Tyrant SW I always thought was weird and would be fine with them removing...
However I do think it'd fit much better as an inbetween level of CRA and Abso, as right now, without transposing, they are worse than both imo, despite being lv160 due to tyrants being better and easier to obtain with a few weeks of guild runs (take out the boots and cape and SW starts lookin much worse, and everyone uses CRA top and bottom because it's 2 separate pieces of gear therefore double the potential). For these reasons I think the stats could use a rework so they're an alternative to Tyrants + CRA as opposed to being worse.
So I'm just gunna start this off by pulling a few quotes from our friendly Overlord of Nexon America so everyone is clear that Kishin will be changed and why:
Because the Kishin skill allows maps to have more monsters and increases the rate at which they reappear after being defeated, and because of the sheer amount of players in the game using this skill at the same time, this causes a lot of technical issues that are difficult to solve. As I mentioned, we have done a lot to try to mitigate the lag, but we ultimately came to the conclusion that Kishin’s ability to increase monster spawn rate needed to be reduced to provide a smoother experience for all players.
We started to accelerate these discussions so that we could make changes before our upcoming Black Mage update patches. Our proposals included ways to reduce Kishin’s ability while providing bonuses to things like drop rate and EXP, so that we could ensure these changes didn’t impact the skill’s overall purpose and effectiveness
...we also understand the overall concerns about Kishin and how players feel that it is necessary to have a Kanna mule or a secondary PC just to be able to progress at a reasonable rate in the game
...18.55% of the unique non-banned characters who have logged into the game since June 1st, 2018 were Kanna classes. We agree that this creates an unhealthy game environment for our players, so we will be taking a hard look at these concerns and gathering as much data as we can and we will use this information as we decide how to move forward with Kanna
Increasing spawn rate and count of mobs causes lag, most players feel the need to have Kish mules to progress at a good speed, and a lot of new unique characters made these days are just Kannas (most likely either Kish mules or Meso farming chars on Reboot).
Now then Here are my ideas for solutions to the lag problem:
1: (Best at solving lag) Make Kishin increase base drop rate and XP of enemies (so it stacks multiplicatively with all sources of drop and xp boosts to make it function as similar as possible to the end result of current Kishin). Since Kishin increases spawn rate and count so much, this would have to be legit like +100% or more to base drop and xp rates of mobs otherwise it'd essentially be a nerf (ye, Kishin is that currently that strong).
2. (Good, but not perfect) Reduce spawn rate and boosted spawn count, but increase XP and drop rate to compensate.
Solution to people feeling like they need a Kishin Mule to get farm XP and Drops at a reasonable rate:
-Make Kishin a Link Skill. Duration scales with Kanna lv (70/120/210), and obviously do one of the lag solutions otherwise you'll kill the servers due to everyone now having kishin.
Solution that would cover both:
- Boost XP and Drop for all of GMS by like 2x across the board, and make Kishin just an ordinary summon for damage.
PQs have been dead for ages and it'd be really neat to have them be useful again.
The problem with them giving XP is back in the day, level ups were much harder to get, even at low lvs like under 30. Now with a Kanna and Bish mule, you can get 1-100 in a few hours, so doing PQs that give like 50% is kinda worthless.
Ways PQs could be good again:
- Make PQs give many levels, similar to Eluna Express where you could get like 5-12 levels at once for a 30 minute run.
- Make them not for characters under 30. 1-30 is extremely quick so it's kind of a waste of a PQ to make it only for 1-30 characters. Imo, they should have a minimum requirement level, then their xp scales with level, making them good for powerleveling up to the next PQ is unlockable.
- Make them give Meso instead of XP like you suggest. They'd have to give 10s of mils to be worth it on reboot. A lot of players farm at around 200m an hour. Most PQs are around 10 minutes, so to make these comparable, you'd need to make around 35m a run from higher leveled ones, and that's to just make them equal to the average meso farmer's rates.
So, Either make them give much larger amounts of XP such that a party of 3 could get to lv 150 or so at around the same rates as a Burning character with Kishin mule, or make them give mesos similar to rates of farming meso if not higher, as they are limited in runs per day.
Update: it apparently is related to having your unicode (Control Panel -> Region -> Administrative -> Change system locale...) set to anything besides English(US). Mine was Japanese before. Hopefully this insight will help fix it soon, cause I'd prefer to keep it that way and not on English.
Sure the updated skill sets of each class are far stronger than their originals were, but plenty of us who remember playing back then miss the experience of playing the old maplestory with those old skills.
My Suggestion is to take a skill or two that was iconic from the old version of each class and make it unlockable through some event. Certain Explorers still have this if they were created when Ultimate Adventurers exists. The vintage skill would be buffed to match the damage of a modern skill, meaning you can mob or boss with your old skill alongside all of your new ones.
Looking back, a lot of Explorers actually have pretty similar skill sets as their originals with just revamped effects and looks, so I think it might be better to have the adventurers be able to choose from a cygnus skill as well as one picked from their own job.
A few examples of skills I'd like to get back are:
Cygnus knights get the abilities their ultimate adventurers got
Corsair would get their Battleship and the 2 attacking abilities that go with it
Dark knight could get Dragon Roar
Battle mage could get the reapers that spawned on kill
Hero and paladin get buffed monster magnet? maybe it stays active for a certain amount of time and has a CD? (or just stick with cygnus's soul driver)
These skills would look like their originals, but most would be buffed to be used alongside normal mobbing skills in terms of range (how far they hit), mobs hit, latency, damage, and hit count. They could even be tied to another skill so they could get the same bonuses as that when it comes to hyperskill and 5th job nodestone boosts.
This would essentially give each class the ability to mob with a vintage skill just as well as their current skills.