General

Hayato

Skill Glitch Falcon Dive

Falcon Dive, one of our main attacking skills, no longer hits monsters...GG
http://www.youtube.com/watch?v=wH_R8Bl8Iso

Help report this, the more comments on this the better chances of them noticing and fixing the issue:
http://maplestory.nexon.net/community/#%2Fshowthread.php%3F972927-Hayato-Skill-Falcon-Dive%26p%3D8217988%23post8217988

They have added all the issues, except ours. WOW
http://maplestory.nexon.net/news/maintenance/bug-extermination-reports/00FV9/known-issues-updated-september-6-2013

September 5, 2013

26 Comments • Newest first

Akaizer

Hayato without falcon dive is like mage without tele...
GAH

Reply September 7, 2013
Tennzin

Its ridiculous

Reply September 7, 2013 - edited
TripleBladez

@DemoDango: Yes, I believe so. Out of all the classes I listed, the only one I don't have is a MM to check on, but I've heard their Illusion Step is also broken as well.

Reply September 6, 2013 - edited
DemoDango

@TripleBladez: Whoa hold on. EVERY class's dodge has been broken? Man, Nexon America sure is good at inadvertently ruining the game when they try to improve it--and I mean that in more ways than one, sadly.

Reply September 6, 2013 - edited
Tennzin

Actually, those leafre monsters have incredibly high avoidability

(joking of course)

Reply September 6, 2013 - edited
TripleBladez

@DividingSoul, @DemoDango, @Akaizer: It's true that Hayato has 65% Dodge Rate.

[b]The problem is that all Dodge Rate skills are broken as of this 1.41 patch. Examples include NL and Shad's Shadow Shifter, BM and MM's Illusion Step, Xenon's Hybrid Defenses, Phantom's Mist Mask + Carte Noire passive Dodge Rate boost, Merc's Ignis Roar + Ancient Warding passive Dodge Rate boost, Hayato's Willow Dodge and Jinsoku, etc.[/b]

Evasion Rate is working as intended, which boosts your natural chance to have a Miss/Guard animation appear. I suspect Willow Dodge's buff appears more frequent now because your Dodge Rate doesn't increase the stacks of the damage buff (what I heard was that only Evasion Rate's Miss/Guard will increase the stacks), and since Dodge Rate isn't working right now, your Miss/Guard chance + 20% Evasion Rate from Master of Blades will start to kick in much more now than previously until Dodge Rate skills are fixed. The same can be applied to Jinsoku's damage reduction buff, which should appear at a higher rate now.

There's also a similar case where attacks that also inflict status effects will always be avoided if you evade normally with Miss/Guard (which indirectly helps your Status Resistance if you don't have 100% Status Resistance). However, if you evade with a Dodge Rate skill, you can still be hit with the status effect if your Status Resistance doesn't kick in. This problem is resolved in the RED update, though.

Reply September 6, 2013 - edited
DividingSoul

[quote=DemoDango]@DividingSoul: As a matter of fact, I suspect most of these horribly glaring problems could be fixed with the simple and ultimately time-saving re-introduction of Tespia.

QA is a large money sink for most software developers/game studios/etc, and Tespia was created in KMS because there are tons of people whose feedback they can depend upon. GMS's dev team couldn't spare the workers needed to manage a test server on the side in addition to actually testing to reproduce the bugs whose reports actually gave enough detail. Regardless, running Tespia would still be a cheaper alternative to having a dedicated QA department.

@pokeystick1: We're getting plenty of the buff, and hardly any of the dodging that the skill itself is supposed to afford. Dammit Nexon. ><[/quote]

I'm in full agreement. I personally was quite an avid Tespia player, and liked to provide feedback, but it was evident that many players took part in Tespia just to get an upperhand with the new classes before release -- without providing any feedback. Too bad, really.

Reply September 6, 2013 - edited
DemoDango

@DividingSoul: As a matter of fact, I suspect most of these horribly glaring problems could be fixed with the simple and ultimately time-saving re-introduction of Tespia.

QA is a large money sink for most software developers/game studios/etc, and Tespia was created in KMS because there are tons of people whose feedback they can depend upon. GMS's dev team couldn't spare the workers needed to manage a test server on the side in addition to actually testing to reproduce the bugs whose reports actually gave enough detail. Regardless, running Tespia would still be a cheaper alternative to having a dedicated QA department.

@pokeystick1: We're getting plenty of the buff, and hardly any of the dodging that the skill itself is supposed to afford. Dammit Nexon. ><

Reply September 6, 2013 - edited
pokeystick1

[quote=DividingSoul]Okay... uhm...
Bugs introduced this patch for Hayato, as far as we know:

1. Falcon Dive does not damage monsters, unless you use it within a very specific frame -- if you jump and use it on flat ground, the monsters will get hit, but still to no avail. Using it too often will disconnect you.

2. Battoujutsu Stance and its later upgrade, Battoujutsu Soul, both leave your character standing upright in contrast to its prior, working, functionality.

3. Willow Dodge avoidability rate (30% maxed, was it?) was completely removed. This being said, it's a lot easier to stack Willow Dodge up to 5, which still doesn't make up for the problem at hand. You get hit a lot more.

