kMSt ver. 1.2.010 – Character Balancing & New Job Teaser!
As mentioned in the Summer update plan, the first part: character balancing has been added to the Test World! 23 jobs have been adjusted, I’m not sure if this is all of the changes or there will be more later for the remaining jobs though.
Check the end of the post for a teaser of the new job!
Please note this character balancing will go through many changes in the test server before it is released to the official server. The major changes to most jobs are as follows:
- Jobs with low combat efficiency had it increased while jobs with high combat efficiency had it decreased.
- To the best of our ability, changes are being made without affecting each job’s characteristics and fun.
- Utility ability adjustments
- Jobs with multiple utility based skills have had their effectiveness and cooldowns adjusted.
- Draining skills will now be based off of your character’s maximum HP instead of the damage dealt to monsters.
- Binding skill abilities and binding skill resistances have been changed to follow the same logic. (I believe this means there are no longer different ‘types’ of binds to disallow stacking)
- Jobs with a low number of utility based skills have had their effectiveness increased.
- Combat pattern improvements
- Some jobs’ combat patterns have been changed slightly.
- Many cooldowns have been adjusted to create equality.
- The performance differences between weapons for jobs which can use more than one have been mitigated.
- Inconvenience improvements
- Buff skills’ casting delays have been decreased.
- Jobs’ buff skills have had their durations normalized.
Skill Changes
Paladin
Paladin’s combat pattern was to use their Elemental Charges then a powerful Blast to receive a buff, but since Elemental Charge’s buffs were not being consumed, users simply used Blast until the buff ran out. Using Blast continuously did not fit the pattern of an elemental fighter so we have added a cooldown to Blast while increasing its damage. In addition, to achieve our job balancing goals of lowering the effectiveness of jobs with many high utility skills, some skills have been adjusted. When using blunt objects, you will receive extra effects.
- Weapon Booster: cast delay has been decreased
- Restoration: the effectiveness reduction of the heal when used consecutively has been increased from -5% per usage to -10%
- Combat Orders: duration has been increased from 180 seconds to 200 seconds, cast delay has been decreased from 1500ms to 990ms
- Blast: damage has been increased from 318% to 488%, buff duration has been decreased from 45 seconds to 10 seconds, in addition to existing effects Blast now has a 10 second cooldown
- Paladin Expert: bonuses when using a blunt weapon have been increased from 5% defense ignore to 10% defense ignore and 5% maximum critical damage
- Guardian Spirit: invincibility duration after being revived has been decreased from 20 seconds to 10 seconds
- Elemental Force: duration has been increased from 180 seconds to 200 seconds, cast delay has been decreased from 2400ms to 1080ms, in addition to existing effects Elemental Force can now go past level 30 with the effects of Combat Orders
- Smite: Smite now shares timings with other binding skills
Archmage (Fire/Poison)
Archmages (F/P) combine the effects of 5 DoTs to increase the power of Mist Eruption but after the addition of Mist Eruption – Cooltime Reduce, their damage became too high. Therefore, we have decreased the cooldown reduction from that Hyper Skill but we have increased the strength of Megiddo Flame.
- Magic Guard: duration has been decreased from 600 seconds to 240 seconds
- Magic Booster: duration has been increased from 200 seconds to 240 seconds, cast delay has been decreased from 1500ms to 990ms
- Meditation: duration has been increased from 180 seconds to 240 seconds
- Elemental Adapting (F/P): cast delay has been decreased from 1500ms to 990ms
- Elemental Reset: duration has been decreased from 300 seconds to 240 seconds, cast delay has been decreased from 1500ms to 990ms
- Ifrit: duration has been increased from 160 seconds to 260 seconds
- Meteor: cast delay has been decreased from 1800ms to 1140ms
- Mist Eruption – Cooltime Reduce: cooldown reduction has been decreased from 100% to 50%
- Megiddo Flame: number of hits has been increased from 6 to 9, cooldown has been decreased from 90 seconds to 50 seconds, cast delay has been decreased from 1080ms to 900ms
Bishop
Bishop has many utility skills, which is intended, but because they do not have cooldowns, they can be used continuously and undermine the suspense of battle. Therefore, certain skills have had cooldowns added with conditions which allow you to reduce them. In addition, to fix some complaints from users, elemental resistance ignore has been added to Vengeance of Angel.
- Magic Guard: duration has been decreased from 600 seconds to 240 seconds
- Magic Booster: duration has been increased from 200 seconds to 240 seconds, cast delay has been decreased from 1500ms to 990ms
- Invincible: duration has been decreased from 300 seconds to 240 seconds, cast delay has been decreased from 1800ms to 1080ms
- Heal: Heal now has a cooldown of 4 seconds, for each party member healed the cooldown will be decreased by 2 seconds
- Dispel: Dispel now has a cooldown of 8 seconds, for each party member whose statuses are treated the cooldown will be decreased by 4 seconds
- Holy Symbol: duration has been increased from 180 seconds to 240 seconds, cast delay has been decreased from 1500ms to 990ms, bonus experience rate will now be shown in the skill description
- Divine Protection: cast delay has been decreased from 2880ms to 1290ms
- Genesis: cast delay has been decreased from 1800ms to 900ms
- Resurrection: users being revived will now receive 3 seconds of invincibility
- Vengeance of Angel: in addition to existing effects, you will now gain 25% elemental resistance ignore while this skill is active, you can now use Beginner skills and Epic Adventure while this skill is active
Soul Master
All Cygnus jobs have a skill which gives elemental resistance ignore, giving them a large advantage in boss battles over many other jobs. This skill has been changed in order to balance the Knights of Cygnus. In addition, Soul Master’s utility skills have had some of their effectiveness decreased.
- Elemental Expert: elemental resistance ignore effect has been removed, this skill now gives 10% attack and magic attack
- True Sight: elemental resistance reduction effect has been removed (True Sight – Enhance’s effect will remain the same)
- Soul Penetration: cooldown has been increased from 120 seconds to 180 seconds
- Solunar Time: cast delay has been removed
- Soul Forge: duration has been decreased from 200 seconds to 180 seconds
- Cross the Styx: when charged fully, number of hits has been increased from 6 to 15, cooldown has been decreased from 90 seconds to 45 seconds, using another skill while charging will now cancel the charge
Flame Wizard
Flame Wizard’s high attack speed and range combined with the effects of Elemental Expert gave them tons of damage. Therefore, we lowered Orbital Flame’s damage and range but decreased the delays of many attacks and gave invincibility while casting Cataclysm.
- Elemental Expert: elemental resistance ignore effect has been removed, this skill now gives 10% attack and magic attack
- Book of Fire: cast delay has been decreased from 1500ms to 990ms
- Ignition: cast delay has been decreased from 1500ms to 990ms
- Orbital Flame III: damage has been decreased from 300% to 275%, range has been decreased from 500 to 300
- Born Phoenix: duration has been increased from 300 seconds to 600 seconds, cooldown has been increased from 600 seconds to 1200 seconds, Born Phoenix is no longer affected by cooldown resets
- Spirit of Flame: duration has been decreased from 600 seconds to 300 seconds
- Infernalize: damage has been decreased from 470% to 285%, number of hits has been increased from 3 to 5, cooldown has been decreased from 60 seconds to 30 seconds, cast delay has been decreased from 1560ms to 1020ms
- Orbital Flame IV: damage has been decreased from 330% to 305%, range has been decreased from 500 to 300
- Orbital Flame – Split Attack has been changed into Orbital Flame – Add Range: Orbital Flame IV’s range is increased by 400. [required level: 162]
- Orbital Flame – Ignore Guard: level requirement has been increased from level 162 to level 183
- Cataclysm: cooldown has been increased from 90 seconds to 100 seconds, you now gain invincibility while casting Cataclysm
Wind Breaker
All Cygnus jobs have a skill which gives elemental resistance ignore, giving them a large advantage in boss battles over many other jobs. This skill has been changed in order to balance the Knights of Cygnus. Wind Breaker doesn’t have significantly high damage like the other Cygnus so we have added some boss damage to make fighting bosses easier.
- Elemental Expert: elemental resistance ignore effect has been removed, this skill now gives 10% attack and magic attack
- Element: Storm: duration has been increased from 180 seconds to 200 seconds
- Bow Expert: in addition to existing effects, Bow Expert now gives 35% boss damage
- Monsoon: cooldown has been decreased from 90 seconds to 45 seconds
Night Walker
All Cygnus jobs have a skill which gives elemental resistance ignore, giving them a large advantage in boss battles over many other jobs. This skill has been changed in order to balance the Knights of Cygnus. Night Walker has other resistance ignore skills which make it too strong so some skills have been adjusted. However, removing jump cancelling would remove a unique combat pattern so that will remain unchanged.
- Elemental Expert: elemental resistance ignore effect has been removed, this skill now gives 10% attack and magic attack
- Shadow Bats: HP healed has been changed from 5% of damage done to monsters to 2% of your maximum HP
- Rapid Evasion: cooldown of 5 seconds has been added
- Element: Darkness: cast delay has been decreased from 1500ms to 900ms
- Bat Communion: HP recovery rate boost has been removed
- Bat Communion II: HP recovery rate boost has been removed
- Bat Communion III: HP recovery rate boost has been removed
- Radical Darkness: resistance to statuses and elements has been decreased from 30% to 10%, HP boost has been removed
- Darkness Ascension: this skill is no longer affected by cooldown resets
- Shadow Servant: maximum damage limit is now affected by the damage ratio, cast delay has been decreased from 1200ms to 990ms
- Shadow Stitch: duration has been increased from 10 seconds to 15 seconds, cooldown has been increased from 90 seconds to 210 seconds, shadow’s speed has been increased, now for every hit on monsters affected by this skill the bind duration will be extended by 1 second (up to a maximum of 25 seconds)
- Quintuple Throw: damage has been decreased from 360% to 315%, last star’s damage has been decreased from 460% to 430%
- Quintuple Throw – Critical Rate: critical rate boost has been decreased from 20% to 10%
- Shadow Illusion: maximum damage limit is now affected by the damage ratio, cooldown has been decreased from 300 seconds to 180 seconds, cast delay has been decreased from 1200ms to 990ms
- Dominion: cooldown has been decreased from 300 seconds to 180 seconds
Striker
All Cygnus jobs have a skill which gives elemental resistance ignore, giving them a large advantage in boss battles over many other jobs. This skill has been changed in order to balance the Knights of Cygnus. Other than this, Striker does not have any significant changes.
