https://www.youtube.com/watch?v=hrMawW5J6NU
Step isn't perfect though. The invincibility doesn't last long enough (even with max Step Advance) and some boss attacks like Banther's claw swipes or pounce cannot be dodge with one step when you are too close (or you need absolutely perfect timing).
Still, I feel safest as braver and after that as melee in general.
Also, Rifle is ok because it's fast but launcher feels like importing your old PS1 ranger with old game mechanics and all into this game.
But not even having a shot...
And KC is nice but in the grand scheme of things it's not nearly as op as WB.
WB ends the boss in half the time KC even lasts.
And unless it's with WB and shifta and a weakspot, 60-80k is about max you can get with Finish.
effort effective.
._.
That's terrible.
Enemies don't spawn on top of you all the time. Or rather, only rarely.
So the instant enemies spawn they start spamming and melee gets the short end of the stick again cause you can barely get close enough and when you finally are, you are likely gonna need to heal.
That weapon...I feel like no day goes by where I don't find 3 of it.
Also, speaking of raids...
Just watched ep 3 of Log Horizon 2. Raids that take a month. Please Sega, make it happen.
(you can go back and forth and take any breaks you want, it saves your progress).
Anyway, the best is to give dmg penalties for long range. Apparently it's already like this for launchers and rifle but not nearly enough.
Disallow sniping out of visual range cause at that distance dmg is about 0.1%.
Also yes, WB must go, no choice.
Instead give rangers more crown control like the grenades and more status effects that aren't silly bullets.
Turn it back into glorious utility class it was in PSO1 (where it had some serious killing speed, too).
Fixed.
Cause with all your ideas you still got the problem that a ranger / caster close to enemies will perform super poorly while having far lower survivability and reaction speed than melee classes.
Yeah.
The entire point of the game requiring so much more dodging than before and being so much less forgiving with taking hits (like mates taking forever and always getting you hit again) is so they can sell more scape dolls.
In PSO1 if you died during a boss fight you walked the walk fo shame, all the way back from the start of that level (unless you had a safety pipe) to the boss warp.
Then you challenged again but now you have to do the whole quest again and that can take a while for A / S rank.
Last edited by Achelousaurus; Oct 20, 2014 at 10:23 AM.
Why so much hate towards Weak Bullet? Its a god send..
No, it's not.
It breaks the game and is 100% unnecessary.
No, killing bosses in 10 seconds or less is not a good thing cause all challenge and most fun are down the drain.
Not to mention it makes it impossible to balance the game for a company already having severe problems with balancing without it.
We can only hope that like Sroll JA boost it will get nerfed into oblivion.
No, it's the godsend, and that's the whole problem.
Nothing else comes even close to Weak Bullet's effectiveness. If every class, or even half of the classes, had something like Weak Bullet there wouldn't be such a problem with class balance.
Also, there's the fact that it demolishes bosses and that's pretty bad for the game itself IMO. Yeah you can get loot faster, but when everything is a 10 second WB-fest shit gets boring fast.
Weak bullet is fiiiiiiiiiiiine...
AYY. All you nillas days is numbered.
It's purpose was to make RA's modifiers easy to take advantage of. I wish it just stopped there.
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