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Hello Basil!

School just ended for me and I was bored so I decided to list out changes that I'd wish Nexon would
implement. Now, obviously the chance for any of these changes happening is close to zero so for those of you who
didn't really register the title, don't get your hopes up! Also, for those of you who give zero units of care to my idea,
it's alright, I won't be offended, but I want to hear YOUR ideas. Feel free to comment on me critically down below;
I'd love to hear your suggestions and ideas. Anyways, let's get right to it!

**Note: I started this actually over a month ago so much of what I wrote has become obsolete or irrelevant by now.
Nonetheless, I'd still much appreciate it if you still read this all the way through because I really think some of my
ideas are interesting, backed with good analysis anyway. If it's useless, skip on and many thanks~

[b]Basic/General Changes:[/b]

-Push meso cap to 999 billion. That way, people with that kind of money won't have to go through the hassle of
converting their white scrolls or w/e into mesos and back and forth. I also know about the argument people are
saying that the max number possible is 2.147 but obviously one can find a way around that if kms already pushed
theirs to 10.

-Provided 5th job does come out, put 5th on 150 and boot hypers over to 200. I know this may sound stupid but I
think the whole point of hypers is to give an extra boost in the later levels. Also note that at this point, since 5th job
seems imminent, 4th job now seems just like an elevated 2nd job. There's an advanced mastery for almost every
class, as well as some sort of PDR. Consequently, 5th job would be the new up-and-coming 3rd job with the sleuth
of new skills, and hypers would subsequently give that extra "oomph" at the "last bit" of levels, 200~250, what with
the new level cap.

-Give all equips a major defense boost. Again, I know this'll probably sound ridiculous to many of you but I think
that, seeing since it's been seven, eight years since the start of ms, and after unlimited, monsters now starting to hit
and hurting big time, maybe the equips really ought to start pulling their own weight. At this point, equips (nonweapons) seem more for looks rather than utility; they don't even look that good. >.> Obviously, I'm not asking for
+3000 weapon defense per equip but maybe booting it to +400 wouldn't be that bad an idea?

-Revamp the leveling process. This is one of my biggest ideas. I'm sure we've seen people, not just on Basil,
complain time and again about how drab ms has gotten in terms of training and how routine prevails all. To combat
this, I propose a system(?) employing three different routes.

Most people nowadays opt for Monster Park Extreme. Now I think this isn't actually that bad, compared to previous
routes like the past: crows>>jesters>>(MP3)>>aliens>>LHC. However, people complain about the monotony.
Therefore, I suggest that there be three general ways to train.

First there's going to be the power-leveling route. That's going to be for those who just want to blitz through all the
levels and fast. Nexon can keep Monster Park Extreme or implement something else in place equally as good; this
part I don't really care. Also note that while Monster Park gives amazing exp, it doesn't give necessarily great items.
They have those potted equips but that's about it. (Since Nexon JUST removed it yesterday, my first route suggested
here would then be to bring back MPE, LHC and SH.)
The second route would be revamped quests and give ok exp as well as items. In previous and future patches that
I've seen on kms, I've actually seen some quite interesting concepts. All quests are centered on now is collecting so
many of such item and/or killing so many of such monsters. We're all tired of that. To replace that, mayhaps we
could have quests like the Let's Go! Mesorangers! event, the Maple Leaves Falling on My Head Event, and various
jump quests. Also eliminate the cap on party quests, bring more of those and boost the trait exp rewards on those so
people actually have incentive to do them besides exp. (Again, this has just become somewhat redundant because of
patch yesterday).
The second route might have seem too lavish seeing as that sounds like it would require a crap-ton of more gigs to
download and to mitigate the third route would delete most of the maps already in ms. Before any of you guys
complain, note that most of them are nigh dead anyway and they're all essentially the same, save differing
background skins and monsters. So, third route would eliminate most maps, but still retain some from each region
and significantly improve the map's meso/item drops. And I mean mobs that drop, say, 20~50k mesos. The maps
would differ through their skins, monsters, and items dropped (items pertaining to the region ofc). The exp there
would remain the same or maybe even be reduced. Now obviously, some of you might think this would solicit
hackers but to circumvent this, maybe Nexon could make such maps stop hackers from just spamming a skill in one
place (they do that in SH already anyway) and have a pot cooldown so the would-be hackers would HAVE to
actively fight in the maps. Also make some of them dungeons so people wouldn't have to fight over them.
tl/dr: 1st>>great exp, crappy $$; 2nd>>ok exp, $$; 3rd>>"crappy" exp, great $$
That way, people get to choose between more exp, more $$ or a little of both.

-Integrate a BGM system(?). This is obviously my preference and wishy-washy of me. Those who are fine with the
music the way it is now can just opt for default settings. Others like me who wish to get back old bgms can swap
them up. But that's just me.

