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  1. Today
  2. Lurkin

    NERFED?

    IIRC Krokmou changes his skill tree a lot but the standard dio build is on here in the guide section. It's basically a hybrid build with points into WF stygian and drakar so you can onrush. There are two primary reasons as to why things seem empty to you, you might not play in a time in which many people are online due to time zones and you might have hit a time in which people stop playing for a while till the events rotate (Which is right now due to the devs wanting to implement new content). Also you should probably ask around in discord for people to play with, that's the easiest way to find some to either do DDs, event dungeons, your berkas dailies or TOD.
  3. Yesterday
  4. Kaon

    NERFED?

    We don't need to argue anymore. Show me which skill tree you use. I'll record it and upload it. and i m solo player Because I live in a different area and there's a 150 to 300 difference between ping and others. And I've been forced out so much that I can only play solo. what is team game? Look at the dungeon. I think the majority of the people in the room are about a quarter.
  5. Krokmou

    NERFED?

    Lmao I remember back in time when we need at least 3 players to beat just the Ghost Samurai in Gaikoz Castle. When you needed a solid team with support and attack characters to beat Kaze'aze in her castle. I agree the focus has a bit changed since, but the base is still a team game. Of course all character can be strong in their own ways, but that doesn't mean that they should let be the things that are blatantly going overboard. You do realize that Onrush is still his strongest skill, right? And it's still a really, really strong skill to top it off. We're discussing about Onrush here. If you memories are defined by Onrush it make me wonder if you ever played any other characters, or used any other skills even.
  6. Lurkin

    NERFED?

    This is wrong, this game was always meant to be somewhat team oriented from the very beginning as otherwise they wouldn't have implemented the room system with four people in mind and they wouldn't have made end game content for it (Berkas and tod). Hell you can see it even in the early design choices they made for the initial mp characters, Magician had cure, burst heal and Athena's sword, spell knight was inside Ronan's initial kit prior to st and revamp, Druid has resurrection and a massive part of all of Amy has buffs for party members. People just played it solo because it was more convenient and eventually they shifted the more multiplayer focused content into things that you can easily solo. Examples being the hero dungeons as they were nearly impossible to do the hero dungeons solo without the weapon change trick prior to being changed as they scaled with your stats. That's also wrong because Dio is still strong, he's just not strong in a way that you were used to. As Krokmou said you didn't want to play Dio you wanted to play onrush. You aren't destroying the memories of the players primarily because shit looks the same, is the same and feels the same with many characters, they might notice that certain details aren't quite what they remember but the devs aren't shitting on it they are just making things slightly easier for people that don't want to be pigeon holed into picking a character with a playstyle that is boring as fuck. Also the devs making things difficult is a good thing because if things stayed the same without any form of change people would just leave.
  7. After a bit of testing, I've found that the attack area is the platform you're on + the one above (relative to the height of it as there's no standards but you know what I mean XD). So that's pretty neat I'd say :3
  8. For Striker's 4th skill it's suppose to give the impression that he is "slashing" everything in sight, so the hitbox is the whole area he's in. Just like the description says "removing from it's sheath" and applying a devastating blow to anything around the individual. Pretty common move to see in animations and so forth with a person just slightly removing their weapon from it's sheath and all of a sudden everything is damaged. Now Ronan and his shields is just a mess in itself that we have to try and fix, best way to fix is probably make it similar to Rin's Talisman Buff shield so I'll have to bring that back up to Kizuyo. I believe Elesis's 2nd job 4th skill is inflicting fire to a single enemy that was considered "last hit" by the skill. I don't know if every other person alive is also suppose to be inflicted with burn, but that could be a quality of life change possibly when I bring it up to Kizuyo also.
  9. Kaon

    NERFED?

    You guys are mistaken. I don't know if Grand Chase should have the best character. Because the characters are divided into concepts and backgrounds, have characteristics that suit them, and try to understand them by balancing them. This game is not a team game like the League of Legends. It is almost a solo-oriented game, so only professionals participate in activities such as PVP. Despite the character's in-depth understanding and professional control, it is dealing fatal damage to those who break the dungeon. Look at the event dungeon. If you want to develop a character, you need to develop the character the strongest. But it was built with a structure that allowed all characters to grow into strong characters. But every caricature must be equipped with all Jin's dragon equipment and have a suitable stator. It takes quite a while, and it's also a game where you have to clean up the dungeon. Put it back to reality. By himself, the Berkas dungeon reached a level where it could be cleared. Now that you think about it, why do you think it's strange that a character has been properly damaged? I don't think they're their own characters. Each needs control, MP management, AP management, and skill cool time are all different. What I want to say is that the DIO is now a case that has become so bad that it cannot be chosen. Dion doesn't even come in. If you actually jump the gcm and go inside. Is this the balance you guys are talking about? Rather, it would be better to use DIO to increase the stator of other characters. Think about new players coming in. Is there a player who chooses a character by looking at each child in the guide at this forum? Or is there a player who checks online? Shouldn't we look back on the memories of the players? Is it right to destroy memories and make games difficult when developers say they are balancing? Elsword and Grand Chase are different games Elsword's system itself is different. If it were the same system as Grand Chase, I would have done Elsword.
  10. Last week
  11. Krokmou

