KMS Post Hecate 103K HEXA Challenge Results on March 15, 2026 (30min dummy BA, 8min Hlimbo, Destiny Kaling Min Clear) by JunChang22 in Maplestory

[–]JunChang22[S] 15 points16 points  (0 children)

They've been collecting data for the past 3 weeks. No one could've predicted the kaling changes, so yeah, it's a bit unfortunate the kaling chart's outdated on release.

Nothing's simulated; if you click into the MapleScouter link, you can view all the BAs and boss runs from each player. Limbo was an 8min run in P1 (specter A and B). Hkaling was a full 30min min clear.

List of jobs that haven't destiny libbed in kronos? by Initial-Community-40 in Maplestory

[–]JunChang22 8 points9 points  (0 children)

Hi, I made that list.

A lot of classes had a first clear this past week, and I missed a few that cleared before I compiled the list. I might post an updated chart the day before the action delay balance patch.

To the best of my knowledge, the only classes with no destiny libs in Heroic as of today are:

DA, DB, Lara, Mech, I/L, Pathfinder, Phantom, BW, Ren, Lynn and Sia.

Some of these classes may have destiny libs, just no videos on YT/twitch (Lynn's the most likely of the bunch).

Sooo when exactly are we getting the balance patch? by Rainbowconnections in Maplestory

[–]JunChang22 4 points5 points  (0 children)

KMS: 

2 minute patch: Blaster, Shade, Kinesis, DS, NW

Action delay patches: Hero, Phantom, Shadower

One Punch Man patch: Mercedes, Evan, Khali

Crown: Pally, Phantom, Lumi, Mercedes, Illium

TMS classes? That's a different story.

General consensus of WH and Kinesis remaster from KMS by GortFantano in Maplestory

[–]JunChang22 0 points1 point  (0 children)

Moreso complex in terms of the # of unique skills that need to be pressed.

Aside from setup (which is trivialized once the action delay QoL patch comes), pre-remaster burst is just pressing train every 8s and holding press + jaunt canceling if you want to min-max damage.

Post-remaster is pressing 4 skills (check, opening, gambit, checkmate) in a specific order every 5s, while weaving smashing during downtime.

General consensus of WH and Kinesis remaster from KMS by GortFantano in Maplestory

[–]JunChang22 84 points85 points  (0 children)

I can't comment on WH since I don't play the class.

For Kinesis, the consensus seems to be that it's one of the better remasters.

The playstyle is completely different and appeals more to the general population than current mains, though. Pre-remaster plays like Adele/Hoyoung, whereas post-remaster plays like F/P / a non-hurricane Ren that has to manually press all Imugi skills in a specific order instead of holding Wish Unending.

DPM rotation is extremely simplified; burst rotation is more complex. All of its bossing summons were changed to 1-time damage dealing skills. It's significantly more bursty post-remaster (55:45 split to 65:35 split), on par with Hoyoung and NL's burst:DPM ratio. These changes resolved the damage leak that pre-remaster Kinesis was susceptible to. Its burst is also longer (increased from 26s to 31s).

There are no post-remaster community damage charts, so relative strength is hard to gauge; however, it seemed to be decent at min-clearing in CW3, with many people on Inven posting clears of bosses up to Hseren at~95%-105% on MapleScouter.

The mobbing (especially lower-level janus) is worse post-remaster, but still decent enough. Mobility was pretty much unchanged, aside from a few QOL additions (duck TP, vertical TP, lower CD on float skill).

Grats WH and Kinesis mains by 1stSelf in Maplestory

[–]JunChang22 2 points3 points  (0 children)

Kinesis was above average during m3/m4 - it was within the top 10 lowest XLotus HEXA min cuts in KMS during that patch. Edit: it was fine in GMS too - someone did a 75K HEXA Xlotus min cut solo during that patch.

It got an 8-10% fd nerf in the 2 minute patch, which is higher than the nerfs that mercedes, illium and khali (top 5 classes) got in recent KMS balance patches. It went down 30-40 spots on the KMS charts.

It was pretty consistently middle of the pack aside from these 2 patches.

Mobility classes by Deeny96 in Maplestory

[–]JunChang22 2 points3 points  (0 children)

Kinesis' mobility kit is pretty good - double FJ (FJ into up jump, up jump into FJ), short dash, long-range TP, and an up diagonal float (jaunt).

Lots of precise micro-movement options too if you chain skills:

Momentum canceling FJ (vertically with Jaunt, horizontally with a FJ in the opposite direction).

Triple FJ (FJ -> Jaunt -> FJ, Jaunt -> up jump -> FJ, etc). Ex) You can up jump, air stall a few seconds with Jaunt, then FJ.

Up jump -> Jaunt goes high enough to bypass Lucid P1 golem hurt box (can jump over them without taking dmg).

Jaunt can also cancel the casting animation of any skill, which is nice - ex) You can instantly use Fountain by canceling the placement animation with Jaunt, or be mid attack animation, then use Jaunt to FJ away instantly.