- Elemental Expert: elemental resistance ignore effect has been removed, this skill now gives 10% attack and magic attack
- Knuckle Booster: duration has been decreased from 200 seconds to 180 seconds
- Whirlpool: cast delay has been decreased from 1530ms to 600ms
- God of the Sea: cooldown has been decreased from 90 seconds to 45 seconds
Aran
We want to increase Aran’s combat efficiency without significantly affecting their combat pattern. Combo Tempest has been changed so that it is more useful in battle without having such a high cooldown.
- Double Swing: cast delay has been decreased, the next skill used after Double Swing will have its damage increased by 20%
- Combo Ability: passive Stance effect has been increased from 30% to 50%, Stance per 10 Combo Count has been removed
- Combo Smash: Combo Count has been decreased from 15 to 10, cast delay has been decreased from 1200ms to 840ms
- Triple Swing: cast delay has been decreased, the next skill used after Triple Swing will have its damage increased by 35%
- Combo Fenrir: Combo Count has been decreased from 40 to 20, cast delay has been decreased from 1530ms to 840ms
- Final Charge: cast delay has been decreased from 1080ms to 930ms
- Body Pressure: duration has been increased from 180 seconds to 200 seconds
- Combo Drain: HP healed has been changed from 10% of damage done to monsters to 4% of your maximum HP, duration has been decreased from 240 seconds to 200 seconds
- Snow Charge: enemies slowed by Snow Charge’s effect will now take an extra 10% damage, bosses slowed by Snow Charge’s effect will take 5% extra damage, cast delay has been decreased from 1200ms to 900ms
- Full Swing: the first swing, Double Swing, and Triple Swing’s cast delays have been decreased, Double Swing and Triple Swing’s ranges have been increased, Combo Smash’s damage boost has been increased from 50% to 100%, the next skill used after the first swing will have its damage increased by 10%
- Advanced Combo Ability: passive Stance effect has been increased from 30% to 50%, passive status resistance has been increased from 10% to 60%, Stance and status resistance per 10 Combo Count has been removed, attack per 10 Combo Count has been decreased from 7 to 3, Advanced Combo Ability now gives 40 attack passively
- Combo Judgement: damage has been decreased from 640% to 480%, number of hits has been increased from 3 to 4, range has been increased, Combo Count has been decreased from 60 to 30, cast delay has been decreased from 1410ms to 900ms
- Final Toss: you will now jump into the air after using this skill
- Combo Recharge: cast delay has been decreased from 1500ms to 990ms
- Over Swing: the first swing’s damage has been increased to 550%, Double Swing’s damage has been increased from 520% to 625%, Triple Swing’s damage has been increased from 640% to 725%, and Combo Fenrir’s damage boost has been increased from 40% to 60%, now increases Combo Smash’s damage by 60%
- Boss Reverse Combo: Combo Count increase while fighting bosses has been increased from 1 to 2
- Final Blow: damage has been decreased from 380% to 300% (490% to 390% for Commandless), number of hits has been increased from 4 to 5, number of monsters hit has been decreased from 8 to 6
- Combo Tempest: this skill now leaves all monsters hit with 1,000 HP, this skill can be used up to twice in a row (second cast will consume no Combo Count), after which it will go on cooldown for 15 seconds, cast delay has been decreased from 3000ms to 1440ms
- Combo Barrier: cast delay has been decreased from 2700ms to 900ms
- Beyonder: damage has been decreased from 640% to 450%, number of hits has been increased from 3 to 5 (first hit), damage has been decreased from 640% to 500% and number of hits has been increased from 4 to 6 (second hit), damage has been decreased from 640% to 550% and number of hits has been increased from 5 to 6 (third hit), number of monsters hit has been decreased from 8 to 6, now for each less monster you hit this skill will do 6% more damage
Evan
Evan’s number of hits per second was relatively low and their casting delays were very long. Therefore, we’ve increased the number of hits on Illusion and reduced the delays of many buffs.
- Magic Guard: duration has been decreased from 600 seconds to 300 seconds
- Magic Shield: cast delay has been decreased
- Elemental Reset: cast delay has been decreased
- Magic Booster: cast delay has been decreased
- Magic Resistance: duration has been increased from 150 seconds to 300 seconds, cast delay has been decreased from 1440ms to 960ms
- Onyx’s Protection: duration has been increased from 180 seconds to 300 seconds, cast delay has been decreased from 1440ms to 960ms
- Illusion: damage has been decreased from 450% to 300%, number of hits has been increased from 4 to 6
- Maple Warrior: cast delay has been decreased from 2250ms to 1500ms
- Dark Fog – Split Attack: damage per hit has been increased from 25% to 30%
- Onyx’s Blessing: cast delay has been decreased from 1620ms to 1080ms
- Onyx’s Will: duration has been increased from 240 seconds to 300 seconds, cast delay has been decreased from 1530ms to 1020ms
Mercedes
Mercedes is a bit lacking in hunting efficiency. We have changed her link pattern to be more fun and useful.
- Spirit Infusion: duration has been increased from 180 seconds to 200 seconds
- Leap Tornado: this skill can now be linked to Rolling Moonsault, Legendary Spear, and Wrath of Enlil
- High Kick Demolition: this skill can now be linked to Legendary Spear and Wrath of Enril
- Unicorn Spike: this skill’s cooldown is now decreased by 1 second for each linked skill used
- Ignis Roar: duration has been increased from 180 seconds to 200 seconds, cast delay has been decreased from 1500ms to 990ms
- Water Shield: duration has been increased from 180 seconds to 200 seconds, cast delay has been decreased from 1500ms to 990ms
- Elemental Knight: duration has been increased from 160 seconds to 210 seconds
- Rolling Moonsault: now has a cooldown of 4 seconds, can now be linked to Legendary Spear and Wrath of Enlil
- Legendary Spear: can now be linked to Rolling Moonsault and Wrath of Enlil
- Ancient Spirit: duration has been decreased from 210 seconds to 200 seconds, cast delay has been decreased from 1260ms to 1080ms
- Wrath of Enlil: can now be linked to Charge Drive, Strike Dualshot, Unicorn Spike, High Kick Demolition, Legendary Spear and Lightning Edge
Phantom
Phantom depends greatly on the efficiency of Adventurer job skills and thus is affected by changes to them. We would like to make Phantom’s skills a bit more comparable to other ones so we have changed a few things.
- Cane Booster: cast delay has been decreased from 1500ms to 990ms
- Luck of Phantom Thief: cast delay has been decreased from 1500ms to 990ms
- Misfortune Protection: cast delay has been decreased from 1500ms to 990ms
- Moonlight: cast delay has been decreased from 1500ms to 990ms
- Ultimate Drive: delay between attacks has been decreased from 180ms to 120ms
- Pray of Aria: cast delay has been decreased from 1500ms to 990ms
- Rose Carte Finale: the explosion damage of each card has been increased from 100% to 200%, cooldown has been decreased from 90 seconds to 65 seconds
EunWol
EunWol has many utility skills so we toned down some of them. We also reduced the delay of Bomb Punch so that it can be used in hunting instead of just Spirit Claw.
- Summon Redemption: cooldown has been increased from 300 seconds to 1800 seconds, this skill is no longer affected by cooldown resets
- Bind Area: duration has been decreased from 25 seconds to 20 seconds, cooldown has been increased from 180 seconds to 210 seconds
- Bomb Punch: cast delay has been decreased from 480ms to 360ms
- Soul Division: duration has been decreased from 30 seconds to 20 seconds, cooldown has been increased from 120 seconds to 180 seconds
- Spirit Bond Maximum: can no longer be dispelled
Luminous
Luminous’ buff skills had very long delays so we shortened them. We also made certain buff conditions easier to achieve.
- Extend Mana: cast delay has been decreased
- Magic Booster: cast delay has been decreased 1920ms to 960ms
- Bless of Darkness: interval between Darkness Orb creation has been decreased from 5 seconds to 3 seconds
- Anti Magic Shell: cast delay has been decreased from 1500ms to 990ms
- Light Shadow Guard: cast delay has been decreased from 1620ms to 930ms
- Photic Meditation: cast delay has been decreased from 1500ms to 990ms
- Shine Redemption: a cooldown of 5 seconds has been added
- Dark Light Mastery: Equilibrium duration boost has been increased from 5 seconds to 7 seconds
- Darkness Sorcery: cast delay has been decreased from 1500ms to 990ms
- Dark Crescendo: damage boost per stack has been increased from 1% to 2%, max number of stacks has been decreased from 30 to 15, cast delay has been decreased from 2400ms to 1080ms
- Armageddon: attack range has been adjusted to match its effect
Demon Slayer
Demon Slayer is a job with a lot of variation, depending on the user’s level and equipment. We made Devil Cry stronger in exchange for a longer cooldown, but it is decreased during Infinity Force.
- Demon Jump: commands have been changed (Double Jump – press jump while in the air, High Jump – press up + jump, Glide – hold down + jump while in the air and use left and right to choose directions)
- Demon Booster: cast delay has been decreased from 1500ms to 990ms
- Dark Revenge: cast delay has been decreased from 1350ms to 900ms
- Outrage: attack boost has been increased from 40 to 50
- Concentration: damage boost has been increased from 25% to 40%
- Dark Endure: cast delay has been decreased from 1440ms to 990ms
- Devil Cry: damage has been increased from 270% to 450%, number of hits has been increased from 6 to 8, cooldown of 16 seconds has been added, this cooldown is decreased by 8 seconds while Infinity Force is active
- Infinity Force: duration has been decreased from 60 seconds to 50 seconds, cast delay has been decreased from 1500ms to 990ms, cooldown has been increased from 180 seconds to 200 seconds
- Demon Impact: cast delay has been decreased from 990ms to 870ms
- Demon Explosion: Force consumption has been decreased from 25 to 15
- Advanced Weapon Mastery: attack boost has been increased from 30 to 50
- Cerberus: cooldown has been increased from 5 seconds to 10 seconds
Demon Avenger
Although Demon Avenger can level up fast, it is difficult to reach the top rank. Since they use HP instead of AP, it is quite easy to reach the maximum HP cap so now if you would theoretically go past it, it will still affect your damage range. We also increased Execution’s number of hits to be more useful in boss battles. In addition, it was frustrating to have your Exceed stage reset if you switched between Exceed skills so we have removed that. Thousand Sword was adjusted to make it worth its long cooldown.
