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TheObservant

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  • Thoughts on Kanna and Fury Totem Changes

    Eikahe wrote: »

    I agree so sincerely with this entire statement. The fix to all of this isn't to punish everyone who doesn't play Kanna by making it harder for them to train. The best and healthiest way to adjust the 2PC meta has always been to make spawn rate increasing much more accessible to all players. If people had no reason to build a second account just to level past a certain point or didn't feel shoehorned into playing a singular class in order to progress, then people absolutely would. If Kishin was turned into a V Node like Decent Holy Symbol, started at ~50% uptime at level 1 and increased to 100% by the time you got it to max, the servers would be much more stable, people could play any class OTHER than Kanna without being punished for not having one. Totems, as they exist now, could be used as an aid for lower level training or could be used to bridge the gap until the V Node is leveled, thus opening up Totem use for other characters players might want to level. The best part about all of that is that Kanna would remain great and efficient at her job, but people would be able to progress at similar rates with their OWN classes. It would open the possibility for farming to happen naturally.

    The only "problem" I could see with V Node Kishin is that people could opt to make a "Kishin mule" for characters below level 200, but... let's be real. 1-200 is essentially the tutorial for any class you're playing and the effect would be so minimal that people wouldn't really bother unless they were absolutely tryharding to level as fast as possible. It wouldn't be an issue at all, and instead of using monthly totems on mains, they'd be used on alts anyways, so even that problem wouldn't be as egregious as anyone would believe it to be.

    The worst part about all of this is that Nexon won't read a single word of it, and it's disappointing. They fixed this same problem before with Bishops and 2PC, but refuse to do the exact same thing with this and make everyone's lives much easier. If anything I posted here could reach the higher ups and make a difference, it would mean so much. I truly believe making Kishin a Nodestone skill would fix virtually everything, reduce the reliance on 2PC, and maintain Kanna's identity with Kishin with these current changes that reward active play VS AFKing.

    It's really a no brainer what they have to do, I don't understand why it hasn't been done yet. Most other unbalanced things have been fixed. HS mules? Fixed. Archmage ultimates don't have a cooldown? Fixed. AFK Leeching? Fixed. All of these things were nerfed but something was added in its place to compensate. Free EXP buffs and the decent HS node was what balanced the HS nerf. Giving other classes decent mobbing skills and making the exp curve less steep was what balanced ultimates getting a cooldown. The addition of burning fields, places like the dojo training center and AFK events that give exp/free levels was what balanced AFK leeching when party exp got nerfed. But for some reason kishin mules, which are putting unnecessary strain on the servers, continue to exist with nothing to balance out all of these nerfs. If you go on Orangemushroom right now and search 'spawn rate' you'll see posts dating back 3 years where KMS gets spawn rate improvements, on top of map layout improvements to make training more efficient. Where is that being done in GMS? I agree a V node would be a huge step in the right direction, and would make people more comfortable with farming on their main. But honestly increasing the spawn rate and removing kishin altogether would be the simplest fix from a developer standpoint, and would be the truest way to achieve balance.

    I don't wanna bring up pottable badges but that's exactly what this feels like. They took away a feature and gave us nothing to compensate for it. It caused a gap between old and new players and people are still crying about it. It wouldn't be so bad if we could starforce badges, or they gave better stats to make up for the damage lost from no potential. But we didn't get that, so people are STILL upset about it. Like you said in another thread, the reason people aren't upset at the HS nerf is because we got something to even it out. This kishin and fury nerf leaves us with nothing. And the real kick in the teeth is that Frenzy remains untouched. A cash item that people shell out thousands of dollars for. Something that people pay other players in-game for the service (just like people used to pay for leech, but that got fixed). Funny how a skill and a totem players can get for free are somehow hurting the balance, but this item that costs more than I pay in rent every month is just fine. Right.
    WONDERGUY
  • Thoughts on Kanna and Fury Totem Changes

    I already spoke on this on reddit but I'll add my 2 cents here in the misguided hope that Nexon will actually listen to us for once.

    Before kannas the 2-PC meta was having a HS mule. This was broken and unbalanced af because this one character changed the meta drastically. They balanced this correctly by nerfing HS but also giving us decent HS as well as other ways to get free exp buffs (monster park Sundays, spirit pendants, fairy bros giveaways, mercedes/evan link, bonus exp legion and hyper passives, rest exp coupons, etc) so players don't feel like they need HS is the first place.

    Kishin is the exact same way. Its existence, no matter how much they nerf it, is toxic to the meta. Its effect needs to be widely accessible without using 2-PCs. The base spawn rate needs to be increased for the whole game and the spawn effect for kishin and fury need to be removed altogether for this to truly be balanced. This isn't even something that needs to go through Nexon Korea because KMS doesn't have kanna and they have a different spawn algorithm anyway. Nexon America was all 'we can't do that because of server stability' when we know that's nonsense. When kishin was glitched and its effect was permanent the servers were fine. It's not the spawn rate that's putting a strain on the servers, it's the fact that for a large portion of the population, there are two accounts logged in for one person because they're using a kishin mule.

    Balance is not simply nerfing kishin and totems with nothing on the other side of the equation upping the spawn rate. Balance would be to remove kishin, AND increasing the base spawn rate. Or if they refuse to increase the base spawn rate they need to do the same thing they did for HS and nerf it so it only benefits the caster, while making it a decent skill and providing spawn rate buffs.

    Not even gonna address frenzy because it's busted on a whole other level. Ideally i'd like to see the spawn effect removed and replaced with something equally desirable so people who have one already don't feel shafted.
    EikaheFuhreak