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Darkboy132 wrote on 2014-01-10 03:43
http://vindictus.nexon.net/Community/#%2Fshowthread.php%3F1069354-Spears-buffs%26nxid%3D15
[video=youtube;69wRYV3mHeU]http://www.youtube.com/watch?v=69wRYV3mHeU[/video]
<Spear Lann>
- (Premiere server) New SP skill ‘Quick Fury Infusion’
: You can use Fury Infusion during Moon Splitter or Grand Hurricane
: 250 SP consumption
- New passive skill ‘Accelerate’
: This passive buff stacks up to 10 SPD when you successfully land attacks
: Resets when you get hit.
- New skill ‘Windmill Boost’
: After you learn this skill, you can use 2nd normal or Sudden Blast right after a Windmill.
- Sudden Blast’s hitbox enlarged
- (Premiere server) You can enter normal attack more quickly after dodge.
- Why would we need to use an SP cost Fury Infusion in the middle of a skill? That crap lasts for 14 seconds at most, doesn't it?
- 10 Attack Speed that goes away when you get hit, and Spear Lanns get hit a lot... >.>
- Windmill Boost? A weak spin ontop of a weak spin? Seriously?
- More Sudden Blast range... Er, okay?
- Lack of dodge roll enhancements... WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY?!?!?!?!!?!?!? :shoe:
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Syliara wrote on 2014-01-10 03:52
Quote from Darkboy132;1186444:
http://vindictus.nexon.net/Community/#%2Fshowthread.php%3F1069354-Spears-buffs%26nxid%3D15
- Why would we need to use an SP cost Fury Infusion in the middle of a skill? That crap lasts for 14 seconds at most, doesn't it?
- 10 Attack Speed that goes away when you get hit, and Spear Lanns get hit a lot... >.>
- Windmill Boost? A weak spin ontop of a weak spin? Seriously?
- More Sudden Blast range... Er, okay?
- Lack of dodge roll enhancements... WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY?!?!?!?!!?!?!? :shoe:
-I can see this being useful, especially to keep a combo going. Fury infusion gives full stam doesnt it? That alone can make getting it in the middle of a combo very useful.
-You only get hit as a spear lann if your not good at it. I have personally witnessed a spear lann soloing titan without taking any hits or dieing once. (this was maybe after glas release? so not when everything is super op.)
-I believe the point of windmill is for the chance to knockdown (correct my if im wrong).
-Don't know wat that is wont comment on it.
-Again, dodge roll isnt the way you should really be dodging things as a spear lann.
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Darkboy132 wrote on 2014-01-10 04:04
Quote from Nui;1186448:
-I can see this being useful, especially to keep a combo going. Fury infusion gives full stam doesnt it? That alone can make getting it in the middle of a combo very useful.
-You only get hit as a spear lann if your not good at it. I have personally witnessed a spear lann soloing titan without taking any hits or dieing once. (this was maybe after glas release? so not when everything is super op.)
-I believe the point of windmill is for the chance to knockdown (correct my if im wrong).
-Don't know wat that is wont comment on it.
-Again, dodge roll isnt the way you should really be dodging things as a spear lann.
-Yeah it does, but we can also just cancel smash by rolling and use FI, then go back to hitting the boss. Also, I'd rather conserve SP for Slashing High and not some petty skill that's easy to use in another fashion.
-True, but its not easy to be good at dodging, thanks to lag, poor vision from 2nd perspective, odd hitbox frames, lots of factors.
-Correct, but that knockdown isn't very noticeable, especially on bosses.
-2nd smash, a single full 360 degree spin, think of it as one spin from Grand Hurricane.
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Yanm wrote on 2014-01-10 05:45
Quote from Darkboy132;1186444:
http://vindictus.nexon.net/Community/#%2Fshowthread.php%3F1069354-Spears-buffs%26nxid%3D15
- Why would we need to use an SP cost Fury Infusion in the middle of a skill? That crap lasts for 14 seconds at most, doesn't it?
- 10 Attack Speed that goes away when you get hit, and Spear Lanns get hit a lot... >.>
- Windmill Boost? A weak spin ontop of a weak spin? Seriously?
- More Sudden Blast range... Er, okay?
- Lack of dodge roll enhancements... WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY?!?!?!?!!?!?!? :shoe:
1. Used for those moments when you don't have enough sp for slashing high/it's on cd, and you have spare sp, why not? Re-activate it to restore stam and KEEP ATTACKING.
2. My only comment with this is just to get better. There are things such as lag, and hitboxes, but the pro spear lann players didn't get good complaining about this, they accepted it and still improved themselves.
3. Windmill boost, as in, you can now start your combo from the second swing or use the second smash. This is pretty damn good, I can see many uses for it.
