targets.
5) Increased "range" on ACB.
6) Make FA static damage to all targets. None of that decreasing per monster bulls'hit. Either that or make it an active buff rather than passive. This change should be made for fighters as well.
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#48
I can imagine if Brandish were to be changed from slashConfusedtab to double slash.

Axe Hero: YEAH! I can deal stable damage now that Brandish is fixed.
Sword Hero: FFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU~!!!!

Still, IIRC, Ribgol Sword (Stonetooth Sword) would beat out Colonian Axe and Reverse/Timeless Battle Axe (Tabarzin) due to it having a Fast speed. If it's about One-handed weapons, Swords out DPM Axes (both one-handed and two-handed).
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#49
How 'bout making the Charges do damage when casted?
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#50
FlameChocobo Wrote:I can imagine if Brandish were to be changed from slashConfusedtab to double slash.

Axe Hero: YEAH! I can deal stable damage now that Brandish is fixed.
Sword Hero: FFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU~!!!!

Still, IIRC, Ribgol Sword (Stonetooth Sword) would beat out Colonian Axe and Reverse/Timeless Battle Axe (Tabarzin) due to it having a Fast speed. If it's about One-handed weapons, Swords out DPM Axes (both one-handed and two-handed).

The only thing they would have to do, which i've been suggesting for as long as i can remember, is make the first hit a swing and the 2nd hit have the same slash/stab ratio as a normal hit.

Neither weapon gets shafted that way.
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#51
Loose Wrote:How 'bout making the Charges do damage when casted?

They had that (or a party buff perhaps?) in mind at first but it seems to have been abandoned.
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#52
I've always wondered why didn't they make a "Brandish: Sword" and "Brandish: Axe", just as FA and Weapon's Mastery when they created the job.
A Slash-Slash brandish wont happen, simply because 80% of the hero population use swords.
Those sound like good ideas guys; a charge mastery effect into ACB, a secondary effect for each charge and if threaten gets changed to -20% damage instead of -20 damage points If these get implemented I'd say Paladins would fnally be set. (I can see people creating threaten mules for bossing <.<)
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#53
DualReaver Wrote:Only part I don't agree with, as we have all charges and switch between them often, and it would be a real hassle to have to own 4 weapons and switch between them just so I can deal maximum damage.

How about instead of 4 sword/hammers it boosts all charges with one weapon? Of course now I'm imagining a rainbow/chromatic weapon. >_>
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#54
Low level Gunslinger showcasing Double Fire with no minimum range.

[YOUTUBE]0ZwB3Q4BxDY[/YOUTUBE]
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#55
I think for Axe/BW users, it'd be a godsend if they changed the speeds on most of the 2-handed Axes/BWs from slow to normal speed.

As for Pallys, decrease HH's cooldown (by a lot).
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#56
Takebacker Wrote:The problem i have with paladins is that their 2nd and 3rd job sucks ass. In 2nd job i might as well be training a fighter, which is really dumb, and in 3rd job your power comes from a buff rather than a new attack. (if you can't tell, i don't really like crusaders that much either, except i like them more than paladins)

Suggestions:

1) Decrease cast time on the elements themselves. This would make ACB more spammable in 3rd job. (i know ACB is not actually ACB in 3rd job)
2) Threaten, make it -20%. Why it wasn't a % in the first place is a mystery.
3) Either make cooldown on HH 10 seconds or less, or make it actually able to KILL things.
4) Raise % damage on blast by 50%, or make it able to hit 3 targets.
5) Increased "range" on ACB.
6) Make FA static damage to all targets. None of that decreasing per monster bulls'hit. Either that or make it an active buff rather than passive. This change should be made for fighters as well.

[COLOR="Green"]3rd job is fine if we just get self buffs, it's not that bad, it's just not "OMG NEW SKILL!!1!1one
Charge Blow would suck even if you could instantly cast a charge, because having to do it every time gets very annoying.
If HH gets lowered or kills things, we'd just become Mages. And that sucks balls.
The range should only be increased on 1h ACB range. 2h range for ACB is pretty much fine.[/COLOR]

holyforest Wrote:I think for Axe/BW users, it'd be a godsend if they changed the speeds on most of the 2-handed Axes/BWs from slow to normal speed.

As for Pallys, decrease HH's cooldown (by a lot).

It's 20 seconds, and we have to move around and hit them all. It's not that easy to kill everything you HH if you're hitting all 15 and it's not a single platform map.
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#57
Alilatias Wrote:Low level Gunslinger showcasing Double Fire with no minimum range.

[YOUTUBE]0ZwB3Q4BxDY[/YOUTUBE]

Its what I've always dreamed of Heart
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#58
I had a bunch of ideas regarding the revamping of the Warrior job in general so I might as well post them here. Some of them are similar to things that have already been listed. I tried not to mess too much with what people are familiar with, but some things really need to be redone for PA DrKs, Axe/BW users, and Pallys so I listed the best way I think they could be fixed.

