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[키네시스] 영문) 지인이 올려달라고 해서 올리는 키네 문제들

재말라죽었다
댓글: 7 개
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2023-07-17 19:33:12
gms에서 키네 하는 친구가 있는데 번역해서 올리려다가 시간 안나서 그냥 올림... 그래도 번역 해서 올리는게 좋으려나

Hello, this is Kinesis main from GMS maplestory. My current level is 277 with my main stat being 58k. I can currently solo up to Vhilla. I am asking my friend who has KR maple INVEN account to post this because I want to also share my thoughts and let my voice be known to support the fellow kinesis players.

안녕하세요 저는 gms에서 277에 주스탯 5.8 인 키네시스를 메인으로 키우고 있는 유져 입니다. 인벤 계정을 가지고 있는 친구에게 이 글을 올려달라고 요청한 이유는 저도 제 생각을 공유하고 제 목소리가 동료 키네시스 선수들을 지지한다는 것을 알리고 싶기 때문입니다.
Main issue: Kinesis is a main dealer class, with no party utilites, but does not have a damage of a main dealer. The issue stems from poor skill balancing that does the job unjustice to their role in the party. I will be sharing my thoughts on how we can fix this. And other problems with many of the skills that Kinesis has

Biggest issue with Kinesis is their lack of damage, mainly because their lack of synergy with its own skills. This mainly stems from their extreamly long skill duration on their burst skills and their lack of synergy between ultimate skills ranging from 1st job advancement all the way to 5th job advancement. 
MoB(무빙): 90 seconds on their biggest 5th job skill, which makes them powerful, but limits how powerful it can be by making cd short. Also duration is way too long when bind is only 10 seconds. To fix this the damage output needs to be adjusted and then some, because Kinesis honestly needs more damage. 
Current: 1100% damage x 5 for 30 seconds + 1540% x 12 when it explodes cooldown: 90 seconds
Change: 4200% damage x 12 for 8 seconds + 5800% x 26 when it explodes cooldown: 180 seconds  
Overload/Tornado (오버, 토네이도): Overload should be moved to 5th job skill, and Tornado to hyperskills. Overload is way too important part of Kinesis burst to be in hyperskill and really weakens Kinesis by being so. Tornado is way too useless to be 6th job skill.
Overload: lvl 1-30 current effect + final damage bonus 10% - 30% depending on skill level, allows casting speed of Metal press (메테리얼) by 1.5x. (810ms -> 400ms)
Tornado: Same as now when trinodes maxed 5th job -> hyper skill 
cooldown: 180 seconds -> 90 seconds
PP cost: 15 -> 10
Mental tempest (애버싸이킥): cooldown: 120 seconds -> 90seoncds
Mental Shock (싸이코 메트리): stun -> bind, When used 15% damage increase for 30 seconds.
Kinetic combo(텔래키네시스): 70% (100% with hyper) proc on none ultimate skill -> 70%(100%) proc on ALL skills, 
Damage: 350%(370%) -> 220%(250%)
After image another world(이계의 잔상): 15% base ap -> 10% final damage 
10% chance of 3% mp -> pp Regeneration. (Why is there 3% MP regenration chance??? 어이없다)
(이미 5차 스킬비해 너무 안 좋은대 키네 mp 도 안쓰는대 mp 를 줌...)
Law of Gravity: (그라비티): New effect: pulls in MoB (무빙)
Metal press(메테리얼): PP consumption: 7 -> 4
Train(기차): pp consumption: 15 -> 5, (It isn't even that strong, why does it cost so much?)
Grab(그렙): Toggle to not catch mobs. Also remove delay of grabbing rocks.
Deep impact (딥 임펙트): pp consumption: 2 -> 0, Cast speed 2x faster.
Critical rush(임계): 30 kill combos -> 30 hit combos
Hyper Stats: remove PP hyper stat, add the effect of PP hyper stat on damage stat 1-10

This might seem possibly overbalancing or overboard., but I personally think this is very tame. and very reasonable. This is just a possible solution to a on-going problem for last 5-6 years. I highly doubt that Nexon will even see this and even if they did, they probably won't change anything, but there is a small hope. Please make Kinesis playable.  

Lv6 재말라죽었다

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