But are these skills for Zen, Hayato, and Kanna developed by CMS and JMS or MSEA created it themselves?
someone in the Korean dev team made em cause they create everything pretty much.
That should be really, really unlikely. KMS has nothing to do with these three classes. They do not change anything for these classes because they don't even have these classes.
But are these skills for Zen, Hayato, and Kanna developed by CMS and JMS or MSEA created it themselves?
someone in the Korean dev team made em cause they create everything pretty much.
That should be really, really unlikely. KMS has nothing to do with these three classes. They do not change anything for these classes because they don't even have these classes.
KMS may not have the content implemented but they are part of the creation of all content in game aside from some art that may get used in game.
the devs for all versions are in korea and hence they create all the content, Heck, all "create a Item" events that get actualized are created in korea, even our "create a monster" event we had a year or 2 ago, the "Ikura" monster mob and medal were created by some maple dev in korea and there's even an official post on the old forums to prove it.
they have also said in interviews that they have all the data for non KMS content, they just have not implemented it because there is not a big demand for it in KMS.
Yeah saw these pop up on my phone while I was at the cinema watching Doctor Strange only just got home or I would of posted them thanks for saving me a job.
Any idea how the hayato passive's will escalate in 5job? the one that give damage with your def, what cap of damage will it be? 200%?
Also is zen somewhat viable after his revamp?
Considering that none of the stuff has been released on any kind of public test servers yet, we dont know any of that info yet.
maybe we will learn these details when CMS starts doing testing on that content
also afaik there was no revamp to Zen/Dragon warrior, not since the one that added the fist as a secondary anyway, so not sure where you got that info from.
Imo, that Kanna skill looks really lazy considering how inspired the class itself feels. The only good thing I see there is the mana usage reduction that could've just as well been added to the lvl 200 hyper as a buff effect. Other than that, the skill itself is somewhat like elquines/ifrit, which is very underwhelming.
I was personally hoping they'd pull off something like the demon slayer thing where your attacks get enhanced for a bit of time (both haunting and vanquisher are a bit on the simple side for 4th job attacks), or at least something like the bam one where all 3 elements Kanna uses get combined into one stronger variant for a period of time. Dunno, both of these would be better options as far as I'm concerned.
Imo, that Kanna skill looks really lazy considering how inspired the class itself feels. The only good thing I see there is the mana usage reduction that could've just as well been added to the lvl 200 hyper as a buff effect. Other than that, the skill itself is somewhat like elquines/ifrit, which is very underwhelming.
I was personally hoping they'd pull off something like the demon slayer thing where your attacks get enhanced for a bit of time (both haunting and vanquisher are a bit on the simple side for 4th job attacks), or at least something like the bam one where all 3 elements Kanna uses get combined into one stronger variant for a period of time. Dunno, both of these would be better options as far as I'm concerned.
all the elements kanna uses are basically merged since their last revamp/rebalance that changed them from active buffs to the basic attack skill that only changed the final hit, to passive boosts that change all 3 of the attack skill hits to be the elements.
@Catooolooo Yes, with each hit being a separate element. The unified effect I suggested was more of a simbolic/concept idea. Like all three hits having a bit of a bigger animation and hitbox with all of them having the same color pallet to symbolize an unification of the elements and give it a small % boost cause they're not op as is really. That'd make it feel more like a new job imo. Maybe I just like what they did with ds and that made me think something like it would work with Kanna thematically while being ok since Kanna isn't a dps class.
Imo, that Kanna skill looks really lazy considering how inspired the class itself feels. The only good thing I see there is the mana usage reduction that could've just as well been added to the lvl 200 hyper as a buff effect. Other than that, the skill itself is somewhat like elquines/ifrit, which is very underwhelming.
I was personally hoping they'd pull off something like the demon slayer thing where your attacks get enhanced for a bit of time (both haunting and vanquisher are a bit on the simple side for 4th job attacks), or at least something like the bam one where all 3 elements Kanna uses get combined into one stronger variant for a period of time. Dunno, both of these would be better options as far as I'm concerned.
@Catooolooo Yes, with each hit being a separate element. The unified effect I suggested was more of a simbolic/concept idea. Like all three hits having a bit of a bigger animation and hitbox with all of them having the same color pallet to symbolize an unification of the elements and give it a small % boost cause they're not op as is really. That'd make it feel more like a new job imo. Maybe I just like what they did with ds and that made me think something like it would work with Kanna thematically while being ok since Kanna isn't a dps class.
eh, well they can still have some sort of "unleashed power" skill for kanna sometime down the line, 5th job IS meant to be a work in progress with these skills (including the other support cores) not being the only skills for 5th, more are meant to come in the future.
Comments
the devs for all versions are in korea and hence they create all the content, Heck, all "create a Item" events that get actualized are created in korea, even our "create a monster" event we had a year or 2 ago, the "Ikura" monster mob and medal were created by some maple dev in korea and there's even an official post on the old forums to prove it.
they have also said in interviews that they have all the data for non KMS content, they just have not implemented it because there is not a big demand for it in KMS.
Jett's 5th job skill will probably just be a reskin of Zen like everything else.
Also is zen somewhat viable after his revamp?
maybe we will learn these details when CMS starts doing testing on that content
also afaik there was no revamp to Zen/Dragon warrior, not since the one that added the fist as a secondary anyway, so not sure where you got that info from.
The only good thing I see there is the mana usage reduction that could've just as well been added to the lvl 200 hyper as a buff effect. Other than that, the skill itself is somewhat like elquines/ifrit, which is very underwhelming.
I was personally hoping they'd pull off something like the demon slayer thing where your attacks get enhanced for a bit of time (both haunting and vanquisher are a bit on the simple side for 4th job attacks), or at least something like the bam one where all 3 elements Kanna uses get combined into one stronger variant for a period of time. Dunno, both of these would be better options as far as I'm concerned.
Yes, with each hit being a separate element. The unified effect I suggested was more of a simbolic/concept idea. Like all three hits having a bit of a bigger animation and hitbox with all of them having the same color pallet to symbolize an unification of the elements and give it a small % boost cause they're not op as is really. That'd make it feel more like a new job imo. Maybe I just like what they did with ds and that made me think something like it would work with Kanna thematically while being ok since Kanna isn't a dps class.