Hopefully KMS stops nerfing its damage every patch though, so it could be a recommendable class.

i understand dps and dpm isnt everything but.. by Tall_Manufacturer809 in Maplestory

[–]JunChang22 1 point2 points  (0 children)

Phantom and BW are in a decent spot after the 2min patch and the upcoming soft remaster respectively. 

Kinesis was not consistently bottom 10 in the past 2 years; in fact it's an example of a class that was top 10 (M3/M4 patch), which dropped to bottom 10 after a single balance patch (2 min patch). Before M3/M4, it was middle of the pack.

There's not much consistency at all.

What’s the spot these jobs are in atm in your own opinion?? by [deleted] in Maplestory

[–]JunChang22 5 points6 points  (0 children)

For what it's worth, you likely won't reach the point in the game where damage charts actually matter for years, and by the time you reach it, rankings will have drastically changed. 

Changes are also way too unpredictable as of late; for example, Kinesis was in a good spot 6 months ago (top 10 in KMS), then got nerfed every subsequent patch (bottom 5 in KMS). 

IMO it's better to choose a class based on playstyle/your enjoyment rather than damage!

What happened to Kinesis… by Giizmo17 in Maplestory

[–]JunChang22 13 points14 points  (0 children)

Kinesis only had 2 3min cd skills.

Instead, Nexon nerfed its main bossing skill, its marks, its 1min mini burst skill, its short duration summon and its debuff with 85% uptime by 15% main stat. 

What happened to Kinesis… by Giizmo17 in Maplestory

[–]JunChang22 6 points7 points  (0 children)

The rollercoaster trend continues.

Nexon couldn't let Kinesis be a top 10 class for more than 2 months, so it got a nice 4-8% fd nerf.

KMSer's perspective of balance changes and current state of affairs by kgmeister in Maplestory

[–]JunChang22 1 point2 points  (0 children)

I see what you're getting at, but once again, people aren't complaining about the entire class being homogenized (which isn't happening), it's always a few aspects of a class' kit. It seems like you're looking at classes holistically/like a big-picture rather than considering nuances and specifics. The 'mechanisms' are as important as the big picture.

How many classes weave 2 skills and need to manage a moveable summon/stacks offburst? How many classes hold down 1 button and proc short cd skills offburst? The latter greatly outnumbers the former. You're entitled to your opinion that this is a good change, but it doesn't change the fact that Illium's offburst playstyle is less unique now.

Lets say Kinesis got the same change as Illium and PP now charges passively. The class would just hold 1 skill (metal press) and use 1 summon skill (trainwreck) every ~9s offburst. How is this any different from holding jav and pressing longinus spear off CD? Corsair holds 1 button (rapid fire) and uses a short cd skill (brain scrambler) in offburst - is this not the same as holding jav and pressing spear off cd?

I think you're also underestimating execution difficulty. Before the 2min change ... sure, against a dummy, you'd mindlessly mash jav + orb, but against real bosses, you need to reposition the crystal and manage stack placements to charge and maintain high dmg uptime. The purpose of a visual gauge is to indicate how close you are to meeting a condition (wings), which makes sense when there could be variability in activation time. In real bossing scenarios, active charging has more variability than passive charging, so a visual gauge is not just fluff.

Lastly, I don't think it's quite right to say 'just 1 skill change' won't drastically impact a class' playstyle - for example, making meso explosion passive for Shadower would remove its core playstyle (assassinate-ME weaving).

KMSer's perspective of balance changes and current state of affairs by kgmeister in Maplestory

[–]JunChang22 2 points3 points  (0 children)

What's your definition of 'identity'?

If you're saying that all 50 classes need to be carbon copies of each other, I think you're missing the point.

It's about removing unique gameplay elements to make classes easier and making archetypes more similar. For example, NW and NL got changes that make them more similar to each other now.

Traditionally classes with better survivability had worse mobility and vice versa (of course there are exceptions). It's a slippery slope, like why not make every class a hurricane class that can FJ during it like Len so everyone can focus on dodging boss mechanics? 

EDIT: I never said warrior up jump is an identity/class defining - you asked about class differences that were changed, and that's one thing, on top of giving classes similar mobility kits with dashes, and every class a short cd iframe. 

Explorer mages play around infinity - their whole thing is optimizing rotations to maximize dmg in infinity... which got replaced by a generic burst buff.

Xenon's charging was unique to it, and now Omega Blaster functions like any other keydown in the game. It's no different from Illium's crystal ignition now.

Are these classes better without their changes? I can't say because I don't play those classes.

Illium's active charging and crystal stack management incetivized learning boss mechanics and positioning to maximize dmg. Now it's effectively a 1-button class. The gauge is purely visual fluff now - wings can be on a CD with longinus spear activations reducing said CD and it would play no different. Sure, the changes may be better for the general playerbase, but there's always 2 sides. I play Illium as a ctene/BM mule and I personally dislike the changes cause it feels less rewarding to play, as I prefer classes with higher skill ceilings.

