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KMST April 2025: Blaze Wizard, Khali, and Illium

StaconaStacona
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edited April 12 in Suggestions, Feedback, and Requests
This is feedback based on the most recent KMST (Korea MapleStory Test Server) changes for Blaze Wizard and Khali:

Blaze Wizard:

New Dash Skill:
This needs to be a teleport that works exactly like how Evan's Teleport currently works since Blaze Wizard also needs better vertical movement as well.

Or just make the dash work in a similar way to Evan's Teleport.

[Evan's Teleport you can teleport in one-of-four directions, when in midair, you can teleport a set distance one time without the need of a platform being there.]

Phoenix Overdrive:
Making this skill with a lower cooldown reduces the satisfaction and increases the annoyance. The better direction is to increase the damage further and make it have a 120 seconds cooldown so that it feels a lot more satisfying to use with making it into a proper burst damage skill and you use it less frequently which reduces the annoyance of using it.

Salamander's Mischief:
Making this skill used more frequently and reducing the duration only adds to annoyance of play and the fun to this skill is seeing the Salamander stay by your side.

What this skill needs desperately is be turned into an always on or off toggle skill with a 1 second cooldown, similar to the Common Skill Archer's Arrow, the Salamander still acts the same, but you always have a cute salamander summon by your side!

An always on or off toggle completely removes the annoyance of reactivating this skill as well because you only need to turn it on one time.

While active, the Salamander consumes MP every time he attacks. If Blaze Wizard has not attacked in the last 10 seconds, the Salamander will stop attacking as well.

General:
Allow all skills below Hyper Skill level to function with Chance to Skip Cooldowns. This is a very fun stat to have in the game and should be embraced instead of trying to be snuffed out because it is not under this one specific way to play the game regime.

MapleStory is not the CCP, it is a game, let people have freedom to build the character how they want and have fun with the game!
Besides Towering Inferno and Blaze Wizard overall has been undershot in power time and time again, stop overthinking things and end up needing to massively buff it up in a near-future balance patch.


Khali:

All Burst Skill Durations:
By reducing the duration of skills to 20 seconds instead of 30 seconds makes Khali a nightmare to try to burst on and near-impossible to play since it was already extremely difficult to get her burst within 30 seconds and 20 seconds is now a near-impossible aspect to achieve.

So instead of reducing the duration of things, keep them all at 30 seconds, you can still reduce the cooldowns to 60/120 seconds respectively and instead just reduce the damage appropriately to the cooldown reduction of the skills.

Plus I would rather have the flower [Death Blossom] have more uptime and less damage as this skill helps with mobbing as well.


Illium:

Crystal Gate:
Two things about this skill to improve its usage and make it better for the user:

1: Remove the cooldown and increase the (level 30) duration to 600 seconds to remove the annoyance of constantly need to resummon it frequently while mobbing. Cooldown removal is so that the player can correct misplacement easily during mobbing.

2: With the above point, make the buff either a party buff (giving weapon and magic attack) or just make the buff into a passive effect for Illium so that the user does not need to worry about ever using the skill while bossing since the teleporters are not very useful while bossing.

- Now the teleporters themselves can be useful while bossing if they also worked for party members as well. The brief cooldown would apply to each member individually rather than on the teleporter gate itself to not negatively affect play experience on the user.


Overall Game Direction Issue:

Though personally, I like shorter cooldowns than longer cooldowns, the problem with reducing everything to 2 minutes and lower is that it robs the players that like to have infrequent large burst damage moments.

The other problem is that it makes classes less unique to each other with everything being 2 minutes and lower cooldowns instead of having a mix of 2 minutes and 3 minutes classes. Especially since a lot of the 3 minute classes might have way worse sustain damage, but their moments of burst is way higher since the longer 3 minutes cooldown also means a larger burst moment and there are a bunch of players (like Nightlord mains) that love having their massive burst and no sustain damage and you are robbing this experience away from them.

This is something to consider is multiple different playstyle patterns and try to appeal to different types of players:

~ Those that like to constantly be dealing damage and don't care about burst (sustain damage players).

~ Those that like deal massive amount of damage infrequently, and don't like the gradual sustain damage playstyle (burst damage players).

