General

Kanna

v.149 Rebalancing?

I'm kind of interested in what GMS is gonna do. Like I'm not even sure in what direction they're gonna take Kanna's skills. Thoughts?

May 8, 2014

28 Comments • Newest first

Satoshi1234

[quote=ycycyc]
according to Maplestory Community Manager, the spawn rate will be decreased, but the skill is still there[/quote]

Could I have a source on this, please?
If it's true, then... well, this is very, [i]very[/i] sad news. I don't care too much whether our leeching capabilities are affected since I mostly solo through things casually, but decreasing the mob mayhem is going to remove my very favourite thing about Kanna gameplay.

Reply May 14, 2014
ycycyc

@Satoshi1234:
according to Maplestory Community Manager, the spawn rate will be decreased, but the skill is still there

Reply May 13, 2014
Conceit

[quote=Satoshi1234]I'm gonna miss it, though. Being able to blow up huge crowds of enemies at once is a huge part of what makes Kanna appeal to me. Playing as other classes makes the map feel so... empty.[/quote]

I'd also like to add that nerfing kishin = nerfing our already crappy sustained mobbing power....

Reply May 13, 2014
Satoshi1234

[quote=ycycyc]if they remove spawn rate increase then that's good. less kanna mules around.[/quote]

I'm gonna miss it, though. Being able to blow up huge crowds of enemies at once is a huge part of what makes Kanna appeal to me. Playing as other classes makes the map feel so... empty.

Reply May 13, 2014
DemoDango

@Singaporean: Yeah, I do feel that Falling Sakura doesn't need to go bye-bye as long as it's made not-useless.

Reply May 9, 2014
Conceit

Guys watch the change be:
Potion Pot no longer works with kannas.

-flips table-
-submits ticket-

Reply May 9, 2014
Singaporean

[quote=DemoDango]@ChiefOfBandits: It's bad because using it 3 times cripples us for the next 4-8 seconds unless we have a potion pot (necessitating a potion pot just to use skills is a sign of really bad class design anyway). We have no other consistent way of attacking more than 3 at once and it's not even a very good supplement to bossing damage--not to mention the orbs being awfully cluttered and janking up the screen for the entire party.

My ideal Kanna revamp and/or redjustment would involve the obvious changes to damage % on skills, but more importantly:

-Increases base defenses and damage reduction methods; allows %MP to affect HP.
-Makes Haku's buffs impossible to dispel (because he doesn't recast them immediately)
-Makes the final attack thing toggle: when on, the monkey whatever it is does its thing as usual, including the delay limitation. When off, a final attack effect procs as it does with any other class.
-Haku acts as the final attack medium instead of some stupid monkey whatever-it-is or else Haku directly attacks with the player--not necessarily as a magical Shadow Partner, but that'd be cool too
-Adds an accessible way to increase mana pool/mana regeneration, reduce mana costs, or provide a temporary zero-cost-on-skills buff. Causing Monkey Spirits to restore some mana is an easy way to accomplish this.
-Adds hyper skills that are actually original (the same idea goes for Hayato)
-Cooldown Cutter on Bellflower Barrier also applies to the other barrier
-Falling Sakura is replaced with something less ridiculous and useless (I mean, really.) OR: [see below]
-Fewer cooldown-bound skills, or active ways to reduce cooldowns on some skills. For instance, Falling Sakura's cooldown could be reduced by 1 second when Monkey Spirits procs.[/quote]

I actually like Falling Sakura. I just feel the range of the healing effect should be wider but I like these ideas.

Reply May 9, 2014
Axnslicer

[quote=DemoDango]@ChiefOfBandits: It's bad because using it 3 times cripples us for the next 4-8 seconds unless we have a potion pot (necessitating a potion pot just to use skills is a sign of really bad class design anyway). We have no other consistent way of attacking more than 3 at once and it's not even a very good supplement to bossing damage--not to mention the orbs being awfully cluttered and janking up the screen for the entire party.