- Demon Jump: commands have been changed (Double Jump – press jump while in the air, High Jump – press up + jump, Glide – hold down + jump while in the air and use left and right to choose directions)
- Exceed: your Exceed stage will no longer reset if you use a different Exceed skill
- Blood Contract: your damage will now scale based off your maximum HP instead of your current HP, however it will grant less damage per HP, it will also scale if your HP passes the maximum HP cap
- Absorb Life: max HP recovery has been decreased from 5% to 3%
- Demon Booster: cast delay has been decreased from 1500ms to 990ms
- Exceed: Demon Strike: your Exceed stacks will no longer reset to 1 if you use this skill after another Exceed skill
- Diabolic Recovery: maximum HP boost has been decreased from 40% to 25%, cast delay has been decreased from 1500ms to 990ms
- Refract Evil: cast delay has been decreased from 1500ms to 990ms
- Advanced Absorb Life: maximum HP recovery has been decreased 10% to 8%
- Exceed: Execution: damage has been decreased from 620% to 475%, number of hits has been increased from 3 to 4 (4 to 6 for Exceed state), defense ignore has been decreased from 30% to 15%, number of monsters hit has been decreased from 6 to 2
- Shield Chasing: Exceed: Moonlight Slash’s damage boost has been increased from 30% to 110%
- Overwhelming Power: cast delay has been decreased from 1500ms to 990ms
- Thousand Sword: now increases your Overload by 5 stacks when used
Battle Mage
Battle Mage’s damage is very high with good control. We adjusted some skills to balance them but we want to keep their damage potential where it is.
- Spell Boost: magic attack boost has been decreased from 30% to 20%
- Battle Rage: cast delay has been decreased from 1500ms to 600ms
- Battle King Bar: cooldown has been increased from 9 seconds to 13 seconds
Wild Hunter
Wild Hunter has extremely high damage because of Another Bite. We wanted to increase the difficulty of keeping Another Bite active so that we could tone down their damage while still allowing Wild Hunters with good control to use it efficiently.
- Summon Jaguar: chance to inflict Another Bite with the Jaguar’s basic attacks has been decreased from 25% to 15%, Another Bite’s damage has been decreased from 80% base to 60% base, HP healing has been removed
- Claw Cut: HP healed has been changed from 15% of damage done to monsters to 10% of your maximum HP, cooldown has been increased from 3 seconds to 5 seconds, chance to inflict Another Bite has been decreased from 60% to 30%
- Crossroad: cooldown has been increased from 6 seconds to 7 seconds
- Sonic Boom: cooldown has been increased from 4 seconds to 6 seconds, chance to inflict Another Bite has been decreased from 60% to 40%
- Extend Magazine: cast delay has been decreased from 1530ms to 900ms
- Jaguar Soul: duration has been increased from 10 seconds to 20 seconds, cooldown has been increased from 120 seconds to 210 seconds, Jaguar Soul now shares timings with other binding skills
- Wild Vulcan – Ignore Guard: defense ignore has been decreased from 20% to 10%
- Flash Rain: attack range has been decreased, cooldown has been increased from 12 seconds to 14 seconds
- Rampage as One: Another Bite stacks inflicted have been decreased from 3 to 1, cooldown has been increased from 12 seconds to 14 seconds
- Silent Rampage: duration has been decreased from 60 seconds to 40 seconds, cooldown has been increased from 150 seconds to 160 seconds
Mechanic
Mechanic’s combat pattern involves skills with very high damage and thus we had to lower some of them. In exchange, we increased the effectiveness of some lesser used skills.
- Mechanic Dash: you can now grab on to a rope or ladder while using this skill
- Gatling Shot: damage has been decreased from 100% to 90%
- Mechanic Booster: duration has been decreased from 200 seconds to 180 seconds
- Advanced Gatling Shot: damage has been decreased from 200% to 160%
- Massive Fire SPLASH: damage has been decreased from 350% to 300%
- Massive Fire IRON: damage has been decreased from 300% to 250%
- Advanced Homing Missile: damage has been decreased from 500% to 440%
- Over Tuning: duration has been increased from 150 seconds to 180 seconds
- Massive Fire: SPLASH-F: damage has been decreased from 500% to 390%, attack speed has been decreased
- Massive Fire: IRON-B: damage has been decreased from 305% to 295%, explosion damage has been decreased from 400% to 350%
- War Machine: Titan: damage has been decreased from 1440% to 500%, number of hits has been increased from 1 to 8, monsters near the titan will now take 1300% damage 2 times every second, cooldown has been increased from 20 seconds to 30 seconds, number of key presses needed to charge the gauge has been decreased, attack range has been changed to match its effect, while using this skill you will now take 50% reduced damage
- Double Lucky Dice: duration has been decreased from 200 seconds to 180 seconds, cooldown has been decreased from 200 seconds to 180 seconds
- Bomber Time: cooldown has been increased from 90 seconds to 100 seconds
Xenon
Xenon does not have any of the issues we are targeting with this skill balancing so no direct damage changes were made. We did change some skills to fix inconveniences.
- Xenon Booster: cast delay has been decreased from 1500ms to 990ms
- Linear Perspective: Energy consumption has been decreased from 6 to 4
- Efficiency Pipeline: cast delay has been decreased from 1500ms to 990ms
- Combat Switching: Shoot Down: number of hits has been increased from 1 to 2
- Dual Breed Defensive: Energy consumption has been decreased from 10 to 7
- Offensive Matrix: duration has been increased from 180 seconds to 240 seconds, cast delay has been decreased from 1500ms to 990ms
- OOPARTs Code: cast delay has been decreased from 1500ms to 990ms
- Confine Entangle: duration has been increased from 15 seconds to 20 seconds, Confine Entangle now shares timings with other binding skills
- Meltdown Explosion: coldown has been decreased from 90 seconds to 50 seconds, defense reduction debuff’s duration has been decreased from 15 seconds to 10 seconds
Kaiser
Kaiser is a job which is pretty well balanced, except for when a certain weapon is used. We changed some skills which felt uncomfortable and we will re-examine the data later if more changes need to be made when it comes to that weapon (Ryude’s Sword).
- Blaze Up: cast delay has been decreased
- Petrified: Petrified will no longer damage monsters that use Damage Reflect
- Infernal Breath: Infernal Breath’s damage over time will no longer damage monsters that use Damage Reflect
- Robust Armor: cast delay has been decreased from 1500ms to 990ms
- Prominence: cooldown has been decreased from 90 seconds to 60 seconds
Angelic Burster
Angelic Burster’s biggest problem is the lack of number of hits over time. Therefore, we are increasing their main skills’ number of hits.
- Power Transfer: cast delay has been decreased
- Pink Scud: will now move you even if there are no monsters in front of you
- Soul Seeker: cast delay has been increased from 810ms to 900ms
- Trinity: damage has been decreased from 1600% to 800%, number of hits has been increased from 1 to 2
- Soul Gaze: cast delay has been decreased from 1140ms to 1080ms
- Soul Seeker Expert: damage ratio has been increased from 70% to 75%
- Trinity – Split Attack: damage has been decreased from 950% to 650%, number of hits has been increased from 2 to 3
- Super Nova: damage has been decreased from 800% to 600%, number of hits has been increased from 1 to 3, cooldown has been decreased from 90 seconds to 65 seconds
Zero
Zero has a high level of combat efficiency because of its high skill damages so we have tuned them down. We have also reduced the effectiveness of some of their utility skills.
- Time Distortion: cooldown has been increased, Time Distortion is no longer affected by cooldown resets
- Time Rewind: cooldown has been increased, Time Rewind is no longer affected by cooldown resets
- Shadow Rain: cooldown has been increased, Shadow Rain is no longer affected by cooldown resets
- Tachi Mastery: attack boost has been decreased from 50 to 40, defense ignore has been decreased from 50% to 30%
- Flash Assaulter: damage has been decreased from 360% to 305%
- Rolling Assaulter: damage has been decreased from 650% to 550%
- Advanced Rolling Assaulter: damage has been decreased from 800% to 680%
- Spin Cutter: damage has been decreased from 420% to 355%
- Advanced Spin Cutter: damage has been decreased from 560% to 475%
- Rolling Curve: damage has been decreased from 610% to 515%
- Advanced Rolling Curve: damage has been decreased from 760% to 645%
- Wind Cutter: damage has been decreased from 350% to 295%
- Wind Strike: damage has been decreased from 535% to 450%
- Storm Break: damage has been decreased from 510% to 430%
- Advanced Storm Break: damage has been decreased from 720% to 610%, electric field’s damage has been decreased from 270% to 230%
- Great Sword Mastery: attack boost has been decreased from 100 to 80, boss damage boost has been decreased from 50% to 30%, damage boost when hitting less than maximum monsters has been decreased from 15% to 6%
- Front Slash: damage has been decreased from 720% to 610%
- Throwing Weapon: damage has been decreased from 450% to 380%
- Advanced Throwing Weapon: damage has been decreased from 650% to 550%
- Turning Drive: damage has been decreased from 840% to 710%
- Wheel Wind: damage has been decreased from 260% to 220%
- Advanced Wheel Wind: damage has been decreased from 440% to 370%
- Giga Crash: damage has been decreased from 810% to 685%
- Jumping Crash: damage has been decreased from 720% to 610%
- Earth Break: damage has been decreased from 810% to 685%
- Advanced Earth Break: damage has been decreased from 1020% to 865%, electric field’s damage has been decreased from 400% to 340%
- Critical Bind: duration has been decreased from 5 seconds to 4 seconds
To get a better view of users opinions, Nexon has begun an event which will reward 100 random users Maple Points if they participate in the discussion on these character balance changes on the MapleStory homepage.
What do you guys think about them?
“The one who is using strange powers in this place is…?”
Here are the first two images of the new job coming this summer to MapleStory! Is that a car?!
o.O
Lumi’s and Magicians are back. As for Night Walkers…
gg
rekted. Btw Devil Cry by Demon Slayers DAMN huge boost!
It’s actually a pretty big nerf. The best part of that skill was its spamability. Infernal Concussion has 400% anyways and hits up to 10 mobs, so it was only worth using demon cry for hitting more than 10 mobs or getting the damage boost debuff. With the increased cost (in the current patch for gms) and the delay time added in the update above, it will only be useful for bosses in my opinion. Thankfully, they lowered the cast time on many buffs (which was much needed) and demon impact, so overall it shouldn’t be too bad.
bitch please… damage increase doesnt mean shit with an added cooldown time….
