Brief bug summary:
The 1st job skill "Flash" should be able to cancel out of most skill animations. It currently does not and waits until the animation of whatever skill was used before being cast.
More details:
Flash can be seen in the following videos being used to correctly animation cancel. I made my own video with small snippets of how it should look since these videos are long. This bug seems to be unique to overseas versions of MapleStory as it does not affect KMS. KMS Striker Solos Verus Hilla KMS Striker Mobbing Rotation in Morass
I even made my own video hopefully explaining in better depth what is occurring. This bug has existed for well over 2 years now and still hasn't been fixed. Video Explanation
Steps to reproduce:
Use any attacking skill of Thunder Breaker's (excluding "Ascension" & "Thunder")
Attempt to use "Flash" while you are using said skill
Be forced to wait until the animation finishes before being cast
Character name:
Snizze
Character level:
268
Character job:
Thunder Breaker
World name:
Reboot NA
Date and time of the incident:
4/27/20 3:15 PM EST (Still Ongoing)
I think my biggest gripe with the coming revamp is how negative the experience of attempting to maximize the gains from a familiar will be.
I don't mind losing out on level 7 and legendary familiars, Reboot has always had to deal with the lack of scrolls/bonus potential/etc and we're still able to conquer the content available to us. (Except Genesis Liberation quests, but that remains to be attempted/seen).
But even with our current limitations it doesn't excuse the coming ones. Farming rare familiars to only have one chance at them being useful is abysmal. Even more so that some familiars are irreplaceable in Reboot due to the various revamps to different content over the years. I'm stuck with a Crimson Guardian card that only has one chance at being useful and if the tier up to unique flops, then I'm out of luck. I get one chance for it to be useful to me outside of looks. This would put a bitter taste in any player's mouth that is attempting to use meaningful or rare familiars to find out they're absolutely useless to them and are only for show. It's even more insulting that this revamp's aim is to take the focus off only a few key monsters. This doesn't improve the diversity of which monsters will be used as familiars which is what was noted in the promotional video as a key point.
And even for the players who will be attempting to garner the best stats on their familiars that don't care about the physical looks, it doesn't get any easier to optimize. The two theorized methods of obtaining an optimized familiar through either farming epic familiars (Jr. Boogies/Fairies/Serpents) or the one "easily" obtainable unique familiar (Castle Golem) still results in one chance at a "good" familiar when obtained. This is a rotten player experience and again turns away players looking to get more invested in the game.
This wouldn't be such a bad thing either if it wasn't known that there is a method available that allows for us to reconfigure the stats on the familiar, but it's just not available to a wide portion of the player base for no declared reason. There is no mention of why the revamp is being implemented this way either. If there was a little note from Anna or any other key member of Nexon on why they're limiting Reboot this way, I feel a lot more people would be able to stomach what's coming. But there isn't.
And I do fully understand that normal servers and Reboot are fundamentally different, it's why I have no qualm with normal servers having access to presumably better lines on legendary familiars... since that falls in line with the bonus potential & scrolling difference. But I do have an issue with how horrible the experience will be for players to utilize this new content to the fullest. I understand wanting to keep a clear difference between the servers but changing how we optimize our familiars is much different from limiting how strong our familiars can be.
1. Are the familiar badges traditional badges, the ones that go in the badge slot, or will it replace the codex slot or something similar? Will they be better or at least competitive with pottable badges?
2. Will there be a method of checking monster drops similar to how the codex works currently when viewing a monster's information?
3. Will "Red Familiar Cards" be obtainable on Reboot through non pay2win means? (No NX/MaplePoints/etc)
4. How will "Familiar Breakthrough Cards" be obtained? Quests/Farming/Cash Shop/etc?
5. How do familiar potentials work when a familiar is ranked up? Are they re-randomized or do they tier up alongside the rank?
6. Why are we limited on how many coins "old" Gollux coins we can exchange per week?
7. Will the merchant that appears at the end of the Gollux fight have a spawn chance or is it guaranteed?
8. The drop table of Gollux will be adjusted, does this mean removal of pendants/belts from the boss drop pool or just changed chances of dropping?
Black marker on black paper is the only reasonable way to submit an application for this position, if you think otherwise you don't deserve to work for Him.