
Besides the thread image, maybe the switch axe too.
I would also like the effective range of crossbows to be reviewed.
The charge axe seems to be left alone because it can deal decent firepower.
The firepower is above average, but having a boring weapon is troublesome in situations like this.
It’s not as bad as a hammer, so it’s fine.
The gun-sword is overly strong, but I don’t really see a reason to weaken it either.
>>5
Since high difficulty and strong monsters will keep appearing from here on out anyway.
If you’re going to nerf it now, the timing is off.
If they don’t balance multiple weapons after a certain amount of end content is released, the double whammy of a broken boss and a nerf will be really disappointing.
If the slack pants’ full release-less firepower output loop is confiscated, it will ultimately become an existence only for full release.
It is more important to bridge the gap within gun types rather than comparing them to other weapons.
>>7
Seriously, abolish the bombardment level…
>>9
It was abolished.
The simultaneous button press for the flute is more of a system issue than a weapon adjustment, so… hmm.
>>8
I feel like it’s a bit strict regarding things like simultaneous button presses and accepting inputs for actions like entering △△ during 〇〇 motion.
Chucks, make it so I can use the pizza cutter by myself.
Strengthen the dual-wielding concentrated attack.
The flute is fine… no, I want the simultaneous pressing to be fixed.
>>13
I want them to do something about how weak the normal combat is.
It’s pretty silly to always move to the front during the chance time and then set up the sound orb.
Please also take care of the usability of the insect glaive…
>>14
Please get used to it.
>>18
It seems like there’s a saying that you should endure for about two or three years after joining a company!
It seems that as long as the mobility of the dual swords is increased for now, it will be satisfactory.
>>15
If they properly dash in their demon transformation, I’ll actually be satisfied.
The flute and the stick are primarily about reducing the difficulty of operation!
>>17
The flute isn’t that difficult except for playing simultaneous notes.
If you mess up the simultaneous button press, it goes “Hokyakko!”
Is it difficult to play the flute?
>>21
Simultaneous input is required within 2 frames.
I wouldn’t say it’s a complete counter, but I’d like something like a perfect evade.
There’s nothing new in Wiles’ elements.
The two types of crossbows need a bit more enjoyment factor rather than just strength.
I feel like Wiles is saying that the input reception operability of all weapons is bad.
What’s with the gauge recovery rate that seems like a prerequisite for light’s eclipse attack?
>>28
“Everyone is using the Eclipse Attack… This is unbalanced… We need to nerf it…”
The Charge Blade becomes a terrible manner when used in multiplayer, so please do something about it…
No need for downward revision.
>>30
It’s fine to have a nerf, but I want it to be released at the same time as an upper.
>>37
Isn’t that the case with everything except for candlelight?
>>30
I don’t understand why my teammates just get weaker even though there’s no PvP.
It’s already difficult for Light, and it’s sad that even his invasion is being taken away from him.
Is Chuck’s promotion of status as an axe when it’s not a pizza cutter?
I think the firepower will increase significantly if the issue with pressing the flute simultaneously is resolved.
>>33
To be honest, it doesn’t really have much to do with firepower.
It’s just that I missed one resonant frequency during the chance time.
That’s frustrating, though.
If you can’t voluntarily strengthen the axe, then I’ll just launch a super attack as it is.
Let me unleash the super output to increase its power.
>>34
The counter mechanics like Just Guard ultimately require waiting, so there is a desire to voluntarily enhance or change modes.
It’s not that it was absolutely unintentional; it’s just that they implemented it for now and didn’t have the time to make adjustments, right? Corruption attack…
>>38
The chain blade and the scorching heat are just not strong, but they’re still in the same category.
That’s a bug, isn’t it?
There is nothing in particular regarding Lance.
>>39
The drawback is that there are always few users.
>>39
If I had to say, it feels like I’m working when I’m hitting Jin-kun, so maybe it’s a new special move I can use on opponents like that.
>>43
There are places like Lanse that are at the opposite end of that.
For simultaneous button presses, I’ll handle it with the rear buttons here, so please increase the firepower and make it possible to evade even during the motion.
>>48
I want to assign avoidance checks to the performance.
Lance has no weaknesses other than being plain…
>>49
The camera is spinning!
>>49
I’m not sure if it’s fair to call it dissatisfaction, but since it’s counter-based, when it becomes multi-target, my DPS decreases and it can cause trouble for the party.
I’m sorry for my low contribution…
If you’re going to nerf it for one hand, then I think you should increase its power accordingly, right?
>>50
I don’t think it’s necessary to forcefully adjust it; there’s no need for a nerf to the firepower as it is.
As a weapon for beginners, it has become one of the top two weapons in the series.
