History YMMV / Elsword

17th Apr '17 7:54:59 PM jodithewitch
Is there an issue? Send a Message


* CrazyAwesome: The Magic Knight's "Storm Blade" is widely considered the most awesome-looking attack in the game, and with the recent buffs became one of the strongest Level 3 Special Attacks in the game, along with its high-damage and lasting invulnerability frames, it also has a huge area and VERY GOOD MP regen.
** Blaze Step, my god, Blaze Step. You pretty much set yourself on fire and start hitting stuff, burning the very ground you walk on as you attack. Even more after the updates, which trades the duration with greatly increased damage. Mix this with a mount and expect to wipe out a sizable amount of enemies that are on the running path. it helps that it also gives you NighInvulnerability.
** [[https://youtu.be/uPD-xlfXCfI?t=1m48s Fragarach]]. The damage, the MP cost, the name, the visuals, the sound effects, the fact that you can use it while being attacked, this skill has it all.
24th Mar '17 1:58:45 PM Neophix
Is there an issue? Send a Message


* ScapegoatCreator: KOG was being accused for this recently. Such [[GameBreaker making "balance" patch]] [[TierInducedScrappy for every characters]], [[ThatOneSidequest making sidequests that very hard]] so player can unlock them [[BribingYourWayToVictory by buying from cash shop]].

to:

* ScapegoatCreator: KOG was being accused for has fallen into this recently. Such recently, with [[GameBreaker making "balance" patch]] skewed character]] [[TierInducedScrappy for every characters]], "balance" patches]] and [[ThatOneSidequest making sidequests that very hard]] so player can unlock them character content that are grindy]] and [[TwentyBearAsses RNG-based]], so players will be driven to [[BribingYourWayToVictory by buying buy the unlockable content from the cash shop]].shop instead]]. It does not help that employee exit surveys have shown that the company cares as little for its workers as it seems to care about its players, [[DamnedByFaintPraise with the greatest thing many have written about the company being]] [[SignedUpForTheDental that it has good cafeteria food.]]



** The boss of Altera's secret dungeon, Type-H, can use Elsword's Storm Blade whenever his HP is depleted to a certain number - and it comes without warning, and deals enormous damage. Especially careless players are often tricked into this.

to:

** The boss of Altera's secret dungeon, Type-H, can use Elsword's Storm Blade whenever his HP is depleted to a certain number - and it comes out quickly, without warning, and deals enormous damage. Especially careless players are often tricked into this.



** Elysion territory dungeons are a LoveItOrHate it affair. One side believes that [=KoG=] [[GrowingTheBeard has done a great job of making truly hard]] [[Awesome/VideoGameLevels and challenging dungeons for the very final area]]. The other side thinks [[DifficultySpike they've been made]] [[UpToEleven too hard]] [[ItsHardSoItSucks to handle]].

to:

** Elysion territory dungeons are a LoveItOrHate it LoveItOrHateIt affair. One side believes that [=KoG=] [[GrowingTheBeard has done a great job of making truly hard]] [[Awesome/VideoGameLevels and challenging dungeons for the very final area]]. The other side thinks [[DifficultySpike they've been made]] [[UpToEleven too hard]] [[ItsHardSoItSucks to handle]].



*** When Helputt is finally confronted yet again, instead of something comparable to the highly dangerous and strategically deep battles against other Secret Dungeon bosses, we are treated to a DamageSpongeBoss who is possesses a handful of Chung's signature attacks and his defensive fighting style, who can hardly be called threatening on his ''best'' day.
*** Once he's beaten, players are treated to a cutscene where the freshly redeemed Helputt [[HeroicSacrifice hurls himself into an oncoming swarm of demons]] allegdly to buy the heroes time to escape. [[SenselessSacrifice The very same ones that players would, at a minimum, have already spent a quarter-hour mopping up like trash!]] The pointless length, recycling of rooms, and unsatisfying boss and conclusion to what should have been Chung's personal arc of seeking and redeeming his fallen father all make this dungeon a chore to complete. [[WordOfGod From the developer's notes]], it seems there was even more they wanted to add to this! With the revamps to the Secret Dungeons, much of the backtracking ''has'' been cut out of this dungeon, but whether or not it's been RescuedFromTheScrappyHeap is a matter of player preference.

to:

*** When Helputt is finally confronted yet again, instead of something comparable to the highly dangerous and strategically deep battles against other the previous Secret Dungeon bosses, we are treated to a DamageSpongeBoss who is possesses a handful of Chung's signature attacks and his defensive fighting style, who can hardly be called threatening on his ''best'' day.
*** Once he's beaten, players are treated to a cutscene where the freshly redeemed Helputt [[HeroicSacrifice hurls himself into an oncoming swarm of demons]] allegdly [[DownerEnding to buy the heroes time to escape. escape.]] [[SenselessSacrifice The very same ones that players would, at a minimum, have already spent a quarter-hour mopping up like trash!]] The pointless length, recycling of rooms, and unsatisfying boss and conclusion to what should have been Chung's personal arc of seeking and redeeming his fallen father all make this dungeon a chore to complete. [[WordOfGod From the developer's notes]], it seems there was even more they wanted to add to this! With the revamps to the Secret Dungeons, much of the backtracking ''has'' been cut out of this dungeon, but whether or not it's been RescuedFromTheScrappyHeap is a matter of player preference.
24th Mar '17 1:02:54 PM Neophix
Is there an issue? Send a Message


