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  1. #1
    Join Date
    Dec 1969
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    750

    Default [Spoilers] Zhuge Liang Evolution





    This update brings the Zhuge Liang evolution, being the first Rare mercenary evolution.
    Huh, I could have sworn they said they weren't gonna do evolutions for premiums and rares specifically...
    Times have changed, I guess.



    Stage
    Effect
    Stage 1
    - Basic attack projectile speed increased.
    - Basic attack projectile travel distance increased.
    - A projectile attack has been added to the dash attack.
    - Air attack speed and knockback distance increased.
    - Air hold D added.
    - Infinite combos involving the air attack has been removed. (Also applies to non-evolved version)
    - Basic attack 3rd hit changed to stun instead of knockdown (Not Listed)
    Stage 2
    - Hold D attack added. (Functions similar to weapon skill)
    - Weapon skill damage increased.
    - Weapon skill travel distance increased.
    - Weapon skill cooldown decreased.



    Mercenary and Gear Balance Changes


    Mercenary 12, Shadow Assassin
    - Full Hold D attack changed to not faint after certain half faint attacks.

    Mercenary 16, Viking Sven
    - Hold D attack changed to not faint after certain half faint attacks.

    Mercenary 50, Ragna the Bloodedge
    - Full hold D attack changed to not faint after certain half faint attacks.

    Mercenary 75, Phantom
    - Hold D transformation changed to cost a certain amount of passive meter upon activation.
    - Passive meter consumption speed decreased while transformed from hold D.

    Mercenary 128, Park Il-Pyo
    - Ground hit property from the 2nd hit of the dash attack combo removed.

    Mercenary 150, Chemist
    - Stun time from air attack/dash attack increased.
    - Poison gas damage from air attack/dash attack increased.
    - Changed so that a certain poison combination will not faint after certain half faint attacks.
    - Poison stun changed to only break through the use of a guard breaker.

    Mercenary 154, Nephilim
    - Ice breaking property removed from hold D attack.

    Mercenary 156, Mutant
    - Ground hit from the 4th air attack combo removed.
    - If a grounded target is hit by a 2nd web through the jump hold D, the target will not restand, but will be stunned on the ground.
    - Passive meter recovery speed increased.

    Mercenary 160, Galford
    - Hold D/jump hold D attack changed to not faint after certain half faint attacks.
    - ↓↓ input attack changed so that it does not lift grounded targets.
    - Passive meter recovery speed decreased.
    - All inputs changed to cost 2 counts of passive meter on use.

    Mercenary 170, Gunner
    - 1st dash attack ground hit property removed.
    - Ground hit property of ←→ input attack removed.
    - Basic attack start up and ending delay increased.

    Mercenary 178, Uriel
    - Passive meter recovery speed decreased.

    Mercenary 186, Hacker
    - Hold D reticle movement speed increased.
    - Ground hit property of level 1 hold D attack removed.
    - Hold D level gain speed decreased..

    Mercenary 190, Kung Fu Master
    - Ice breaking property of Hold D Serpent Strike removed.

    All G-Friend and Bulletproof Mercenaries
    - Proc chance of all special effects decreased.

    Transcendental Robe and Maid Pot
    - Fixed an issue where if a target is hit by Transcendental Robe while within Maid Pot's effective circle, the target would be unable to move.

    Skill Gauge Reduction Gears
    - Cyber Medic Cap (and by extension R-Cyber Medic Cap) changed to decrease all skill gauges by 50% instead of fully.
    - High Priest Robe changed to decrease all skill gauges by 50% instead of fully.
    - Peter Pan Trinket changed to decrease only weapon and armor skill gauges instead of all skill gauges.

    Stranger Robe
    - Damage decreased.

    Stranger Cloak
    - Passive gauge recovery speed decreased.
    - Drop damage received through the skill decreased.
    Last edited by JinKusiraga; 02-08-17 at 08:18 PM.

  2. #2
    Join Date
    Dec 1969
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    879

    Default

    Rare evos? This is exciting!

    Flash please
    BIG GUY: SWOONIS

  3. #3
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    Default

    Thats good to know. They can't even keep their promise of not evo rares and prem. Now all i have to do is wait for Gumi evo and i'm good.
    I should have my own topic for me and my nagging of how this game became.

  4. #4
    Join Date
    Dec 1969
    Posts
    302

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    Well that was disappointing. They could have made the weapon skill connected so that it carries the target into another tornado and pushes them all the way to the end.
    This is why DN Assassin should be called Shinobi:
    www.youtube.com/watch?v=4T95icwnmQw

  5. #5
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    Dec 1969
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    839

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    As good a news as this is, and everyone's knows Zhuge Liang needed a reform.
    this seems like a lot of wasted opportunities.

    a air dash attack with a follow up attack or two would of been nice.

    the air hold D could of had twisters going in all direction but limited distance.

    they could of made him run and make the dash a run hold d. (like lighting mage reform)
    always found it funny that a wind hero couldn't run like the wind

    so much other things they could of done with this kind of hero.

    They took the best part about him too, that infi.. if they stopped it after like 6 hits that would be cool too tho.
    air attack was the only thing that made him good.

    fencer helm, fairy wings, and Zhuge liang air attack was nice.
    air attack, roll, jump float, repeat

    good new and all for rares but they should of done jester, viking, sapper, infantry evolution first.
    4reals.
    Last edited by okokyea; 01-08-17 at 11:23 PM.

  6. #6
    Join Date
    Dec 1969
    Posts
    750

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    Balance changes have been added for this week.
    There's a lot this time, and a number of them are significant so I recommend giving it a look.

    Before anyone asks, I do not know which specific half faints they are referring to.

  7. #7
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    Quote Originally Posted by okokyea View Post
    As good a news as this is, and everyone's knows Zhuge Liang needed a reform.
    this seems like a lot of wasted opportunities.

    a air dash attack with a follow up attack or two would of been nice.

    the air hold D could of had twisters going in all direction but limited distance.

    they could of made him run and make the dash a run hold d. (like lighting mage reform)
    always found it funny that a wind hero couldn't run like the wind

    so much other things they could of done with this kind of hero.

    They took the best part about him too, that infi.. if they stopped it after like 6 hits that would be cool too tho.
    air attack was the only thing that made him good.

    fencer helm, fairy wings, and Zhuge liang air attack was nice.
    air attack, roll, jump float, repeat

    good new and all for rares but they should of done jester, viking, sapper, infantry evolution first.
    4reals.
    Ad Gumiho didn't need a evo. It was the first evo that they made and had to nerf because he was too strong in those times. Now he's in the bottom of the barrel Gumi needs this more then zhiange.
    I should have my own topic for me and my nagging of how this game became.

  8. #8
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    Dec 1969
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    There are so many nerfs...
    I hope Special Forces comes out soon...

  9. #9
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    All these nerfs are fking glorious. Fk Galford man. Still wish they'd do something about his dash input giving complete invulnerability but it's okay.

    A little bummed out they nerfed draining to only drain 50%. If this is gonna be the case the cooldowns of drain gears should be shorter to compromise.

    Ah well, guess I could go back to haohmaru armor and weapon strip combos.
    Mother: Saiki
    Father: Knuck

  10. #10
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    holy snaps the nerfs are brutal for some of these hero's. So at this point skill drain skills are almost useless now.
    I should have my own topic for me and my nagging of how this game became.

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