4. Ehh, I'm neutral about this, it needs something else, perhaps a second attack after it like pummel storm.
5. So for the really fast players, and anyone with decent speed, it means that it'll be easier to get off a gliding fury right after dodging, and using that for DPS, positioning, and what not.
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Darkboy132 wrote on 2014-01-12 00:50
I still want my Gliding Fury and Lightning Fury to go through people and be semi-indefinitely chained :shoe:
I'm also pretty peeved that Hurk has attack skills that drain his HP and he can FUCKING HEAL out of it.
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JinNJuice wrote on 2014-01-16 06:26
What, none of these apply to Sword Lann? So... They're trying to make adjustments to one of the highest DPS class, probably because he takes too much effort to do so? Or what?
Quick Fury Infusion seems like a lazy version of Slashing High for a Spear Lann.
Accelerate is cool, I guess. Rewarding for more aggressive players, like me... if this also applies to Sword Lann.
lol at Windmill Boost. Well, I can see how this would aid Spear Lann more.
Ugh... You know, Lann's dodges are severely lacking, especially Spear Lann's.
I'd say that Spear Lann needs to be completely remade, but then there's Lynn... We already had Vella against Sword Lann, too. Ugh...
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Darkboy132 wrote on 2014-01-16 07:49
Quote from JinNJuice;1188487:
I'd say that Spear Lann needs to be completely remade, but then there's Lynn... We already had Vella against Sword Lann, too. Ugh...
I agree, but just how bad does Lynn make Lann look shitty?
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JinNJuice wrote on 2014-01-16 17:59
You can see for yourself now. They had her in the Korean test server.
From what I see...
- She has nothing BUT spin attacks, both horizontal and vertical. Though, none are ever constant like Spear Lann. However, she can string multiple smash attacks. If you ask me, her attacks are more swift, more ranged, and moderate in damage. Add that she barely has any stall time after her attacks.
- She can also do a Vella styled dodge AND attack out of it immediately. Yes, invulnerable frames included.
- She also has something like Karok and Hurk has... and Vella, I guess. You know, reacting to a monster's attack, and that does something. It looks very much like Defensive Offense from Metal Gear Rising. Great... Lynn has TWO evasive moves. It gives her some sort of buff too.
- She has a SP Mode thingy, where she can use 5 different SP attacks, while her SP gauge acts like a timer, being slowly drained. What the hell? She has a long ranged attack too. This is what Sword Lann, Sword Fiona, and Sword Vella needs.
- The more she attacks a monster, the more "pressure points" she creates. She can then do a palm attack and then all of those pressure points stack damage upon the monster. This mainly applies to boss monsters only, since mobs die from a few attacks anyways.
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Darkboy132 wrote on 2014-01-16 19:37
Okay that is just... wow. Please tell me her invulnerability frames aren't super long. >.>
Lann definitely needs a rework. What do you think should happen?
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JinNJuice wrote on 2014-01-17 00:46
What I think should happen is what majority of the playerbase think should happen. Complete revamp. They did it for Evie. I don't get why they keep ignoring Lann and Fiona. Vella and Lynn are PROOF that they don't give a FUCK about Lann. WHAT KIND OF NAME IS LYNN ANYWAYS? SOUNDS TOO MUCH LIKE LANN.
For Sword Lann:
- His Slip Dash needs to be more evasive, not just an animation for invulnerable frames. GunZ the Second Duel shows perfectly how a dash should feel and perform, invul frames or not.
- Thousand Needles needs to be done out of a sprint smash. Unless they change how Slip Dash functions, this feels really retard to try to do out of.
- Double Crescent is a joke for anything, especially as a counter attack. Make that attack more likely to hit, AT LEAST. I mean, cmon. He slashes nearly completely above him, where enemies are mostly NEVER at.
- If not Slip Dash, maybe give him a move that, oh I dunno... lets him do a real evading maneuver. They can keep side dashes, but maybe a backflip too?
- The added smash attack after Fanning Slash is nearly useless. Against trash mobs, the first smash attack would most likely already slaughter them. Against a boss monster, that attack does nothing but damage, WEAK damage at that. If it caused a quick flinch indefinitely or something, then this would at least stop being even lesser than a pointless gimmick.
- Does anyone remember Commander Kakrish? Remember how he could pretty much do a Zangetsu-esque move for long range? Gust Sting should have that when fully charged. Give this to Sword Vella too, and Sword Fiona's version, Rose Thorns.
- Raging Fever is so useless. Make this a spinning attack or something. It's literally a pathetic version of Gliding Fury.
For Spear Lann:
- Again, his dodge maneuver needs to be more evasive. AGAIN, again, Metal Gear Solid even shows how a roll dodge should be done. The dive occurs nearly instantly and covers a good and reasonable amount of distance.
- This may be a stretch, but perhaps he should be able to string all of his smash attacks in one combo. Though, this probably won't work out with Gliding Fury.
