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Check out the v.256 - The Dark Ride: Limbo Patch Notes
here!
[Update]v.233 Destiny - Kanna Skill Change Preview
Hi Maplers,
We've seen a lot of community discussion concerning Kanna's skill changes after our Bean Brigades' Destiny Early Access streams this week and wanted to share the full scope of Kanna's skill changes that will be included in the upcoming v.233 Destiny: Remastered Patch Notes. We hope this information will clear up any confusion and provide more insight on the changes with Developer Comments. For the rest of the update details, please look forward to the patch notes that is planned to go live next Tuesday, June 14 PT.
Thank you.
Kanna
Kishin Shoukan
- It will no longer increase the monster respawn speed and the max number of monsters in the map.
- It will now provide 10% additional EXP permanently.
- The damage multiplier of Kishin Shoukan Node Boost will increase from 2% to 3%
- Developer Comments: Since Kanna's Kishin Shoukan skill had excessively high performance compared to that of other skills, the skill’s ability to increase monster respawn speed and max number of monsters in the map will be changed to a different ability. The developer team will continue to increase the performance of Kanna's other skills and make convenience improvements. In addition, a revamp is planned to distribute the performance concentrated on a single skill and enhance the characteristic of Kanna. We will continue to monitor actual gameplay data to pinpoint the difficulties and to review the farming efficiency improvement, and look for a way players can enjoy playing the game further.
The damage application method of Ghost Yaksha and Kishin Shoukan skills will be updated.
- Skills will now follow the character damage formula instead of the summoned damage formula.
- Skills will now be affected by character's Critical Rate, Critical Damage, Ignore DEF, Normal/Boss monster additional damage stats.
- Developer Comments: The damage formula will be improved so that Ghost Yaksha and Kishin Shoukan skills can also be utilized in boss battle and high level fields.
The boost node damage multiplier coefficient of some 4th Job skills will be adjusted to be the same as that of other 4th Job skills.
- Developer Comments: In order to align the character operation method like that of other classes, Kanna's main skill was changed from Vanquisher's Charm to Shikigami Haunting and the Mana-using concept was kept by revamping the Shikigami Doppelganger to require Mana during its revamp in 2019. In return, a high boost coefficient was set in some 4th Job skills as we believed that players will have to prepare new Boost Nodes. The developer team has been considering on when to make the adjustment as Kanna’s overall combat ability is high compared to that of other classes. We believe this skill balancing will increase the combat ability further with improvements to the damage formula for Ghost Yaksha and Kishin Shoukan skills. Thus, we unified Kanna’s Boost Node coefficient with that of other classes to narrow the gap between them. After this coefficient adjustment, we plan to monitor actual gameplay data to see if Kanna has any lacking combat ability compared to other classes, and continuously make improvements within the range where it doesn’t hurt the skill balance between classes.
- Shikigami Haunting: 5% -> 2%
- Falling Sakura: 5% -> 2%
- Shikigami Doppelganger: 5% -> 2%
Nightghost Guide
- It can now be activated even when in the air.
- Developer Comments: As a battle secondary skill, the Nightghost Guide skill’s activation condition will be improved so that it can also be useful in actual battle.
- It will now provide 25% of Knockback Resistance at Lv. 1 as a passive effect. Afterward, it will increase by 5% per skill level, up to 70% max.
Nine-Tailed Fury
- Its cooldown will be increased from 45 to 180 seconds.
- Its buff duration will be increased from 35 to 150 seconds based on the master level.
- Developer Comments: Nine-Tailed Fury is a skill that is frequently used for its damage increase buff and additional hit during cooldown. Thus, the skill was used often, consuming a lot of Mana. This will be changed to improve such issues.
Foxfire
- It will now display a stack on the buff icon.
Haku the Familiar
- Fixed so that it doesn’t inaccurately appear as if all skill level +1 effect was applied.
Geomancy
- It will now provide 30% of Knockback Resistance as a passive effect.
[Updated June 15] Geomancy and Warding Barrier
- Fixed the issue where the number of active Mana Veins and barriers in the map was not indicated on the buff window.
- Fixed the issue where the buff appeared active when Kanna character was not receiving the Mana Vein and barrier effects.
Blossom Barrier
- Knockback Resistance effect will be removed.
[Updated June 15] Haku's Gift
- Fixed the issue where its passive effect was not applied properly.
Comments
It's such a clown statement to expect that our summons even with the revamped damage formula will contribute even a measly 1% of our overall damage, WTHOUT EVEN CONSIDERING THAT BOSSES MOVE CONSTANTLY.
Why didn't you nerf spirit domain and bind?
Why does kishin still have the 60 second cooldown if it can't enhance spawns anymore?
Will you even fix the bug where kanna's CANT USE Nightghost Guide in seren because it overwrites the Nightlord's mark? Are you even AWARE of it? Do you expect us to run without STANCE?
Are you aware that kannas have to abuse a glitch to even do above average damage?
Are you aware that our skills sometimes take multiple casts to come out and drain our mana?
Are you aware that orochi is a useless skill?