[[folder:GameBreaker]]
A lot of new character/class additions or revamps tend to be this before being rebalanced, though some examples that continue to be this include:
** Elsword:
*** Common across all classes, Elsword's [[CombatRoll Roll]] Skill is a fast, reliable [[SuperArmor Stoic]] move that comes out quick, costs next to nothing, and [[ComboBreaker can be used in the middle of an opponent's combo more often than not.]] Matches against Elswords generally devolve into catching them over and over and finding some way to compensate for the fact that he keeps escaping combos while possibly setting up his own in return.
*** Some accuse Lord Knight of being one due to his mix of very useful abilities and general effectiveness in both PvE and PvP. After the skill tree revamp, the accusations have mostly died off, though he retains most of his PvE effectiveness.
*** After the Skill Tree revamp, The Rune Slayer's Freeze and Heat Runes made him go from "mediocre" to "absolutely broken" in PvP. The reason for this? The concept of both abilities is simple, a Fire or Ice rune is created in front of the user, dealing initial damage and stun and then dealing minor damage every few moments while the opponent is in the Rune. The catch? Like any other Active skills, ''every single one of these hits has a normal chance to activate your weapon's element''. Combine this with Dark III-enchanted weapons (giving chance to siphon enemy's HP and MP by normal attacks) and suddenly the damage is not only ''not'' minor, but all of the Rune Slayer's mana problems are suddenly gone. He also has an attack that almost no other characters can pass through: the "flying aerial rune" combo that can be repeated endlessly. Other adjustments he received as well as his skill selection has pushed him above even Lord Knight in the eyes of many in terms of Strongest Elsword class.
*** Sheath Knight's Sword Shield is reviled by many for its ability to continuously damage opponents just by getting close to him. Not only that, it gives a bleeding DamageOverTime debuff, denying their opponents their running ability if upgraded, and with Brutal Slayer passive, has a chance of burning opponent's MP too. The fact that the attack doesn't flinch after 2 seconds of activation is the only saving grace.
*** The Way of the Sword system (specifically, the Vitality side that lets him recover mana much faster)
** Aisha:
*** Elemental Master for a time after her class revamp and Skill tree revamp she was crazy buffed and basically ruled PvP for a time in KR. A rather recent nerf drops her down to "pretty good" however. This is mainly because her Meditation (MP regen increase skill) got super charged, and she gains a lightning shower skill which basically amounts to a nigh-full screen stun. Her status fluctuates between "MP generation so high it obsoletes everything else" and "nerfed so hard as to be unplayable", and she's regarded as the "company's daughter" due to a perception of being very spoiled.
*** Void Princess, while originally not qualifying for this list, gained a new skill to match EM's Shining Body - Shadow Body, which has followed a similar "nerfed-to-unusablilty/buffed to game breaker" curve. Currently, it is on the game breaker side, putting VP in SuperArmor for 19.5 seconds (Killing Blow skill trait) with a measly 20 second cooldown. The tradeoff is supposed to be unrealistically harsh - VP becomes unable to use her Z button attacks, which would cripple just about every other class. This being Aisha, though, relying solely on her X attacks (shooting fireballs) and skills is easy enough to render a Z key unnecessary, and effectively guarantees a win against melee-focused classes.
*** Battle Magician's Energy Spurt skill. Its power raises ''exponentially'' based on your current level, and it can bypass any defense (bar two, and having a high evasion stat can help). Expect this skill to be a killer move in both PvP and PvE. Thankfully, this has been nerfed.
** Rena:
*** Grand Archer could perhaps be considered this in PvE as she easily has skills to hurt both groups of Mooks and bosses, and Rena's new system seems to favor her the most. Post-Transcendence, her homing attacks are also likely to ignore a patch that was implemented earlier (Homing projectiles should disappear if they meet an invincible hitbox), meaning that a player can Mana Break from Guide Arrow or Wind Blast and still get hit by the skills anyway when they recover. This super persistent tracking was originally patched out because it made skills like Dread Chase far too strong, and with its apparent return (intentional or not) in Guide Arrow, it's easy to see why they had to remove it in the first place.
*** Night Watcher's Briar Trap also makes the list, with the ability to apply the much-reviled Bleed debuff and reach the Bleed III stage even faster than Sword Shield, with a single cast. Sure, you can shake it off, [[GuideDangIt but who would know that]]?
*** Wind Sneaker rounds things off by having the controversial reputation of being undesirable in PvE, but nearly impossible to defeat in PvP. The reasons include having hitbox storage on nearly all of her Active Skills, meaning that with the 70MP starting bonus Rena gets at the start of a match, she's essentially guaranteed to make the first catch. To add to this, Wind Sneaker has one of the few healing skills in the game and the ability to resurrect on death, and the highest base defensive potential out of the three Renas, all of which makes her nigh unkillable (if you can even lower her HP!). Thankfully, her resurrection only saves the last sliver of her HP and heals from there, which means applying a [[DamageOverTime DoT]] beforehand is an effective way of shutting Zombie Sneaker down.
*** On launch, the Nature Spirit system used one of the alternative resources it gave Rena to add a heavy-hitstunning explosion to actives and combo finishers, which eventually led to Rena having the safest, most risk-free combo game, bar none, with everything being safe to lead into everything else. With the character renewals, however, this has thankfully been patched out.
*** While we're on the subject, ''during'' the Rena renewal, the Nature system's defensive parameters were tweaked, making it fairly easy for Rena players to pull together [[NoSell 100% Damage Reduction]] in the Arena.
** Raven:
*** Reckless Fist: Known for having ''very'' high base damage and a ComboBreaker-breaker Active. Getting caught by an RF results in very large amounts of damage very quickly. While he does have AreaOfEffect skills to make relatively easy recatches with, RF is primarily known for his absolutely absurd damage output.