    NERFED?

    They took the logical way, not the easy one. If a game has to be made around and adapt to one specific skill on one specific character, you know there's a problem. It's about balance and making characters more or less equal (you can't have perfect balance), not putting walls in the game because a skill is too strong and people will cry if it's touched. It's not about one side wanting it nerfed and another wanting it stay as it was, it's about the game itself. It's useless to build on broken bases, KoG made a clear example with GC. ''But by taking this approach, it has made those who want to enjoy the skill the way it was before unable to play Madness, or at least Dio''. If someone leaves GCM or stops playing Dio because something changed to the skill, that's because they were not playing Dio. They were playing Onrush. I believe people should play for a character, not for a specific skill. If in a game the question ''Who's the best character?'' can be answered by ''This one'' or ''These two'', the characters are not balanced and something has to be done. Take Elsword for instance. I've seen people using all characters equally with many different sets of skills. But in Grand Chase? I very often see the same characters with the same skill set, and I think that's pretty sad thinking about content that is left out because ''it's not a strong as this one''.
  12. Kain

    NERFED?

    What? The whole point I was making, and what they should have done to avoid the uproar, is alter AI or introduce new content specifically designed to balance out the absurdity that is Onrush. The slime was an example for something that works in tandem with the skill to bring balance, regardless of if the dodge mechanism was specifically for Onrush or not. You missed the entire point of that example. The last thing I want to say on this topic is that by having new content and changing existing content to be "anti-onrush", we can satisfy both sides of the fan base. With this, there would be dungeons where Onrush would work and others where it wouldn't. If not having Onrush is a problem for a player, they could simply choose to enter with a new tactic/char or not play the dungeon. In which case, they will most likely choose the former which gets us to where nerfs would have got us to anyways: forcing players to play differently. But by taking this approach, it has made those who want to enjoy the skill the way it was before unable to play Madness, or at least Dio. I have all the respect and love in the world for this staff but nerfing by way of numbers is the easy answer. Changing AI and/or introducing new things with better AI is the harder thing to do. We took the easy way out on this one and that's why players are upset.
  13. Some skills are a bit wonky aren't they? I can name a few and I really need help figuring how they work. Striker's 4th skill ''Quick Slash''. What's the area of effect? It's not immediately clear as it's not what it appears in-game when one uses it. If the slash isn't the actual attbox, what is? Aegis Knight's 2nd light skill ''Magic Defense''. It's supposed to last for a while but I also know that it can only withstand a few hits before wearing out. Thing is sometimes it blocks one to 5 hits, sometimes a few dozens, sometimes none at all and it just seems to disappear after a couple seconds. What's up with that? Spearwoman's 4th skill ''Spirit Lance''. It hit all enemies in its area of effect which is what it's supposed to do, but it only inflict burn on one enemy picked seemingly at random. Even the description doesn't agree with the actual skill. Is this normal or some kinda bug?
  14. Im from Sea, is the ping stable in our server? i want to know before i play the game.
  15. Silvata

    NERFED?

    honestly, they really should nerf lightning enchant, i solo'ed goblin work site with a lv34 edel using tat lels (and im not even an edel user, but i guess partly is cus GWS is too easy) lass' raven walker was nerfed to the ground by KOG, then GCM buffed it a lot but recently nerfed it as well tat and the previously usable combo with 3rd job 1st skill invisibility, tho now disabled after weap change, but then they added buffs to his shared skill shadow vanish so .-.
  16. Krokmou

    NERFED?

