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OdysseyTwo

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Username
OdysseyTwo
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Birthday
March 24, 1996
  • Banned by the GM Police for Unknown Reasons

    seems like its a kanna problem. my friend also been d/cing a lot recently. hopefully today's maintenance removal of chat channel fixed this.
    This has nothing to do with chat channel stutter. It's also not unique to Kanna.

    It's due to having a skill that reflects damage, and also a "% to ignore damage" potential line. It happens to me on my Hero if I have Rage on and equips with that line. If I don't use Rage, or unequip those items, I don't disconnect.
    All the more reason why "Chance to ignore some damage" Potential is completely useless.
    Yonax
  • Add "Decent Kishin Shoukin" & "Decent Holy Symbol"

    Decent Kishin would either have the option to raise spawn count by 30% or Spawn Rate reduced to 3 seconds (I prefer the 3 seconds).
    - Spawns a mini version of the Frenzy Totem.
    *Totems will now have potentials, except for the Frenzy Totem.
    *Decent Kishin can only be obtained through Legendary potential on all Totems.
    I have 3 objections for adding a Decent version of Kishin.
    1. All Decent Skills are based off of Explorer Party Skills, so adding a Decent non-Explorer Party Skill would tarnish the tradition.
    2. There's the Rune of Hordes which allows anyone to increase the max spawn count temporarily.
    3. Adding Potential to Totems? Hahahahahaha, NO.
    JettLuvsUPetalmagicxparasite9MakazeKiba
  • Passive Hyper Skill change ideas

    (Due to the 7950 character limit, I will have to put all the suggestions in multiple comments.)

    Some classes have passive hyper skills that are redundant and might need new passive hypers to make gameplay easier. Here are some ideas on Passive Hyper Skill changes and the reasons for each idea. Those with an exclamation mark are more urgent of needing to be changed, while those with a question mark are probably debatable. KMS's latest version is factored into these suggestions.

    Hero
    Value Change
    Advanced Final Attack - Reinforce: 10% -> 20%
    Advanced Final Attack - Ferocity: 20 -> 10%
    Remove
    !Advanced Combo Attack - Opportunity
    Add
    Advanced Combo Attack - Critical Chance (Critical rate per orb +2%)
    Reason: Advanced Final Attack hypers look a little weak. Advanced Combo Attack - Opportunity is rarely helpful.

    Paladin
    Remove
    !Threaten - Persist
    Add
    Threaten - Elemental Penetration (Enemies lose 10% elemental resistance)
    Reason: Unless you want to reapply the debuff less often, Threaten - Persist is meaningless.

    Archmage (Fire/Poison)
    Remove
    !Poison Mist - Reinforce
    !Poison Mist - Aftermath
    Poison Mist - Cripple
    Add
    Viral Slime - Persist (Slime duration +20 sec)
    !Viral Slime - Spread (Slime limit +5)
    !Viral Slime - Cooldown Cutter (Cooldown -50%)
    Reason: Poison Mist is mainly used to set up Mist Eruption. Viral Slime hypers could improve hunting efficiency.

    Archmage (Ice/Lightning)
    Remove
    !Teleport Mastery - Reinforce
    Teleport Mastery - Spread
    Add
    Teleport Mastery - Ice Attribute (Inflicts a freeze stack)
    Teleport Mastery - Invincibility (Become invincible to normal enemy attacks for 1 second after use)
    Reason: Teleport Mastery is not a strong attack.

    Bishop
    Value Change
    Remove
    !Holy Magic Shell - Cooldown Cutter
    !Holy Magic Shell - Extra Guard
    !Advanced Blessing - Extra Point
    Add
    Holy Fountain - Inexhaustible Fountain (Now has unlimited number of uses)
    Angel Ray - Healing Reinforce (Recovery Amount: +15% of Max HP)
    Advanced Blessing - Critical Chance (Critical rate +10%)
    Reason: Holy Magic Shell really only needs the Persist hyper. 1000 HP/MP is too weak.

    Bowmaster
    Value Change
    Arrow Stream - Spread: 1 -> 2
    Remove
    !Sharp Eyes - Persist
    Add
    !Sharp Eyes - Boss Rush (Boss damage +5%)
    Reason: It's strange that Arrow Stream - Spread increases only by 1. What's the point of Sharp Eyes - Persist if the skill has no cooldown?

    Marksman
    Remove
    !Sharp Eyes - Persist
    Add
    !Sharp Eyes - Boss Rush (Boss damage +5%)
    Reason: What's the point of Sharp Eyes - Persist if the skill has no cooldown?

    Night Lord
    Remove
    !Frailty Curse - Slow
    Add
    Frailty Curse - Elemental Penetration (Enemies lose 10% elemental resistance)
    Reason: Frailty Curse - Slow doesn't make a huge difference in speed drop.

    Shadower
    Remove
    Meso Explosion - Enhance
    Meso Explosion - Guardbreak
    Meso Explosion - Reinforce
    Add
    !Smokescreen - Persist (Duration +20 sec)
    !Smokescreen - Cooldown Cutter (Cooldown decreased by 20%)
    !Smokescreen - Enhance (%HP Damage Taken -10%)
    Reason: Meso Explosion became a secondary attack, so its hypers are weak. Smokescreen should be as good as Party Shield.