*** Veteran Commander: After renewals, gained access to Mental Break, a skill which would cut off a target's MP gain with a debuff that lasted longer than the skill's cooldown. With access to Raven's KD-resetting X-drops, VC gained a brief reputation as [[DifficultButAwesome "One Combo]] [[OnePunchMan Man."]] The good news is that the debuff duration on Mental Break has been slashed. However, in the current environment, Ignition Crow's damage has been crazy buffed, which makes it so that most matches against VC end when he decides to stop tanking and ''one shots'' you with the skill.
** Eve:
*** Code: Battle Seraph's ''Sweep Rolling - Tri Vulcan'' quickly became this. Though a very, very weak spell by itself, combine it with Fusion Mode and suddenly the game's brain vomits all over itself and makes the ability deal [[UpToEleven upwards of eleven million damage]]. ''Thankfully'' this was fixed one week after the revamp, and Battle Seraph herself is often considered the strongest class in the game, even after so many revamps, at least in PvE.
*** It should be noted that since the above was written, Code: Battle Seraph has been hit terrifically hard with nerfs. To put this into perspective: in a four-player dungeon run, all equipment being equal, it is entirely possible for a Battle Seraph to rack up a combo score several times higher than all her teammates combined, whilst dealing a mere fraction of the damage. This awful damage to hits and resources ratio has also caused a steep decline in her PvP performance and representation, and she's generally considered to be among the [[TierInducedScrappy absolute lowest tier in terms of PvP viability.]]
*** Taking up the mantle, Code:Nemesis has been treated extremely kindly by the Transcendence patches, with several major buffs that have placed her at the very top, a place she hasn't seen since soon after her release in S1. To wit: she has access to improved maneuverability, allowing her to fly higher than most stages even render in some places, an aerial combo that costs next to nothing, lays down sticky hitboxes, and allows her to continue aerial movement after it's been completed (which also allows her to re-use the combo for as long as she has air dashes). She has a much more rewarding Mana Conversion than her sisters, and [[http://elwiki.net/w/Cheat_Code:_Destruction a passive that drastically improves her Mana gain with Queen's Throne active, while simultaneously reducing the cooldown on one of her most powerful skills to a measly three seconds.]] [[EverybodyHasStandards Even dedicated Nemesis players think she's become too powerful.]]
** Chung, who was strong on release, nerfed for S2 after Tactical Trooper broke S1 PVP, then buffed back up for S3.
*** His current strongest PvP class is Iron Paladin, who boasts a near-unassailable defensive game with 1) one of the strongest approaches, 2) [[AreaOfEffect several screaming full-screen]] catches that work as godly Okizeme, and 3) passives that grant him an additional 20% MP gain for every interaction. Finally, with Transcendence IP gains yet another [[ScreamingWarrior screaming Special Active]] that ramps up his MP gain so high, his screams are self-refunding, [[https://puu.sh/uD06A/e3b47a68da.gif leading into matches where IP can easily claim just by screaming repeatedly.]] He is considered hideously broken even compared to other characters in his tier, and suffice to say, if an IP catches you first the match has just about been decided.
*** Following at a close second, Deadly Chaser has access to an exclusive passive which allows him to enter Berserk mode at a 50% chance off of any number of awakening beads. Keeping in mind that Berserk mode also gives Chung access to infinite cannonballs for the duration, it was laughably common to see Chasers who's entire game plan revolved around using a Ring of Fury at the start of a game to go straight into dumping heavy-artillery skills prior to the RoF's nerf. To top this off, it is also very common to see Chasers who string SuperArmor commands one after the other, leaving opponents with very little leeway to capitalize on their mistakes.
** Ara, whose classes are generally high-top tier, mainly because of her high-speed continuous attacks. To compound this, her base class has access to two single-command loops that deal high damage and low-to-zero KD, with little MP given to the target.
*** Both of Sakra Devanum's level 55 skills, Flying Kite and Suppression, are game breakers, costing 0 MP and being impossible to mana-break out of. Due to the way her skills work, she can potentially do one strong skill after another - and some of those skills can lower the enemies' defense too. Thankfully, her ability to freely clock for orbs (the resources Kite and Suppression use) has been hit severely hard, though managing to connect with either attack still heavily swings the match in her favor.
*** Asura has quick stoic approaches and extremely high MP regen, and, on release, was able to use the above mentioned single-command loops with MP burning and stalling moves to effectively guarantee a single-catch win. This has been lessened since her launch, with several nerfs to how much MP Ara's skills actually burn.
*** Rounding out the trio, Yama Raja is infamous for possessing the ability to resurrect upon death, a full-screen, gravity-powered Suppression skill that answers nearly every problem, and low-cost, low cooldown, high damage skills that can't be [[ComboBreaker Mana Broken]] that chain directly into each other. Bad enough with one; if two are involved you get [[https://youtu.be/JoPiV5ubpIg this]]. On top of that, she has access to one of the only dedicated projectile-reflecting skills in the game, was given a black-hole-esque skill by Transcendence that only costs orbs, and, provided she has enough orbs stocked up, can resurrect on death with up to a third of her maximum HP. Unlike Wind Sneaker, this resurrect-recovery is applied immediately, so it can't be worked around with debuffs. It does, however, force all of her skills into cooldown, a saving grace against her as previously it wasn't uncommon to fight Rajas who would stall and cycle her resurrections to then end the match with her Hyper Active or other powerful skills. She holds the title of Goddess of PvP, as almost nothing anyone can throw at her puts her at a significant disadvantage.
** Elesis, who can ignore defensive stances, deal 100% CriticalHit with certain attacks and lower cooldown in some skills. Although she needs more skill to master than Elsword.
*** Even more for Crimson Avenger. All three of her jobs have Stoic Strong, which not only lets Elesis interrupt being comboed, but in some cases, lets her counterattack. Her new subclass buffs this skill EVEN FURTHER. In other words, she can literally punish you for attacking her. She can also opt to have an attack that can deny their enemies their ComboBreaker, as well as being able to get stronger by getting hit. A more recent trend with Avengers is that they will cycle Injection Stigma, a skill very similar to Infinity Sword's Sword Shield. This includes the fact that it can apply Bleed stacks quickly and deals constant passive damage to enemies nearby. What's different is that the skill only applies hitstun on cast (which covers an area of about one character's height in ''all directions'' around Elesis), and costs ''next to nothing'', taking a negligible amount of HP instead of MP to cast. If her HP is less than 35%, it ignores the HP cost entirely, making it completely free.