Hmm…so what I’m seeing here is that a majority of classes are getting faster animations, and smaller delays for their attacking skills. NW’s are a good “ggwp”, so is Mechanic (idk why BaM’s got nerfed, i dun get that sh*t).
Otherwise, classes seem to be buffed pretty well, or just slightly nerfed. It’s sick how Arans are back at the game though! I’m hyped!
Luminous is not bad before, especially with 100% elemental resistance ignore and they keep buffing,
BaM? poor thing *sigh*
and only Evan and BaM’s weapon multiplier still 1.0, what’s going on? =_=
*cough Pallies*
Yo totally glad to see the useless Aran get buffed but still plays like a friggin slow ass slug from Pre-BigBang days
OH SNAP THE NEW CHARACTER
Judging by the modern setting, and the abilities:
We get to play white mage, but the one from friends story, not the original one, and fighting our other self from the other world!
havent seen nerf in a while
MMMMMMMMMM Revamps yes, yes!!!
Do you know how much weapon/magic attack Elemental Expert gives now?
10 % If i remember?
Yeah the above person is correct, it’s 10% attack and magic attack
Prepare For 5ht job?
Nexon think there are still too much player to drive away.
guess the nerf bat’s been too dusty lying in the closet
Noooo! No shadower revamps!
Shhhh. By the looks of it, it’s for the better.
xD
finally take out Elemental Expert, too op for Cygnus =_=
Especially wind archer >”<, even 30% dame boss. Where is explorer, oh my bowmaster? :((
no news is good news, especially this patch lol
Is this not done yet? o.o
It look like that this isn’t done yet
WIP
Wtf @ the Heal and Dispel cooldown???? “Suspense of battle” ?????? We’re already slow as attackers idk what the point of adding cooldowns on important skills zzzz does Nexon expect me to use Potions when I already have a skill that’ll heal and take out statuses?? SMH.
Right?
“Suspense of battle?” Bitch where?
Dumb ass bitches. I hope they re-evaluate this revamp.
Dat pally nerf
This is the beginning suffocation of MS1 to make way for MS2. I always knew they would kill MS1 to make MS2 successful, but i didn’t think they would do it this fast. RIP
Dude you are so right and it’s pretty damn obvious why else would Nexon spend so much time and resources into making the sequel
This is the beginning of the end of MapleStory as we know it people….
Illusion
Changed – damage (450 –> 300) (300+5*level –> 210+3*level)
Changed – attackCount (4 –> 6) (4 –> 6
[10:04:26 PM] Keyan22: Maple Warrior
Changed – Description (일정시간 동안 파티원의 모든 스탯을 일정 퍼센트만큼 상승시켜 준다. –> 일정시간 동안 파티원의 모든 능력치을 일정 퍼센트만큼 상승시켜 준다.)
Changed – Level readout (MP #mpCon 소비, #time초간 모든 스탯 #x% 향상 –> MP #mpCon 소비, #time초간 모든 능력치 #x% 향상)
Changed – Delay (mapleHero – 2250 ms –> mapleHero – 1500 ms)
I saw the mechanic info, that is a REALLLLLLLY UNFAIR NERF!!!!!!!!!!!
If they were trying to attract new players then killing classes that were already bad is not how to do it. They should have given even buffs and zero nerfs instead of the reverse.
Agreed. Power creep is dangerous to games but severe nerfs when the game isn’t doing well anyway are destructive. Reducing the % damage and lines of attacks is disappointing but you can generally move on from it. Completely removing the ability to boss (Paladins) is soul-shattering and will make people quit the class, and most likely the game. MS isn’t the kind of game where a tank class is useful. The nerfs should have just been reductions of %s on skills and maybe longer cooldowns for skills that already have them, not this.
Should buff phantoms mille if they’re so reliant on adventurer skills even for me as I use rapid fire Mille deals more dps now but it won’t be doing as much as rapid fire
I was excited to see Phantom’s name on the list, as I read the brief I got more excited… but as I read the skills, I got so disappointed.
Yes, and what about Shadowers? They aren’t very fun anymore…
sadly thats my main 😦
I’ll keep an eye out to see what they do to the AngelicBuster class….Cool down on heal!?!….oooookay?
No one uses Heal in 4th Job now, so all it’s going to do is screw over the 2nd and 3rd Jobbers.
Yep just pop off a angel ray and call it a day XD
Res in peace Flame Wizard
Why did they decide to nerf flame wizards after another nerf 😥
So nexon is going to ask users for their opinion? Nexon better get some lube because they are going to get fucked so hard with responses for these nerfs
Yes, they will be making many changes based on user feedback before this gets released to the official server.
dammm that Night Walker nerf is so hard
You forgot Buccs, Max.
This update is crap. Stop trying to standardize the classes.
They didn’t get any updates
Oh, Bucc is third job in KMS that’s right.
Oh wtf. When I look at it the english revamps come on…
Nexon is nerfing these characters so they can make you quit MS1 and play MS2 instead
Cus eventually MS1 will be trashed like how Konami trashed P.T. / Silent Hills
The End is Near
Its coming you guys,
Nexon is THE BLACK MAGE,…. thus they want to bring an end of the Maple World that we all love and grown up playing since Beta.
what exactly is the new speed for ultimate drive for phantom? that’s the only skill you didn’t put numbers for
180ms -> 120ms
RIP Pally, we were already nerfed badly, but now we can’t even kill bosses properly
I cannot fathom why they think such an insane nerf is appropriate. Yes, let’s put a 10 second cooldown on the main bossing skill, that’s totally fair. “Balancing” my ass.
It gives the feeling of nexon never wanting Paladins to touch bosses. gg.
I think nexon wants every class to have a role. Paladins, if they implement the change, would become MORE tanky therefore absorb all the dmg but that’s just me.
Point is being tanky will not help the other party members too, as they can’t really continuously taunt the bosses like Magnus to divert their attention on them
yeah, really bad news for Pally, should glad you’re Explorers now, at least can change to Heroes or DK instead 😦
Can aran now combo overswing into final blow then beyonder? What’s the point of a combo class when it can’t combo. Seriously, they did a better job with combos on mercedes.
I also hate how you can’t use between what skills to use based on the combo count. Once you reach 100, the player is forced to choose tempest over fenrir.
You can still use the “between” skills; you just need to put it on a key, or know the arrows to summon it
It’s not the same. The point if aran was mobbing, linking skills, snd unleashing more powerful skills after building up combos. Nexon seems to have forgotten that and always is destroying everything to fill up their wallets.
Nexon promised an Evan revamp, I said “bitch where?” They said it’s coming soon, a year later “bitch where?”
Ikr. Aran and Evan rework?!?! Nexon plz :c
I don’t see the reason why they put a cool down to demon cry when the demon force consumed when using demon cry is so high.
I don’t see the reason why they put a cool down in demon cry when the fury cost is so high.
Wonder how much the elemental expert nerf will hurt us KoC’s 😦 But an added 35% boss from bow expert I can’t complain 😛
Okay it is actually a HUGE nerf. Compared to a class that doesn’t have any ignore, Cygnus deal 50% more damage (25% damage reduction instead of 50%) so ithat is still a huge nerf, specially since that is a final damage modifier
Well they fixed up Demon Slayer and Demon Avenger for the most part. Battle Cry is fine to have a cooldown and Demon Explosion will be a viable replacement for spamming Battle Cry for AOE. Demon Avenger no longer has to have that damn fullscreen effect spammed everytime I change skills, and now remains in Exceed. Battle Mage though…they didn’t do crap for, he’s still a boring magician with high passive effects.
Do you even play Demon Avenger? I can’t say I agree that they ‘Fixed up’ demon avenger but for the most part they did DS somewhat a nice boost. I was hoping that they would decrease the dmg and increase line of attk (when I saw that I was like thank you Lord) then I saw that the number of enemies hit was decreased from 6 to 2, and they’re reasoning behind that change was for DA’s to be more effective during boss runs quite bull if you ask me if they got rid of ignore def and replaced it with boss dmg% then the change would be somewhat justified (Note” SOMEWHAT’). Da, when using skills that go to exceed, have their HP drain SO FKING FAST that its hard to maintain with the already scaling dmg taken in. If DS has an attk that would restore its fury then why not give DA an attk that is very similar (FK VITALITY VEIL) it has cooldown and you’re fixed at a certain point. SUMMARY: what I want for DA: more mobility, flexibility on skills and hp drainage during attks, more MOB SKILLS like what Nathan asked, and all around fun gameplay IS THAT TOO MUCH TO ASK?????!!!!!!!!!!!!
Forgot to mention that the above statement was for DA’s EXECUTION skill ty ^_^
lol instead of hyper 2.0 as 5th job, we get a shitty nerf patch. so black mage won’t exist as the final boss but is nexon instead so it’s unbeatable so we gonna quit ms1 and move on ms2… gg
I dont get the point of nerfing zero too much, as not much player has the heart to grind through so many levels in the map inside as ppl get bored really fast, i believe that those who get pass the challege worth the high dmg why nerfing zero now but not before anyway *ps my main isnt zero* just an opinion, feel they worth the damage
btw the excution exceed for demon avenger, if the number of mob reduced to 2, whats the mobbing skill now for a forth job DA?
Please help me to pass my opinion this to their forum 🙂 playing kms anyway but not vey good in typing korean haha
Wow demon avenger got nerfed hard, nevermind that exceed is ‘reset’ after using overload release, not to mention that their DPS is relatively ‘slower’ than the other classes I know its bias to compare a class to another class but DA’s counterpart A.K.A. DS has faster attack speed (as stated) and increased dmg if they’re planning on leaving demonic impact as is with 5 attk lines then their dps would only go through the roof with fking op hyper (demon blood)(blue blood whatever) while leaving DA with its relatively boring gameplay using execution 100% of the time not to mention that they are going to DECREASE number of enemies hit by execution saying it would be more beneficial on BOSSES WTF? #Ifimplementedragequit
Welcome to the DA rage club QQ…my first 200 was a DA…and always shall be.
I swear the new class is a ressurection of suu. It was coming for a long time =D
Thats the White Mage. Suu has purple eyes…
Fuck off, Nexon. What IS this? I don’t want more hits. Leave Evan alone if you’re just going to ruin it, please. Thanks for all of the absolutely useless changes too. Oh, and thanks for NERFING magic guard? What in the world…
I don’t see that they’re nerfing Evan, instead buffing them. Making all the buff skills for 300 seconds is good in my opinion, at least you can buff them all at once.
