Here's my take on the game's previous updates. This is solely based on my opinion and observation.
POSITIVE SIDES (I will not go to deep on the details as to why this is good)
1. Dungeons are reworked (in difficulty and drops) which makes most of them easier to finish.
3. Slot values for armors, weapons, and bikes adjusted to match official. Though most people had negative reactions in this matter, this is, in a truth, a very good adjustment on the server.
NEGATIVE SIDES
1. There is a little difference between Epic Grade Items and Legendary Grade Items. This also includes the stats of the Belts.
2. Skill Issues is present
3. High-end items becoming weaker
NOTE: Overall, I still think that its a really good update. There are just some adjustments and tweaks that is needed to be done. Nothing is perfect after all, but we can be pretty close to it.
POSITIVE SIDES (I will not go to deep on the details as to why this is good)
1. Dungeons are reworked (in difficulty and drops) which makes most of them easier to finish.
- High tier dungeons no longer require a lot of POV's (Potion of Veradrix) in order to finish it.
- Epic Grade items became easier to get, which means starting players have more room for improvement unlike before.
- Heal Cooldown for FA is fixed and now more usable.
- Curse Dodge of BL became much stronger since most debuffs have 180 second cooldown now. Previously, its so easy to remove but now it has become very useful.
3. Slot values for armors, weapons, and bikes adjusted to match official. Though most people had negative reactions in this matter, this is, in a truth, a very good adjustment on the server.
- This offers possibilities on which build you can go for your character. Unlike the previous patches that mostly relies on AMP, current patch makes critical damage more relevant in PVP.
- Previously, AAU (all attack up) crafts are way more powerful compared to amp, this is normally the "go to" choice for bike, gloves, and weapon options. The recent adjustments makes Crit Damage, Crit Rate, All attack up, and AMP equally useful depending on the situation and build
NEGATIVE SIDES
1. There is a little difference between Epic Grade Items and Legendary Grade Items. This also includes the stats of the Belts.
- I will no longer go into detail since there is a recent post related in this matter. The main concern is about the cost of going for Legendary craft which is too big and not proportional for the actual power up we can get from it
- Either lessen the epic bonus or increase the legendary bonus to make an actual gap between the two grades
- Make more adjustments for the Belt bonuses.
2. Skill Issues is present
- Both FA's skills greater heal and mass heal has no multiplier inside mission war.
- GL's heal skill multiplier also not working inside mission war
- BL's intuition can receive knockback and down. (I believe stuns do not work during intuition duration)
- Leg Fracture cannot dash-fade-blink, I believe official allows warping skills during this debuff duration. (correct me if i am wrong)
3. High-end items becoming weaker
- Critical Ring +5 with 6AMP craft has more damage output than the Ring of Dr. Mazel
- Both Event Bikes is only a little better than QW7 bike. (Depending on the build, QW7 can either have more RCR or RSA than the event bikes. Balanced slot options make it a really good bike that is almost comparable with the event bikes. I do not think that the amp bonus on the bikes is actually a big separator in between the 2.
NOTE: Overall, I still think that its a really good update. There are just some adjustments and tweaks that is needed to be done. Nothing is perfect after all, but we can be pretty close to it.
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