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As for things like skills and talents, nothing much really. Maybe a type of weapon or skill for dodging.
Dex now being a really good stat thats just not for mostly archery anymore. probably just in the camp of "no strong feelings"
EDIT: somewhat of contrast what i think really needs to be revamped are talents rather than races.
Memory tower will be rebuilt
We can stack it with Light of Ladeca, and by default have a 500% multiplier that comes with magnum spam. There's no need for us to have that buffed.
If anything, Magic Missile is one of the most useless skills in game.
Ah, I didn't know that! Last time I played an elf was years ago, so I am a bit out of touch. Glad to know elves aren't getting completely shafted though!
- They'll give a 1/10 chance that Magic Missile will hurt the caster instead.
- Their shoes will lose durability twice as fast.
- Any loaded skills that you can move with will lower elves to a walk speed.
- Mirage Missile will reflect all damage from the afflicted monster onto the caster. It will not lower HP lower than 1 HP.
- Elves will be able to use a skill similar to Chain Impale called Ear Impale regardless of the weapon equipped.
- A new skill called Forget lets them de-rank skills at the cost of AP. At r1 it will also de-rank another skill at random. You get no AP back from this. Can only be used when near the memory tower.
- Giants will be able to mount onto elf shoulders, similar to how humans can currently mount giants.
- A critical Heat Buster will send the elf spinning back twice as far as normal.
- When an elf tries to get on a raft it will automatically continent warp them to Belfast if continent warp isn't on cooldown.
- Elves can dual wield L-rods by fitting the second pair on their feet. When using the L-Rod action the action is triggered twice.
- Lance Charge will have twice the range for elves.
- Filia guards will aggro other Filia guards on sight.
humans also get urgent shot, unless you mean final shot or mirage missile.
Final Shot paired with magnum is insanely powerful and is in fact strong enough that elves could solo quite a bit of content that even giants struggled with previously. So yeah, this does bring giants up to and even surpass elves. Which means humans are now the bottom rung of the ladder.
theirs 10+ skills to use.... having elves be a lil pro in 1 is not really that good... specially when ppl know chain exists..
i love to see elves get tanky like giants... but in the magic direction.... like mana shield reduction, more magic def and prot, maybe strengthen a bit more in the mp,int compartments. -maybe make monsters more vulnerable to archery and magic attacks in the same perspective as combat...
(its debatable, but elves may not need to be stronger... but tankier via magic would be nice)
But elves have the highest dex of all races and chain relies almost twice as much on dex than luck so elves should be highest damage at chains as well.
Damage difference is not much and a big deal between races even giants can be good with them.
Tho like many has said that final shot can't beat final hit of what it gives but it does have its good uses that made it NOT as bad many had thought of it. Don't like the idea to have "push this to win" final shot made it so your less mobile loading mag spam teleport a few moments away to keep on firing.
What I like to see is the teleport distance to have a huge increase with a cooldown of 3 seconds to give the next shot to always hit with a critical hit. Of course there will be no cooldown to teleport just the shot bonus to always hit and crit with a 3 second cooldown. Then finally I like to see Final shot to ignore the target's Def/prot by -10%
If not for that then how about a Active toggle skill for elves called "Deadeye" that cause all ranged Weapons like Gunner, Ninja, and Archery to have a bonus to the next attack with a 3 second cooldown for it to happen again.
Archery: Next attack or skill will always hit with a Critical damage that ignores the target's Def/Protection by -15% (Go nuts with using other skills beside Mag shot)
Gunner: Next normal attack will deal double damage causing the target to be stunned for 2 seconds. (Works with Way of the gun, counts with crit hits.)
Ninja: Next normal attack causes it to deal connecting AOE damage to the targets surrounding your foe up to 5 times (Meaning if there is a foe by your target the shuriken will bounce between them 5 times.)
Guess they are not doing 132k mags every second.
FH can't even compare lol.
132k magnum hits are still very much the minority, nor do magnum shots need to be that high to wreck most content.
Aside from that, we're in a tough spot as it is. Elves now have chains as a melee option, and it's a very viable option for most of the game's content. So between Archery, Chains, and even Magic to an extent, it doesn't really seem like Elves need an update. Even if NA were to consider changing up how archery works just so missing feels less painful, think of how KR players would respond to that. They'd get plenty angry and probably call for said update to be removed, or brought to them (even though they're ridiculous enough as things are already.).
If they were to get an update at all though, I would definitely love to see Elven Magic Missile get a buff as well as receive the same treatment that Giant Full Swing did. And ehhh, maybe on an unrealistic note... Since Humans can dual wield swords, and Giants can dual wield hammers, how about letting Elves dual wield axes? :eyes: