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Thoughts on Kanna and Fury Totem Changes
Comments
KMS reboot being active or dead has nothing to do with GMS reboot
and you know KMS reboot still do blackmage without familiars/kanna/badge/golux....? where is GMS reboot at ?
KMS reboot being less populated then KMS non-reboot dosnt mean its dead ( KMS reboot players number wise probably still higher then GMS total lol )
i dont understand why GMS incompetence its thrown at other worlds/servers
reboot its more popular then non-reboot in GMS because of hackers,p2w non-reboot its full of ( all wants to play with meso instead of creditcards includeing the few on non-reboot in GMS who still fight and try to keep f2p )
MSEA has DMT that works with crafted cubes not just nx GMS still sleep and ignore on that
KMS has cube sell in AH
GMS lead with amount of hackers
and so much more things other servers do better and for a reason their numbers are good
what GMS has? broken things from TMS? maintenance that often just corrects text issue ?
if GMS actually did care for balance and health and wanted to show us they would have removed frenzy,kish,
furywild totem allready.increasing the gap between p2w and f2p its not good idea
when a character leaves the area where he is training, it will be reset until a next player enters .. very simple . oh very lazy for great staff to perform these simple steps.. and other ideas for a game and solve all the problems that maplestory has today ... each maintenance is a disaster today and many players maintain that hope that every problem in the forum, in reedit, or on another platform, the technical service, producer or staff member will help the game in general, but no ... I am not kanna main but when I read these memos and the damage without anything new .. they are not sincere, this last memo caused many kanna players and other players to leave the game for this type of news that in the end we will see more and more nerfs with no solution to their community
are these changes good today? not really, because there are worse problems than writing a memo and mentioning that a skil or job is the cause of the instability of the game ... is a job a skill really that? or everything in general in technical problems
Reboot but that doesn't matter. As Wonderguy pointed out, KMS Reboot is still healthy enough for bosses like black mage to get cleared.
It's not popular in Korea because it's actually hard. I like that. I want that.
No, I don't want GMS to die, which is exactly why even though I want the KMS experience I don't agree with Nexon's methods.
Slow changes need to be made over time, which is exactly what Nexon is doing. What Nexon is also doing however, is lying to players among other things that gives them a really bad community face. If Nexon had better relations with their community, less people would be so upset with them and an eventual move to KMS content.
Though I still can't say if they would be handling it correctly.
I'm sure there are players in Korea who would like to play Beast Tamer, Jett, Hayato, even Kanna.
I don't think things that break balanced like Gollux or Kanna (kishin) should be given to KMS as a 1:1 copy, but we can tweak them to get them added to the base game.
Right now however, it's only GMS that is actually contributing anything to make the KMS:GMS gap close.
I think Korea needs to start working towards our version as well.
I want GMS to be like KMS. Plain and simple.
Kishin does:
+Increase spawn rate of monsters, leading to increased exp, items, mesos,
+'Subjectively' increase enjoyment of hunting monsters due to the larger count and frequency,
+Shorten the amount of time it takes to progress in the game (Without making it trivial?),
+Have to seem a large majority of support from the community as a mechanic,
-Feel bad when you don't have it,
-'Force' players to create alternate accounts to use Kishin on their maps for their mains, leading to
-Increase server strain through an increased number of characters online, without increasing actual player population
-Create an imbalance between servers where GMS has an advantage in leveling, items, and mesos compared to other non-kishin servers
Personally, I feel that the Kishin spawn increasing mechanic is a net benefit for the game and considering it has existed for nearly the majority of the game's lifespan, probably shouldn't go away. All of the negative aspects are either superficial (In terms of balance between servers, which honestly doesn't matter.) or easily solvable on Nexon's side. Whether it be a link skill, a V skill, an accessible totem, or a base spawn rate increase through all maps (The best choice imo...).
The argument on how healthy or fine KMS players are, Reboot or not, doesn't matter. KMS is not connected to GMS, our players barely if ever communicate, nor do we have any cross-server mechanics. We could be playing an entirely different game tomorrow and it wouldn't mean anything to KMS.
If you like KMS better than GMS, fine. But, I think we can see through the history of discussion about GMS vs KMS is that a larger portion of GMS players prefer our version over Korea's. You may exist as an outlier, but must respect the idea that you are one and act accordingly, should you look greedy if you don't. Advocating for large changes that generally go against the wills of the majority because you "like it" without even stating reasons why it would make the game healthier or more fun just makes you look bad...