-Make it possible to login from the game client itself and unnecessary to go on the website to do so. However, I
think I remember reading somewhere that Nexon implemented this because of some sort of privacy/security issue
and if this is true, disregard this pointer.

-Extend the Silent Crusade Questline. The new level cap almost screams for a new Silent Crusade add-on.

[b]Skill Changes:[/b] ****NOTE: I started this whole thing around the first week of June and prior to KMST's patch
1.2.478 and subsequent ones. Therefore, many of such changes I will subsequently state will be either redundant or
irrelevant based on the new patches that have come out in KMST during these few weeks. I ask that you read them
anyway and mayhaps give me feedback regardless. : Thanks.

[b]Warriors:[/b] I think the lines between warriors and the other classes -particularly thieves and pirates- have
blended too much in the past couple years. I think that Slipstream should probably go for Pallies, DK's and Kaisers,
but more on that later. There's a reason why mounts exist. >.> Also monster magnet should be wiped off all warriors,
as it's outlived its usefulness and kms has already integrated a designated pulling move for each of the original three.

-Heroes
Give Shout a DoT effect
Add two skills Coma and Panic in 4th job which require 1 sp (much like Kaiser's layout) so you can actually use
them with reason in those levels.
Increase effect of Endure
In tandem with previous bullet point, add Crit Rate and 100% chance for activating AFA

-Pallies
Fix up the Smite Shield animation. It doesn't seem to correlate well with the whole idea of the Holy Paladin. The
green color's off.
Give them Adv. Mastery. Ironic how Pallies used to be known for their super high mastery but are now tied with a
couple classes. Evans are even higher I think, and lots more are getting close.
Add Defense Break
Add, for swords, some form of Crit Chance and for BW's DoT. At least that's how I'd perceive it; a sharp object
would have a sting (aka Critical Hit) while a blunt heavy weapon would give an hammering ache (aka DoT)

-Dark Knight
In regards to the DK revamp in kms, to placate both sides, redo animations for much of 3rd and 4th job skills to
include a dragon motif or silhouette in the skill. Obviously this is very vague but you get my point.
Boost Rush damage
Redo Reincarnation passive effect such that the lower your hp goes, the higher the effect, capping out at damage
+60% , speed and Crit chance +40%, and min. Crit damage +30%
Add either a toggle skill that will allow Dark Impale to swap to 1v1 with increasing damage depending on skill level
or a new 1v1 skill altogether

-Aran

Combos don't start over the counter but rather, subtract from the counter
Combo Barrier removes Defense Increase and adds Defense % Increase
Add Defense Break

-Kaisers
Swap Damage values between the two "halves" of Blade Burst
Increase Grand Armor party effect to match that of individual effect

-Hayato
Decrease skill time(?) of Shinsoku so it becomes comparable to Gigas Wave
Increase CounterAttack damage
Add Defense % Increase to Iron Skin
Maybe add an Iai effect to some of the skills, seeing as he's a samurai

-Demon Slayers
Increase duration of Boundless Rage >.>
Remove Exp Increase from Demon Cry and implement an actual skill providing Exp increase
Have a Reinforced Judgement in 4th job link to Infernal Concussion which would keep monsters in the air for a
longer amount of time

[b]Mages:[/b] I think their teleport isn't that bad in terms of distance but when compared to Luminous, it gets
ridiculous. I realize that some people argue that Luminous is sort of the "ultimate" mage but there's a fine line
between being not quite as stellar a mage and basically being crapped on. To me, there's much more incentive to
playing a Luminous; it's flashy, more fun to play and deals out a lot more. Ergo, I propose decreasing both the
casting time and "cooldown" of a teleport. Obviously there isn't explicitly a cooldown but you get the idea; where it
becomes basically spammable

-F/P
ALL the DoT's: Add exact same DoT skills from 3rd to 4th, except now "reinforced" and requiring 1 sp, again like
Kaiser's layout
Increase duration of ALL DoT's . I know we all hate having to recast time and time again.

Have Meteor Shower spammable but seriously decrease its damage


Increase Infinity Chance to stance 100%
Add DoT effect to Big Bang
Seriously overhaul Megiddo Flame animation. It looks ridiculous right now.

