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The Scoundrel Consensus. - Printable Version

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The Scoundrel Consensus. - Aggravate - 2011-09-16

Rayquaza2233 Wrote:Drain heals HP since assassins can't stock up on them like I can on my shadower. If they have a star pouch, the need for that is lessened. You could have a mob skill that heals a small amount of HP somewhat similar to Vampire, I'm just suggesting to get rid of single target drain.

Most likely, Assassin's won't get star pouches since Bowman didn't get quivers for their arrows. I'd love to keep Drain because of its quick animation and mobility with it. A mob skill like Vampire would be too slow since it makes you immobile when you cast it. I wouldn't mind moving Shadow Resistance down to 1st job to put in a quick mini mob skill that hits up 3 monsters at max for 2nd job. Nimble Body could be removed since it's pretty useless right now besides the avoid bonus.


The Scoundrel Consensus. - DarkXDaisuke - 2011-09-16

I would suggest small changes in each skill, taking skills already in game and only create 2 new skills to scrap the 2 useless 4th job skills
Nimble body become a % increase in avoid instead
Dark sight to become the dark sight used by night walker so we can FJ while in it

Drain to heal based on how much HP you have total (keep it single target)
shadow resistance to include a little stance like 30% since we have lots of avoid anyways and instead of 10% hp 20% hp
Meso up to become Drop rate up include a small increase in item drop rate up 150% mesos and 110-120% item drop
shadow web to hold monsters down even after they are hit. and works on even bosses but when used on bosses it deals no damage just holds it down
Shadow Meso removed and replace with Advanced dark sight
Flash jump upgraded to jump <^> directions
Dark flare to include an to increase invincibility time after being hit
shadow partner to change to mirror image

Shadow stars to be either resistant to dispel or consume 100 stars rather than 200
Expert throwing to recharge even when shadow stars are activated
Shadow shifter to be 50%
Ninja ambush removed and replaced with Attack that hsalf from cwpq has Giant throwing star version for NL and daggers coming out of the floor for the shadowers
Ninja storm removed and replaced Parry :guard/counter skill that blocks, KB, and damages enemies


The Scoundrel Consensus. - Five Second Pose - 2011-09-16

Aggravate Wrote:Most likely, Assassin's won't get star pouches since Bowman didn't get quivers for their arrows.

My idea was a follow-up to the TS's idea.


The Scoundrel Consensus. - poxeclipse - 2011-09-16

Alilatias Wrote:I don't get this mentality. Any role that NLs had have long since been covered by a half dozen other classes that do it better than they do. Why not give them new roles now?

If you truly feel this way, then concede to an entire reworking of the damage formula and I'll agree with you.

As it stands, no class benefits more from the broken state of this game more than the NL.


Alloy Wrote:Oh, what are we overpowered at? Movement? Triple throw? Because we have nothing else.


All you need is Triple Throw. it's already better than just about anything other classes get at top levels of play.


The Scoundrel Consensus. - Worthyness - 2011-09-16

For buccaneers, I just really want dash to allow over the speed cap since I essentially have haste already with my equips.

Increase range for corkscrew maybe?

Probably going to add the perma stats skill >.> Probably going to remove double upper.

Energy charges per hit not per attack. would make bossing so much easier to get the bubble >.> Could make the stance effect passive and lower it. Then increase to what it is now when bubble is up.

Shockwave hits as AoE and not limited by stupid walls and platforms with sped up animation. Much like the mechanic's Hammer thing. buff/nerf accordingly.

Either move Barrage to 3rd job or revamp it entirely. I like it as is because of the iFrames, but besides that, it's not very much fun Sad at least with old barrage I could see GINORMOUS numbers.

Dragon strike is going to be made into 2 hits (you KNOW this is going to happen). Targets buffed to 8. Maybe put in a few seconds of iFrames again at the initial leap.

TL and SI SP spending reduced to 10, time given accordingly. Bishops get res for 5 points, why can't TL do the same? Would also like to have SI go over the booster cap, the Decent version will not.

Change energy orb into something else/update animation/kill the reduction effect. It's useful now for platform training to chain stuff, but I feel like it could be something more. Sped up animation probably?

Probably going to get 2x dice because Nexon doesn't have imagination.