Do you not understand the reason for “more lines of hit” you idiot, it means you can hit more max damages if you have higher damage. Would you wanna see 4 lines of 50m or 6 lines of 50m? exactly.. sit down before you talk.
Because so many players hit damage cap.
OMG NEXON. ZERO ONLY NERFED, no balance, TO THE EXTREME. FOR THE OTHER CLASSES, ONLY CHANGE IN COOLDOWN. NOT EXCITED ABOUT THIS AT ALL.
Lol magic guard duration decrease wut thanks nexon
*After reading about AB class*
THANK YOU! DoT has been getting on my nerves,
I dont even mind a bit that trinity is getting a bit weaker, more dmg makes up for that and thank god some of the buffs wont delay me as much.
And more super nova YES!
Can’t wait for these updates
Also check this out
I hope that guy and his followers stay in crapstory and don’t follow us to MS2. Enjoy your “re-balance” that made strong classes stronger and weak classes weaker, lol! Haven’t played Maple in almost 2 years and I am glad that I still don’t.
what do you think they are gonig to do to MS2? not the same thing they did to MS? i highly doubt they wont fuck it up so im not going to waste my time playing it!
While some of the rebalances that Nexon gave were beneficial to the class…What Nexon did to Bishop, Demon Avenger, Blaze Wizard,Night Walker, Battle Mage,etc are just unexcusable and I hope that these changes are tweaked before their finalized.. As for the new class it appears to be a telekenetic mage/theif type class that seems to take place in Friendstory..(given the modern day setting and school desks)..
All and all this video describes the current state of Nexon’s supposed “Revamps”.
Agreed…DA nerf is like…evil. I thought rebalance would get me to PLAY again…not make me less likely to play than ever.
Rolling Moonsault: now has a cooldown of 4 seconds , wow this is too useful thx Nexon
Wow Evan’s revamp finally !! I’ve been waiting for illusion to have more lines for years like seriously. It’s okay if they just balance the skill’s %dmg with lines. I still like seeing more likes look much better !!
But for luminous … seriously nexon !!!!! As i scrolled pass Evan I was like ok ok ok lumi is coming next, but then T o T, I thought they were gonna buff reflection’s %dmg or at least add more duration to equilibrium mode =< oh well … and i thought it said 2% and stacks 30 times like what 30% more dmg but look carefully ohhh. Buff luminous please :(( and just as i made a wild hunter today they nerf whyy.
Anyone know how bad this nerf did to wild hunters ? like what did we lose in total ?
You have to remember, luminous in GMS is a completely different species from KMS.
GMS lumi is dark story only, light skills all the way
KMS is easier to go into equilibrium and is meant to go into equilibrium
If none of the skills works for cooldown reset then what is the point of colddown reset for zero? Whats skill izit working with? LOL
the new job wont be good, they’ll still nerf it after a while, no one wants to play a job that are going to nerf isnt it,why NERFING
wooo… bus flinging esper… wooo… Zzzzzz…wooo…zzzzzzz….
Tons of ideas but the one that stands out the most to me is the magic guard change. This should have been updated to standard magic guard, exactly what lumi has, forever ago, this is the opposite direction of that.
Most of this feels like your punishing players for having access to 25 star weapons. GMS doesn’t have this, so maybe our damage hasn’t gotten so it off hand on the top tier, and once a character is top tier, that character should get to stay that way. Mechanic: This much damage reduction is going to hurt more then it helps. I can’t imagine being one of the players right on the line of being able to kill say normal gollux and be willing to stay with the game losing 20% damage. Definitely overkill. Things I saw coming : Zero and NW, these seem overdone, I’m invested in the new night Walker and I’m OK with reducing damage. I have leveled a zero but just not interested in the class. Both are getting hit too hard though, watch out for that. Consider scaling the reduction back some.
The other thing, why is the solution always punish the strong? Where’s the boost the weak patch? Where’s the reward for maining a class off the beaten path? Here’s another idea: maybe your players don’t want equality in the classes, keeps the game interesting. The munchkin type players that actually spend money to advance or that put in the extra time get hurt the worst and the players that are struggling to keep up get no help toward their goals. Players that are struggling scream louder at you I suppose, but this doesn’t help them.
The potential for an update like this to be well received, especially the buff cast times being shortened is going to get overshadowed. The Cygnus segmental resistance is another example. I probably can come up worth more thought but this is all you get for now.
Maple wasn’t made to be a solo game. However, everyone kept begging for it and they got it. The characters have never been balanced ever since. Solo games don’t have healers and DPS positions separately. So what happens is that everyone gets to heal themselves, get jump and speed skills, and gets attack power but keep their previous skill sets giving them an unfair advantage, lol.
ok hello they already ran into the solo play style why change it umteen years later? oh to get new players lol like that will bring them in its still gonig to be solo play it always will be until maple dies (maybe this will happen sooner). it never had the potential to be like wow being as your tank classes dont have skills that make the boss/ mobs only attack them instead of your dpsers or ranged/healers/buffers chars now to shaft them into this idea once again is redundant being as the community is far smaller than it used to be shit in bellonova the only room in the fm that are always full are rooms 1-3 shit room 3 sometimes has a ton of empty space. so if you like the idea of tehm shafting these classes back to how they used to be. . . . . back when we only have adventurers and no pirates then be my guest they do seem like they are vying for your idea
Battle Mage’s damage is very high with good control. We adjusted some skills to balance them but we want to keep their damage potential where it is.
Seriously ? Nexon ? WTF ?
Geez! nowadays good control is a reason?
lol yes yes yes this was so funny. BaMs have very high dmg ahahahahahahahahahahaha
I really hope Nexon would listen to their testers’ input for this one. I don’t main an Evan but even I was dismayed with the lack of improvement on their Magic Guard. I was expecting at least that Evans will have permanent MG similar to Lumi, since they’re both Heroes/”Premium” classes [unlike explorers]. Or if they really want to “balance” it out, then let all mages that have MG have it as a timed buff as well.
Paladin get their only bossing and non-elemental skill changed to a buff…. now will he get back the elemental reset to be able to boss?
It wasn’t changed to a buff, it always gave a buff when you used it but they reduced the buff duration so much that it’s not even worth using and added an absurd cooldown to it. They kicked pallies in the nuts before and thought it was so fun that they should do it again.
Magic guard is ridiculous. And where is my corsair/captain balancing 😦 we gonna be the class with the most and slowest buffs to cast after this D:
yo be happy they didnt touch them. after seeing all this mess you really want them to get touched? lol
What the hell?Demon Avengers nerf so bad?
Why reduce the amount monsters hit on Exceed Execution to 2!?
Its our main MOBBING and BOSSING move,reducing the amount of mobs hit is just unfair.
And the defense ignored has been decreased,great job,oh great job really.
Decreasing Demon Avengers HP absorbed in Advanced Absorb Life is also a very unfair adjustment,now that would basically mean i have to Overload more or at least keep my hp higher in bosses.Dosent this just practically cancel out your initial intentions of making us more useful in bosses?
Nerfing Diabolic Recovery is also seriously lame,i mean we are already quite balanced,in terms of both bossing and mobbing,we are not outstanding in neither and now our damage is being nerfed?
Seriously Nexon,please reconsider this.It isn’t the least bit funny,and I’m sure you pretty much know how much impact this ‘REVAMP’ is going to affect all players.So please don’t finalize these adjustments.
I may have only voiced out for Demon Avengers,because i play it as my main.But i also think that besides the Demon Avengers,the other class nerfs are really just downright,unnecessary.
DA was the only class I truly enjoyed…Flame Wizard was getting there…but then the first nerf hit GMS…LF> MS2 to not be ruined.
I played other classes,but DA was by far still my favourite.
Even though i play in MSEA,and considering that the nerf coming to MSEA is still quite far.Im still quite upset that they’re gonna nerf my main class as well as others.
This is not a rebalancing of classes,this is straight-in-the-face nerf by Nexon.
Hope this isn’t the the end of the rebalancing,because im starting to feel the people that rebalance these classes are just fresh graduates from school looking only at numbers to rebalance the classes.Without taking into consideration actual situations that might happen when bossing.
I main a zero so seeing this, peace maple~
Max, you must be sitting in front of your screen eating up all this drama. It’s so delicious and angsty! ♥
Wait, that new class looks a lot like that “new” teacher (the white mage) from Friend Story. The first picture is in a classroom, maybe one off the classrooms in the school in Friendstory. And because Friend Story is in the real world, there would be a lot of cars there. With “strange powers” they of course mean magic and with “this place” they mean the earth. :O
I think the new class is a psychic/esper and I can imagine them making a must complete friend story requirement to make
Yet again, no news on Mihiles.
PLEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEASE
Welp, this is the first time I’m actually happy they didn’t touch Buccaneers. 😡
Are you sure that’s the new job? It looks like a cutscene from a Friend Story expansion.
Hi, I want to ask about demon slayer the devil cry which added 16sec cooldown. May I ask that the ability which got cooldown skill in % does it auto cooldown when I use the devil cry? I mean like when I use the devil cry which have 16sec cooldown but the ability give me 15% cooldown, so after I used the devil cry the cooldown will be remain the same (16sec) or will reduce? Ty .
I don’t see why your cooldown reduction wouldn’t affect it :O
So… they Nerfed Aran.. Thanks Nexon..
how is more dps bad?
wow this is insane.
Zeros should be nerfed in a way – but this hard? It is still the hardest class to play in terms of controll. it has cooldowns on allmost every skill…
The %dmg should be reduced but not that much.
Ok so nexon fucked Battle Mages even more, lol. Originally throwing a cooldown on their only ranged skill now increasing said cooldown. They already lost dps because of the only one aura at a time thing but now they want to drop their damage output even more. Where did they get off at saying they have high attack dmg lol their dmg is so shitty now its just gonna get worse. Why are they trying to shaft classes into different roles when this is a game where bosses dont only attack the characters that are taunting them? Its pointless to have dps classes tank classes and support classes in maplestory -_-.
