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
[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,"
[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
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.
@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?
[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
[quote=09080706l]I mean, we do have machine guns mounted on our tanks... [/quote]
our large guns are clearly compensating for something...
[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...
[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
[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.
[quote=dabronxenigma]Only if they make it rapidfire speed like most other key down skills.[/quote]
that would be nice.
Only if they make it rapidfire speed like most other key down skills.
[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%?)?
Heavy salvo: * speed increased*, how fast we talking tho?
With this nerf of mobility, mechanics can potentially be the worst bossing class.
[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?
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
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
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)
I hope they add that summons don't explode on death. It gets annoying trying to resummon when doing bosses such as Magnus, etc
Very interesting not all bad changes
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.
i will be sad if they nerf homing missile
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