Something I would love, but significantly impossible:

Move transform to 2nd job, S Transform to 3rd job, and add a new colored sprite to 4th job. Nerf accordingly. I've always wanted a red/dark blue/ black Super transform. But then of course, the transform moves would have to be moved and readded, so that'll be too drastic for nexon to do. 2nd job transform is toggle-able instead of casted with cooldown- utilizes a cooldown after you obtain the new mode of transform, meaning- 2nd job transform cannot be used immediately after a S transform for a certain time- kind of like a used too much energy to ascend to the next level for a little while. same to be said of the 4th job transformation.


The Scoundrel Consensus. - Alloy - 2011-09-16

I'm having trouble picking a particular person for each... I'll try to figure it out somehow.

poxeclipse Wrote:If you truly feel this way, then concede to an entire reworking of the damage formula and I'll agree with you.

As it stands, no class benefits more from the broken state of this game more than the NL.

All you need is Triple Throw. it's already better than just about anything other classes get at top levels of play.

DUH. The formula WAS reworked already. They in fact "buffed" Triple throw's damage to compensate. And you only see big numbers if you are funded. LIKE EVERYONE ELSE. It's the variety of skills what makes a class. Having no variety makes you simply a turd. In fact, all attacks not using stars don't count their attack. And by that, I mean Venom and those other skills that aren't worth using. We are a "stay here, do nothing else" kind of class. If you say we have flash jump, then look at teleport, rush, combat step, and all the other classes with flash jump. If you say we have damage, look at mechanics, MERCEDES, dual blades... If you say we have defense, you must be having a commotion, and if you say we have variety, you would just contradict yourself.

Night Lords were broken thanks to SE back before big Bang, and now, we are simply lacking in practically everything. Times changed, and long ago. there's calculations about it everywhere if you don't believe me.


The Scoundrel Consensus. - poxeclipse - 2011-09-16

Alloy Wrote:I'm having trouble picking a particular person for each... I'll try to figure it out somehow.



DUH. The formula WAS reworked already. They in fact "buffed" Triple throw's damage to compensate. And you only see big numbers if you are funded. LIKE EVERYONE ELSE. It's the variety of skills what makes a class. Having no variety makes you simply a turd. In fact, all attacks not using stars don't count their attack. And by that, I mean Venom and those other skills that aren't worth using. We are a "stay here, do nothing else" kind of class. If you say we have flash jump, then look at teleport, rush, combat step, and all the other classes with flash jump. If you say we have damage, look at mechanics, MERCEDES, dual blades... If you say we have defense, you must be having a commotion, and if you say we have variety, you would just contradict yourself.

Night Lords were broken thanks to SE back before big Bang, and now, we are simply lacking in practically everything. Times changed, and long ago. there's calculations about it everywhere if you don't believe me.


I've seen many examples. Even mediocre-funding breaks the class, after Big Bang/Chaos.


The Scoundrel Consensus. - Alloy - 2011-09-16

poxeclipse Wrote:I've seen many examples. Even mediocre-funding breaks the class, after Big Bang/Chaos.

I AM mediocre. And I AM a NL. I DO NOT break the class. I can guarantee it.


The Scoundrel Consensus. - Muppy - 2011-09-16

Buccs:

- New Demo tweak: after hitting an enemy with Demo, press the skill button again to end the attack on the OTHER side of the monster. If there's another monster behind the first one, canceling the first attack will initiate another attack on this second monster etc.

Of course Demo's speed should be increased then, so it can help the class's mobility a little.


The Scoundrel Consensus. - Alloy - 2011-09-16

A particularly cool skill for bandits could be an assaulter chain. You just can make another assaulter in the same direction quite fast, meaning you'd be dashing from side to side of the map with it.


The Scoundrel Consensus. - Aggravate - 2011-09-16

poxeclipse Wrote:I've seen many examples. Even mediocre-funding breaks the class, after Big Bang/Chaos.

I'd love to hear your examples. I've heard a lot of bullshit from Basil, especially the General & Assassin/Hermit/NL forum sections.


The Scoundrel Consensus. - Bribery - 2011-09-16

Zenkat Wrote:I like a lot of these ideas. I'd probably do something like putting Burstfire into 1st job (at a slightly weaker damage rate, and removing doubleshot entirely). Then add Rapidfire to 3rd job (also at a weaker rate) and add Adv. Rapidfire (only 10 levels) into 4th job. I love Rapidfire, and Burstfire is not a replacement for it.