- Since he has twin spears (which still makes no sense to me), he should be able to throw and retrieve one to be more versatile.
- Grand Hurricane. Not sure if people call this overpowered or a stupid move. Either way, this move should be easier to handle. Give him the option to remain stationary or move around with this attack.
- DevCat should decide whether Fury Infusion should be a normal HP-costing smash buff or a 250 SP buff, not have both.
For Lann in general:
- Gliding and Lightning Fury still needs to be casted faster. The stall time after performing the move is problematic enough already. Also, wider slashes, please. He hits things more to his right.
- Lightning Fury should be able to be done again after a critical Lightning Fury.
- Windmill should be a more mobile counterattack, not have so much damned spins, and probably actually push everything away like it's supposed to. This is such an unoriginal idea anyways, yet nearly every other games (that have this) do this so much better.
- Furious Seven is pretty much all damage and no functionality feature, other than invulnerability, oh and I guess the ability to ignore physics collision clipping. This needs something special too, something that doesn't make this just seven Gliding Fury attacks. First of all, he should do this as fast as Blood Lord does his version. Second, maybe a final attack that contributes to aiming the attacks properly. I don't know what, though.
- Can we have Slashing High cost only 500 SP, or would that make it too overpowered?
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Darkboy132 wrote on 2014-01-18 00:01
I have to agree with all of your points, though I haven't seen the evasion dodges you've mentioned.
Sword:
-Double Crescent should be like, I don't know, a forward rolling slash? Like you said its too hard to aim.
-Raging Fever and Fiona's Focal Point should be like 3x Kakrish's ranged attack like how Mad Willy Flint spams his ground wave attack. On a side note, Karok's Crushing Sweep should have shockwaves like the S2 bosses perform and his Volcano should have a more bursts in a straight line and the enemy gets pushed into each of them.
-Blade Tornado enhancement should have multiple swings rather than two measly hits.
Spear:
-Since most of his attacks consists of the two pommels connecting together, they should be fused permanently. Having the same animations as Sword is just blargy.
-Should have Vella's vacuum Typhoon Slash.
-Accelerate should only lose one stack when hit rather than all, like Vella's revamped Blade Heart.
-Moon Splitter shouldn't have any delay at all.
-Fury Infusion should be costing HP and only HP, no need for a 250 SP buff. Also, attacking with FI should heal Lann for 0.5% of his HP per smash up only up to 10% of his maximum HP per FI use.
General:
-Again, Gliding and Lightning Fury should GO RIGHT THROUGH ENEMIES.
-Fury 7 definitely needs more range and should force knockdown rather than force flinch, and that stall time after the final slash needs to go bye bye. IIRC some mobs have flinch animation that don't even last for more than a second and I'm sick and tired of Shakarr or Lionotous jumping out of my F7.
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JinNJuice wrote on 2014-01-19 21:10
- Pummel Storm's second smash should be Double Crescent.
- Karok's Pillar with a ranged attack? What about the Cestus? Maybe the Big Bang Attack?
- Spin2win with swords would be fun...ny. I'm surprised that the swords still have no good repeating attacks. There are plenty to do with TWO swords.
- Not sure how I feel about having Gliding/Lightning Fury shift through enemies, until they fix the clipping physics collisions. Even though Lann is completely invulnerable doing Furious Seven, one of the same reasons why I don't use this move.
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Darkboy132 wrote on 2014-01-20 19:30
I can't see how current Double Crescent can be linked with Pummel Storm...
By the way, Hurk's Judgment goes through enemies, its only fair Lann's G/LF should too.
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JinNJuice wrote on 2014-01-22 04:44
I'm saying that Pummel Storm's second attack should no longer be that and instead replace the current Double Crescent. It can still be named Double Crescent, since well... it also makes a double crescent. Also, Fanning Slash's second attack is nearly useless for how slow it is performed, so maybe that can become Pummel Storm's second attack instead.
Also, not only Hurk's Judgement, but also Vella's Cross Cut goes through enemies. I suppose Gliding/Lightning Fury should as well.
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Darkboy132 wrote on 2014-03-20 06:27
New Skill: Quick Fury Infusion
- Can be learned upon reaching Level 60 but only after learning Fury Infusion. Requires 250 SP and allows you to use Fury Infusion while Moonsplitter or Hurricane is active.
New Skill: Windmill Boost
- Can be learned upon reaching Level 20 but only after learning Windmill. Allows you to initiate a 2-hit smash immediately after using Windmill.
Additional Changes:
- The hit box for Lann's Twin Spears Sudden Shock has been increased. You can now switch more quickly to a 1-hit normal attack after using the Twin Spears dodge skill.
http://vindictus.nexon.net/News/Content.aspx?boardNo=110&contentNo=00Hh1