General

Mechanic

Homing Missile Nerf

Mechanic
Mechanic can hunt with very long range and in boss fights, their damage is very high with Homing Missile. But, with Homing Missile, the core attacking skills' effects become unnoticeable. After adjusting this area, we will be focusing on stronger robot summons to strengthen Mechanic's concept.

Source:
http://orangemushroom.net/2015/09/01/maplestory-september-update-job-balancing-star-star/#more-13445

Please don't nerf us anymore Making missiles toggagle please. The title should have a question mark at the end. Any changes you hope to see come through

September 1, 2015

23 Comments • Newest first

battleox288

[quote=silverfoxr]So, missile damage has been reduced (mainly in tank mode), but not only will missiles target the next enemy if the one the missiles were originally targetted dies before impact, but their firing appears to work better... AND they ignore damage reflect?

Okay... that's not actually too bad... especially the damage reflect aspect. If you think about it, a lot of classes do have ways of countering damage reflect, but nothing they can just use over and over... Mechanics, however, can now stop attacking normally and continue to spam missiles, which still is decent enough damage output and can be done while moving about. From a simple utility standpoint on bosses with DR. Attack distancing has been a bit reduced, but that just means getting a little closer. We can still use our teleporters pretty effectively (just can't spam warp) for evasion, which is pretty effective for playing keep-away from many bosses while we jack-hammer with with missiles and other attacks. And bosses that don't have DR can be assaulted with the robot summons we have, which are stronger now, but also increase our damage output just by being summoned.

Overall, this isn't too bad. And if it ends up being really bad, this is still just the test server... nothing's set in stone yet... the last KMST adjustments they did were changed twice before going public.[/quote]

Missiles don't IGNORE damage reflect. If you use them on an enemy now using DR, they'll still do 1 damage, but you won't take any yourself.
"You will no longer take damage if this skill hits an enemy using Damage Reflect,"

Reply September 4, 2015 - edited
ak44

[quote=silverfoxr]So, missile damage has been reduced (mainly in tank mode), but not only will missiles target the next enemy if the one the missiles were originally targetted dies before impact, but their firing appears to work better... AND they ignore damage reflect?

Okay... that's not actually too bad... especially the damage reflect aspect. If you think about it, a lot of classes do have ways of countering damage reflect, but nothing they can just use over and over... Mechanics, however, can now stop attacking normally and continue to spam missiles, which still is decent enough damage output and can be done while moving about. From a simple utility standpoint on bosses with DR. Attack distancing has been a bit reduced, but that just means getting a little closer. We can still use our teleporters pretty effectively (just can't spam warp) for evasion, which is pretty effective for playing keep-away from many bosses while we jack-hammer with with missiles and other attacks. And bosses that don't have DR can be assaulted with the robot summons we have, which are stronger now, but also increase our damage output just by being summoned.

Overall, this isn't too bad. And if it ends up being really bad, this is still just the test server... nothing's set in stone yet... the last KMST adjustments they did were changed twice before going public.[/quote]

How do you know the firing appears to work better? Kms players have better ping

Reply September 4, 2015 - edited
SilverFoxR

So, missile damage has been reduced (mainly in tank mode), but not only will missiles target the next enemy if the one the missiles were originally targetted dies before impact, but their firing appears to work better... AND they ignore damage reflect?

Okay... that's not actually too bad... especially the damage reflect aspect. If you think about it, a lot of classes do have ways of countering damage reflect, but nothing they can just use over and over... Mechanics, however, can now stop attacking normally and continue to spam missiles, which still is decent enough damage output and can be done while moving about. From a simple utility standpoint on bosses with DR. Attack distancing has been a bit reduced, but that just means getting a little closer. We can still use our teleporters pretty effectively (just can't spam warp) for evasion, which is pretty effective for playing keep-away from many bosses while we jack-hammer with with missiles and other attacks. And bosses that don't have DR can be assaulted with the robot summons we have, which are stronger now, but also increase our damage output just by being summoned.

Overall, this isn't too bad. And if it ends up being really bad, this is still just the test server... nothing's set in stone yet... the last KMST adjustments they did were changed twice before going public.

Reply September 4, 2015 - edited
KniteX0

@battleox288: uhh, before the speed was reduced it was the EXACT same hps speed as phantom's. So check the old dps info of the skill I guess?

Reply September 4, 2015 - edited
battleox288

[quote=knitex0]I think they're just gonna copy/paste Phantom's skill data for the attack speed (why else would they specifically make it 2 hits?) meaning very high abuse.[/quote]

If they were to use the same number speed as phantom's, how much would our overall dps from the skill change? I don't know the numbers at all well enough

Reply September 4, 2015 - edited
saipanda

[quote=09080706l]I mean, we do have machine guns mounted on our tanks... [/quote]

our large guns are clearly compensating for something...

Reply September 4, 2015 - edited
09080706l

[quote=dabronxenigma]Only if they make it rapidfire speed like most other key down skills.[/quote]

I mean, we do have machine guns mounted on our tanks...

