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.
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.
(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.