Nexon loves screwing the classes I liked…BaM Aura stacking I get was pretty OP…but Nexon wai you take away everything.
see the aura stacking was not op simply because everyone in your party benefited from it now if it were BaMs only like self haste then yea. look at it you can go back a few months in the blog and read what it says about mechanics and why they changed them and here we go “In order to make Mechanic easier to play, the number of different types of Metal Armor has been reduced from 5 to 2. Use the Human Mode for hunting in fields and Tank Mode for fighting bosses.” but then they did the exact opposite with BaMs giving them 5 auras to choose from when you know you will only be using 1 ever -_- but i digress. this update not only offense BaMs but almost all 32 classes which i find very laughable that they think they can get ppl to play the game by nerfing everything.” idea hey instead of boosting the efficiency of most of the classes how about we make them harder to play and more difficult to boss when we havea boss with 5 trillion hp and 3 forms of which all have over 2 trillion hp”. -_-
Why nerf Zero characters when this class is supposed to be beginner-friendly and already has restrictions (No secondary weapon, have only limited weapon set conversion scroll) compared to other classes?
seriously glad they didnt ruin ice lightning mages……
what…??? where are the rest…? where is mihile cuz that class TOTALLY doesnt need any adjustments
mihile was a mistake
Rapid Evasion: cooldown of 5 seconds has been added
Rolling Moonsault: now has a cooldown of 4 seconds
Why, yes, putting cooldown on the skills I use the most will totally not change my combat pattern, Nexon, thank you very much.
>_>
… anyways, is that new job a… teacher…?
So WHAT THE HELL about ALL the other characters needing a fix,
Please make Corsairs more fun…. Jeez.
Hopefully they won’t nerf the other classes 😥
Better hope they leave sairs out of this after seeing how they shafted most of the classes on here.
Aaaand thank you for making my avenger suck at mobbing.
All of the classes that I actually play with got nerfed as fuck. this sucks.
NEXON WAY TO FIND A WAY TO CHASE AWAY ALL OF YOUR USERS!
Did they actually think before they made this? like actually think about it? they really messed up all of the classes adding cooldowns, extending cooldown times, decreasing damage output -_- this was not a balancing this was a nerfing i want to read the reviews that nexon will be reading they better have lube
Yay, someone who understands 😀
If they really want to balance the game, they should revise the damage calculations for mages… My Lumi has 454% INT and 59% m.att and I still do 35M lines, where warriors and thieves do cap damage at 200-220% str/luk…. This game will NEVER be fairly balanced…..
What really ? that’s terrible I main a luminous To T so that means they need a lot of fundings to hit high ? man seeing how 454% is life “half” compared to 200% from warriors and thieves make me cry. Is it really like that or is there something wrong with your items ? lol i didnt think they need that much funding to cap =(
listen my BaM has about 450% int 95%pdr 45% matk and i can only hit 25mil per line so wait in line sir lol. but seriously they have hated mages from the dawn of maplestory
Mechanics lose out 20 percent of our main skill. Also being unfunded as it is, it is so hard as it is keeping up with everyone else… why ….
Uhhh…the new job looks fancy?
Can no one tell that it’s Lotus in FriendStory?
RIP Demon Avenger, they nerfed my fave class =~=” atleast DS got a decent buff.
16 secs cd on demon cry is a decent buff? nice one
Well…atleast I have Mabinogi. RIP Maple.
When you are getting a boost in dps and %, yes it’s a fking boost, who the fuk spams that ability either way, you use it for de buff and item drop before killing boss, faster animations? He’ll yea, you only need demon impact either way
Wow, one thing that baffles me is why they’re nerfing the recoveries.
What is this really gonna do? Making people use more pots? Making people die more easily?
When do you guys think this will hit gms?
no mihile :c i still have hope.
Considering most of these things have been nerfs, you’re probably safer hoping that you’re not included. Seriously look at Pallies, DAs, Zeros, and NWs, this patch is trash.
I feel like Thanks Nexon, Peace Maple ~
Noooo my precious op zero 😦
I love how they don’t even bother to redraw the new character in the second picture, they just sort of move him over with the exact same pose.
As for the “balancing,” I feel like no one on this team has ever played this game, they just look at the numbers and compare it to the number 7. If it’s higher, it’s “really high” (as evidenced by how they think of Battle Mages’ damage). The Pally and DA buffs stand out the most to me. For Pallies they removed their only real bossing skill’s ability to be used effectively. Trying to boss with an attack that hits 4 times and has elemental damage is awful. DAs had their main mobbing skill changed to a skill that hits 2 monsters. I feel like Nexon doesn’t realize that people use their mobbing skills to train. How do they expect DAs to level now? Using their 3rd job mobbing move? The only other class that needs to do that is NWs and they’re insanely good bossers as a result (or at least they were before this patch).
Considering Maplestory’s dwindling popularity, a patch this bad is a death sentence. If I were them I would scrap the whole thing and redo it from the ground up, like the quicker buffs and the buff to DS’s are nice but there’s just too much wrong with this patch, I didn’t even mention half the stuff. Thankfully this is still in kmst so they can make (HEAVY!) adjustments to it.
I just realized I referred to the Pally and DA changes as “buffs” *sigh* this is why you need to read what you wrote before posting it.
they did redraw him????
Yep, just checked again. Whoops.
what the hell did they with the wild hunters? omg they are now like before revamp… why did the revamp???? omg what a disapointed
why nexon did this? i mean they fukd up all the good classes…. bye wild hunter, bye zeros, bye pally, bye blaze wizard, bye even the aran that need it a revamp and now its even more fukd up…. damn!!!
Wtf at the Demon Avenger nerf really execution nerf? Shattered Aran, Evan and Pally even more.. like wtf are you guys thinking at Nexon… Theres are buffs nor fixes more like fuck ups… be prepared to lose a lot of players
Lmao this Zero and DA nerf, they were already low tier classes anyways.
And of course no changes for dark knight and BUFF for Demon slayer? Nexon is drunk.
When this hits live I quit~~
What you mean zero is low tier class? Zero is the strongest class in maple , doubling the dpm to any other classes.
Hi Max, do you think that they would do something with the nerf on Paladins?
I agree that there is no argue paladins are knights of elements and their changes just fit the concept.
But Nexon Korea just forgot something extremely big:
1. Blast is our only bossing skill.
2. Most of end-game bosses are all-elements-resisting (an exception is Pink Bean, which is scared of lightning).
-> These two points bring paladin to the very bottom of the weakest characters in game, and someone says: “Haha Nexon doesn’t want Paladins to even give a scratch on Magnus”.
So my suggestions (it would be super nice if someone could take this message to Nexon Korea) are:
– Make a skill that forces a boss to be weak against a specific element and only Paladin can take full advantage of that skill, that means other class still can benefit from it but less than Paladin himself. This would be very visionary for the 5th Job skills/upcoming fixes for the current test as it brings elemental charges’ dmg output to almost the same as (or even higher than) Blast’s. (Try Lightning Charge and Blast on Pink Bean and compare them, you will see that Lightning Charge > Blast on Pink bean)
– Gives us a skill similar to Enrage (Heroes) so that Charges can hit on a single enemy while increasing the damage output.
My hope for Paladins doesn’t fade :<
lol she said 5th job i am very sorry but 5th job is a myth. though i agree with everything you said in your post.
no more update or finished?
These are all the changes for this patch.
Hmmm . . . overall the standardization of buff delays and buff durations is nice as that removes the need to waste a few extra seconds or miliseconds to spot the shortest duration buff to know when to recast all buffs and make rebuffing faster. I don’t like the loss of “tiers” to bind skills, but I suppose its all fair since the only point to having tiers was to get around the hacker traps when trying to bind a boss full time (kanna bind 1 + kanna bind 2 + paladin / xenon). Hopefully the hacker traps will be adjusted to allow for full time binding without tripping them for legit players.
For paladins I just have to say I feel your pain bro . . . the changes besides that blast nerf were all well and good, but nerfing blast hurts the funded or bossers. The unfunded and non bossers now have to use blast more as the point of the nerf to it was to change up the “boring” hunting pattern of only using it for its buff and huting with other skills untill the buff was about to run out. Now its going to be forced onto those using that style as something to use a lot more frequently with the shorter buff duration and cooldown. You COULD try to get around the cooldown a bit with a cooldown redution potential hat and mercedes card, but . . .
For Fire / Poison archmage its just, meh . . . changing the cooldown time on mist kinda hurts, but its to even the playing feel between explorer mages in their dps for “balanced” gameplay between the three mage branches.
Bishop changes were mostly buff duration and cast time adjustment. AS for the strange cooldowns, they won’t hamper you in the slighttest if you’re playing bishop as intended . . the supporting character to buff up a party of 3+ members with a bishop and two others to split up the work of taking down that boss in old fashioned party play that we just don’t see that much anymore. If you’re not going to play the supporter to the 2+ other members then the cooldowns are annoying, but can be worked around: use angel ray to heal yourself while heal is on cooldown and use an all cure potion or hero’s will to get around the cooldown on dispel. You can also rely on the shell and divine protection to completely nullify a status before needing to remove it.
For Dawn Warriors, the buff to styx crossing was nice, and I didn’t even know you ARE currently allowed to use other skills while charging it, so I wouldn’t lose anything for having the change applied in that respect. Having the cooldown extended a minute for bind and losing elemental resistance ignore on the asic skill for true sight sucks, but again this is balance to make things fair as giving resistance ignore to non mages in such largee amounts was rather unfair to the rest of non mage classes that had to have double the range to pull of the same damage.
For Blaze Wizards I have no complaints as the damage on orbital flame is rather overpowered compared to other mages due to Liberated Magic in third job. My unfunded blaze wizard was matching or BEATING the time to go through white heaven and black heaven prequests for my funded as f*** main character (Demon Avenger) by a few seconds every time. That shouldn’t be happening unless the class is overpowered. The loss of range hurts for third job but for fourth its a buff on the reach of the skill due to the new hyper skill to extend it by 200 range compared to what it is now.
Wind Archer . . its pretty much getting a nice buff aside from loss of elemental resistance.
For Night Walker, all I can say is that its about F***ing time they got that nerf. Its totally unfair to NL to have essentially the same job role but be outclassed by far on what was originallly a cheap as hell knock off class of them. The nerf on them makes things fair and brings back the relevance of Night Lords. That whole ratio applying to range rather than damage crap was totally unfair to thunder breaker and every other thief besides phantom.
Thunder Breaker had no changes aside from cooldown and buff duration standardizaton and adjustment.