Reply September 3, 2015 - edited
saipanda

[quote=knitex0]I think they're just gonna copy/paste Phantom's skill data for the attack speed (why else would they specifically make it 2 hits?) meaning very high abuse.[/quote]

so many changes to mech that i don't like so far.

hopefully some of those things will change during testing

Reply September 3, 2015 - edited
KniteX0

[quote=saipanda]do you think the speed increase will be enough to make up for the fact the damage is going to be halved/decreased (lf%?)? [/quote]
I think they're just gonna copy/paste Phantom's skill data for the attack speed (why else would they specifically make it 2 hits?) meaning very high abuse.

Reply September 3, 2015 - edited
saipanda

[quote=dabronxenigma]Only if they make it rapidfire speed like most other key down skills.[/quote]

that would be nice.

Reply September 3, 2015 - edited
dabronxenigma

Only if they make it rapidfire speed like most other key down skills.

Reply September 3, 2015 - edited
saipanda

[quote=dabronxenigma]Heavy salvo: * speed increased*, how fast we talking tho?[/quote]

do you think the speed increase will be enough to make up for the fact the damage is going to be halved/decreased (lf%?)?

Reply September 3, 2015 - edited
dabronxenigma

Heavy salvo: * speed increased*, how fast we talking tho?

Reply September 3, 2015 - edited
09080706l

With this nerf of mobility, mechanics can potentially be the worst bossing class.

Reply September 2, 2015 - edited
saipanda

[quote=battleox288]Massive Fire: SPLASH-F: attack range has been decreased, number of hits has been decreased from 6 to 2, attack speed has been increased

Support Waver Enhancement: final damage boost has been decreased from 20% to 5%

Metal Armor: Tank: Homing Missile's damage while in Tank Mode will now be decreased to half

......man why are you gutting is again.... Only little buff I see is that summons give you +3% damage per, but setting them up is annoying, and still no news if they explode on our death. They last such a small duration also. Only real "buffs" are reverts to the changes to missiles damage to 500%, and that they won't proc DR[/quote]

missile damage cut in HALF? </3

no word on if they are increasing the summons duration either.

nexon why you gotta bust us like this?

Reply September 2, 2015 - edited
battleox288

Massive Fire: SPLASH-F: attack range has been decreased, number of hits has been decreased from 6 to 2, attack speed has been increased

Support Waver Enhancement: final damage boost has been decreased from 20% to 5%

Metal Armor: Tank: Homing Missile's damage while in Tank Mode will now be decreased to half

......man why are you gutting is again.... Only little buff I see is that summons give you +3% damage per, but setting them up is annoying, and still no news if they explode on our death. They last such a small duration also. Only real "buffs" are reverts to the changes to missiles damage to 500%, and that they won't proc DR

Reply September 2, 2015 - edited
saipanda

the changes to mechs summons are good and were needed.
hope they don't explode on death like @battleox288 said, that would be a pain to re summon everything.

that cool down on dash is going to suck! i use that bossing all the time

will wait to see how bad the nerf on missiles is

Reply September 2, 2015 - edited
KniteX0

I personally have been asking for mech summons to work off the character damage formula for YEARS.
This will make mechs work the way they were supposed to and VASTLY increase dps and hps

Also I enjoy the double key spamming for mech's dual skill spam but the dash cooldown might hamper boss fights
(Homing missiles will still be useless against C.Vellum though. And it just won't kill you when they hit dr, still won't do damage)

Reply September 2, 2015 - edited
battleox288

I hope they add that summons don't explode on death. It gets annoying trying to resummon when doing bosses such as Magnus, etc

Reply September 2, 2015 - edited
ak44

Very interesting not all bad changes

Reply September 2, 2015 - edited
mousepound

Rough update on the changes to Mech:

Mechanic dash has a small cooldown between uses now
Rocket Jump is faster
Homing Beacon has horizontal range almost(?) equivalent to the horizontal range of AP Salvo Plus and Heavy Salvo Plus(?), changes trajectory to another monster if the target disappears, and Ignores Damage Reflect
Open Portal has a small delay in which you cannot enter the portal again after using it
Advanced Homing Beacon's damage boost is increased, but the damage of Homing Beacon is reduced while in Tank mode
Support Unit's buffs now display buff icons, but the damage boost and the HP recovered is reduced.
Heavy Salvo Plus's attack speed is increased and the visual effects were adjusted
Giant Robot's Cast Delay is reduced, but the passive damage reduction was either moved to active use or outright removed(?)

That's what google translate is telling me from [url=http://www.insoya.com/bbs/zboard.php?id=bbs11&category=1&divpage=2&no=7539]here.[/url]

Oops forgot to mention too: Robo Launcher, Rock n Shock and Bots n Tots all use the character formula for damage instead of the summon formula.
And another one: Character damage improves with more summons on the map.

Reply September 2, 2015 - edited
saipanda

i will be sad if they nerf homing missile

Reply September 2, 2015 - edited
ak44

Nerf is imminent for a skill that does not perform as designed outside Korea. But buffing summons? On a class with largest hit box and no true flash jump summons are too easily lost to cool down after 1 hitko deaths. The summons hopefully will not only receive damage % changes but improvements in function

Reply September 1, 2015 - edited