    For this particular dungeon, the slimes have a cooldown one their dodge which allows you to hit them with a skill without worry right after they did... Unless you're using Onrush. There was a patch that made the slime ignore the their dodge cooldown if you use Onrush. You can't use that argument there because that's the point, the enemies are made so that Onrush doesn't work because the staff wanted the answer to be something else than Onrush for a change and I fully respect that. The same thing happens in Monster Train 301 when the Death Furnaces (?) raise their shield. They have a cooldown on it unless you use Onrush where it will be swiftly and purposefully ignored. My opinion is that they did this so they didn't have to nerf the skill because they knew it would cause an uproar like what's going on now so, instead, they made so that specific enemies will actively force you to use other skills instead of letting you one-shot them. I'd also like to add the fact that you can now turn back with Onrush to come back at an enemy who dodged you. I'll comment on that and I kind of agree on some, but definitely not all of them. Asin: Pressure Point is still out there for sure, but the devs made an interesting change on the very last skill of the Mugen skill tree (Special Enhancement) that increases the damage of all Mugen specific skills and extreme skills by 30% permanently. You're gonna say it's not worth the 100% increase of Pressure Point and you're right but consider this... Disciple's Pressure point only hit one enemy most of the time because you need the enemies to be right in front of you at the moment of the attack and did have its cooldown increased to 15 seconds so you can't chain cast it anymore, while Mugen's Water Puddle not only lasts a while on the ground and affect later coming enemies but can also be chain casted to keep the debuff applied to all enemies within. With the combination of Special Enhancement (+30% dmg on skills) + Water Puddle (+30% too, if I recall correctly), you can have a steady and reliable +60% dmg on your skills and you not having to plan when is the best time to use Pressure point and actually free your mind to think about dodging and such or I dunno. It's not as good as Pressure Point, but it has its advantage now and is now a viable strategy for Asin. TL;DR Asin has been somewhat balanced in favor of choosing a side rather than going Hybrid. Jin: His fourth skill has been massively debuffed in the last few patches, did you miss it? Iron Fist has been nerfed too as it will only last as long as you have Burning gauge left and you have to take the time to fill it back up, enter Burning Mode and then reactivate the skill. Veigas: Barrier has been modified so that its cooldown cannot be reduced by any means anymore, removing the potential invincible strats. Absolute Dark is strong indeed, but cost quite a bit of AP and has a fairly long cooldown for something that doesn't deal damage directly. Zero: Yes. Grandark Domination is something to fear. But what's tricky about this is that you have to be in a stance to charge/activate it and if you're in a stance, you can't dodge (you can use the Dodge Skill but being in a stance drains double the SA gauge) so you're forced to take a lot of hits and even if you're invincible you'll mostly be in FATAL when it wears out so that's a risk to take. The character was made to be able to take the hits rather than dodge them. Lass: I will completely agree on this one. It is rather OP considering the damage of his other skills. Rin: Fourth skill spam? It's actually not that strong when your opponent isn't Samsara, Perseo, Starkiln, Drawl, Sentry Keeper or Talin Elfbane. It's more of a room sweeper when your enemy isn't at least 10m tall. Soul Shield...? Hmmyeah I get what you mean. Ronan: Holy Bless? You gotta use it 5 times to get the lvl 5 buff and be effective with it. Right off the bat, that's more MP cost than a 4th skill for a ~50% increased damage. Not only that but you have to maintain it for it to last as it has a set duration and it's not so easy to have enough MP for other skills while you're busy draining your MP into Holy Bless. The 2 sec shield upon casting is pretty nice tho'. Ryan: Resurrection is a 3rd skill and while it will save your allies (not you) in dungeon like ToD, you still need the MP to cast it and you'll see that you'll end up rushing to get MP to maintain your team alive. It's not easy even with 130% MP Recovery + Revitalizing Totem, I can tell you that much. Edel: Ffs, I purposefully discard the Lightning Enchant because of how OP is it. Amy: She's a support char, so you'll expect her to be buffing. I didn't know she could revive tho'? Mari: Refer to Rin for Freezing Tempest. Nuclear is alright ¯\_(ツ)_/¯ Arme: Her skills are rather weak, her basic combo is worse and her 4th skills aren't really better so I'd let her have her buffs/debuffs skill please. What I mean is that it's okay for a character to have a ''signature move'', but such a move isn't meant to be as broken as Onrush was.
  17. Kain

    NERFED?