>>57
So it’s said that the other firepower increasing weapons that are getting nerfed are not one-handed.
>>50
I’m not saying it has to be a JR game, but I want more benefits to using JR.
>>67
But it’s hard to get the jasura out…
>>50
If we’re going to nerf one-handed weapons, it would probably be things like just guards or sliding.
If you heavily nerf that aspect and then increase the firepower, it will just become an ordinary weapon and won’t be suitable for beginners anymore.
Please strengthen the axe as well when strengthening the shield.
The lack of trust in development.
You can just buy a back button for simultaneous pressing of the flute, right?
>>55
That’s not even funny as a joke.
In the battle of Dahad in Lance, if you play it safe, there really aren’t any elements that put you in danger.
I don’t use it much, but it seems pretty fun that Lance, lacking super skills, can slip in during small openings.
If it’s dangerous, I can guard myself.
The enhancement for outfits other than Shokko is coming on the 4th, right?
The hammer has truly become a political weapon in the right sense.
>>62
Even if you hit it, it won’t produce any firepower…
It’s not said much, but the timing for the hammer’s charged attack is also bugged with simultaneous pressing.
There are times when you can’t definitely access it even if you press it when the notation appears in the upper right.
The flute should at least give a perfect dodge; this guy is rolling around without any guard while everyone else is fine.
>>65
The dual swords’ just evade results in unnecessary rotations and taking extra damage, doesn’t it?
You’re going to go crazy.
I might want an accent like a soaring thrust.
I want adjustments, but I think the thread images are those that can’t be fixed with just a little tweaking, so serious adjustments will probably come after the MR addition…
It’s a gun.
For now, I’m fine with being punished, so please adjust the Artya weapons.
>>70
If you come up to the higher level, it will just turn into trash anyway.
To be honest, the only thing getting nerfed is guns.
It’s about guns, specifically the dragon cannon.
There are various types of crossbows, but I really want them to increase the types of ammunition that can be shot.
>>72
I don’t understand why they’re so limited with support ammunition…
First of all, if you can’t perform a Just Guard, it’s pointless, and even when you do, your guard is so weak that you’ll take chip damage and get crushed by multi-hit moves, so you can’t strengthen the axe as much as you’d like with the Charged Axe.
Before the super output, the high output is in a relationship that prevents me from doing it unless the five bottles exceed and the axe is enhanced…
Even if I think about playing super flashy with a specialized artist, it’s really restricting that I can’t shoot comfortably unless I upgrade the axe.
This is a PvE game, but they seem to want to nerf things a lot.
Even after being nerfed, the balance is still not right.
I have a feeling that with the original, you couldn’t assign keys to the back button…
The sword and shield first needs to fix the specifications of various buffs.
It’s strange that all damage multipliers are based on attack power multipliers or additions.
With the Charge Axe becoming able to actively use the pizza cutter, it inevitably becomes like a degraded version of the great sword’s draw attack…
If you can’t do anything with the original motion…
>>81
I’ve been covering it up with external flying bug parts, but I think a lot of work is needed from the foundation.
It’s not the time to be adding bin enhancements.
Michi, can’t you do something about this a little more…?
I want to be allowed to use JR when I get a down.
It’s fine to adjust it downwards, but eliminate the firepower for the future.
What was the point of getting rid of the artillery level then…?
>>85
It’s just a change of notation; it hasn’t disappeared…
You can erase Jasura with its current performance.
If you’re not at least as strong as IB, I want you to disappear.
>>86
It’s great when a seasoned boss lands a critical hit while you’re suddenly flailing around in a panic…
>>86
I don’t like IB’s Jasu game, so I want it to be removed either way.
To be honest, nerfing the sliding mechanism in one hand and increasing other firepower doesn’t really have that much of an impact.
A person who can use it properly…
>>88
I’ll just use other loops.
>>88
Why do they want to change the specifications of the one-handed technique, which is said to be for beginners, to suit experienced users?
>>113
I removed that sign.
The firepower can be fixed based on rarity.
Don’t mess with it any further, don’t raise or lower it.
One-handed sliding is just easier to maintain with full effort, so maybe the invincibility time offers greater benefits?
>>93
It’s a big advantage to be able to forcefully stab during enemy attacks, but it’s also perfectly fine to manage without it.
If I had to say, I want to be able to reload while on the Sekreto with the gun.
Make adjustments to all weapons with the same level of seriousness as the great sword.
>>97
It’s no longer a matter of adjustment; it’s at the level of needing a complete redo.
>>97
I was searching for a sub-weapon, but I really had fun with the great sword, katana, and one-handed sword. I understand the feelings of that anonymous person who said the action in this game is the best.