I could be wrong about our Willow Dodge skill, but I remember it having its own avoidability increase, where you'd flash blue when dodging an attack. That no longer occurs, and I do not see it in the skill description.[/quote]

I'm definitely getting hit a lot more and i'm getting lots of willow dodges.

Reply September 6, 2013 - edited
DividingSoul

[quote=DemoDango]@DividingSoul: Willow Dodge and Jinsoku additively combined a 25% and 40% chance into a 65% total chance to dodge attacks, completely separate from our evasion rate as influenced by our Avoid/monster Accuracy values. I suspect that has been removed entirely, and I'm willing to bet that wasn't intended. I'm not sure if any of that chance has been added to the Evasion Rate modifier from Master of Blades...I wish they'd put that stuff into patch notes.

Also, evidently Counterattack causes an animation with delay now.[/quote]

Yes, I believe what you've said to be quite accurate, unfortunately!
I wish there was less miscommunication between the developers and other company entities within our branch.
If the devs didn't have to get confirmation before making fixes, I'm fairly certain that there would be a significant decrease in bugfix response time, and bugs overall.

Reply September 6, 2013 - edited
Akaizer

[quote=DividingSoul]3. Willow Dodge avoidability rate (30% maxed, was it?) was completely removed. This being said, it's a lot easier to stack Willow Dodge up to 5, which still doesn't make up for the problem at hand. You get hit a lot more.

I could be wrong about our Willow Dodge skill, but I remember it having its own avoidability increase, where you'd flash blue when dodging an attack. That no longer occurs, and I do not see it in the skill description.[/quote]

Willowdodge = 25% evade, 60% buff activation
Jinsoku = 40% evade
65% flat chance to evade, 39% chance to activate skill.

right now i avoid around 2/3 hits, and the skill activates 1/2 the time i "gaurd".

I think it works as it was intended now. However, they mustve forgotten to apply the skill activation animations.

Reply September 5, 2013 - edited
DemoDango

@DividingSoul: Willow Dodge and Jinsoku additively combined a 25% and 40% chance into a 65% total chance to dodge attacks, completely separate from our evasion rate as influenced by our Avoid/monster Accuracy values. I suspect that has been removed entirely, and I'm willing to bet that wasn't intended. I'm not sure if any of that chance has been added to the Evasion Rate modifier from Master of Blades...I wish they'd put that stuff into patch notes.

Also, evidently Counterattack causes an animation with delay now.

Reply September 5, 2013 - edited
DividingSoul

Okay... uhm...
Bugs introduced this patch for Hayato, as far as we know:

1. Falcon Dive does not damage monsters, unless you use it within a very specific frame -- if you jump and use it on flat ground, the monsters will get hit, but still to no avail. Using it too often will disconnect you.

2. Battoujutsu Stance and its later upgrade, Battoujutsu Soul, both leave your character standing upright in contrast to its prior, working, functionality.

3. Willow Dodge avoidability rate (30% maxed, was it?) was completely removed. This being said, it's a lot easier to stack Willow Dodge up to 5, which still doesn't make up for the problem at hand. You get hit a lot more.

I could be wrong about our Willow Dodge skill, but I remember it having its own avoidability increase, where you'd flash blue when dodging an attack. That no longer occurs, and I do not see it in the skill description.

Reply September 5, 2013 - edited
pokeystick1

Omg! why cant nexon just get it right? i just want to function!

Reply September 5, 2013 - edited
dragon332211

Both of our battoujutsu skills are glitched, our characters don't go in their stance position after activating the skill. GG

Reply September 5, 2013 - edited
DividingSoul

[quote=Akaizer]Katanas cannot be equipped. Resort to smacking.[/quote]

Actually, if you play right now, you can see that they fixed up our willow dodge mechanics... I think.
I almost feel like our dodge rate is still too low, but take that with a grain of salt -- I could be wrong.

Reply September 5, 2013 - edited
Akaizer

[quote=DividingSoul]Jesus christ, why don't we start guessing what they'll mess up in the next few patches for us.[/quote]

Katanas cannot be equipped. Resort to smacking.

Reply September 5, 2013 - edited
DividingSoul

Jesus christ, why don't we start guessing what they'll mess up in the next few patches for us.

Reply September 5, 2013 - edited
Colorness

Why is there always some glitch that affects us? >:[

Reply September 5, 2013 - edited
danboy137

really? i didnt know that i think falcon dive worked fine for me this morning would have to double check after college

Reply September 5, 2013 - edited
spasticdude

Don't worry guys by the time they fix this we'll probably have hypers .

Reply September 5, 2013 - edited
Akaizer

[quote=lachlan1906]sarcasm right? not too sure[/quote]

Didn't you know that Hayatos have the highest DPS in the game?
Almost double the percentage of Kaiser...

Reply September 5, 2013 - edited
Akaizer

Obviously our DPS is too high, they had to nerf us else we'd be too OP

Reply September 5, 2013 - edited
DemoDango

@spasticdude: I didn't notice that...wow, Nexon. You really screwed the pooch on this patch.

Reply September 5, 2013 - edited
spasticdude

I'm not sure if it's always been this way but counter attack seems to have an animation now as well.

Reply September 5, 2013 - edited
DemoDango

Dammit Nexon. This is ridiculous.

Reply September 5, 2013 - edited