    I can't agree 100% with this logic for the sheer fact that Onrush is only Onrush if the monster/mob allows itself to get hit for so long. Take King Slime land for example, the monsters can only be speared if another teammates draws the attention and even then, its only for a very brief period of time. Even at Kaze'aze, you need to time the skill while also using back attack enough times to kill her solo, its not as easy as you are making it sound. The skill still calls for talent in certain scenarios. As someone who had grown comfortable with killing her normally, many players wont reach this point due to the frustration along the way. Also, plenty of characters are defined by mainly one or two skills. Here is a list based on my experience running dungeons like TOD 1000+ times which really calls for players to know their characters well: Azin - Pressure Point Jin - Fourth skill + Palm allowing for immortality Veigas - Barrier and Absolute Zero - technically not a skill but Grandark Dominantion, Zero's play-style and combos involve this most of the time Lass - Raven Walker (formerly but still to some extent) Rin - Fourth skill spam or light shield spam, depending on typing, layout, and dungeon Ronan - Bugs aside, the blessing or spamming <<,>,Z with lightning Ryan - Revive or fourth skill, a dmg third skill instead of revive if we are talking reg dungeons Edel - ZZZ with lightning sword and the occasional skill, depending on context but mainly ZZZ Lime - Fourth Skill and Delay, dmg can also come in here and there but are not the defining skills Amy - Revive + Buff Mary - Ice tempest + Nuclear, depending on context Arme - Debuff + Attaque buff, occasional fourth Obviously not an exhaustive list but there you are. Saying a character being defined by one skill makes them broken would simply not be true. It's more of a calling card than anything else and allows us to categorize what type of character they are. The better solution, in my eyes, and that would have actually attracted more players to the server rather than have people quit, would have been to introduce harder content (on the way) where stuff can't be "onrushed" and focus on bringing weak characters up through unique mechanisms. Much more interesting than nerfing strong characters for the sake of weaker ones. As this type of content is released, Onrush would be more-so a "nice to have" for certain mobs rather than a surefire win and it would force Dio players to come up with different play styles for this content. Onrush wasn't broken because of the skill itself but rather that the AI in 95% of maps is simply too stupid, something the staff already hinter at wanting to fix.
  18. Kaon

    NERFED?

    sry i say 70000 rank 70k Because I wrote it while I was sleepy. You said the 100K DIO broke the dungeon at Dungeon Clear? So other characters are impossible? No, I've seen a lot of people who've already cleared up, and I think it's easy or difficult to erase, or it's the last dungeon. Then shouldn't individuals rather try to raise the stage and break it by adding a dungeon? Is there any problem with the operator intervening and causing the character to be reluctant to use itself by breaking down the balance that was suddenly there? There are already a lot of such games and there are certainly problems of not choosing characters. This is not a solo character, Rpg .
  19. Krokmou

    NERFED?

    Oh but I have. I had a SS 80k Dio on the original game and I now have a SS 150k Dio on GCM and let me tell you something: I never used Onrush other than for the sake of testing. Back before the ''nerf'', a casual 60k Dio with Onrush could very easily one-skill all bosses in Angry Bosses using only this skill. I've seen 100k Dio casually mow down Kaze'aze in Tower of Disappearance with one Onrush. That's not normal for any game, and the way you're basically saying that it's okay to have a skill that can one-shot anything under pretext that it's up to the player to decide whether or not to use it is not even an argument as you're deliberately agreeing that it breaks the game. (You also mentioned PvP but you can't compare to PvP because no one in their right minds will ever use Onrush in PvP. Also, who even does PvP?) Leveling Dio is as easy as with any other character, even without Dimension's Door and Onrush. I don't know what you're coming from with that. Furthermore, you're saying that your 7k Dio can clear Angry Bosses in 20 minutes? The simple fact that you can even clear it with 7k is a problem! When Onrush can make you able to clear Angry Bosses in 20 minutes with 7k, you know there's a problem.
  20. Kaon

    NERFED?