Aran: OH MY F***ING GOD ARAN IS BAAAAAAAAAACCCCCCCCCCCKKKKKKKKKKKKKKKK!!!!!!!!!!! FINALLY GOD DAMMIT!!!!!!!!!!!!!!!! This patch is amazing for aran as he finally gets moved up to something useful. The issues on his attack speeds no longer apply as he’s fast enough to be relevant, has boosted damage to help the unfunded and now has more lines of damage and faster use of combos. Being able to use other combos by the system commands rather than hot key needs adjustment, but otherwise this patch delivered on that long overdue balance to aran while not messing up the current playstyle which is just fine by the way.
Evan: I was kind of suprised when it was only Illusion that got a hit count adjustment, but I suppose that’s all that needed changing as its their main bossing skill. The rest of the adjustments were to relieve the hassle of long cast and multiple duration lengths on buffs. And its about f***ing time they made maple warrior match up with everyone else at 1.5 seconds rather than that longer buff they’ve had since creation.
Mercedes. . .its just meh . .change up on what you link and buff / cast durations
Phantom recieved a nice buff on Mille Aguille to make it just as usefull as the other hurricane like skills by going from 180 to 120 ms delay and the buff on rose carte was nice. Otherwise its just buff cast / duration for him.
For shade / EunWol this is sorta ok and sorta not. It balances soul split and bind to be fair to the rest of classes as soul split is sort of like bind in allowing you to whack at that boss freely for a while so nerfing its duration / cooldown is fair I guess. Changes in bomb punch were needed to get people off of spirit claw exclusively when mobbing.
For Luminous, nothing changed for him aside from cast / buff durations to be better pretty much.
For Demon Slayer this was a nice buff aside from increasing the cooldown on cerebus (to be fair to demon avenger and others) and demon cry. But demon cry’s cooldown is actually fair as it was originally part of the skill, but removed leading to skill abuse which wasn’t stopped by increased fury usage due to the potion pot that glitch refilled fury when set as mp for pet auto mp. The cooldown now gives demon cry back its original purpose of being a skill to hit mobs with for increased exp or drop and aggro while utilizing your actual main skills to take out the boss or mob.
As a player that mains a demon avenger this patch is great and yet not so great. I don’t use execution while mobbing as its not very efficient compared to nether slice, moonlight slash or nether shield once you’ve gotten up to one shot range on them for mobbing. The change to execution was a very much needed boost for bossing and its change in mob count was also necessary to let the unfunded get the message that this is not a mobbing skill but a bossing one just like all other 1v1 skills that aren’t meant for use on the field. It hits 2 mobs for the sake of the boss summoning creatures and use with shade/eunwol’s souls splitter. I don’t like the nerf on the max hp buff, but I can live with it as 15% isn’t much to me and my funds. Giving thousand sword a 5 exceed count is VERY VERY VERY useful to me as it allows me to use overload release followed by thousand sword to immediately get back my fifth stage for sustained higher skill damage, attack range and dps. Nerfing the heal skills kind of sucks, but remember that all leech skills are now based off of max hp and not damage, so this may actually be better. Reducing the range per hp is the one thing I have issues with. If the hp cap is now soft that’s a buff, but making hp half as much range as before the patch is a step back to pre star force conversion where it took 6 or 700% hp to match the same 15 – 17k main stat equivalent of a regular class with 300 – 350% main stat. Currently in the test server it seems to have halved the value of hp in terms of range which is a big step in the wrong direction. Any change in hp value for range will hurt the unfunded, but making it half hurts me and my funds as well as we NEED to get a boost to what hp will do for range to match up to regular classes. Currently having 500k will give us 17k main stat equivalent which is all well and good, but 1m hp is reachable at the moment should the cap be raised and would allow us to match the maximum ranges of super funded as f*** players that have 30 or 40k main stat. Its not cool having 6 or 700% hp only to know its giving us what 300 or 350% main stat would give to a regular class considering the funds blown to get that 30%+ per equip to achieve it. Star force conversion made things fair to DA’s to give 300 – 350% hp the same value as regular classes. Halving range output per hp is a big step back that nullifies this balance. This better not be the end value of hp when it hits the real servers or I’ll have to go on a trip to mother korea and the japan head quarters for a “gentle” talk with them.
Battle Mage: Why the nerf? Its already screwed up at 9 seconds with no damage increase and you’re gonna increase it to 13? Was spell boost too OP?
Wild Hunter: Q.Q . . . seriously? That’s what you guys thought was the problem? not hvaing 3 hurricane like skills? . . . -sigh-
Mechanic: Sucks to be you, but the nerf was needed as the revamp was too much of a buff. You’re freaking OP as hell to be training efficiently in strong hold and mechanical grave with a measly 200k range. THANK YOU NEXON FOR THE NERF TO THEM. They needed it.
Xenon: A slight buff and adjustment to be less of a hassle
Kaiser: hassle removal with damage reflect issues and buff cast/duration
Angelic Buster: Finally you got your DoT fixed. It been a long wait for this along with a slight buff.
Zero: RIP zero . . . you’re now nerfed to be somewhat normal instead of OP as f*** in mobbing. Bossing? meh . . . you sucked at it anyways due to combo control issues, now this is just a bit worse. Escpecially lack luster at cap damage compared to alot of other classes at cap when bossing. Lost your ability to reset cooldowns on very usefull stuff . . . R.I.P., farewell Zero population.
I have to strongly disagree with your assessment of the demon avenger adjustments.
Efficiency for mobbing: Execution deals over twice as much damage per mob per skill use as either lunar or nether strike (2850%/mob vs 1230% or 1400%) and is much faster. So for unfunded players, these other skills won’t be in 1 hit KO range for a very, very long time. I am a semifunded lvl 187 DA I can’t 1hit most mobs 20 levels below me using these other skills, much less those my own lvl.
Skill use: You mentioned unfunded players needing to learn that execution is for bossing only, not mobbing. This simply isn’t the case, and I’m not sure where you get the impression that the skill is a 1vs1 skill. in the 4th job we have 3 attack skills: Execution, Nether Shield, and Nether Slice.
*Nether Slice: is very slow and rather low damage (half that of exceed) with it’s main advantage being that it applies a -def debuff to mobs. For mobs on the field, however, this debuff is practically useless due to their low defense, and to the fact that it would need to be reapplied for each newly spawned mob. Thus, although it hits several mobs, the only real usefullness of this skill is applying the debuff to high defense mobs – namely bosses.
*Nether Shield: Does chase mobs, but doesn’t do a lot of damage with each hit (so not a 1 hit ko unless with weaker mobs) and if there is no nearby target for it to transfer to, it disappears, making it not very useful for mobbing, but helpfull for bosses where it can repeatedly maintain a single target and increase your damage while you attack with another skill. Aditionally, with Defence Expert, it ignores 2x def, again indicating it’s usefullness with high def. mobs (particularly bosses). Finally, it ignores damage reflection on bosses, and in some cases it ignores their skills which reduce damage to 1.
*Execution: High damage and fast attack speed with a fair number of targets. (you don’t typically need more than 6 mobs at a time when on a general map) making it a good all around skill whether mobbing or bossing.
-In short, execution is the only 4th job skill we have for mobbing, unless you get yourself highly funded where nether slice can 1 hit kill.
Also, even assuming Execution was for bossing, 2 mobs is still a huge cutback. While some bosses this works ok for, for others (I’m thinking of Horntail and Zakum) I am regularly hitting 4 or 5 body pieces at once. Moreover, unless your damage is maxed out, where your damage is limited by number of hits, this change does NOT significantly improve boss dmg. You get 2850% dmg instead of 2480%, but there is less defense reduction, making the difference a wash.
As for the leach effects being based on max hp instead of dmg, this is again a debuff. Your damage far exceeds your hp in almost all cases.
Finally, you seem to be mixing up two different class mechanics:
*Exceed Stage: Based on how many exceed skills you use within a short period of time. As it goes up, your attacks get faster, and range increases. This used to reset when you switched exceed skills, but no longer does with this patch. It resets if you don’t use any exceed skill within a fixed time limit. Will also reset if Overload Release is used.
*Exceed Count Stacks: Indicates the number of times you have used exceed skills since last using overload release. This determines when you are in overload status, reducing your hp regain and allowing you to use Overload Release to regain your full HP. This resets when you use Overload Release, not on a timer.
-Based on what is stated in the change log above, using thousand swords will now add 5 stacks to your exceed count. It does NOT increase your exceed Stage. Thus it puts you into overload faster. Reducing the number of hits on which you get regain, but allowing you to fill your hp in exchange for resetting your exceed stage faster. This may be helpful if you need to recover hp more quickly, but reduces your overall damage with excessive use.
Overall my assessment of the ‘improvements’ to the Demon Avenger? It is almost entirely a huge, and excessive nurf which doesn’t accomplish the goals they set out in their summary.
-Decrease our damage by 10% due to diabolic recovery max hp change
-reduce life drain from 15% to 10% (making it completely gone when overload is maxed) This may sound small, but it is huge! Because our attacks use a % hp, without any recovery (as would be the case when in overload) we would kill ourselves very rapidly unless we constantly pot/use overload release, and in the process reduce our damage output drastically.
-Our one attack skill has its damage potential cut to 1/3 due to number of targets being changed (and it doesn’t even accomplish the goal it states unless you are super funded)
-Make thousand swords just as or even more useless than before (unless you want to use overload release constantly) and hence, again, not satisfying their stated goal.
+Lunar Slash damage increased some, but still not enough to be a satisfactory mobbing skill (again unless you are super funded)
+Exceed Stage not reset when switching between exceed skills, but this is fixing something that wasn’t really broken to begin with, as there was no need to switch skills.
+Decrease in a few buff cast speeds like all other classes. (may be nice, but not a huge change)
range to one shot in second drill hall
for execution: 400k on all criticals, 600k for non critical one shot. I honestly got to 400k FOR FREAKING FREE using all the link skills, and set effects and such i could get. Thanks to star force conversion you should be able to get up to 600k range or so FOR FREE as a non paying player. It may cost you more time than you’re willing to put in to get up there, but it is entirely possible to get there without being a merchant.
range to one shot on nether slice – about 1.5m non critical and 1m for critical hits
range to one shot on nether shield – about 1.2m critical hits and 1.8m non critical hits
range to one shot on lunar slash – a little under 1.6m non critical and a bit under 1.1m for critical hits
range to one shot on demon strike – about 2.7m non critical and 1.8m critical hits
Now I know you don’t see it now, as you’re unfunded, but when you have range to one shot and are trying to level up faster, you’ll start playing around with your skills until you find the most efficient ones for training, and execution simply is NOT it. While I was at 600k range and training to 211, I was using execution. After I stopped training a while and focused on increasing my range a bit, I started training again. When i did, I no longer used execution as it simply IS NOT a good mobbing skill if you have range to one shot on your other skills. I was doing about 1.2 billion exp per hour in second drill hall with 1.5x exp coupon and a bishop near my level casting Holy Symbol when using execution at 600k range. Now that I have range to one shot on everything else, I am doing 1.9 billion experience per hour with ONLY mercedes link skill and zero card using lunar slash and nether shield to solo train. No kanna, bishop or anything else. With that said, work on getting your range up or you’ll be stuck using your bossing skill to mob. . . looking like someone a bit slow in the head for using a 1v1 skill for mobbing.