My ideal Kanna revamp and/or redjustment would involve the obvious changes to damage % on skills, but more importantly:

-Increases base defenses and damage reduction methods; allows %MP to affect HP.
-Makes Haku's buffs impossible to dispel (because he doesn't recast them immediately)
-Makes the final attack thing toggle: when on, the monkey whatever it is does its thing as usual, including the delay limitation. When off, a final attack effect procs as it does with any other class.
-Haku acts as the final attack medium instead of some stupid monkey whatever-it-is or else Haku directly attacks with the player--not necessarily as a magical Shadow Partner, but that'd be cool too
-Adds an accessible way to increase mana pool/mana regeneration, reduce mana costs, or provide a temporary zero-cost-on-skills buff. Causing Monkey Spirits to restore some mana is an easy way to accomplish this.
-Adds hyper skills that are actually original (the same idea goes for Hayato)
-Cooldown Cutter on Bellflower Barrier also applies to the other barrier
-Falling Sakura is replaced with something less ridiculous and useless (I mean, really.) OR: [see below]
-Fewer cooldown-bound skills, or active ways to reduce cooldowns on some skills. For instance, Falling Sakura's cooldown could be reduced by 1 second when Monkey Spirits procs.[/quote]

I agree with a fair bit of this. At the moment, Kanna is a crippled class that you need to spend significant effort to bring up to par with nearly any other job. Like, I don't really give any class a pass on leeching except Kannas, because well...

Haku fails to rebuff you on time occasionally, which means you lose half your range
Foxfire is useless at HoH even when Haku remembers to buff you
Haku locks you in place while casting for a few seconds, which may not seem that long, but might as well be an eternity when trying to dodge Vellum's fireballs
Low HP and defense for a mage class without magic guard, unlike, say, Battle Mages with their 9999 defense and permanent damage reduction aura
Damage reduction barrier is small and has a large cooldown
Short ranged, weak attacks that only hit 3 mobs, this is the lowest mobbing attack number for any class I can think of
Drain only works when you kill mobs, not when you do damage
Heal skill has a cooldown and only works when you hit a mob with it
Teleport has a lethally long delay unless you're using green potion+SI
Ditto on the lethally long delay for Vanquisher's Charm

That was supposed to be a sentence, until I realized the issues just went on and on and made it a list. Compare them to the other unpopular classes like Mercedes or Hayato, which are in themselves a reasonable class, but just too weak for the mobility to make up for it. Kannas in contrast are a flawed class that need quite a bit more rebalancing than just increasing the % on their attacks.

Reply May 9, 2014
DemoDango

@ChiefOfBandits: It's bad because using it 3 times cripples us for the next 4-8 seconds unless we have a potion pot (necessitating a potion pot just to use skills is a sign of really bad class design anyway). We have no other consistent way of attacking more than 3 at once and it's not even a very good supplement to bossing damage--not to mention the orbs being awfully cluttered and janking up the screen for the entire party.

My ideal Kanna revamp and/or redjustment would involve the obvious changes to damage % on skills, but more importantly:

-Increases base defenses and damage reduction methods; allows %MP to affect HP.
-Makes Haku's buffs impossible to dispel (because he doesn't recast them immediately)
-Makes the final attack thing toggle: when on, the monkey whatever it is does its thing as usual, including the delay limitation. When off, a final attack effect procs as it does with any other class.
-Haku acts as the final attack medium instead of some stupid monkey whatever-it-is or else Haku directly attacks with the player--not necessarily as a magical Shadow Partner, but that'd be cool too
-Adds an accessible way to increase mana pool/mana regeneration, reduce mana costs, or provide a temporary zero-cost-on-skills buff. Causing Monkey Spirits to restore some mana is an easy way to accomplish this.
-Adds hyper skills that are actually original (the same idea goes for Hayato)
-Cooldown Cutter on Bellflower Barrier also applies to the other barrier
-Falling Sakura is replaced with something less ridiculous and useless (I mean, really.) OR: [see below]
-Fewer cooldown-bound skills, or active ways to reduce cooldowns on some skills. For instance, Falling Sakura's cooldown could be reduced by 1 second when Monkey Spirits procs.

Reply May 9, 2014 - edited
epicderp

They don't have to nerf the spawn rate effect just the ability to spam it to no end in one spot without moving. That should get rid of most of the Kanna bots with a weight on their keyboard.

Reply May 9, 2014 - edited
Arazthoru

[quote=Singaporean]@DemoDango: Also L> 150 or 200 mana....[/quote]
This, or maybe like DS cut skill usage with hypers at least 50%,change the hyper +50df for +50 mana, shadow partner for kanna... no, I honestly hope to give her the ability to hit more mobs on shikigami better

Reply May 9, 2014 - edited
Powerbomb

@DemoDango: Well, that's it then. Guess my Kanna is now a link skill mule rather than a farming mule.

