For this particular blogpost, I'm going to scale a bit down on the skill changes compared to last time because it ended up being just way too much for me to keep track of. Not all of the skill changes we received are major, so they don't need a sizable wall of text. Plus, this month's pretty stuffed (complete with a poor sleep pattern) and thus I don't have a decent number of effective hours to work on anything. Recent days have felt too short, to be honest.
Anyway, that aside, let's get to it.
It's worth to mention that it seems Nexon is slowly getting rid of Hero's limited line count. Combo Death Fault received an increase in lines, but we won't receive that change until after the Awake update. There's also a major change to Enrage included in that upcoming update, which is worth its own blogpost. But that's for another time.
Sword of Burning Soul and Spider in Mirror (and any future summons) can now charge your Soul Weapon. This change has been pretty significant, especially for Sobs. It feels like almost nobody talks about this.
Due to Hero's reliance on it to receive the benefits of enhanced Raging Blow, you'll always have Sobs out when possible. Because Sobs has a great hitbox and activates after almost every attack, you'll frequently defeat additional enemies with it. Great for maintaining a high kill count, but it was a detriment to (re)charging your Soul Weapon.
Previously, any enemy killed with Sobs would be a waste. In context, if you were to use Sobs in a Lith Harbor Commerci Voyage, which holds about 340 enemies, you would only charge half of your Soul Weapon. Yeah uhm, that aint great. So of course, with the new change, you'll end up reaching max charge in no time. Good.
Combo Force has received a slight trade in its Hookshot function. Its hitbox has been reduced noticeably, but the precision of latching onto enemies and where you end up landing has been greatly improved. You can now anchor onto enemies behind you, and it's also possible to scoop enemies that are placed significantly below you.
By itself these changes aren't really a great improvement because that hitbox reduction hits hard with Combo Hookshot's newfound struggle to latch onto enemies above you because of it (as the game prioritizes reaching enemies below you over enemies above), but in context with the introduction of Upper Charge and Leap Attack, it becomes somewhat of a fair trade.
Rage Uprising has been sped up and received a larger hitbox yet again. People still think this skill isn't fast enough? Anyway, its hitbox has become significantly larger than its animation. Notice how easy it is to hit enemies behind you, but also stuff in front.
Then, there are also these:
- War Leap now gives a stronger speed burst, which results in us jumping slightly further and higher.
- The hitboxes and attack speed for Slash Blast, Brandish and Brave Slash have been improved.
- Advanced Combo Attack's mastery now applies to Soul Driver! Great, I got a bit tired of seeing those unstable numbers.
- Erda Nova can no longer be fired if there are no targets in range. This means you can no longer use Erda Nova in thin air to drop your health so that you can activate Invincible Belief, but at least the painful experience of missing your bind no longer occurs...
- Combo Death Fault now shows an additional skill icon on the top right screen. This particular skill icon shows the duration of the invincibility frame. Useful for beginners, I guess?
- Blitz Shield will no longer automatically explode after 5 seconds. Basically, the shield goes to waste if you don't use it within 5 seconds. Seeing them remove this, instead of addressing the auto-explosion's unreliability, feels a bit lazy. Perhaps the auto-explosion was too good to be true? Or was the server strain too apparent? Either way, make sure to explode the shield if you want that extra damage and Combo Orbs.
- Supposedly, stuff as % HP Recovery should now work with skills that heal at certain intervals, but for some reason, this doesn't apply to Self Recovery. Dammit. What's up with that?
Default Raging Blow is slightly faster, but the most significant change is partially undoing a nerf that was done during the Beyond update. With the Heroes of Maple update in 2015, which was the update in KMS between Reboot's initial release and the nuke that is 5th Job, Raging Blow's line count went from 8 to 10 in response to the game's evolution towards "line creep".
Ever since 5th Job came out, many of Hero's skills are kept at a relative low line count, where most skills have between 4 to 7 lines. Beyond dropped Raging Blow's line count back to 5 (excluding Hyper Skills), which is a line count for RB we haven't seen since its initial release with the Champions update 8 years ago. Funnily enough, EMS skipped the Champions (and Justice) update and combined it with the Tempest update as a three-in-one deal. Y'know, kinda like what happened to the Awake update.
