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Check out the v.266 - The Sengoku Warrior Reawakening patch notes
here!
Several skills have had actual functionality removed for the sake of low skilled players.
Nexon has made the game harder to control for those who actually know what they are doing.
This includes, Up + Skill jump being removed on Radiant Driver for Mihile, Leap Attack being unable to be used on the ground for Explorer Warriors, Teleport Boost being a toggle skill for Explorer Mages, Lara's Ground Jump and I'm sure more that I am unaware of.
You can add the ability for up + jump to be used in mid air for those classes that lacked that ability but if anything you should have added the ability for all classes to jump up from the ground instead of removing it from the classes that actually had it already.
The newer method results in less consistency, less height, less speed and more button presses.
Please stop dumbing down movement options in the game because certain people don't know how to control their own characters.
Comments
1. Keybindable vertical jumps is an optional thing for personal playstyle comfort.
2. Toggles already functioned like a passive so why remove the option?
3. Removing the ability to use CD Skip is dumb, CD Skip is a fun stat and people like seeing the randomness of both no skip, skips, and several skips in a row.
4. All of the Decent Skills are still not a passive despite the skill functioning like a passive already.
Also, Bishop nerfs were unwarranted and she is already the bottom feeder damage as well, Angel Ray healing needs to be 10% HP per arrow minimum.
Lara feels awful being forced to play Summons and Absorb style at the same time - without the option to choose your playstyle and build, and removing instead of improving the Dragon Veins gets rid of a crucial aspect to her gameplay uniqueness.
For Explorer Mages, Infinity should be turned into a toggle and retain its Buff Duration scaling:
Infinity:
Passive: Restores 10% HP/MP every 5 seconds. Infinity's Final Damage increases further based your Buff Duration stat.
Toggle: While active, gain 15% Final Damage increasing to 45% Final Damage over 20 seconds, then back down to 15% Final Damage over 20 seconds. This cycles loops endlessly while active.
Cooldown: 1 second.
[If you had 100% Buff Duration, this would jump between 30% Final Damage to 90% Final Damage, if you somehow had 200% Buff Duration then it would be 45% Final Damage to 135% Final Damage. Arguably 15-45% might be to low and might need to be 20-60% base final damage.]
This would give it the ease of play as a passive-like skill, while still giving its variance and retain its unique Buff Duration scaling.
It would also allow for skillful use of Infinity where you can set it up where you can burst with its peak damage since it always starts at its minimum final damage when you turn it on, so if you need to burst, you can turn it off and back on, wait 15-20 seconds then burst and it would be like you waited for the Infinity charge up like it was an active, while all other players can just leave it on and treat it like a passive skill.
It is ego game design, I play this way so everyone else must play exactly like me too!
They do this with the new bosses too, add in metres and forced gimmicks where you have to play that way, which is fine for the less than 2% of players out of the pool that boss which is less than 1% of the total player base, but the other 98%+ of the less than 1% of the players hates it because they cannot fight the boss using their class uniqueness and fight the boss the way they want to fight the boss.
Nexon needs to learn boss design from the original Megaman X SNES Trilogy, where you can fight and beat the boss in whatever manner you want and every boss feels super unique to each other despite all being kill the boss before the boss kills you, but each boss has an obvious weakness that makes the fight way easier if you exploit its weakness and yet can still kill the boss without the weakness because the weakness is optional.
Where as the KMS director and his ego says you have to only beat the boss with the weakness and will not allow any other way to win the fight like with Kaling, Limbo, etc. Adversary is dumb right now because he is so close to being a 5 life normal boss if they just got rid of life-wipe from the nuke attack then you can struggle for a 30min clear instead it has a 15-20 minutes soft timer only if you are deathless just because you don't want to play as Mihile the boss fight (if I wanted to parry gameplay, I would be Mihile, don't force this on to me)...
I don't want class unification, I want unique movement.
Let Explorer Warriors and Lara have their key bindable and ground vertical jumps.
You could have just added the function where it can be used in the air too so it is ground and air.
Still allow for right-click in the skill window to disable the shortcut key command (which makes it key bind only usage).
Lara's flight should be hold jump only to enter and retain flight for self and party members. The double command to enter flight was always awful and made even worse with down+jump which is the most counter intuitive decision you could have made.
Also, Wind and Sunlight manifestation should have no cooldown to them, and their area size increase by at least 2x vertical and 2x horizontal, they areas are way to small to be useful.
Wind area duration increase to 600 seconds and Sunlight increase to 30 seconds for the area (applied buff durations remain the same).
- with buffs to sunlight healing to 25% HP per 1 second from 10% HP per 2 seconds so it can actually feel like a healing skill.
especially the warrior one.....mage idc but if ppl like to mess it for boss fights why not...same for Lara one....i'am sure we can have both jump type without issue....so ya...bring those back