*** Blazing Heart, thanks to Avatar of Fire: an Active that converts burn debuffs in a local area into MP for her, at a rate of 10 per debuff, able to convert MP off of otherwise invincible targets. With the large variety of burns she can stack on a target though basic combos, this racks up to the maximum return of 120 MP very quickly, which allows her to also use Fire Wall - a spinning cyclone of fire that also locks on to nearby targets. This leads to a CycleOfHurting where she uses Fire Wall, the target sustains burns and mana breaks[[note]]or else sustains serious damage from Fire Wall and the BH's combos[[/note]], she uses Avatar of Fire to collect a full refund of 110+ MP while they're down, and is then able to cast Fire Wall once again.
** Add, who has insane priority on many of his combos and can track enemies even better than CBS, while doing much more damage. The fact that he's a GlassCannon and can easily go down himself if he isn't careful somewhat mitigates his GameBreaker status.
*** Lunatic Psyker - On release, had a horrible oversight in that his >>^ZZZ combo, a very safe, non-committing string of aerial projectiles could trigger his Nasod Armor combos, which basically sum up to "Mash buttons on hit." This of course turned every match with LPs involved into "who can land a hit of >>^ZZZ first?" This was patched out very soon after his release.
*** Mastermind - access to the ability to clock for MP at a rate of 10 every three seconds, is rewarded for being almost exclusively non-agressive. He has access to a large repertoire of attacks that home within a set radius, and a skill that causes certain normally-spread-shot attacks to home in on targets as well without the same reduction in damage that Code Battle Seraph suffers for the conversion. On top of this, his Ultimate Fury skill deals extreme damage with no hitstun. If a Mastermind uses Ultimate Fury, then immediately follows up with a skill with a long delay (which, bearing in mind the aforementioned resource clocking is criminally easy), you will eat the full force of that skill with no chance to mana break, and more likely than not be killed nigh-instantly by a class who's design intent seems to be "get away with doing as little as possible."
*** Diabolic Esper, in particular, causes chaos because many of his Special Actives use DP as an alternative resource. DP, itself, replaces the Awakening bar and all related stats on Adds, meaning that Espers can tap into what amounts to a second MP bar with the ability to substantially adjust both the rate of acquisition and how much DP gets spent on use. On top of that, nearly all of his skills refund the unused resource (DP if MP is used and vice versa), such that a Diabolic Esper can effectively never run out once he gets snowballing. It is very safe to say that an Esper's effective resource acquisition rate is significantly higher than even three or five times that of other characters, and let's not even forget the fact that ''all'' of Diabolic Esper's skills either cover a wide AreaOfEffect, home in on targets in front of him, or both. If you attack and interrupt him during certain Actives, the hitboxes will stick around and hit you long enough for him to retaliate. He's recently been nerfed and his damage output per hit gutted, but that does nothing to change the fact that his insane one-button-for-all-problems utility options are still intact.
** Luciel's job paths bring considerable amount of grief into the Arena, with the root cause being that whichever character is "Resting" gains MP at a rate comparable to EM's Meditation bonus for free (this has since been toned down). These are mitigated by the fact that Ciel is "broken" in the opposite way, being known for having some of the worst hitboxes and leakiest combos in the game. It's not much of a stretch to say that the best thing that Ciel can do is act as a mana potion for Lu or switch to Lu. That being established, current grievances include:
*** Noblesse: Clocking for Mana and constantly cycling through Soul Sigil, a relatively low-cost "buff" skill that summons a sigil behind the caster and allies that shoots off homing missiles on a set timer. Unlike most other homing skills in the game, which use the casting point as the homing radius, the effective homing radius on Sigil's missiles is centered around the missile itself, and they have considerable horizontal range. These missiles also apply the "Slow" debuff, meaning that Noblesse can very effectively whittle away at an opponent's health without needing to take any risks, and if their MP gets low? Trick question. It never gets low: they can switch to the resting character. They also have a switch combo that has, to players' knowledge, an infinite range hitbox. [[https://youtu.be/2xG5E5da378 See for yourself here.]]
*** Dreadlord: Ruinous Impact has been known for one-shotting players almost as soon as its skill note came out, which negates all forms of defense. The saving grace here is that, unlike Energy Spurt above, Ruinous Impact has a fairly short, strictly horizontal range right in front of the caster.
*** Diabla/Demonio: Their switch-combos, while impressive to watch, are not coded to actually connect with targets all that well. To compensate for this, KoG gave them extremely [[HitboxDissonance disjointed hitboxes and suction effects]], such that by doing these combos they can catch targets that don't even appear to get hit or take damage. On top of this, their transformation skills (Altar of Evil and Transcendence) turn the character into a mount, essentially. While they do have to deal with restricted speed, they are in SuperArmor for the entire duration and their attacks cover a sizeable area, including a homing projectile with next to no cooldown time. The only option opposing players have when faced with a D/D team using these skills is to stay away until they run out.
** Rose, despite the extremely limited combo game lifted straight from her source DungeonFighterOnline, has access to all of her Active skills much sooner than any other character due to her ECP system. The system covers all Active costs with ECP instead of MP, and she begins the game with a full ECP bar in all play modes.