Anyway, all variants of Raging Blow are now back to 8 lines, which was the short-lived line count for ERB that was introduced with the Reboot update. Of course, the damage per line went down to accommodate this change, which also takes the Reboot update's standard. Additional lines are always better. Good stuff.
The changes made to Advanced Final Attack have been somewhat fair. In short, AFA's line count went from 2 to 3, but the skill damage has been also lowered a bit, pretty much like what happened to Raging Blow. However, AFA will no longer occur if the target enemy is defeated with the skill that activates AFA itself.
This particular change is a first. Ever since Final Attack was introduced with 2nd Job, both Final Attack and AFA would occur when it's activated, regardless if the enemy is defeated or not. Big Bang gave Final Attack its current "no delay" free damage, Jump introduced us to AFA to further improve its proc rate and damage. What this accumulated to in the long run is that you would be able to defeat one additional enemy for free (providing you do sufficient enough damage with it), each time it activates. This became way too good with the additional improvements made between Ark and Black, where using skills like Combo Death Fault would pretty much guarantee to hit anything somewhere in the map.
Unfortunately, all of that is no longer possible. AFA will now only focus on the enemy you hit with it, which both eliminates the ability to hit random nearby enemies or to hit anything other than your selected target at all. Sure, having AFA to lock on the enemy you're hitting helps with damage stability, but it's a shame they took out the whole mobility benefit. It's not all too bad though, as one could argue that UC/LA would definitely compensate for it.
All in all, that additional line is nice. Especially in context with our newest 5th Job skill...
WHAT IS UP WITH ALL THESE PUNCTURE BUFFS? WHY DO WE KEEP BUFFING IT?
The original hitbox for Incising was in scale with (Enraged) Raging Blow. However, this was before Sobs/Valhalla enhanced Raging Blow, so at the time, Incising was pretty much superior to RB for mobility. Interestingly, Incising's damage output was also very similar to RB (half the line count but pretty much the same total damage dealt).
5th Job gave Hero a continuous set of extended RB hitboxes, in addition to more frequently usable AoE attacks (Blitz Shield, Erda Shower, CDF and Sword Illusion). This let Incising fall behind Hero's more recent skills, and that would've been completely fine if you ask me. However, it seems that Nexon disagreed on this as Incising is a finisher for Combo Attack, and thus it should at least be rewarding to spend Combo Orbs on it.
So, Incising went straight up overkill: its hitbox is almost doubled, it gains two additional base targets and it also receives one free line without adjusting the individual damage per line. Incising's pretty much like Shout - fully decked out, it should outperform Raging Blow in damage, but comes at the cost of Combo Orbs.
That new hitbox is so ridiculous, that at this rate, it might end up giving Marth's grab range a run for its money one day. Seeing a Incising buff about every year is starting to become a meme at this point...
The changes made to Aura Weapon is probably one of the more significant buffs in terms of damage. Originally, AW's damage would copy the line count and a portion of the skill's damage that triggers it.
There seems to have been a developer oversight in AW's skill damage in EMS that was never addressed or talked about. The damage calculation for AW was always 25 levels higher than it was supposed to be, which means Level 1 AW crescents in EMS would do identical damage to Level 25 AW in KMS (somewhere around 75% skill damage is copied), and Level 25 AW in EMS would be the damage for a theoretical Level 50 in KMS (100% damage copy), if that short-lived Tespia cap would've been implemented.
Either way, the copy has been dropped and AW now comes with its own independent line count and improved skill damage. The skill damage is really good - it feels in line with other 5th Job skills, and AW's damage feels like it does make a difference. The consistent line count and high damage is also quite beneficial when you would trigger Aura Weapon's crescents with attacks such as Panic, which usually is your opening move against targets with high HP.