~ Those that like to help other players out and keep them alive through out the fight or offering cool gameplay experiences (support players).
- Which support players have only been mistreated since the game launch and continually been nerfed since then, never experiencing the support fantasy of having truly and meaningfully impactful supporting skills.
- Plus the severe lack of support classes in the game to increase playstyle variety within this category.


Comments

  • RedRavenRedRaven
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    edited April 16
    as a Khali main i agree that skill duration should stay 30 seconds and get a lil dmg reduction according to the adjustment

    as for the Death Blossom(Fire flower)....i'd rather it stay as is....i like its current form
    alternatively give the flower 2 mods
    simple press 20 sec & highter dmg output(better for bossing)
    down arrow + death blossom 35 sec and lower dps output(like currently)...better for mobbing
  • StaconaStacona
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    edited April 18
    RedRaven wrote: »

    Death Blossom would be right-click in the skill window to change its mode instead.

    How it could work would be:

    Default: Shorter duration and still spawns in chakri on attack hits.

    New Alternative: Duration is at least 60 seconds with a 60 seconds cooldown, damage is halved and does 100% increased final damage to normal monsters (so full damage to normal monsters), and does not spawn in chakri on attacks.

    But it does need to be 30 seconds to match the burst duration since it is important for the burst as well.
  • RedRavenRedRaven
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    edited April 18
    last resort dont last a whole 30 sec...you press the key again right b4 the tornado goes off and exploded mass hit, and also to further power up burst dmg from Origin and Void Burst..stage 1 is to launch Hex Chakkram, the circle thing and tornado.......after these 3 are used last resort is press again to halve during and double FD(which benefit Origin & Void Burst)...30 second is for the mini-burst( and even then shortening duration is better if it line up with the tornado summoning)

    so 15-20 sec flower is more line up with stage 2 last resort
  • StaconaStacona
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    edited April 19
    RedRaven wrote: »
    last resort dont last a whole 30 sec...you press the key again right b4 the tornado goes off and exploded mass hit, and also to further power up burst dmg from Origin and Void Burst..stage 1 is to launch Hex Chakkram, the circle thing and tornado.......after these 3 are used last resort is press again to halve during and double FD(which benefit Origin & Void Burst)...30 second is for the mini-burst( and even then shortening duration is better if it line up with the tornado summoning)

    so 15-20 sec flower is more line up with stage 2 last resort

    That isn't how Last Resort works.

    You either get the full duration at a lower final damage or a higher final damage that is reduced based on the remain duration. You always want the longer duration on Khali.
  • RedRavenRedRaven
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    edited April 20
    definetly not....the Tornado explosion and Void Burst benefit much more from the FD increase at full power than Charram Split/Chakkram Fury and Art Astra

    giving 17% more FD to skills that hit for like 300000% dmg > giving 13% fd to skills that hit for like111000% ?

    like common....simple maths rly...not to mention Origin thats like a 400000% dmg output

    here the numbers
    lvl 20 Origin 420 280% worth
    lvl 4 Hexa Void Burst 240 900% worth
    Pandemonium Explosion dmg 71620% worth
    not counting Origin dmg
    Void Burst + Pandemonium dmg combine 312 520%

    Chakkram Split lvl 9 Hexa 6640% worth(max of 2 cast over 30 sec unless cooldown skip trigger)
    Chakkram Furry 5560%(hexa mastery not yet release)....up to 2 cast over 30 sec
    Art Flurry lvl 18 Hexa 3339% worth..within 30 sec we can assume approximetly 26 casts
    86 814% dmg from 26 cast of flurry
    13280% dmg from 2 cast of Chakkram Split
    11120% dmg from 2 cast of Chakkram Fury
    total of these 3 combine is 111 214%
    which guess what...is almost 1 third of void burst+Pandemonium explosion dmg combine

    so should i give 13% fd to spammables+ burst or 17% additional FD to burst skills(30%) ?
    pretty easy maths there


    guess what you got the skills info in the game if you wanna do the maths yourselve if u dont trust me

    prove me i done the maths wrong otherwise there nothing to debate here

    so full duration = bad choice

    i know i didn't include Blitz & Crescentum but like thats not rly gonna pump the numbers enough to matter