And honestly, if we're going to be KMS? Give us the channels, server stability, support, and client stability they have.If you honestly want Kishin gone, then I think it would be more beneficial as a topic to discuss why you think it should be removed and what the benefits are. If you can't find anything solid enough, then maybe it's time to look at your idea more.
Good post but let's get one thing clear, I do not advocate for large changes to be made and I have always stated that I know that I'm an outlier.
Don't twist me into something I'm not. I've merely said that I personally think it's best and support some of Nexon's less popular changes.
I'm not pushing for anything, I am merely expressing that there are a few, small handfull of players that actually don't care and even want these changes.
If Nexon wants to go forward with a more KMS based GMS, I personally support that idea, but not the current execution.
I want the majority of players to be able to enjoy that kind of transition, not oppose it.
The majority should never bend knee for a minority of players.
Kishin creates a "toxic" meta where players don't want to grind without it.
This places Kanna up on a holy pedestal that Nexon isn't allowed to touch.
No one class should ever be that important in a game with 40+ characters.
Without Kishin the meta gets shifted towards what characters work on what maps and how you can maximize your class.
So long as Kishin exists the entire meta will always revolve around having that ONE CHARACTER in your back pocket.
Remove Kishin and Kanna becomes just like any other character. Allowing Nexon to actually close gaps between classes.
Nexon is free to do with Kanna as they want without having to worry about pissing off 99% of the playerbase.
I actually think an increase of the base spawn rate of mobs, while removing all other forms of spawn increase is the right thing to do.
Even if I personally have no problems with the spawn rate, it's what people want and what they need honestly.
This would keep players happy, KMS can balance individual maps where need be (They're already doing this.)
Increasing the spawn rate is something that I'm sure a lot of Korean players can get behind too.
Nexon can easily control how fast players progress by just changing individual map chains instead of having to nerf the entire progression in the way of Kishin nerfs.
Even if Nexon does nothing except remove Kishin, assuming they survive the fallout, they still get the end result of the game not revolving around one character.
This is why I think if they're going to slowly remove the dependence on Kishin (or replace), it's ultimately a good idea.
So long as GMS isn't killed in the process, we'll have a better game in the end.
Just please Nexon, stop ruining your relationship with your playerbase. We can handle the truth, stop lying and keeping secrets.
Kanna and Fury changes don't only affect Reboot, and Reboot already has higher meso and exp rates compared to regular servers so they're still in a better position to handle the nerf than regular servers.
I also highly doubt that they'll re-introduce Frenzy Totem. Everything points towards them wanting to make it a legacy item and focus on slowing down overall progress.
My bet has been that they'll make a permanent version of Fury (soon-to-be Wild) Totem and put that in Marvel/Philo instead of Frenzy and still make money for the convenience of the item being permanent, while not providing higher spawn rates than Nexon is "comfortable" with.
I'm just tired of this constant uncertainty around every update we get and the unsatisfactory reasoning from Nexon's end.
I could understand nerfing kishin, but to also nerf the Fury Totem alongside it doesn't make sense for closing any type of gap. It just makes it worse for everybody, except the people who have Frenzy already. It's widening the gap, while kanna and 2PC meta will still be the better option over the very limited Fury(Wild) Totem. And Fury Totem is very new still, can't they just change how the item's skill works to align with new kishin, instead of making a whole new item. None of this is making sense to me.
And yes this is coming from a kanna main. I also think they should seriously nerf our bossing and balance our mobbing more too because it's OP. Kanna doesn't deserve to be broken in all possible directions. Kanna is supposed to be a support like Bishop. Not a full out DPS class, full on support class "and" full on mobbing class with a permanent fury totem built in.
I know, but the droplet drop rate still won't be as good as when kish was good + when drop gear was good. And node drop rate as been dropping ever since.
The bannable offense is killing your character on purpose, with the intent of keeping it at a certain level. Arcana farming is JUST AS illegal as byebye is/was, but their automated ban detection system doesn't flag arcana farmers because between 240-250 you have to kill yourself like once every 3 hours, the only way to get a ban is manually by being monitored by a GM, which they simply do not have the resources for.
I really hope this is a bad troll, it probably is since nobody can be this clueless.
Kanna is one of the, if not the, strongest overal character in the game.
Best support
Best farmer
Most important character to core gameplay
Extremely good bosser (kit and dmg wise)
You're kidding, right? Having progression be as difficult as KMS?