The only major drawback is the fact that AW no longer activates every 4 seconds. Fortunately the proposed 6 second cooldown was dropped shortly after and Nexon took the middle ground of a 5 second cooldown between shots, but in general the lower fire rate is noticeable because AW's consistency has never been perfect. In practice, the original never shot every 4 seconds consistently and you'll sometimes end up shooting it after 5 or 6 seconds - despite that the game shows you that AW is ready to be shot every 4 seconds with its indicative animation around your feet, firing the projectile is often at least one or two attacks later. This particular unreliability still remains with the 5 second cooldown, and that does mean you'll end up with a less total projectile count within the same skill duration. Missing a shot is even more punishing now, and that's just unfortunate.
Although regardless of the reduced fire rate, the improved damage more than makes up for it. I thought I would've disliked the change to AW a lot, but it ended up being "well, it's alright I guess". Makes me wonder if they slowed down the fire rate in order to reduce the server load.
And yes, they fixed the silly issue where prepared shots would be lost when you change maps. While it's great for stuff like Mu Lung Dojo, they really should've fixed it several years ago. That they only include this fix after reducing the fire rate feels a bit dirty. Anyway, hopefully more people will start seeing that AW's greatest strength is not the Final Damage or PDR reduction it provides, but the crescents that zoom across the map.
In case you missed it, I covered Upper Charge and Leap Attack in a separate blogpost last month.
In context, this wasn't much of a necessity for Hero, as recharging Combo Orbs was no problem with guaranteed recharges only requiring a few attacks to max out. Consuming orbs was very sporadic, and you would only end up losing all orbs after Combo Attack ran out or to (re)apply Enrage. Hero was far more streamlined, effective and efficient compared to Aran's bloated number crunching that put far more emphasis on consumption in finishing moves, rather than providing stability or consistency. Combo Recharge was much needed for Aran to provide stability and consistency, which is why Hero never got such a skill to begin with. However, times have changed.
Combo Attack as a system saw many changes moving forward. Combo consumption rates went back and forth with Panic/Coma's full consumption to only consuming a few orbs. Panic became a necessity for optimized damage but it received a cooldown. Coma was deleted. Panic's cooldown was later removed, but came with a consumption penalty. Enrage went from no to 10 orb consumption, which later changed to only one. Shout became a Combo-consuming skill. Monster Magnet was replaced with Combo Force, which also saw many fundamental changes along the way. Incising was made, and its high consumption rate was reduced several times as it steadily became more important. Advanced Combo Attack would no longer guarantee Combo recharges, Combo Synergy was made to provide an alternative way of recharging orbs. Hyper Skills would help to improve the recharge efficiency, but not the recharge rate. Then, 5th Job came out. Combo Death Fault consumes six orbs, Combo Instinct would halve your recharge rate and also negate Combo Synergy's alternative. Ultimately, despite Hero remaining true to its original gameplay concept, it has changed in a particular nuance. Hero's stability in damage, consistency in performed actions and frequency of consuming Combo Orbs have taken a beating after so many years of skill changes. The vehicle that is Hero was sent to the local mechanic for repairs, but the mechanic returned the vehicle unaltered and left a toolbox in the trunk instead. Inside this toolbox you find a single tool with a sticky note attached to it. It reads: Sword Illusion.
Introducing Sword Illusion, Hero's newest signature skill. A multi-purposed attack that is there to fix many of Hero's current drawbacks, to provide much-needed stability and to hit things really, really hard. Its appearance is just a mere illusion - its true potential and strength is in the hands of its wielder.
For the sake of convenience, I'm coining the abbreviation "Swilo" for Sword Illusion. Why Swilo? There aren't many alternatives that are either already taken or those that don't type (or pronounce) as easy.
- SI is already taken up by Speed Infusion, SW is already occupied by both Sleepywood and Sweetwater.
- Something like "Swollu", or "Swillu" doesn't type as fast, and those feel like a tongue-twister to pronounce because of having an "U" after two "L".
- "Swillo" has two L's, so it doesn't type as fast as "Swilo". It also doesn't sound as nice.
- Sword is too ambiguous, Illusion is an old Evan skill.
"Does Ryude's Sword work with Sword Illusion?"
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