    Blade Master (Dual Blade)
    Remove
    Bloody Storm - Reinforce
    Bloody Storm - Spread
    Bloody Storm - Extra Strike
    Blade Fury - Guardbreak
    Add
    !Final Cut - Release (Removes HP cost)
    Final Cut - Enhance (Buff gives +10% more final damage)
    Final Cut - Critical Chance (Buff gives +10% critical rate)
    !Blade Fury - Extra Strike (Number of hits +1)
    Reason: Guardbreak hypers should not be on mobbing skills. Bloody Storm is very weak, so how about adding Final Cut hypers?

    Buccaneer
    Remove
    Double Down - Enhance
    Add
    Double Down - Time Skip (Rolling a 1 now reduces all cooldowns, except for those that cannot be reduced, by 50%)
    Reason: With Loaded Dice, you can always get a 4, 5, or 6.

    Corsair
    Remove
    Double Down - Enhance
    Add
    Double Down - Time Skip (Rolling a 1 now reduces all cooldowns, except for those that cannot be reduced, by 50%)
    Reason: With Loaded Dice, you can always get a 4, 5, or 6.

    Cannon Master (Cannoneer)
    Remove
    Monkey Militia - Splitter
    !Monkey Militia - Persist
    ?Monkey Militia - Enhance
    Add
    Mega Monkey Magic - Critical Chance (Critical rate +10%)
    Mega Monkey Magic - Ferocity (Weapon and Magic attack +30)
    Mega Monkey Magic - Boss Rush (Boss damage +10%)
    Reason: Monkey Militia hypers look weak, so why not make Mega Monkey Magic do more?

    Dawn Warrior
    Name Change
    True Sight - Enhance -> True Sight - Elemental Penetration
    Remove
    True Sight - Persist
    Add
    True Sight - Overwhelm (Enemies take 5% more final damage)
    Reason: Unless you want to reapply the debuff less often, True Sight - Persist is meaningless.

    Blaze Wizard
    Remove
    !Ignition - Mass Explosion
    Add
    Ignition - Extra Ignition (Ignition can be stacked 2 times)
    Reason: The explosion from when Ignition's DoT ends is too weak.

    Wind Archer
    Name Change
    Trifling Wind - Enhance -> Trifling Wind - Opportunity
    Remove
    Trifling Wind - Double Chance
    Add
    Trifling Wind - Focus (Now always shoots 5 arrows and multiple arrows can now target a single enemy, but when this happens, the skill's Final Damage will be reduced by 40%)
    Reason: Why not go from 2 arrows targeted to a single enemy to 5 arrows?

    Mihile
    Remove
    Enduring Spirit - Preparation
    !Enduring Spirit - Steel Skin
    !Enduring Spirit - Persist
    Four-Point Assault - Opportunity
    Add
    Royal Guard - Extra Chance (If you fail to counterattack, Royal Guard's cooldown is decreased by 50%)
    Soul Link - Loyal Bond (Party members displace an additional 10% damage to Mihile. If Mihile is alone, he takes 10% less damage from normal enemy attacks.)
    Soul Asylum - Divine Shield (Buff from a successful Royal Guard lasts 5 seconds longer and gives an additional 5% damage reduction on %HP attacks)
    Four-Point Assault - Boss Rush (Boss damage +20%)
    Reason: Enduring Spirit is good enough on its own. Four-Point Assault - Opportunity is probably not needed because the skill attacks fast. Mihile could use enhancements on his specialized skills.

    Mercedes
    Remove
    Water Shield - Immunity Enhance 1
    Water Shield - Immunity Enhance 2
    Add
    !Water Shield - Preparation (Abnormal Status and Elemental Resistance +10%)
    !Water Shield - Enhance (%HP Damage Taken -10%)
    Reason: Status resistance or elemental resistance? Why not both?

    Phantom
    Remove
    Bad Luck Ward - Immunity Enhance
    Bad Luck Ward - Hyper Health
    Bad Luck Ward - Hyper Mana
    Add
    Penombre - Reinforce (Damage +20%)
    !Penombre - Extra Strike (Number of hits +1)
    Penombre - Armorbreak (Enemy DEF -20% when hit by Penombre)
    Reason: Bad Luck Ward looks powerful enough on its own. Penombre could deserve hypers.

    Luminous
    Remove
    Reflection - Range Up
    Ender - Range Up
    Add
    !Reflection - Extra Strike (Number of hits +1)
    !Ender - Cooldown Cutter (Cooldown decreased by 50%)
    Reason: Luminous doesn't really need extra range.

    Shade
    Remove
    !Bomb Punch - Critical Chance
    Add
    !Bomb Punch - Extra Strike (Number of hits +1)
    Reason: Critical Insight makes Bomb Punch - Critical Chance redundant.
    AzureNarga
  • Charm/Pocket slot quest unavailable

    Character job: Beginner
    image
    Aggraphinebumbertyr
  • Epic and Unique Bonus Potential Scrolls

    I thought since there are Epic and Unique Potential Scrolls, why not add a Bonus Potential version of them?
    forumsareannoying