I think it’s not great that people are saying that the light bowgun is fine as a separate secret weapon.
If there are weapons without a Just Guard, wouldn’t it be good to give them all Just Evades?
The just guard is too strong, but since just guard itself is interesting, it would be a waste to nerf it.
Weapons with some individuality or superiority are good at the master level.
There is nothing in the hammer.
I want a one-handed weapon that doesn’t fly with the backstep charge slash from before World.
The clumsiness of axe mode stands out, but sword mode is also quite sluggish, and on top of that, the single-handed gunner is better at using attacks with guard properties, you know, with Charge Blade.
The motion itself has been left behind by the times too much.
>>103
Stop it, because a weak guy has no position compared to weapons that have been left behind.
Since the declaration to reassess resistance was made at the end of May, the Charge Axe will probably be done there.
Even though it’s specialized for wall-hitting, it has decent firepower, but if it loses the ability to hit the wall, it’s game over.
I wonder if there’s any way to deal with the scrap metal from the shotgun…
In regard to that, it’s completely unfair to Light.
>>106
The shotgun was also rampaging because of the light.
>>112
Well, they were strong, but I guess they were at a level that made them unusable…
The Jaskah of Chaks is difficult, you know.
With a great sword, I don’t really fail much.
The artillery level has been removed and artillery power has been added! It’s terrible.
I managed to do secret shooting for now, but I can’t help but think it will definitely become a fatal element in the future and end poorly.
For now, it’s a mystery why the Charge Blade doesn’t have a just frame in GP.
You can tell right away that it hasn’t been properly adjusted.
It’s obvious that with one hand, if you reload casually while guarding, weapons like guns and Charge Axes are crying out for a Just Guard.
It feels like I’ve been doing archery for a long time, so why doesn’t anyone say anything?
>>116
Few users.
>>122
?????
>>116
It is said that there is a possibility that the dragon’s single arrow might normally be disregarded.
Honestly, messing around with the flute and the input relaxation for pressing the secret melody at the same time is about it.
>>117
The slow movement has no choice but to roll, and it’s tiresome to place the resonating ball in a narrow area during chances, as well as limited options for countering, so there are many complaints.
The Charge Axe was already too late by the time it was born in 4!
Why are you making it even slower with the pizza cutter…?
I mean, what’s the point since they added a level 8 at the end of May?
Those who are motivated have probably already finished making their Artia weapons.
>>119
A higher-grade Artia material drops.
>>119
I seriously have nothing to do…
Honestly, I’ll just casually pick at 4/4 and end it there.
>>119
Unlike the tempered elder dragons, there are no special movements or added armor, so I think those who have no use for it will find it completely useless.
>>119
It’s just that various numbers and rewards for the other party simply increase.
Even so, it would only reach the current Alshubeld level, and I don’t think the gameplay experience would change that much.
It’s good that the targets for hunting for rewards are lined up, but the end of May is a bit too late to arrive.
>>141
Seriously, I have nothing to say other than that this should have been prepared at the time of release…
I really don’t hear anything about this light work…
The insect glaive is mostly about handling, but the most important thing that needs to be fixed is that firepower fluctuates in FPS.
What does it mean that there can be a power difference of 1.5 to 2 times between models?
I’m honestly not expecting much from Chucks.
What’s up with Overheat being left untouched since its first appearance? Seriously?
I’m sad because the dual blades and sword and shield that were strong in Rise are now considered weak in Wiles.
I can’t see the future of the full release stick, but I don’t know how to upper it.
>>131
Even if you add a skill gauge, please just honestly return the wire step.
>>131
First, prioritizing the restoration of the specifications for the strong attack strong attribute jar and the high-speed transformation specifications seems to be the most important.
At this rate, we will be left behind by inflation in numerical terms as well.
It seems I’m still dragging the old habit with me; I want to do a quick reload, but I end up reloading instead, gun.
Once I use up the accumulated login bonus tickets, it’ll be over for the new monster, right?
Get rid of the strange delay in Iai with the sword.
The fact that the flute’s cancel action is external is really incomprehensible.
I didn’t think Jasura would become such a negative legacy.
Just increasing the multiplier to make it stronger isn’t interesting at all, so there’s nothing that can be done.
>>139
The motion looks like it’s dancing and it’s lame, so you can really delete it.
>>146
The handling of otagei is not to be taken lightly.
The sword’s red loop is trivial and boring, so I want it to be improved in a more interesting way.
>>143
Crispy… crispy…
When it comes to the insect rod, I can’t help but be more concerned about the input delay and the poor collision detection than the charge.
>>145
Why is there a compensation here!?