*** Storm Trooper has been strong since release due to her near-meditation like passive, which provides free MP to her for as long as she's in Over Strike mode. This allows her access to powerful utility special actives from the start of the match, as most will dump all of their ECP on Actives and buffs before the opponent can reach them. This also allows her to use a tracking drop laser before either player has even interacted, putting her at a significant early advantage.
*** Crimson Rose has very high damage multipliers that activate when she's hit targets with the Bleed debuff (more on that below), plus a combo breaker (Western Fire) nearly as effective as Elesis's Stoic - Strong and, once again, using ECP instead of MP to cover the cost. This is particularly problematic for Ravens, as an earlier patch was implemented to compensate for some previous HitboxDissonance. The patch, unfortunately, caused another kind of HitboxDissonance in that Raven is considered to be ''hitting the front and back of a target simultaneously'' with his standard attacks, while the trigger condition for Western Fire is "when Rose is attacked from behind." It takes stoic or prediction on the level of ''mind reading'' for Raven players to effectively fight Crimson Roses who are aware of this.
*** Freyja has access to aerial mobility only rivaled by Eve's and grenade attacks with sizeable Area of Effect damage that also home onto a target's location within a set distance. Pressure Grenade also stuns a target, meaning that Mana Breaking out is next to impossible if she lands a hit with one and continues the chain. Adding to this, her self-buff Blazing Bullet, while originally treated as a Special Active-tier move in DFO, is given the Active treatment in Elsword, including using ECP as a cost. This gives her access to a very powerful buff at the start of the match, and it's not uncommon for games to be decided by Freyjas who can get an early hit with their long-range Musket fire and loop it against a target that isn't even on screen.
** Ain: Originally billed as a character for more advanced players, has already come out with some major power balance issues with the release of his first path, Arme Thaumaturgy. Not only is he another character capable of applying high Bleed stacks instantly, he has the buff skill Autosuggestion, which raises his and his teammates' maximum HP and MP by significant amounts. This would be less of a problem if raising the HP maximum did not also cause what HP he does have to be increased by a similar amount, keeping this raised amount even after the buff fades. This means that Autosuggestion is, as of this writing, also the most powerful healing skill in a game where healing in PvP is usually minimal and gradual at best. Against classes with a low damage to hits ratio like Battle Seraph, Thaumaturgy's healing means the match is all but impossible to win. Also, though currently a bug, his Base Form's SuperMode buff, [[GratuitousGerman Schwert Platzen]] causes certain moves to cancel a target's Mana Break charge. The most infamous application of this is his ^Z loop, which becomes an infinite (will never knock down) when used with Schwert activated. Using the combo in PvP leaves essentially no options for the opponent to escape unless the [[StealthPun executor]] messes up or the opponent is knocked out of the stomp's hitbox.
** Thankfully, Autosuggestion's healing has been removed.
** Non-character specific breakers:
*** All [[LimitBreak Hyper Actives]] in general, though their damage was nerfed in PvP.
*** The mounts can be pretty much this since they can make you move faster and has very powerful attacks. But especially the [[https://www.youtube.com/watch?v=hxf2VQeMu6U Holy Fox]] and the [[https://www.youtube.com/watch?v=6nO_9XtNLo4 Oberon bikes]], due to exploits. Rickshaw Phorus are no slouch either, going well into the billions of ED ingame due to amazing mob clearing power.
*** The "Bleed" status debuff. Originally exclusively available to Veteran Commander, this status effect deals high, direct-to-HP-damage calculated off of the stats of the user's weapon, stacks up to three tiers, and is now widely available among the cast. The issue is that while the original concept was for the debuff to be DifficultButAwesome, requiring precise combo-work and active-cycling to reach the third tier, several characters have a criminally easy time slapping the third Bleed stack, often automatically and nearly instantaneously. This is also the cause for much flak against Infinity Sword (Sword Shield) and Night Watcher (Briar Trap), which both are able to apply the debuff this way. Newer additions include Crimson Avenger and Crimson Rose - the former can keep a skill similar to Sword Shield up perpetually, as it costs next to nothing and can passively stack Bleed for free, while the latter can reach high stacks quickly with a single Special Active. Ain's Arme Thaumaturgy path also joins the Bleed club with actives that are designed to apply the debuff quickly, including a trap that has a 33% chance of applying Bleed stacks with each of its dozen or so hits, and an active that, in a single strike, is explicitly designed to apply Bleed III in one hit. Thankfully, Bleed's effects can be mitigated by taking Wind element resistance, but [[GuideDangIt because the fact that Bleed is tied to the Wind attribute is shown nowhere in game]], it, especially the quickly stacking "Bleed Free", is still quite potent.
*** One could argue that the gear and sets in the game are the great equalizer between game breaking classes and those that aren't (Which, going by the list above, is really not very many at all). The problem therein is that gear is available to ''all characters'' regardless of game-breaker status or lack thereof. Of particular note are the Ring of Fury, which used to provide a free Awakening Bead at the start of an Arena match, which therefore synergized especially well with the Secret Dungeon season 3 sets, ''all'' of which had effects that triggered on Awakening. The ring is banned from use in official tournaments, but there is no doubt that you will see it in the Arena proper. Continuing off of that, out of the S3 sets, the Glitter Amethyst set was probably the most broken, providing 10% of the wearer's HP upon Awakening. That got nerfed very soon into the run, but even after that it wasn't uncommon to fight wearers of the set who could tank to a bead, awaken, and heal off any damage they'd incurred. The ''current'' game breaking secret set is Sand Blast, which can freeze targets solid for two seconds without the ability to [[ComboBreaker break]] - much more than long enough to kill them. The ability to break from this petrification has been patched, but there are still plenty of players who've become dependent on the set and continue to use it, even in weakened form.
*** For the pets, the Kumihos ([[AnIcePerson Miho]], [[PlayingWithFire Shiho]], [[CastingAShadow Naho]], and [[ElementalPowers Beeho]]) are consider to be best pet for [[PlayerVersusEnvironment PvE]].
[[/folder]]

