Lets remember that last time Nexon did a "revamp" to Kannas based of the complaints of people that didn't even play them, they took away half their ranges. The issue here is everyone seeing Kanna as a mule and not as an actual character in the game. Kanna is not a commodity to make your life easier is another character that people actually play. Get off your high horse and stop demanding nerfs to a class you don't even play.
Why don't you get off your high horse and actually read what some people are saying? No one is saying to nerf anything. And regardless of what class you main, it doesn't change the fact that the vast majority of people have a kanna for no reason beyond being a kishin mule. You don't see phantom or bishop mains crying about people only using the class as a holy symbol mule, do you?
So everyone knows that the base mob spawn rates and counts are essentially trash at this point, exacerbated by some maps(**** you, orbis) being wide as all hell. I feel like the easiest solution would be to strip the mob-spawn-increasing effect from both kishin and frenzy totems.
Now, those of you who currently possess frenzy totems, kindly sit the hell down until I'm done. Thank you.
My idea is, as I said, remove the mob spawn effect from both of these entities, and in its place increase the global spawn rate by at least 100%(effectively doubling it) and the maximum mob count per map by 50-60%. So in a map that would have ten mobs respawning every five seconds, you would have 15 mobs respawning every 2.5 seconds.
To compensate kishin losing its only real reason for existing, increase it's on-hit damage from 150% to 300% or so to put it on-par with other similar installed-turret-type skills, which would give what I feel is some much-needed improvements to kanna's piss-poor mobbing kit.
To compensate(hah, you kids and your compensation) those of you with frenzy totems: replace the spawn-increasing effect with a map-wide ten-on-fifteen-off 3x exp/2x drop(exp yes, drop negotiable) buff that stacks with all other forms, be they cash tab, use tab, server-wide event, mvp or familiar.
Now, I don't particularly care, nor do I want to hear, about how much this proposal would devalue frenzy totems. If you jackwads(and you know who you are) weren't selling them for real money, it wouldn't matter in the first place. This would benefit everyone as a whole, not just those of you who can piss away hundreds of dollars on a slot machine.
Increase the global mob spawn rates and amounts by 70-80% or so of their current rate, remove the effect from both kishin and frenzy totems.
Increase the on-hit damage from kishin by a couple hundred-ish percent, make it an installed turret type of skill.
Give frenzy a ten-on-fifteen-off map-wide 3x exp buff that stacks with all other exp modifiers(use tab, cash tab, server-wide event, mvp, etc etc) to compensate for its lack of increasing mob spawns.
Sure it'd make frenzy totems worth less, but if you turds weren't selling them for real money(like we all know a lot of you do ) it wouldn't matter how devalued this sort of change would make them. It would benefit the game as a whole, and you'd still get a nice permanently-reusable 3x exp buff to sell service for or whatever.
of course it's not possible. not without cheating. Probably not even then either.
are you just saying that to deter people from trying lol? but yeah ti would be nice if lab server had a temporary player ranking so we can see how the top end progresses
He's right though, to an extent. To get to 250 in such a short time would require either hacking or spending unhealthy amounts of time playing. I'm sure I don't need to talk about unhealthy playing habits with you, of all people.