General:
Make it possible to control stabs and slashes (not sure on a good mechanism to do so - hold up to stab, neutral to slash?) for Power Strike, Slash Blast, Brandish, and Blast. Increase Stab range so that there is actually a reason to do so with a sword. Swords are already faster than Axe/BWs; they don't need the advantage of Axes and BWs doing pathetic damage on stabs.

First job:
- Increase the HP recovered by Improving HP Recovery to +140 at max level. Reduce max level to 10.
- Change Endure so that HP can be recovered while moving (every 10 secs at max level). Stacks with Beholder's Healing. Reduce max level to 5.
- Replace Iron Body; not sure what with but I suggest a 10 point common 1st job Adventurer skill (maybe call it Maple Blessing) that would add small boosts to defense/avoid and maybe slightly reduce exp loss on death. It could replace skills like Magic Armor and Blessing of the Amazon. A lot of 1st job skills are totally useless; they could totally reduce the max levels on a lot of skills and put something new in so that we're not all following cookie cutter builds. Everyone would need a full SP reset, of course.

Second job:
- Change Final Attack to work like Aran's Double Swing. Press Power Strike or Slash Blast again after using it once to perform a fast follow-up attack. Change the damage at level 1 to give roughly the same DPS as pure Power Strike so that it's not totally useless until it's maxed. Change Slash Blast FA to be exactly like Slash Blast except weaker. No damage reduction crap.
- Increase the amount of defense and attack that Threaten removes.
- Increase the amount of defense that Iron Will adds.

Third job:
- Pally charges - First of all they should definitely increase the damage output on neutral monsters. I'm thinking Fire and Lightning Charge to 160%, with only a 20% boost on elementally weak instead of 50%. Ice to 150%. To make the charges more versatile, charge effects would be nice. I kind of agree with IllegallySane here, but I had different ideas for what the charges should do. Effects for Fire and Lightning have already been established by other skills, so why give them completely new attributes? Fire should do burn damage based on the initial hit like Flamethrower, as well as reduce movement speed and jump. Ice should freeze as it does already. Lightning should do chain damage the way Sparks does for TBs. Holy is fine as is as the strongest element, just make it 180% base. With these changes, Pallys are about as good as they were originally on elementally weak montsers and Blast and ACB don't need to be much stronger than they already are. 650% blast, 360% ACB?
- make Charge Blow's range static (fat) the way Brandish and Blast are.
- Replace Polearm Crusher with an Overswing Double-like spin attack that deals good damage on single targets and is capable of hitting multiple targets with damage reduction. Make it do slash damage, obviously.
- Replace Spear Fury with an attack with similar range that does stab damage. Crusher would remain the main attack, and the new skill would have the same functionality as Spear Fury does atm.

Fourth job:
- Make Berserk's effect linger for ~10 seconds at max level after the DrK's HP passes threshold. I know there's a challenge to keeping Zerk, but it's really stupid not to be able to Zerk on some bosses since DrKs rely so heavily on it for damage comparable to Heroes.
- Make all Beholder's Aura stack with potions/buffs.

Feel free to tell me my ideas suck because I don't actually own a Paladin Tongue I do have a DK, though, and I think the Spear Fury/Polearm Crusher thing really needs to happen.
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#59
DualReaver Wrote:[COLOR="Green"]3rd job is fine if we just get self buffs, it's not that bad, it's just not "OMG NEW SKILL!!1!1one
Charge Blow would suck even if you could instantly cast a charge, because having to do it every time gets very annoying.
If HH gets lowered or kills things, we'd just become Mages. And that sucks balls.
The range should only be increased on 1h ACB range. 2h range for ACB is pretty much fine.[/COLOR]

It's precisly the "OGM NEW SKILL" that turns people off to the class because 2nd and 3rd job aren't easy enough for the paladin class. (compared to pretty much everyone else)
Uh, macros?
I said "or" remember? If you decrease the cooldown, then just decrease the cooldown. If you don't decrease the cooldown, let it kill things. You won't be a mage if it's a 20 second cooldown (you'll be evan, har har)
That's probably too hard for them to do. Make ACB a little bit longer than the 2h range, and make that new range the range for both 2h and 1h, and then you're fine.
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#60
DualReaver Wrote:It's 20 seconds, and we have to move around and hit them all. It's not that easy to kill everything you HH if you're hitting all 15 and it's not a single platform map.

I think you complain too much :f6:
I agree charge blow still sux even if the element cast speed is increased but a 1HKO Heaven's hammer sounds really good to me. I don't see any one calling corsairs mages because of Air Strike or Aran's because of combo tempest. Imagine rushing the whole bottom of skeles and then smashing them out with your HH. sounds like it'd be faster than using any other attack. Maybe reduce the Cooldown time to 15 secs.

The charge effects Dusk mentioned + the healing effect for Holy charge, a -20% att threaten (although that sounds more like a future Lengend class skill), Higher attack blast and Charges and 1HKO Hammer and pally's would rock.
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