to:

[[folder:GameBreaker]]
A lot of new character/class additions or revamps tend to be this before being rebalanced, though some examples that continue to be this include:
** Elsword:
*** Common across all classes, Elsword's [[CombatRoll Roll]] Skill is a fast, reliable [[SuperArmor Stoic]] move that comes out quick, costs next to nothing, and [[ComboBreaker can be used in the middle of an opponent's combo more often than not.]] Matches against Elswords generally devolve into catching them over and over and finding some way to compensate for the fact that he keeps escaping combos while possibly setting up his own in return.
*** Some accuse Lord Knight of being one due to his mix of very useful abilities and general effectiveness in both PvE and PvP. After the skill tree revamp, the accusations have mostly died off, though he retains most of his PvE effectiveness.
*** After the Skill Tree revamp, The Rune Slayer's Freeze and Heat Runes made him go from "mediocre" to "absolutely broken" in PvP. The reason for this? The concept of both abilities is simple, a Fire or Ice rune is created in front of the user, dealing initial damage and stun and then dealing minor damage every few moments while the opponent is in the Rune. The catch? Like any other Active skills, ''every single one of these hits
* GameBreaker: [[http://tvtropes.org/pmwiki/pmwiki.php/GameBreaker/Elsword Now has a normal chance to activate your weapon's element''. Combine this with Dark III-enchanted weapons (giving chance to siphon enemy's HP and MP by normal attacks) and suddenly the damage is not only ''not'' minor, but all of the Rune Slayer's mana problems are suddenly gone. He also has an attack that almost no other characters can pass through: the "flying aerial rune" combo that can be repeated endlessly. Other adjustments he received as well as his skill selection has pushed him above even Lord Knight in the eyes of many in terms of Strongest Elsword class.
*** Sheath Knight's Sword Shield is reviled by many for its ability to continuously damage opponents just by getting close to him. Not only that, it gives a bleeding DamageOverTime debuff, denying their opponents their running ability if upgraded, and with Brutal Slayer passive, has a chance of burning opponent's MP too. The fact that the attack doesn't flinch after 2 seconds of activation is the only saving grace.
*** The Way of the Sword system (specifically, the Vitality side that lets him recover mana much faster)
** Aisha:
*** Elemental Master for a time after her class revamp and Skill tree revamp she was crazy buffed and basically ruled PvP for a time in KR. A rather recent nerf drops her down to "pretty good" however. This is mainly because her Meditation (MP regen increase skill) got super charged, and she gains a lightning shower skill which basically amounts to a nigh-full screen stun. Her status fluctuates between "MP generation so high it obsoletes everything else" and "nerfed so hard as to be unplayable", and she's regarded as the "company's daughter" due to a perception of being very spoiled.
*** Void Princess, while originally not qualifying for this list, gained a new skill to match EM's Shining Body - Shadow Body, which has followed a similar "nerfed-to-unusablilty/buffed to game breaker" curve. Currently, it is on the game breaker side, putting VP in SuperArmor for 19.5 seconds (Killing Blow skill trait) with a measly 20 second cooldown. The tradeoff is supposed to be unrealistically harsh - VP becomes unable to use her Z button attacks, which would cripple just about every other class. This being Aisha, though, relying solely on her X attacks (shooting fireballs) and skills is easy enough to render a Z key unnecessary, and effectively guarantees a win against melee-focused classes.
*** Battle Magician's Energy Spurt skill. Its power raises ''exponentially'' based on your current level, and it can bypass any defense (bar two, and having a high evasion stat can help). Expect this skill to be a killer move in both PvP and PvE. Thankfully, this has been nerfed.
** Rena:
*** Grand Archer could perhaps be considered this in PvE as she easily has skills to hurt both groups of Mooks and bosses, and Rena's new system seems to favor her the most. Post-Transcendence, her homing attacks are also likely to ignore a patch that was implemented earlier (Homing projectiles should disappear if they meet an invincible hitbox), meaning that a player can Mana Break from Guide Arrow or Wind Blast and still get hit by the skills anyway when they recover. This super persistent tracking was originally patched out because it made skills like Dread Chase far too strong, and with its apparent return (intentional or not) in Guide Arrow, it's easy to see why they had to remove it in the first place.
*** Night Watcher's Briar Trap also makes the list, with the ability to apply the much-reviled Bleed debuff and reach the Bleed III stage even faster than Sword Shield, with a single cast. Sure, you can shake it off, [[GuideDangIt but who would know that]]?
*** Wind Sneaker rounds things off by having the controversial reputation of being undesirable in PvE, but nearly impossible to defeat in PvP. The reasons include having hitbox storage on nearly all of her Active Skills, meaning that with the 70MP starting bonus Rena gets at the start of a match, she's essentially guaranteed to make the first catch. To add to this, Wind Sneaker has one of the few healing skills in the game and the ability to resurrect on death, and the highest base defensive potential out of the three Renas, all of which makes her nigh unkillable (if you can even lower her HP!). Thankfully, her resurrection only saves the last sliver of her HP and heals from there, which means applying a [[DamageOverTime DoT]] beforehand is an effective way of shutting Zombie Sneaker down.
*** On launch, the Nature Spirit system used one of the alternative resources it gave Rena to add a heavy-hitstunning explosion to actives and combo finishers, which eventually led to Rena having the safest, most risk-free combo game, bar none, with everything being safe to lead into everything else. With the character renewals, however, this has thankfully been patched out.
*** While we're on the subject, ''during'' the Rena renewal, the Nature system's defensive parameters were tweaked, making it fairly easy for Rena players to pull together [[NoSell 100% Damage Reduction]] in the Arena.
** Raven:
*** Reckless Fist: Known for having ''very'' high base damage and a ComboBreaker-breaker Active. Getting caught by an RF results in very large amounts of damage very quickly. While he does have AreaOfEffect skills to make relatively easy recatches with, RF is primarily known for his absolutely absurd damage output.
*** Veteran Commander: After renewals, gained access to Mental Break, a skill which would cut off a target's MP gain with a debuff that lasted longer than the skill's cooldown. With access to Raven's KD-resetting X-drops, VC gained a brief reputation as [[DifficultButAwesome "One Combo]] [[OnePunchMan Man."]] The good news is that the debuff duration on Mental Break has been slashed. However, in the current environment, Ignition Crow's damage has been crazy buffed, which makes it so that most matches against VC end when he decides to stop tanking and ''one shots'' you with the skill.
** Eve:
*** Code: Battle Seraph's ''Sweep Rolling - Tri Vulcan'' quickly became this. Though a very, very weak spell by itself, combine it with Fusion Mode and suddenly the game's brain vomits all over itself and makes the ability deal [[UpToEleven upwards of eleven million damage]]. ''Thankfully'' this was fixed one week after the revamp, and Battle Seraph herself is often considered the strongest class in the game, even after so many revamps, at least in PvE.