Absolute clown statement, from an absolute clown devs. Anyway thanks for giving me the final push i needed to find a better game that respects my time.
Oh there is hate on Reddit? Lets just calm them down.
Yes, Kishin is an absolutely busted skill that should have never been in the game, but all these other changes are "just" hurting mains. Domain mules are kinda untouched and this cannot be the goal of this patch. It is mostly a solo game since you want & need the boss drops for yourself. As the other people stated this is hopefully the last puzzle piece to be finally able (addiction....) to leave this game.
I don't think you even remotely understand how dominate kish is in the common meta and many have gotten very sick of how over centralized not a day goes where I don't see kanna in places like Moonbridge, Lab, and Limina and I could go thoroughly explaining how bad this is for the health of the game. I'm pretty sure more than half of the player base mains kanna cause of just Kishin and its not just kishin that's the problem here. Kanna has the possibility of having 4 binds and the possibly to doing an illegal amount of dmg that you should be doing with that amount of funding. Kanna absolutely kills the balance of this game and it just says something when about every party in this damn game has a kanna in it cause of its binds and domain these should be either removed or harshly nerfed to make more on par with other classes or maybe give kanna a proper burst or skill damage that isn't hot trash. Besides the fact that utterly hate kanna with a burning passion if you kanna mains quit good that's one less person eating up Tenebris Maps for everyone else to use. And don't get me started on the lunacy of your augments about kish cause im sure nearly everyone of you on this thread uses kish in some form and this skill just needs to die in a fire. My simple response to that is good your reduced to play like ANY OTHER CLASS. Honestly this skill should of never existed in the first place. I firmly believe that every nerf is warranted when your a class that eats up this big share of the meta as kanna does. Most of the player base does nothing but wine and complain and doesn't actually do anything productive with their time and this nerf will not affect the hardcore player base that game has survived on so nothing will change no matter how much you wine or complain. I may seem very harsh but I've grown very tired of the player base's needless complaining and this is my way of expressing it. Being the superfan I am I will defend this game but you aren't part of it. Most of you over use maps and hoard them especially in reboot where most of the player base is. Can you ever understand how much stressed this kanna meta places on me while going against it? You could never get it honestly you only play one class and just complain whenever there are nerfs and never see the bigger picture the health of the game. Most games DIE when they lose their heart and soul to fans like you. Nerfs and Buffs are needed in a game like this. Games relie on new content to keep the player base from dying and kish destroys that very much needed balance yes this will negatively impact kanna but that's what the class gets for being overcentralize for years. Do you see guilds without kanna's not on any of the big guilds I'll tell you that much. Its been so overused that you don't even realize how bad it is for a game to become overcentralize to one class. Yes I would agree some skills kanna has being useless but that because of the other skills outclassing it in everyway. Do you ever think about what other people no you don't. You always overcentralize yourself and stuff like that needs to end. I hate making comparisons to other games but you like those little children in fps game whom do nothing but complain about the direction the game is going. It gets really tiring reading basically the same damn comments over and over again. and most the time those comments do nothing to solve any of the game's problems. there is very few endgame content for the players to enjoy in general. I think the day we don't get new classes or content is the day this game dies. Do you understand? Cause I hate having to write such long long comments as its very time consuming and really annoys me.
Cringe
oh my
the guy you quoted didn't even mention kish at all, everyone agrees kish broke the game for a long time and deserves to stop increasing spawn...
honestly did a kanna treat you bad when you were a child or something? that's pure hatred running in your veins for a class of an online game man, honestly take a look at your priorities in life maybe?
Now about the nerfs themselves, nerfing kish is fine, nerfing nodes is also fine (maybe too harsh going from 5% to 2% but eh), not even going to comment on the nine tailed fox changes... - the main issue here is that Nexon didn't nerf what they should have - domain and 15 sec bind - if they want to make kanna "more in line with other classes" why don't they focus on what makes them the stand out class in the game? No class has a buff as powerful as domain at level 1 / max, no class has a 15 second bind - all this makes a level 200 kanna with a few nodes on domain be what no other class can be, an useful bossing mule.
Kishin mule gives people the flexibility to train instead of sit there 2 hours cuz a monthly limited wild totems amount.
If, and only if any dev from nexon ever actually play the game will understand how important it is.
And for regular servers, who ever invested real money into their bounded gears are like fools baited by Nexon
Not even as good as the Bishop‘s dps
The game is out of play
Which is why I find the following statement in your post so curiuous:
"After this coefficient adjustment, we plan to monitor actual gameplay data to see if Kanna has any lacking combat ability compared to other classes, and continuously make improvements within the range where it doesn’t hurt the skill balance between classes."
Are you saying the current nerfs were made without monitoring actual gameplay data? Why nerf first and monitor later? Wouldn't it have made more sense to simply adjust ONLY kishin and "see if Kanna has any lacking combat ability compared to other classes" then?
I appreciate the developers trying to explain why they make the changes they make, but in this case I simply can't follow the logic. And as others have stated, it makes me feel as though the devs are out of tough with (the lingering issues in) their own game.
I really hope my favorite class gets fixed in the future.