-I/L
Make Blizzard Spammable, hit the whole map but make the casting time really, really slow.
Split Glacial Chain into two "stages" : one, when it reaches out and the other when it pulls mobs in and increase
damage
Skill that will damage and freeze mobs if hit
Add Minimum Crit. Damage effect to Frost Effect
Add Stun effect to Big Bang
Increase range of Chain Lightning to match Reflection

-Bishops
Increase Bless and Adv. Bless effect
Increase Angel Ray Horizontal Distance
Decrease hold time to Big Bang
Make Genesis Spammable, with higher damage, seal effect and slower casting time
Resurrection cooldown decreases to 90 seconds, but user will be potlocked for 150
I guess if Genesis were to be spammable then another ultimate would be in order, one more grand, like AB's Soul
Resonance mixed with Kaiser's Hyper Skill ( same could be said for F/P's and I/L's)

-BAM
In regards to kms, bring back Battle-King Bar and Union Bar (just for utility and sentimental reasons)

-Evan
Change Blessing of the Onyx defense effects to defense %
Split Dark Fog into two hits

Change Summon Onyx Dragon so that it'll hit multiple times

Archers: They actually seem pretty fair to me as of now. However, aspects that distinguished marksmen from bow
masters I feel have slowly merged together. My ideas which will follow subsequently aim to redraw the lines that
separate the two supposedly very different classes as well as redefine the other bow related classes.

-Bow Master
Change Puppet to face whichever direction you are. I know kms eliminated Puppet for BM's but it's not that
implausible.
Enhance Illusion Step Dexterity bonus; honestly, at this point it seem irrelevant >.>
Increase Def. Ignore of Marksmanship
Add a hold-down skill that showers arrows from above -essentially Arrow Rain but for a longer duration- with a
cooldown, like Uryu's Licht Regen (Bleach)
Add an element nullification skill (I don't know if elements matter at this point) :

-Marksman
Swap Puppet for a Tower Shield. The effects will be same except you can have shields on both sides. This is because
I remember reading that during the medieval times -least I think it was then- crossbowmen (which are essentially
Marksmen) would actually hide behind a large propped tower shield while they loaded their crossbows during some
form of a siege or battle. The tower shields would take on all the crap the people would shoot or throw down from
above.
Enhance Illusion Step like mentioned above
Change Marksmanship skill from Def. Ignore to Max. Crit Damage Increase
In kms, they changed Snipe back to one arrow, which I agree with wholeheartedly but they got the numbers messed
up. With Unlimited, the Damage Cap was raised to 50m per Snipe Hit, and then just recently they swapped it to one
hit but the cap was raised to a mere 200m. I don't remember exactly how many times Snipe hits, but if anyone could
hit 50m per line then, in reality, kms would be nerfing them with the new Snipe, wouldn't they? Ergo, bump Snipe
cap to 999m or something along those lines.
Add an element nullification skill( again I don't know if it matters anymore)

-Mercedes
I honestly don't get the reasoning for Lightning Edge. Get it to link to something or something.
Link Spikes Royale to Leaf Tornado maybe?

-Wild Hunters
Swap around colors for Jaguars? Get a feedback on who likes what, because I've never seen anyone rocking a blue
or purple one so if nobody wants it, dump it.
It's probably fine but I always feel like the vertical distance the jaguar can jump to be less than that of a regular
mount. Most likely, my eyes are just playing tricks on me, as the jump percentages between the two are the same.
So, either raise the cap on jump for Wild Hunters or change the animation so the jag's jump won't seem so strictly
horizontal(?)
Shorten skill duration of the healing move (Swipe?). It seems pretty slow as of late.
Beef up It's Raining Mines Skill. Nobody uses it anymore.
Extend duration of Blind.
Change Enduring Fire to emulate Mercedes's Stunning Strikes.

[b]Thieves:[/b] Thieves aren't what they used to be anymore. Warriors are almost on par with them and a pink, ditsy
pirate kicks thieves' arses all the time, least in terms of mobility. Obviously, I'm somewhat exaggerating but you get
the point. Also, I wouldn't say this necessarily about DB's. Nonetheless, the trademarks for thieves have, in my
opinion, melted away and what follows is what I would integrate to bring back the uniqueness of each different
thief.

-Night Lords
Honestly, I felt Avenger was fine the way it was. At least, compared to the current Gust Charm and Shuriken Burst.
Now, NL's have to deal with two skills instead of the standard one. Some of you might reason with Shade Splitter
but that to me is a different type of mobbing move. Ergo, keep Shade Splitter as is and bring back Avenger, but to
placate both sides, give the latter a knockback effect, except with half its horizontal damaging range.
For the extra resilient, I suppose a poison bomb might suffice, but one that would actually damage as a skill, like F/P
's poison bomb in 2nd job
Give Night Lords a Triple Jump, like what AB has now, double the range of FJ, or greatly exaggerate current part of
said skill that "says" range of jump will be determined via length skill is held down
Fix Quad Throw so that it emulates the past Triple Throw as a stream of stars, not two packs of four
Get rid of Frailty Curse, bring in two skills: a revamped Disorder and a "critical" star attack of sorts, that would act
as something like either Pally's Smite Shield or NW's shadow web
Get rid of Dark Flare. Nobody cares.
Increase Jump Cap