*** It should be noted that since the above was written, Code: Battle Seraph has been hit terrifically hard with nerfs. To put this into perspective: in a four-player dungeon run, all equipment being equal, it is entirely possible for a Battle Seraph to rack up a combo score several times higher than all her teammates combined, whilst dealing a mere fraction of the damage. This awful damage to hits and resources ratio has also caused a steep decline in her PvP performance and representation, and she's generally considered to be among the [[TierInducedScrappy absolute lowest tier in terms of PvP viability.]]
*** Taking up the mantle, Code:Nemesis has been treated extremely kindly by the Transcendence patches, with several major buffs that have placed her at the very top, a place she hasn't seen since soon after her release in S1. To wit: she has access to improved maneuverability, allowing her to fly higher than most stages even render in some places, an aerial combo that costs next to nothing, lays down sticky hitboxes, and allows her to continue aerial movement after it's been completed (which also allows her to re-use the combo for as long as she has air dashes). She has a much more rewarding Mana Conversion than her sisters, and [[http://elwiki.net/w/Cheat_Code:_Destruction a passive that drastically improves her Mana gain with Queen's Throne active, while simultaneously reducing the cooldown on one of her most powerful skills to a measly three seconds.]] [[EverybodyHasStandards Even dedicated Nemesis players think she's become too powerful.]]
** Chung, who was strong on release, nerfed for S2 after Tactical Trooper broke S1 PVP, then buffed back up for S3.
*** His current strongest PvP class is Iron Paladin, who boasts a near-unassailable defensive game with 1) one of the strongest approaches, 2) [[AreaOfEffect several screaming full-screen]] catches that work as godly Okizeme, and 3) passives that grant him an additional 20% MP gain for every interaction. Finally, with Transcendence IP gains yet another [[ScreamingWarrior screaming Special Active]] that ramps up his MP gain so high, his screams are self-refunding, [[https://puu.sh/uD06A/e3b47a68da.gif leading into matches where IP can easily claim just by screaming repeatedly.]] He is considered hideously broken even compared to other characters in his tier, and suffice to say, if an IP catches you first the match has just about been decided.
*** Following at a close second, Deadly Chaser has access to an exclusive passive which allows him to enter Berserk mode at a 50% chance off of any number of awakening beads. Keeping in mind that Berserk mode also gives Chung access to infinite cannonballs for the duration, it was laughably common to see Chasers who's entire game plan revolved around using a Ring of Fury at the start of a game to go straight into dumping heavy-artillery skills prior to the RoF's nerf. To top this off, it is also very common to see Chasers who string SuperArmor commands one after the other, leaving opponents with very little leeway to capitalize on their mistakes.
** Ara, whose classes are generally high-top tier, mainly because of her high-speed continuous attacks. To compound this, her base class has access to two single-command loops that deal high damage and low-to-zero KD, with little MP given to the target.
*** Both of Sakra Devanum's level 55 skills, Flying Kite and Suppression, are game breakers, costing 0 MP and being impossible to mana-break out of. Due to the way her skills work, she can potentially do one strong skill after another - and some of those skills can lower the enemies' defense too. Thankfully, her ability to freely clock for orbs (the resources Kite and Suppression use) has been hit severely hard, though managing to connect with either attack still heavily swings the match in her favor.
*** Asura has quick stoic approaches and extremely high MP regen, and, on release, was able to use the above mentioned single-command loops with MP burning and stalling moves to effectively guarantee a single-catch win. This has been lessened since her launch, with several nerfs to how much MP Ara's skills actually burn.
*** Rounding out the trio, Yama Raja is infamous for possessing the ability to resurrect upon death, a full-screen, gravity-powered Suppression skill that answers nearly every problem, and low-cost, low cooldown, high damage skills that can't be [[ComboBreaker Mana Broken]] that chain directly into each other. Bad enough with one; if two are involved you get [[https://youtu.be/JoPiV5ubpIg this]]. On top of that, she has access to one of the only dedicated projectile-reflecting skills in the game, was given a black-hole-esque skill by Transcendence that only costs orbs, and, provided she has enough orbs stocked up, can resurrect on death with up to a third of her maximum HP. Unlike Wind Sneaker, this resurrect-recovery is applied immediately, so it can't be worked around with debuffs. It does, however, force all of her skills into cooldown, a saving grace against her as previously it wasn't uncommon to fight Rajas who would stall and cycle her resurrections to then end the match with her Hyper Active or other powerful skills. She holds the title of Goddess of PvP, as almost nothing anyone can throw at her puts her at a significant disadvantage.
** Elesis, who can ignore defensive stances, deal 100% CriticalHit with certain attacks and lower cooldown in some skills. Although she needs more skill to master than Elsword.
*** Even more for Crimson Avenger. All three of her jobs have Stoic Strong, which not only lets Elesis interrupt being comboed, but in some cases, lets her counterattack. Her new subclass buffs this skill EVEN FURTHER. In other words, she can literally punish you for attacking her. She can also opt to have an attack that can deny their enemies their ComboBreaker, as well as being able to get stronger by getting hit. A more recent trend with Avengers is that they will cycle Injection Stigma, a skill very similar to Infinity Sword's Sword Shield. This includes the fact that it can apply Bleed stacks quickly and deals constant passive damage to enemies nearby. What's different is that the skill only applies hitstun on cast (which covers an area of about one character's height in ''all directions'' around Elesis), and costs ''next to nothing'', taking a negligible amount of HP instead of MP to cast. If her HP is less than 35%, it ignores the HP cost entirely, making it completely free.
*** Blazing Heart, thanks to Avatar of Fire: an Active that converts burn debuffs in a local area into MP for her, at a rate of 10 per debuff, able to convert MP off of otherwise invincible targets. With the large variety of burns she can stack on a target though basic combos, this racks up to the maximum return of 120 MP very quickly, which allows her to also use Fire Wall - a spinning cyclone of fire that also locks on to nearby targets. This leads to a CycleOfHurting where she uses Fire Wall, the target sustains burns and mana breaks[[note]]or else sustains serious damage from Fire Wall and the BH's combos[[/note]], she uses Avatar of Fire to collect a full refund of 110+ MP while they're down, and is then able to cast Fire Wall once again.
** Add, who has insane priority on many of his combos and can track enemies even better than CBS, while doing much more damage. The fact that he's a GlassCannon and can easily go down himself if he isn't careful somewhat mitigates his GameBreaker status.
*** Lunatic Psyker - On release, had a horrible oversight in that his >>^ZZZ combo, a very safe, non-committing string of aerial projectiles could trigger his Nasod Armor combos, which basically sum up to "Mash buttons on hit." This of course turned every match with LPs involved into "who can land a hit of >>^ZZZ first?" This was patched out very soon after his release.