Also that Mercedes looks nice

Reply May 9, 2014 - edited
DemoDango

[quote=Powerbomb]Got a source?[/quote]

It happened in March in TWMS. http://uni-wz.com/blog-entry-2281.html

Translating relevant part:
"
[b]Kishin Shoukan[/b]
Kishin Shoukan's monster-spawn-increasing effect has been removed in Taiwan.
"

Reply May 9, 2014 - edited
4Times

It's probably be something lame like Clay Yakashima or whatever gets one more hit.

Reply May 9, 2014 - edited
Chepfer

MORE MANA PLEASE! and shadowpartner haku shadowpartner haku <3 Hmmm I don't really care about kishin nerf but please in the name of the maple god more mana

Reply May 8, 2014 - edited
lovesupport

I just hope they don't nerf Kishin. It's such a nice skill that benefits everyone. Also eliminated hackers that created mobs.

Reply May 8, 2014 - edited
Powerbomb

[quote=RubberDonkey]Removal of the decrease spawn rate effect from kishin is the only known change from one version of ms. Hopefully it's not that....[/quote]

Got a source?

Reply May 8, 2014 - edited
Singaporean

@DemoDango: HP is not much of an issue BUT %mp still doesn't convert to % hp which is really lame. I would definitely like more defense though. Just include something like 150% defense in 4th job mastery and that will solve a lot.

I hope we see some damage% changes in the update. That or some decent buffs. Still holding out for shadowpartner haku. It's either now or 5th job I just know it D:<
I guess I would also like haku to rebuff a few seconds from when you recast him as well. Something else to note would be changing tengu strike to JUST 20 mana for the full cast. Also L> 150 or 200 mana....

Reply May 8, 2014 - edited
GraffitiSkyez

@DemoDango How much HP does your kanna have? i'm sitting at 50k currently and i can take hits just fine for the most part.

Reply May 8, 2014 - edited
DemoDango

@iCodyKins: I'm aware of that too, but damage is less of an issue to me than playability. In terms of attack power I'm not very concerned about DPS--though it does need an upgrade, I admit. What I want to see is the ability to spam damage on more than 3 mobs at a damn time (without relying on a subpar clone of Meso Explosion that cripples our damage for 4+ seconds at a time).

At any rate, HP and/or defense is a HUGE glaring issue for Kannas. My F/P could strip all of its gear away and still be able to tank 40k hits. My Kanna has some HP and MP gear on--and the Kaiser link--and it can't even take half of that without standing under the 3rd job barrier.

Reply May 8, 2014 - edited
VietUA

I'm really, really hoping for an increase in mobs hit with Shikigami. Maybe then, we'll have somewhat decent spawn.

Reply May 8, 2014 - edited
iCodykins

[quote=DemoDango]I was about to ask what you meant by 1.49 update, and then I checked the site.

Hmm. Hopefully they actually make Kanna playable without endgame gear. Y'know, like not getting killed in 2 hits by HoH mobs if you don't have a pro full set effect.[/quote]

Their HP isn't even a problem. Their damage and crappy skills is the problem.

Reply May 8, 2014 - edited
xProHeal

LF> A Blood Drain Skill type skill like BaMs instead of recovering HP every time you kill an enemy.

Reply May 8, 2014 - edited
DemoDango

I was about to ask what you meant by 1.49 update, and then I checked the site.

Hmm. Hopefully they actually make Kanna playable without endgame gear. Y'know, like not getting killed in 2 hits by HoH mobs if you don't have a pro full set effect.

Reply May 8, 2014 - edited
ycycyc

if they remove spawn rate increase then that's good. less kanna mules around.

Reply May 8, 2014 - edited
AckarRed

[quote=RubberDonkey]Removal of the decrease spawn rate effect from kishin is the only known change from one version of ms. Hopefully it's not that....[/quote]

You mean the removal of the spawn rate effect? You make it sound like it's going to increase spawn rate.

Reply May 8, 2014 - edited
RubberDonkey

Removal of the decrease spawn rate effect from kishin is the only known change from one version of ms. Hopefully it's not that....

Reply May 8, 2014 - edited