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IkueTaishi

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IkueTaishi
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  • Remove the Sol Erda Cap

    This is genuinely probably the worst Tespia they've ever released. Who the **** signed off on these changes? All they needed to do was copy-paste the Korean version of 6th job and everyone would be happy, but they managed to piss off everyone.
    TurtlesRock
  • Patch v244 Kanna Balance Feedback

    Stacona wrote: »
    Fabio_M wrote: »
    Stacona wrote: »
    If the only thing you care about is make big number be bigger then just wait for New Age in November when you have your 6th job skill and enhancement skills first node.

    Feedback to improve how Kanna plays is important, but this is you just want big number to be bigger aside from improving Kishin.

    It has nothing to do with number being bigger, it has to do with the fact that they made the weakest class in the game WEAKER while saying they were doing the opposite.

    If everyone gets much stronger with 6th job, and kanna gets stronger too, it doesn't change the fact we are STILL the dead last class in the game in terms of solo damage, even when compared to supports and "supports"

    Kanna is not the lowest damage class in the game.

    In a solo setting, it absolutely is.

    Normalized for 65K stat w/ oz ring and 90% boss equivalent familiars/8K legion, the next weakest classes in the game all do about 15-20% more damage in their full rotation (literally every other class in the game touches or breaks the 300b/s line at that gear, Kanna still barely breaks 250) most of which also don't have to deal with as many positioning/RNG variables. Kanna's paper rotation is the lowest of any class, and her paper rotation is still about 15% higher than it is in practice, so it's actually even worse.

    It's not as evident on fast boss clears when a lot of weekly bosses are gated by number of bursts, on top of Black Mage being a poor metric for several reasons (classes that have ability to completely ignore black curse naturally clear faster, whodathunk), but it's much more evident on newer bosses like Seren and Kalos.

    The only two classes without a HSeren solo clear on Reboot are Kanna and BT, and in the latter's case that's more from a lack of funded BTs than the class fundamentally not having enough damage in its kit to clear in the versions of the game leading up to 6th job. Kanna is also currently the only class that actively gets posted against joining endgame bossing parties because her personal damage is so awful that even with Domain as a temporary buff, bringing all but the absolute strongest Kanna players is a net drain on your party nowadays, even counting the 15 second bind.
    neopetSilver
  • Patch v244 Kanna Balance Feedback

    So, we got a few changes... and not only do they not fix the problems the class has, but they kinda end up making it worse in most ways. I'll be using >s to separate each point.

    >100% boss damage to the caster added to Domain does not compensate for 18% FD being removed from solo kit for endgame players. At 540% combined boss% and damage%, the player loses more damage than they had before this patch, which impacts regular server players even more since they have access to Bonus Potentials and higher tiers of familiars.
    On top of that, the skill still needs to be charged in party play, using their main burst skill, and the Kanna can't burst at the same time as other classes without losing a ton of damage (which the buff to Vanquisher's Charm damage only exacerbates the difference between having it and not having it for party burst). This process can also still be interrupted (stuns) or can be forced to be canceled (if you have to teleport to dodge to avoid dying, you lose charge and thus party damage).

    The skill (Spirit's Domain) also still doesn't use the normal damage formula and doesn't benefit from critical hits or normal/boss damage%.

    >Shikigami Haunting is still a three-input skill, which causes very fast attack limiting when attacking in place/during party burst (since you can't use Vanquisher's Charm for reasons mentioned above). Trinity treatment/turning it into a single input skill that does 12 lines instead of 3x4 would help. If it still interacts the way it does/allows Tengu Strike to animation cancel every now and again, that would be nice. Otherwise, if Tengu Strike weaving/cancelling (mostly requiring Filter Keys as a windows setting/third party program) can’t be fixed this way with Shikigami Haunting being turned into a single input skill, adjust numbers to compensate for the technique no longer being possible.

    More damage on the skill in general would be nice, because it's very weak during training and struggles to kill enemies in Hotel Arcus and Odium despite being close to Sacred Power requirements and being in full damage gear, with normal monster damage via links/hyper stats/legion.

    >Vanquisher's Charm has a ten second keydown time, in 2023. Shortening this a bit and increasing damage/attack interval would be appreciated so it's easier to fit in when future bosses are unable to be bound by anything except for Origin 6th job skills.

    >The class suffers from a general lack of base stats in the first place, which is what the old final damage node values used to pad over. Kanna has no passive final damage, IED, boss damage, and very little critical rate from 1st-4th job, and none of its skills deal additional normal monster damage, making it very weak to train and very expensive to fund, which is doubly exacerbated by the fact that Haku's weapon does not benefit from IED, Damage, or Boss Damage lines (only benefiting from Magic ATT, INT, or All Stat).

    >Yuki-Onna and barriers both still have issues with taking multiple inputs/casts to properly cast. (Server side issue?). Barriers are also heavily position dependent on random Mana Veins (not being able to place the veins manually, having server and client desync between when they actually disappear so it looks like it eats a vein to place a small barrier when the vein vanished a few seconds ago). Suggestion would be to further limit the number of active barriers to either 1 or 2, but make it so that the Kanna/caster benefits from the barrier's effects from anywhere on the same map, similar to Blaze Wizard's placeable buff.

    >Oni Lord Legion still requires charging, and charge time does not count during its uptime. Effectively turns the skill into a 3 minute+however long it's active cooldown skill, de-syncing it from the rest of Kanna's kit and from party cycles. Recommendation would just be to scrap the charge requirement entirely, since it feels incredibly jarring and annoying to manage.

    >Oni Lord Legion’s damage is very, very poor for a 5th job skill and lasts an abnormally long time relative to similar skill among other classes (Soul Eclipse, Infinity Blade, Abyssal Lightning, etc.) Unsure what the skill identity is supposed to be, developer notes would be appreciated.
    If the skill is meant to be a burst skill, recommended to heavily decrease the attack interval (existing time is 5 seconds, maybe to 2.5-3 seconds), decrease the skill duration (existing 60 seconds future to 40-45 seconds, and maybe increase the number of repeats on skill manual activation/ending time for some burst damage, since the class still mainly only relies on Vanquisher’s Charm with Sakuno’s Blessing active for burst damage.

    >Liberated Spirit Circle still has no visual indicator to when it’s prepared and forces the character to not attack if they aren’t on top of the boss to avoid wasting the skill, on top of doing significantly less damage to smaller enemies.
    Recommended to add a toggle to allow the player to manually cast the skill, and either shorten attack interval, increase damage%, or slow the skill down while in contact with enemies/give it a maximum attack count.

    >Current state of Kanna’s 5th job skills are very poor for total damage contribution as Enhancement Cores when 6th Job comes out, and make the class a very poor choice to invest in. As is, the class as a whole is in a very poor state and will only be even worse in the future if it doesn't receive changes to both its total solo damage output and its overall damage profile on its 5th job skills, seeing as with the current iteration, Liberated Spirit Circle is the only 5th job skill that does more than 2-3% of your character's full damage rotation.

    The class's existing support kit with this patch's changes does not warrant the low damage output it currently does, especially comparing it to existing "support" classes (Bishop, Dawn Warrior, Battle Mage, Blaze Wizard, or many other classes with much higher damage output that have some party support/debuffs on the side) when the main feature of its kit that retains some relevancy (Pandemonium's 15 second bind) is slated to become irrelevant in future content with non-Origin bind immunity.

    More posts with pre/post-patch damage comparisons may be added after tomorrow's patch finishes and there's been time to compile them.
    ArgentFabio_MNotABotPlzArseniUnsaltedSalthalfofmypsuobucitSilverEuphemisticBobertand 4 others.