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Disappointed and Angry about Lynn: Feedback

StaconaStacona
Reactions: 1,970
Posts: 428
Member
edited February 25 in Suggestions, Feedback, and Requests
The initiial skill showcase showing for Lynn was a nerf from Chase, but it was acceptable.
Then you decided to nerf Lynn even further, not by a little bit, but by a lot and in the worst ways possible!

I want the gameplay to feel good, the support aspects to be strong, and the party buffs/debuffs to be strong.
I don't care about my own personal damage so much as protecting my allies and making them strong, but I do care about the movement and core gameplay being fluid and fun to play always.


The damage reduction barrier's cooldown does not need to be the same as the prevent death's cooldown.
How it should be changed is this:
> The skill's cooldown reduced to 120 seconds from 300 seconds.
> Prevent death's cooldown is 300 seconds.

This way Lynn can properly protect her allies through out the boss fight because a 300 seconds (5 minutes) cooldown is a really long time for a reactive defensive skill.


Reduced mobility cooldowns.

The bird dash reduce to 2-3 seconds per recharge instead of 5 seconds per recharge.
Add in an additional toggle that lets the player to increase the dash range further.

The bird fly reduce the cooldown to 5 seconds instead of 15 seconds.

The lower cooldown will really help with mobbing to allow for a consistent and fun playstyle in this scenario. For bossing, it will keep the mobility reliable to dodge boss attacks.


Targeted heal and final damage buffs allow for Lynn to either always get these effects or at the very least half of the effects if she is not the target.

As a support, Lynn should not have to choose between selfish or unselfish gameplay and instead be focused on keep her party alive and making others stronger.


The normal party buff skill add on +2 Attack Speed and Bonus Attack Speed Effect just like what current Meow Card / Gold Card has.

This will allow Beast Tamers to hit attack speed cap without changing anything about their setup. Makes things weird and awkward going from hitting attack speed cap easily to not being able to hit it at all without further investment into attack speed.


The hyper passives are a huge let down.

This should have been about making skills like the targeted heal, dispel buff, heal buff, party debuff, and/or party buff stronger in some aspect or adding on new things that were not previously there at base value. This would be a lot more interesting and fun for the player to choose hyper passives.

Comments

  • StaconaStacona
    Reactions: 1,970
    Posts: 428
    Member
    edited February 25
    ADDED:
    Add in an additional toggle that lets the player to increase the dash range further.