Sca!
Is it another adjustment by Capcom for high school graduates?
Even if you say you’re going to add an 8-star monster now, it doesn’t really matter…
I mean, increase the variety of accessories.
This time, the weapon that gets the most nerf from the armor is the Light Bowgun, but since no one is talking about it, I guess it doesn’t matter.
>>152
It’s probably just the TA crowd making a fuss.
>>152
The feeling of operation is already like a wake.
In other words, according to the official wording, the new star 8 character coming later will likely have better resistance values than the existing star 8 Albedo…
If you don’t increase the albedo value, Albedo will become the weakest star 8.
If the limit for Artia increases, I’ll have to reselect, which means Zosia weapons will become useless, and that feels a bit off to me…
>>156
There is a possibility that weapons like guns may be useless from the start!
>>160
It seems like they’re going to adjust it stronger than Gungho.
>>156
By the way, the Zoshia weapon is probably of the dragon attribute…
Isn’t it better to increase the proportion of upper adjustments for all weapons that are currently underperforming?
Even though there are big moves, I think it’s an adjustment issue that using regular attacks during opportunities has a higher DPS.
>>159
Is it Chucks?
>>159
Can you stop? I’m actually using the full charge drop move properly!
>>159
Having a weapon that just spams big moves is boring.
It’s called a “sword and shield.”
>>159
Are you saying that the slacks from 3 to Sunbre have been unadjusted for 15 years?
>>159
There are many weapons like the red blade loop greatsword or one-handed sword from Kabuto Musou, and the shield axe from the release loop of Super Out.
Well, since it’s partly due to the erosion attack, if the erosion attack decreases, I think these combos will also change.
>>176
In terms of one-handed weapons, normal attacks have been the strongest attack since long ago, so it’s just JR that is the odd one out!
The Akahane Ondo looks pretty terrible, so to be honest, I think it’s fine if it gets nerfed.
Great techniques are strong.
Regular combos are strong too.
Is there no such weapon?
>>167
Great sword
>>167
Great sword
The most boring thing is being in an environment where you can equip anything.
>>168
It feels like a group of skills that wasn’t thought out at all in terms of balance.
Especially Albedo armor
It seems like the number was set arbitrarily, thinking that it wouldn’t be used unless it reached 100% for a critical hit.
In the initial beta of dual swords, it was said to be boring but have high DPS, but is the final version both boring and weak?
>>172
The firepower has increased.
The movement is even more boring.
Indeed, the great sword is the hero’s weapon…
The old sword loop of the Charge Blade was fun.
The red blade loop of the Wiles sword is just not that great.
I seriously wonder what the difference is.
>>178
The sword loop, setting aside the attribute release thrust, is one of the goal points for DPS that has existed since the sword and shield axe was created.
The red blade loop has other new big techniques, so it’s clearly unnatural for it to be stronger than those.
I think there is also a strong sense that the feeling of operation is quite different from what the previous swords have had.
Rather, strong weapons are generally strong in any action.
Isn’t it true that weak weapons remain weak no matter what action you take?
As a result of overcoming powerful techniques and prayers, it has become a strong weapon that can deal high damage.
The result is that powerful moves get nerfed and we enter a punishment period where we’re forced to use other motions.
And that motion is slow and sluggish, so it can’t be used properly in MR.
>>181
It is unsettling that King Ledau is already using the great sword killer.
If JASRA gets strengthened, it’ll turn into something like a one-handed version of IB!
Since the hammer incident, all the weapon threads are just asking for upgrades, it’s boring.
>>184
So should I ask for a nerf?
>>184
Well, if you’re doing it, it’s only natural to have complaints.
I don’t think Wiles is boring at all and I’m enjoying it, but I can’t defend the adjustments around the weapons.
The great sword is the only weapon that has strong big techniques and strong canceling, so it’s no wonder it becomes the hero’s weapon.
If you make the big techniques stronger, they will just become weapons that only increase your praying power, so it’s difficult to say how that would work out.
A weapon that has strong maneuverability and can unleash big techniques only during chance time… well, there is one, the great sword.
Isn’t there quite a few people saying that those who use the Charge Axe are strong?
I’ve heard there’s a lot of talk about some parts being questionable due to input accumulation?
>>187
I’m not weak; I can produce a lot of power.
If that strength relies on paralysis and stun for its strategy, it’s over, and it’s just too monotonous and boring.
Even so, there’s stability and other factors besides damage, right?
Please keep the camera further away from the monster.
It’s fine that the prayer full rally is the best for TA, but it’s a bit harsh that fighting seriously while countering is too weak, and it often ends up being faster to just spam a rough full rally, even if I miss a lot.