For reference:
A dawn warrior in equinox cycle or lunar mode needs about 460 – 530k to one shot on crescent divide and solar pierce(4th job) non critical hits depending on whether or not they’re using the +1 attack hyper skill at 189. On the other hand they need 4m range to one shot non critical on moon cross(3rd job) which is a better mobbing skill for solo training due to reach . . .
Kaiser needs 1.5m range to one shot on blade burst (4th job) non critical and 4.27m range to one shot on pressure chain(3rd job) non critical hits with its better reach.
Dark Knight needs about 1.4m range to one shot non critical on Dark Impale(4th job), mobbing doesn’t get better for using other skills really unless want to try spear sweep(2nd job), but that needs 6.3m range for non critical one shot
Hero needs about 1.2m range to one shot on raging blow non critical assuming all hyper skills are used
Paladin needs 3.9m range to one shot on lightning charge non critical
Aran needs about 935k range to one shot on final blow assuming your max critical damage is 50%
Demon Slayer needs about 800k range to one shot on Infernal Concussion
Hayato needs about 500k range to one shot on hitokiri strike using all hypers
and that’s it for referencing other warriors range needed for one shot as I don’t care to figure out what zero needs.
Thanks for the additional info. And i do agree that if you have the damage, lunar/nether slash are more efficient. I’m just not at that point yet.
I also realized after posting that I believe I was misunderstanding the way hp leech based on dmg works, thinking it was based on your damage dealt, when from experience, this doesn’t seem to be the case. (perhaps based on base dmg in skill window?)
Time to get to work on increasing my range. (though at the moment, I’m leveling my shade just for fun. (and to have another character to do daily boss runs for cash)
Even though I don’t main a demon avenger, I feel that essay would be worth an A to my English teacher
NW didnt need a nerf.. They are only strong against boss (1v1) arr you guyd dumb ? Thts not balancing game ! How can u guys call balance when u take they only thing in a class that makes them good, instead NL have a skill SO FKING OP that has insane % dmg, and gives more exp and drop rate , while they are AMAZING at mobbing, they are good at bossing, so cut the bs with NW cuz the mobbing for this class is shit so i dont see how making them as good as a NL at boss is balance, NW were ok cuz they are a class that is always knew for their 1v1 power, i dissagree with all of you guys that say the “nerf” on NW was diserved, they made the NW a shit class now, thanks NEXON.
By the way, people, THEY KNOW THERE WILL BE HELL TO PAY for the nerfs in feedback, but most of the skill changes were necessary. Please remember that this is the test server and there will be further adjustments made after reviewing the feed back and reports of the testers.
listen i understand the nonsense your saying but do understand this is the same thing people were saying back when BaMs got devamp in its reorganization in the test server but what did happen? oh yea they simply said fuck it fuck them fuck this shit were gonna fucking do it. and now look you let them get away with that shit now you want ppl to sit back while they fuck up other people’s fav classes -_-
sad all this nerfs…. well about this new jobs looks like gravite magic O_O?
…Mihile is being completely forgotten as always…..:|
They should make heal’s (bishop) cooldown 0 sec if your killing undead monsters with it.
Welp…better change my paladin to Dark Knight :S
Weeeeeelllll at least Bowmasters weren’t touched ;D but oh god they are out to nerf and destroy every other class, oh gwad XD
i dont know who that new job is, looks like a magic type. hes wearing a suit. i wonder who is it. its a guy thou. could be the person the black mage mentioned at the end credits of Black Heaven. now we get to see whos on our side 😀 cant wait to see YAY.
Nerf instead of buff for BaM? i quit
did they forget you have to be level 200 to max all of zeros skills they should of just kept it the way it was
Holy shit… Pretty much everything except Wind Archers, Kaisers and Xenons of all things is getting horribly nerfed… WHY DO YOU RUIN EVERYTHING I LOVE, NEXON?!
Oh, and Phantom, Luminous and ABuster, I guess. Everything else is getting screwed over hard.
finally zero nerf
You know, just like the BaM “reorganization” that happened a while back, I think Nexon should trash this “balancing” patch and rethink it.
What BaM reorganization you mean? it was the one were Nexon replaced some of the class’ attacks with stone hands of sorts.
lol i actually liked the idea of the hands being as it was far more efficient and added a lot more range to BaMs, but the most recent devamp of BaMs over oping of WH and now they want to make BaMs weaker what the actual fuck
Believe me, I also liked the BaM “reorganization” but the reason why it was discontinued was because of overly-negative feedback thats why I used it as an example.
yeah but as you said this trash will not go over well and the feedback they will get may very well be ppl simply leaving w/o actually saying anything
where bowman explorer revamp? -_-
Even after all this time, they still haven’t touched Meso Explosion. It takes a bunch of space in the bandit’s arsenal with all the relating skills(including hyper skills), but it’s incredibly weak.
>nerf life absorb
>on CAST FROM HP: THE CLASS
you what, mate?
this whole thing is one big ball of “we don’t know how to make a game”,and that point in particular stands out to me. trying to make every character equal in ability doesn’t work. if every class is equal why even have more than one?
nexon/wizet have waffled around with MS over the years, but it seems like they semi-recently put a new team on the job and this team is so new they make the guy who ruined mabinogi in chapter 4 seem like a pro with years of experience.
I give up. I hadn’t been playing much lately, and nexon seems intent on nailing the coffin shut with derp left and derp right. I guess this is their idea of trying to hype up MS2? but for every one good I’ve seen about MS2 there’s at least one point to drive me off, so… yeah, they’re gonna end up saving me some hdd space by getting me to drop their games.
What if all of this is to make the new job look OP, then months later when everything has settled down, every job gets buffed while the new one gets nerfed? Since that usually seems to happen with basically every new job introduced to this game?
well… already change my main, whit this summer patch nx destroy demon slayer class -.-¨
I guess this revamp could be worse, They didnt rip apart everything fun about a class like the did with the last resistance revamp… poor BaM’s.
So this is all the class they messing up. I can still play with my bucc?? or they will f him up also?
Any opinions on whats going to be the best job now? arans looking pretty sweet IMO iunno what do you lot think?
Still nothing about 5th Job, it sounds like there will be no 5th Job
What does it mean by Paladins blast skill having a cool down… rekting the bossing ability are we?
if they are going to put a cooldown on blast, why not give palis a taunt skill? they want them to be tanks, but with no way to grab bosses attention, that cooldown is going to kill them. palis just got rekt.
also rip mechanics, my old main, we had fun 😥
grabing bosses attention 0.o wtf bossesw attack everyone all the time maplestory is not that type of mmo and if it ever becomes something of the sort far to many people will quit
Hey Max,
This may be unrelated to this post but where is the ellinforest forum?
I visited the site today and its gone…
What happened and when did that happened?
The person who paid for the domain hasn’t been online for a long while so we lost the site (I think it’s been a year-ish) 😦
That’s sad… Now all the ellinforest forum member is gone 😦
You get a nerf! And you get a nerf! Everybody gets a nerf!!!
I believe the paladin blast change will drive away many players of this character, because blast is his only bossing skill. With shorter duration and a cooldown applied, he has to use charges more frequently to accumulate elements, which will actually become a nuisance for many paladin players. It is not fun at all, especially for those whose damage is already capped.
You can got a verified nexon account for MapleStory2 from https://www.obtgame.com/ac=0, Also they guys can verify your existing nexon account.
https://www.obtgame.com/?ac=0
When is the next update? So impatient…
The fact that bishops get destroyed in these big nerfs makes me lose hope in this game. They just turned a support class into complete garbage.
info yang sangat menarik, sepertinya harus dicoba 🙂 , Affleck
Makasih atas infonya , Aerith
Mercedes combos have always been useless really… the 4 second delay on rolling moonsault just kills the point of it.
I like being able to link leap tornado to new skills, but I don’t see that coming in handy really.All in all, Mercedes “hunting proficiency” is based around the player knowing what skill to use in what scenario. It’s easy, don’t get me wrong… but all you need as a mercedes to rule a map is to know your ranges and target zones.
Personally, I like her as she is, I don’t feel the need for any changes to her rotation.
Stunning strikes – for mobs
Ring of Ishtar – for single targets
unicorn strike and legendary spear – for tough mobs (add wrath of enlil for tougher mobs)
rising rush + rolling moonsault + glide blast – for map crossing kills or rushing
If they wanted to make mercedes better, they should have taken away the delay of lightning edge, made gust dive more useful (forgot it even existed) by adding a rush to it, and not adding a cooldown to rolling moonsault, All other changes aren’t bad… less time spent buffing, more skills linking, and more similar durations are a good thing. But why push for us to use rising rush + demolition kick? leave it in 3rd job… it’s only real purpose was to give us something to link our rush to that was better than parting shot (the introductory link)
All in all Mercedes is no more “fun” with a CD on rolling moonsault. it hampers mobility by making you wait for the enemies to hit the ground before resuming rising rush rather than having that time be used attacking in the air.
Sorry for the tangent, I know other classes got hit worse, but it so counteracts what they’re trying to do.
WHY IS SHADE BEING NERFED ALL THEY GOT WERE THE BINDS AND THE COOL DOWN FOR IT WAS ALREADY CRAP WITH 3 STINKING MINUTES WHICH IS ALREADY LONGER THAN MOST BIND SKILL COOL DOWNS
Rip Zeros
My lasers ;~;
FUCK RIP ZEROS -.- OP CLASS IS NOW GONE FUK
let BW have 3lines for orbital flame 😀
Well, RIP zero. And 5th job incoming?
I just want to say that why is rewind no longer affected by cooldown reset… Alpha has literally no resistance…
I wish Evan would get a revamp soon…Its fun to play but I’m unable to keep up with all my other characters…
MapleFeels……Feelstory….Sigh…