-Shadowers
Bring back Assaulter but make it essentially spammable and conventional to use even in towns as a mode of
traversing by lowering "cooldown" and skill duration. That was CB's trademark back then when they had no FJ. It
also gives I-frames and looks damn sexy.
Seriously lower the cooldown of Phase Dash. The pause between each is infuriating. >.> Mobs today are fast
enough to move about between each Phase Dash so much that the latter doesn't really seem to act as a Rush
anymore.
Change animation and horizontal range of Midnight Carnival so that the mob doesn't have to be so freaking close to
you for the skill to take effect. >.>
Get rid of Dark Flare. Same as above.
Eliminate that stupid little "rush" at the end of Assassinate. Kinda makes it "unspammable", especially if the monster
in particular doesn't die within the first Assassinate.
Since Assassinate almost "requires" you to stay in Dark Sight because of its juicy bonuses, add a new skill that
grants a chance for you to enter dark sight that can then be cancelled whenever you use Assassinate
Hasten up Boom Step.
Increase Jump Cap

-Dual Blades
Honestly, these guys are pretty op already so best I can really suggest are Animation changes
Phantom Blow maybe a little too similar to Dark Impale
Even though Bloody Storm sorta requires a Link, Blade Fury seems somewhat weak in comparison so buff it up,
maybe?
Get rid of Sudden Raid. While I know every thief basically hates this skill, at least the skills somewhat pertain to the
previous two. Storyline-wise, I thought Dual Bladers were soloists. Ergo, Sudden Raid wouldn't really make sense
since a Dual Blade wouldn't want anybody else's help, aka the "Sudden Raid". That's why I reason only this guy
should lose it

-Phantoms
Change their Hyper Skill back to normal. DoT doesn't fit with Phantoms.
The Blason move in 3rd job has terrible range. Fix it.
Maybe exchange new Hyper Skill so that Phant can use all stolen skills at once for a certain amount of time.
Followed by long cooldown of course.
Add extra damage effect to monsters in air for Penombre

Consequently monsters would be lifted into the air by Rapier Wilt

[b]Pirates:[/b] Least played this class. So I understand the least about this one. Bear with me.

-Corsair
Bring back the freaking Ship. Nobody cares about the crewmen we summon, at least aesthetically, at least in my
opinion, at least I think I speak for a lot of people. A couple of crewmates, an octopus and a monkey does not
account for a lost battleship.
Increase HP, MP, Def effects of Double Down; as of now it seems useless
The avoidability decrease seems pointless in Jolly Rogers. Get rid of it. It's just a waste of memory.
Make Pirate's Revenge a level 30 skill, with higher effects of course

-Buccaneer
I don't get why on earth would they make Transformation a Mount. To appease both sides, allow it both as a mount
and a skill.
Same thing as above with Double Down
Make Dragon Strike more epic. ^_^
Nautilus Strike doesn't really seem to fit with Buccs. Make a new form of ult, more so pertaining to buccs.
Same as above for Pirate's Revenge.
Maybe lower cooldown for Time Leap.

-Canoneer
Seriously improve their Blast Back. Nexon logic. A bullet from the barrel of a Corsair's gun will propel the corsair
the same distance as a cannonball from a cannon would.
I don't get why they have Cannon Strike. Get rid of it and add some Ignore Def or something.
Increase HP and MP increase for Monkey Magic. Kinda useless at the moment.
Monkey Wave just seems like for fun nowadays. Maybe adding an incapacitating effect might be helpful.
The fact that Cannon Bazooka has to be lvl 16 before it's finally better than Cannon Spike has always irked me.
Either improve the speed or increase the hits.

-Jett
I'm gonna "glaze over" this one because I know close to nothing about this class and it's basically a reskin of
Corsairs. So I guess maybe some of what I mentioned over in corsairs can be applied here.
At least change the name of Brain Scrambler
Maybe add a little "brawler" skill to Jett so it won't solely be Corsair based, seeing as Jett is a "sheriff of space"

-Mechanics
Guarding comes way late in the game and Mechs are left rather weak, at least in terms of defense, in the beginning
100 levels
Increase every effect from sitting in the machine especially HP boost
Have that reinforced flame and DrillHands all the way through to 4th job, maybe if people protest, like how Kaisers
did with his Dragon Slash ( lvl 1 skill )
Either combine some of the extra bots' effects together or increase duration @_@ By the 4th job, we're rocking near
10 extra bots (or so it feels like) especially since some bots require multiple button pushings

That's all for now! If you read all this, wow! Thanks so much~ Leave your thoughts down below

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