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Maybe I'm a lame xgunner, but I haven't noticed any SP gain boost. I certainly haven't seen any damage boost. +calm
Dodge then right click to use spin smash your avoid multi hit attacks. Also normal xgun shots now earn a crazy amount of SP, idk how you can not notice.(less)
I guess I didn't make it clearer. Using that technique hardly does anything to help. All it does is temporarily creates a bit more distance. It's not so similar to bow kai's dodge+kick.
Can anyone else corroborate the claim about SP accumulation rate from normal shots? The update notes say nothing about it.
and out of melee range, as crossgun for max DPS you always want to spin smash if you have to dodge, you always want to animation cancel hollow shot with dodge spin smash, you want to use all revolver skills (besides spin smash and bolt storm) on cooldown essentially, hollow is 6sec cd and melee range. most (not so great) kais already animation cancel by dodging away from the boss not towards him. So if gun kai gets forced to play from far away against bosses with multihits that will go through his non-bolt dodge eventually (Keaghan 4 hit) out of fear of getting literally trapped in his dodge frames, that is dumb and only punishes the good kais.
Bow kai doesnt have this problem because he has dodge grapple. And for example spear lann doesn't have this problem because his dodge is ultra-fast, unlike laggy crossgun dodge.
Point is laggier dodge -> makes it significantly harder to avoid quick multihit attacks -> play farther away so you don't have to dodge as much -> inefficient and less DPS overall.
If it was intended to make farming slower, that's just dumb.
This x2. You've said most of the things I wanted to. :-)
This nerf punishes the skilled Kais far, far more than your run of the mill kai. I play solo 98% of the time, and this pretty much ensures my xgun's solo dps potential ceiling has just collapsed by a couple rungs. There's nothing quite as exhilarating as playing xgun in a manner that could confuse people into thinking, "Hey, isn't this supposed to be a ranged character?" Xgun Kai's highest potential both dps and fun-wise lies in where he fights up close and personal. It's where you're forced to keep track of many things at the same time: everything that you would with melee classes, but also your multiple cooldowns and manual rotations. People who say that Kai is piss easy are half right--but this patch doesn't really affect the people who play kai in his easy mode nearly as much as it does people who are used to playing Kai in the most risky way possible to squeeze out every last bit of his potential. It takes me more effort to play xgun in this way than it does when I try to go all-out with my sword lann. This patch forces the really good kais to play significantly more like average kais--more safely, more simply, and less exciting. (less)
heh heh I used to play spear lann 4 years ago before I quit after vella came out, so I know what it felt like to have no invulnerability and only .20 seconds of invulnerability. Those days … (more)were when playing as a spear lann meant you were either a phoenix feathers sinkhole, or had uber gear. Anyways, I would rather have only .43 sec and shorter delay between rolls than .63 sec and longer delay which makes trying to dodge combo attacks sometimes very iffy. That is how I feel about lann also. They buffed his iframes when really they should've just buffed his mobility by giving slip dash/roll more speed, or range, or shorter delay. This would be much better because lann's mobility is garbage, especially for a high-risk melee class, and my suggestion would reward skill with more mobility, and the farming grind would feel less of a chore.
Hmm, how about allowing players to modify their invulnerability techniques by allowing them to balance out their iframes-mobility themselves within certain limits? It would allow for more gameplay variety, and would just be more fun in general. Kinda like how kai players individually have different preferred ranks for their Reload skill. (less)