That's a good idea actually. I like Rapid Fire but not as a 4th job skill. I think Cannon should have a passive boost to increase Rapid Fire's damage instead of a separate skill though.

Gonna edit that into my original post.



And lol @ people saying NLs are overpowered. Pre-BB with Sharp Eyes and Apple, yes. But now they need a huge boost.


The Scoundrel Consensus. - Loose - 2011-09-16

Bandits:

1st:
Double Stab thrusts you slightly forwards (like Rush).
Disorder 100% stuns enemy for 3 seconds at max level. Cooldown of 5 seconds.

2nd:
Savage Blow hits up to 4 enemies all around you. Makes you spin in place.

3rd:
Shadow Partner does no consume Summoning Rocks, it now projects your character (transparent) slightly in front of you. Monsters target it instead of you, has set HP.
Chakra now restores HP over time. Support skill.
Meso Guard now makes you drop the amount of mesos you would've lost. Useful with Meso Explosion.
Meso Explosion hits the entire screen.

4th:
Assassinate is now like Hurricane, hold down to keep attacking.
Ambush is redone. Support skill that allows you to attack, use skills and use potions while in Dark Sight. Duration < Cooldown.


The Scoundrel Consensus. - Locked - 2011-09-16

Loose Wrote:Bandits:

1st:
Double Stab thrusts you slightly forwards (like Rush).
Disorder 100% stuns enemy for 3 seconds at max level. Cooldown of 5 seconds.

2nd:
Savage Blow hits up to 4 enemies all around you. Makes you spin in place.

3rd:
Shadow Partner does no consume Summoning Rocks, it now projects your character (transparent) slightly in front of you. Monsters target it instead of you, has set HP.
Chakra now restores HP over time. Support skill.
Meso Guard now makes you drop the amount of mesos you would've lost. Useful with Meso Explosion.
Meso Explosion hits the entire screen.

4th:
Assassinate is now like Hurricane, hold down to keep attacking.
Ambush is redone. Support skill that allows you to attack, use skills and use potions while in Dark Sight. Duration < Cooldown.

wat...


The Scoundrel Consensus. - JoeTang - 2011-09-16

Locked Wrote:wat...

Every job needs Hurricane.


The Scoundrel Consensus. - TheBlackMage - 2011-09-16

JoeTang Wrote:Every job needs Hurricane.
Db need it too with the Phantom Lol Or NL infinite throw~!
And Bucc infinite Demo and then infinite cannon!!!
I guess the fact that everyone getting/got flash jump skills isnt enough!


The Scoundrel Consensus. - Veneni - 2011-09-17

Hasn't this been done before, several times? :^/

Anyways everyone agrees thieves and pirates also need an overhaul, especially thieves/NL. I only play my shadower because he's fun, not to get new skills. They're all just totally useless or have very limited use after you max boomerang step, meso mastery and shadow shifter (and MW).


The Scoundrel Consensus. - yo72 - 2011-09-17

TT stays the same or is buffed slightly
Taunt is moved to 3rd job
Shadow stars stays the same or is made undispellable
Expert is buffed to add more DoT to venom/you do additional dmg to DoTed mobs
Shifter is kept the same I would say buff it but the book is so overpriced atm it would just be cruel
Venom does more DoT/
Alilatias Wrote:- Ninja Ambush Stays. It is changed to a stationary summon skill that inflicts 300% damage, and its attacks are considered to be magic based even though it runs off of the player's physical damage range (meaning it will hit through super defense up, but is utterly useless during super magic defense up).
Ninja storm is replaced for Shadow web it now is like the Demon Slayer crash makes the boss immobilized and adds DoT and slight additional dmg done for every party member


The Scoundrel Consensus. - Dark Link - 2011-09-17

TheBlackMage Wrote:Db need it too with the Phantom Lol Or NL infinite throw~!

No, DB is the LAST job that needs a hurricane skill. They're already ungodly strong enough!

JoeTang Wrote:Every job needs Hurricane.

Paladin's "Blast" skill is now a "continuous drill" skill, instead of a "3-hit" skill. I like it!


The Scoundrel Consensus. - cronnoponno - 2011-09-17

Allow transform and super transform the ability to ride mobs, allow attacks and potions to work on said mobs, give the mounts a special image when transformed(like some super saiyen silver mane).

Other than that, the rest of the changes that were posted earlier on this thread.