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Consider removing attack on air limitations for more skills

Discussion in 'Suggestions' started by Toon, Mar 26, 2022.

  1. Snork
    Offline

    Snork Capt. Latanica

    340
    384
    278
    Feb 19, 2018
    12:39 PM
    Snorf
    Paladin
    Lore
    This is pretty funny considering NLs being the best pick in all imaginable situations is the actual reason for lack of class diversity. (How are classes diverse if you should always just play NL?). You will still be able to jump attack and flash jump around for that fun NL class identity even after this change.

    I think the suggestion in the OP is great! It's good quality of life for other classes and will make them more fun to play. The disagreements in the thread are overreactions imo, it's not a universal jump dash guys... it's attacking while jumping.
     
    • Agree Agree x 4
  2. UnknownCode
    Offline

    UnknownCode Nightshadow

    677
    229
    350
    Jun 6, 2021
    California
    4:39 AM
    Islander, Bishop, Bandit
    0
    Speenies
    Pathfinder too! :)

    Yeah, I tried to make this suggestion before but then got told that I was playing wrong. Started to button mash more and it was ok but it ended up being annoying gave up on my archer which I just use as an SE/event mule, but I gave up on suggesting on trying to make it a thing.
     
  3. Estrahl
    Offline

    Estrahl Mr. Anchor

    270
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    251
    Feb 1, 2021
    Orbis
    4:39 AM
    Kiyomasa, kage, miko, zoku, etc
    Dragon Knight, Cleric, Bowman, Bandit
    90
    Perion
    In terms of being less aggressive on skill change, I think making Knockback skills a helluva lot more viable would be a good start. Lowering or completely removing animation lock of certain attack actions would also be good(but then there would need to be a delay between shots or there could be some wonky animation cancel exploitation there.

    As a DK pre-Rush I've learned to weave in my pig into my attacks to close gaps, reposition, and just generally move around the map faster. But the drawback is that I can't attack while on my piggy, so I've learned when to use it and when to just sit tight. I think jump attacks could be made easier to pull off, and I agree with a lot of the posts here saying some actions should definitely be allowed while others almost defeat the purpose of the skill in the first place(such as holding down Hurricane, you're meant to turret up, not to move around). But I also think that the unique draw to Night Lords is that they're the only class to truly have that sort of ability to jump and attack and to pretty much have no useful knockback until 4th(and it's not even that useful) as their drawback. For Night Lords it's how they're supposed to be played.
     
    • Agree Agree x 1

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