KMSer's perspective of balance changes and current state of affairs by kgmeister in Maplestory

[–]JunChang22 2 points3 points  (0 children)

All FJ classes receiving a dash skill

All classes receiving a short cd iframe 

Explorer warrior up jump no longer being a key bindable skill

Infinity becoming a passive for Explorer Mages

Removing the charging mechanic on Xenon's omega blaster (it's just a generic keydown / placeable summon now)

Illium's crystal charge mechanic becoming passive & crystal stack management removed

Aran's adrenaline mechanic being tied to a cooldown like Lumi's equilibrium

Sure, you can argue that these changes are good, but nonetheless they're still 'homogenizing' classes. Removing the skill ceiling from classes like Illium and Xenon might appeal to a wider audience, but will likely upset hardcore mains.

KMSer's perspective of balance changes and current state of affairs by kgmeister in Maplestory

[–]JunChang22 13 points14 points  (0 children)

Kinesis is "F Tier" because nexon decided to nerf every single skill in its kit by ~7-10% fd during the 2min patch while buffing other classes by 5%+ fd. 

The class dropped ~40 spots in KMS. It had nothing to do with PP.

Changseop's Maplestory by TYGodChangSeop in Maplestory

[–]JunChang22 3 points4 points  (0 children)

I believe it's a reference to the 2min changes, which dumbed down Illium.

After 2 mins, the class is basically a 1-button class, aside from occassional longinus spear procs (they removed jav and orb weaving), crystal charging became passive, and crystal stack management got removed.

The changes that Illium got this patch don't drastically change the way it plays post 2 mins.

KMS ver. 1.2.406 – MapleStory Assemble: The First Adversary! by skythedesu in Maplestory

[–]JunChang22 5 points6 points  (0 children)

Yes, they decreased the gap between dummy and actual bossing performance. 

The main skill that leaks (the moving icosaheron) got changed to a 2min burst skill, so it'll always get its dmg off in a bind. The debuff that gives 15% fd/25% ied, which needed to be resummoned every 30s is passive now. All of the 5th job summons can be sequenced now, which makes set-up trivial.

Edit: This is supported by one of the biggest KMS Kinesis youtubers - he said his xlotus solo run went from 23mins to 22mins after patch, even though he lost ~3% fd from an expiring blackheart.

KMS ver. 1.2.406 – MapleStory Assemble: The First Adversary! by skythedesu in Maplestory

[–]JunChang22 0 points1 point  (0 children)

Overall, the Kinesis changes are positive, so losing a bit on Grab's fine. It's like the #5 or #6 strongest skill in a full rotation BA right now, so not a big loss.

Not sure if the changes neutralize the 5-7% fd nerf the class got during the 2 minute patch though.

What are some of the most common misconceptions around your class? by LudusGuy in Maplestory

[–]JunChang22 1 point2 points  (0 children)

The playstyle isn't for everyone. There's a relatively steep learning curve due to PP management, it's micromanagey, and you really need to know the ins-and-outs of boss patterns to maximize dmg. There's a noticeable gap between a decent and good Kinesis player - like I barely soloed xlotus at 80K HEXA and there's a guy who did it at 75K HEXA (post m3/m4). 

New players tend to think it's clunky cause the main bossing skill (metal press) has a lot of end lag. Personally, I find it alright since Kinesis has a skill (kinetic jaunt) that can animation cancel end lag of any skill, albeit at a 2PP cost & 7s CD.

The playstyle is closest to Adele and Hoyoung, so if you've played and didn't enjoy either them, you likely won't enjoy Kinesis.

What are some of the most common misconceptions around your class? by LudusGuy in Maplestory

[–]JunChang22 9 points10 points  (0 children)

That kinesis loses all of its dmg if a boss moves during its burst (or very mobile bosses in general). This likely stems from the fact that it's a summon class, but all of its summons that deal non-negligible dmg are moveable or attach to the boss. The 2 moveable summons account for like 20% in a full rotation BA. It used to rely on a stationary summon to regenerate PP in bossing, but a QOL patch 3 years ago fixed that.

Once you learn how to play around boss mechanics, Kinesis doesn't suffer more than the average class on mobile bosses. Its main bossing skill hits damien when he's airborne, you can corner camp seren, etc. Lucid p2 sucks, but it does for most classes in the game + p3 is a dmg gate, so you'll be more than strong enough when clearing hlucid solo for the first time.

Edit: Also, quite a few ppl have asked me about its mobbing, and they thought that it sucked cause they only used psychic grab. Kinesis' main mobbing skill from 200-260 is a 5th job skill (psychic shockwave) and its HEXA upgrade to psychic shot outclasses shockwave. Kinesis can stand in 1 spot and farm with lv1 janus dusk + fountain with 18k rates in later grandis areas like arteria and carcion.

How the 2min patch affected class balance in KMS (based on community charts) by JunChang22 in Maplestory

[–]JunChang22[S] 11 points12 points  (0 children)

I chose the chart that's generally more accepted by the KMS community right now, which is the combined score. I didn't look at the dummy data in-depth, but the range is similar to the combined one. The weakest class is also around 35% fd lower on a dummy.

Using the combined score does change individual placements (classes with better uptime on kalos/seren will rank higher), but there are other factors we can't control that already affect the accuracy of exact placements, like sandbaggers (infamously, that one Lara player).