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Check out the v.255 - The Dark Ride: Ride or DIe Patch Notes
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3 reasons to not nerf Jett.
#1. Jetts only get skills that raise % hp not mp so on average 3 starfalls drain the mp.
(this would make the potion to skill use balanced or proportional)
#2. having no cooldown on starfall doesnt change the state of the game, it would only be from the 120-140s, and those levels have alternate maps to train in.
(this means that it isnt a matter of starfall being fair but more of a request to nerf (from others) for convenience)
#3. Jetts need a mobbing attack that hits hard as back up beatdown seems clumsy
(in order for starfall to be seen as a target to change, back up beatdown needs to be reworked), make it a skill like mille aguille in which it lasts until you let go of the button
or a skill like eight legged easton, which goes back to suborbital bombardier. instead of the rapid movements of Jetts back up, it can be that (like the little octopus corsairs summon to shoot eight legged easton, Jetts back up shoots their Space Guns at the mobs rapidly. So it is spam-able, then a cooldown on starfall may seem more viable.
Comments
Having no cooldown on a 1420% full map attack is not balanced. It's really fun, and was the easiest level 200 of my life, but it's not balanced.
To make it reasonable compared to other classes' main mobbing skills I would decrease the damage % on the skill and/or decrease the range of it, if we want to keep it no-CD.
Even a 5-10 second cooldown on Starfall would make you at least use Starline Four and Planet Buster more often when training. Seems like a healthier playstyle than standing in one spot spamming an ultimate-type skill.
Edit:
This being with just over 200k range buffed at FES2.
More busted than old Lumi's reflection.
Thats how maplestory works, after the event, everyone will go back to their domain. Just a Jett Hype.
Sounds plausible.
Like, boost Strikeforce's likelyhood of proc-ing to 50% during the cooldown duration because Jett's bossing (hold-down starforce salvo + 170 hyper when cooldown is off) is weaker than my Corsair's bossing (using same gear, only difference is the secondary being unique potential on corsair and epic on jett)
And maybe, i dunno, powerup backup beatdown's hold down damage to match the final attack's damage as well as remove the movement speed cap + add ability to double jump on the skill while Starfall is on cooldown for half the cooldown time as well.
For example it might make sense to give starfall the old long cast time if it's going to have no cooldown.
The hitbox of the skill us just really weird. It only seems to hit monsters infront of you.
Space walk should be buffed really strong, like it should have the same jump distance as kinesis flash jump.