    KGC balance patches = ap consumption 1.5 -> 2.5 , Dmg NERF ,range reduction -> don't use PVP ,If mobs move frequently, they can only throw away APs because they pass the enemy in the first rush. duration with pots = Other characters included(200 ~ 300k ss class) damage per hit from 400 to f***ing 5000. = Other characters included ( 200 ~ 300 k ss class) class miss sry Where is the balance? PVE? PVP? If the main culprit behind game destruction is imbalance, I can't understand. DIO is good in PVE(dungeon) and DIO is hard to see in PVP. And after the patch, Have you ever raised a DIO from the beginning and gone to the event dungeon in A+ class? I felt the wall there. The first four seconds, and then seven seconds. I don't know what you thought of DIO. But there's a technical tree. Do you know how much Dio's technical score he needs? Especially with a dual medium skill tree, you can't shoot everything. Also, one important tree may not bring ONRUSH. It's all up to the players, but the DIO's skills have yet to be determined. Have you ever used weapon DIO? Passive Brick uses certain technologies to increase the use of ONRUSH, but using this patch does not properly extract efficiency without paying for the technology. You know this, right? And isn't it up to the player to use ONRUSH? Shouldn't we not be together if we don't want to break the dungeon using ONRUSH? Why do we have to do it together?Are you hurt? If you're right, why don't you force the DIO out? Should I lower my character so that I don't want to pick one? Frankly speaking, wouldn't it be much wiser to delete and recreate technology? Would this be a complaint if we had to pull out the technology and wear the new one? Why don't you pull up the other characters? So that the best DIO and other characters can be patched together. Have you ever fostered a DIO? Have you ever thought about which technology is most useful in DIO? Do you know how many technical trees you have to give up only on ONRUSH? But online, the one-skill has hit the ground. Did you give the SP reset coupon to the D.O. user? You gave him a chance to try? This would not have happened if I had told you earlier. But the operators were just promoting, and that was all. Can you really understand how difficult it is to get to know a second job? I didn't use the VP and raised it to level 85. It was hard to grow. my dio is 7k Dio but normal angry boss clear time 20min its real? i want 5min but 20min and 1hit dmg critical 10000(not back attack) .... it real wall!!! what the hell dmg
  21. Not only Bravery, it was only an example. Basically any skill with a duration, it could be Terminate, Power Liberation, Dangerous Tests, Holy Bless etc... And not only skills. More things like potions giving a buff for a certain duration like the Demon of Yore, Anniversary Potions, event items like those pies and other food items I've been hoarding that are starting to smell a bit rotten just sitting in my inv. These give a buff that you can't monitor with visible cooldown time.
  22. If bravery is the problem, then you can just look at its cooldown. If it has, say, 20s duration upon casting with 60s cooldown( just an example, not the exact value), then when the cooldown hits 40s, bravery will end. I think it works that way. I used it in gunslinger's 4th bar too because I play at a lower resolution. But I do agree that something has to be done.
  23. In-game, the list of active buffs/debuffs is displayed on the bottom-right corner. Looks fine in regular circumstances, but it's not the same while a boss is present as their long HP bar is hiding the buff list quite a lot, especially when you have a bunch of these. It's not too bad in general, but when it gets annoying is wen it hides a timed buff that you need to know when it wears off. For instance, I use Bravery during boss battles. I can attack while being invincible but I need to know when it finishes so I can chain properly or get away from enemies before it ends, but thing is that the boss' HP bar is often hiding the buff and its duration. There's something to be done for sure, but I don't know what. Reducing the size the the HP bar? Listing the buffs/debuffs somewhere else? Or maybe having them list another way? I dunno, but under the boss' HP bar isn't so great 😅
  24. Krokmou

    NERFED?

    Why was it nerfed? Because not only was it too strong as a standard skill, but also because you could extend its duration with pots, adding to the already over-powered skill. It's called balance and Dio was not balanced because of this one skill. The simple fact that you say that the definition of Dio is Onrush is the problem. A character should never be assumed to ''have a certain skill or else it's not strong''. You think the original GC was always the same with Onrush? It wasn't. Before Season Chaos (If memory serves) it was a reasonable skill, maybe just a little bit weaker than other high-end skills, but the fact that you could extend it was giving it an edge, which was fair. It was fair and somewhat balanced, but only before they decided to up the damage per hit from 400 to f***ing 5000. As to why KGC remained the same after that one update is simple: they didn't care. Strong isn't bad, too strong is. It's about balance and when a character is defined by one single skill, that balance is broken.
  25. Kaon

    NERFED?

    But... Why should Dio onrush be nerf? The definition of Dio is onrush and should be in the best condition. Why has the KGC remained the same for many years? Have you ever thought about it? And why problem is strong? (dio onrush dmg less 50% and skill duration is 7sec/real time 6sec) and u say strong is all last item Jin Iron dragon and full setting. if u jumping?(lv70) char chose not dio or lin u next char make dio can u? strong onrush?? thats answer is NO
  26. Krokmou

    NERFED?

    Au contraire, Dio was buffed in the last few patches and it was only Onrush that got ''nerfed''. The simple fact that you and most people associate and assume Dio with Onrush was one reason why it got nerfed. Explore the skill tree a bit beyond Onrush, you'll find that there are other powerful skills out there. Also Onrush is still his strongest skill, still too strong even. Just saying.
  27. everything should be in the temp warehouse when u log in, move everything from 'temp warehouse' to 'my inventory' then logout and login again check this page for more info
  28. Hi what do you mean shared inventory? its' the same with them, after a year of not playing I lost my hardworked pet and so many stuffs like i'm really frustrated now :((
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