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Feelings on new Weapon (spellsword + shotgun)
Just wondering what other Hurks think about this new weapon. Not sure myself tbh.
Comments
i'm not a Hurk mainer but if this all falls through well when they reveal him fully and his Ultimate i might very well end up switching from Sylas to Gun & Blade Hurk. also it's not confirmed yet that Hurk will be usin' arisha's spellsword models right?
Things I'm still waiting for more on:
-Confirmation on what his survival mechanics are; does he block, invuln, gun parry? All three? None? Is that little roll in the video an attack animation or his dodge?
-Is there any sort of reload or ammunition system?
-Does it play his current voice clips with the attacks? The greatsword vo was specifically made to sound like the guy is fighting with something very heavy, especially in the JPN version. I don't think it would fit well with how fast these attacks seem to come out, and definitely not when he's just standing there firing a gun.
With the changes in standing stance and whatnot, will it give us new emotes? Hurk's F5 and F7 and all but one of his poses in the avatar/beauty shop are pretty much purely GS oriented and wouldn't look right with the new weapons. I'm hoping for a new dance. pls.
Still, sword + gun combo I've been wanting for a long time and now I have it. I might actually play Hurk now.
He only seems to have his roll for invulnerability. The dodge also is how he reloads, and you add an action--I think clicking or hitting dodge a second time with no directional input while not getting hit after the first round--to load the more powerful rounds. No rounds in the chamber causes you to reload if you fire, but it's much slower. You can also reload by pressing dodge without any movement key inputs. If you use translate on the KR site that TheDayInLove posted it explains a lot of his mechanics.
http://heroes.nexon.com/news/devnote/view?postno=302&bbsno=20
This is an interesting take. While GS's mechanics are very simple, I think its gameplay is much more engaging than some of the more mechanically complex weapons'. Teide actually looks like it'd be the more repetitive of the two.
GS is still a solid choice for S3 raids as long as there aren't multiple Hurks in a given party, and that's the same for older content as well. I do think ranged classes and possibly classes that deal damage via marks have more of an advantage in particular S3 raids, but buffing Hurk is not the best solution.
GS is simple, yes, but most characters are simple using only one or two smashes at most 90% of the time so I didn't really expect too much with Teide. Teide however simply does not offer the amount of depth the GS has in terms of gameplay which is what makes or break a weapon.
With the GS, you need to know how to time your dodges and smashes well enough to avoid getting hit and running into the no stam animation, mix in Ultimatum for animation cancels and invuln frames, be in the right place and time to trigger Deflection off of a dodge, know your attack patterns so you don't use the wrong smash and utilise Blockade to cancel normal attacks. That's a lot of depth and it's what makes GS fun.
While with Teide... you do more damage with reinforced bullets. You do more damage at close range. You do more damage when you have more wounds. You'd think they'd understand that players look more for gameplay than damage at this point in time.
- The sword range is almost non existent and gives no SP and aside from putting Wound onto the target, there is not much else to it. There is even less of a point in attacking with the sword when you have a 250 SP skill that instantly puts on max Wounds onto an enemy. Cat Statue > 250 SP skill > avoid using sword attacks for the entirety of the raid. I'd go as far as to say that the sword is unusable, because it's just that bad.
- There is no real incentive for fighting far away. Literally none. The damage you deal with the shotgun is decreased considerably from a range so if you don't want to suffer in DPS, you better be point blanking everything. At which point why even bother making it a shotgun and ruining Hurk's character in the process.
- Reinforced bullets are a bit lackluster as well. They offer around 30% more damage? And aside from a minimal increase in SP gained per shot, nothing else.
- The 500 SP skill, a charged shot that destroys a wide area in front of Hurk. It should be the equal of Execution of GS, but it isn't. Aside from the fact that it doesn't even offer invuln frames like Execution, it only does damage whereas Execution would down/flinch an enemy if you had 5 stacks of Awakening.
- Hurk's mobility using Teide in comparison to GS is horrendous. Apart from running and dodging, there is no real way of getting about faster. Even the stamina regen skill that was supposed to "move you a distance so it's also good for dodging" barely covers any distance from what I saw.
- Because of the non existent mobility, should you find yourself getting caught in an attack and can't get out fast enough? Better dodge and hope you don't get hit because that's pretty much his only way of survival outside of spamming his holding skill as a last resort. Possible that the stamina regen and reload skill offer invuln, but even then that's pretty terrible.
- They nerfed his kick. Seriously. They couldn't have even kept the kick for GS and had to make a new, worse one for Teide. As if this weapon wasn't already bad enough, they decide to make even finishing off enemies for them cores that much more difficult.
There's no special gimmick, there's no real skill involved, there's no depth, it's just damage and damage and more damage. Possible that there might have been some stuff that got skipped over in the skill text or that they weren't a high enough rank, but still. With the weapon as it is now, I see no point in playing it aside from shooting stuff up every once in a long while for shits and giggles.
I voted a "maybe" in the poll, but it's pretty much a firm "no" now until they make some serious edits to the weapon before official release.
PS: The holding skill looks terrible.
If they wanted to introduce a ranged capability they should have gone Hand Axe + 1-handed arm cannon. Would fit the Universe better, would fit the Hurk character better, and judging from what we've seen probably could have executed in game better..
I don't know how the inputs for sword work, but they could've made it so you could hold left click after normal attacking to enter a lockstrafe mode where you aim in camera direction and do the same damage with the shells as you would in "free mode". Could also give him a second set of strafe-y wavedash dodge animations while the mode is active which cover more ground to make up for your inability to use the sword.
The class is just super barebones right now. At first I thought he'd just need a bunch of minor adjustments like what Lynn got over time which made her my 2nd favourite character, but this weapon definitely needs to have more to it.
Not exactly excited about it although I would have to try it out to form a final opinion.