*** Mastermind - access to the ability to clock for MP at a rate of 10 every three seconds, is rewarded for being almost exclusively non-agressive. He has access to a large repertoire of attacks that home within a set radius, and a skill that causes certain normally-spread-shot attacks to home in on targets as well without the same reduction in damage that Code Battle Seraph suffers for the conversion. On top of this, his Ultimate Fury skill deals extreme damage with no hitstun. If a Mastermind uses Ultimate Fury, then immediately follows up with a skill with a long delay (which, bearing in mind the aforementioned resource clocking is criminally easy), you will eat the full force of that skill with no chance to mana break, and more likely than not be killed nigh-instantly by a class who's design intent seems to be "get away with doing as little as possible."
*** Diabolic Esper, in particular, causes chaos because many of his Special Actives use DP as an alternative resource. DP, itself, replaces the Awakening bar and all related stats on Adds, meaning that Espers can tap into what amounts to a second MP bar with the ability to substantially adjust both the rate of acquisition and how much DP gets spent on use. On top of that, nearly all of his skills refund the unused resource (DP if MP is used and vice versa), such that a Diabolic Esper can effectively never run out once he gets snowballing. It is very safe to say that an Esper's effective resource acquisition rate is significantly higher than even three or five times that of other characters, and let's not even forget the fact that ''all'' of Diabolic Esper's skills either cover a wide AreaOfEffect, home in on targets in front of him, or both. If you attack and interrupt him during certain Actives, the hitboxes will stick around and hit you long enough for him to retaliate. He's recently been nerfed and his damage output per hit gutted, but that does nothing to change the fact that his insane one-button-for-all-problems utility options are still intact.
** Luciel's job paths bring considerable amount of grief into the Arena, with the root cause being that whichever character is "Resting" gains MP at a rate comparable to EM's Meditation bonus for free (this has since been toned down). These are mitigated by the fact that Ciel is "broken" in the opposite way, being known for having some of the worst hitboxes and leakiest combos in the game. It's not much of a stretch to say that the best thing that Ciel can do is act as a mana potion for Lu or switch to Lu. That being established, current grievances include:
*** Noblesse: Clocking for Mana and constantly cycling through Soul Sigil, a relatively low-cost "buff" skill that summons a sigil behind the caster and allies that shoots off homing missiles on a set timer. Unlike most other homing skills in the game, which use the casting point as the homing radius, the effective homing radius on Sigil's missiles is centered around the missile itself, and they have considerable horizontal range. These missiles also apply the "Slow" debuff, meaning that Noblesse can very effectively whittle away at an opponent's health without needing to take any risks, and if their MP gets low? Trick question. It never gets low: they can switch to the resting character. They also have a switch combo that has, to players' knowledge, an infinite range hitbox. [[https://youtu.be/2xG5E5da378 See for yourself here.]]
*** Dreadlord: Ruinous Impact has been known for one-shotting players almost as soon as its skill note came out, which negates all forms of defense. The saving grace here is that, unlike Energy Spurt above, Ruinous Impact has a fairly short, strictly horizontal range right in front of the caster.
*** Diabla/Demonio: Their switch-combos, while impressive to watch, are not coded to actually connect with targets all that well. To compensate for this, KoG gave them extremely [[HitboxDissonance disjointed hitboxes and suction effects]], such that by doing these combos they can catch targets that don't even appear to get hit or take damage. On top of this, their transformation skills (Altar of Evil and Transcendence) turn the character into a mount, essentially. While they do have to deal with restricted speed, they are in SuperArmor for the entire duration and their attacks cover a sizeable area, including a homing projectile with next to no cooldown time. The only option opposing players have when faced with a D/D team using these skills is to stay away until they run out.
** Rose, despite the extremely limited combo game lifted straight from her source DungeonFighterOnline, has access to all of her Active skills much sooner than any other character due to her ECP system. The system covers all Active costs with ECP instead of MP, and she begins the game with a full ECP bar in all play modes.
*** Storm Trooper has been strong since release due to her near-meditation like passive, which provides free MP to her for as long as she's in Over Strike mode. This allows her access to powerful utility special actives from the start of the match, as most will dump all of their ECP on Actives and buffs before the opponent can reach them. This also allows her to use a tracking drop laser before either player has even interacted, putting her at a significant early advantage.
*** Crimson Rose has very high damage multipliers that activate when she's hit targets with the Bleed debuff (more on that below), plus a combo breaker (Western Fire) nearly as effective as Elesis's Stoic - Strong and, once again, using ECP instead of MP to cover the cost. This is particularly problematic for Ravens, as an earlier patch was implemented to compensate for some previous HitboxDissonance. The patch, unfortunately, caused another kind of HitboxDissonance in that Raven is considered to be ''hitting the front and back of a target simultaneously'' with his standard attacks, while the trigger condition for Western Fire is "when Rose is attacked from behind." It takes stoic or prediction on the level of ''mind reading'' for Raven players to effectively fight Crimson Roses who are aware of this.
*** Freyja has access to aerial mobility only rivaled by Eve's and grenade attacks with sizeable Area of Effect damage that also home onto a target's location within a set distance. Pressure Grenade also stuns a target, meaning that Mana Breaking out is next to impossible if she lands a hit with one and continues the chain. Adding to this, her self-buff Blazing Bullet, while originally treated as a Special Active-tier move in DFO, is given the Active treatment in Elsword, including using ECP as a cost. This gives her access to a very powerful buff at the start of the match, and it's not uncommon for games to be decided by Freyjas who can get an early hit with their long-range Musket fire and loop it against a target that isn't even on screen.
** Ain: Originally billed as a character for more advanced players, has already come out with some major power balance issues with the release of his first path, Arme Thaumaturgy. Not only is he another character capable of applying high Bleed stacks instantly, he has the buff skill Autosuggestion, which raises his and his teammates' maximum HP and MP by significant amounts. This would be less of a problem if raising the HP maximum did not also cause what HP he does have to be increased by a similar amount, keeping this raised amount even after the buff fades. This means that Autosuggestion is, as of this writing, also the most powerful healing skill in a game where healing in PvP is usually minimal and gradual at best. Against classes with a low damage to hits ratio like Battle Seraph, Thaumaturgy's healing means the match is all but impossible to win. Also, though currently a bug, his Base Form's SuperMode buff, [[GratuitousGerman Schwert Platzen]] causes certain moves to cancel a target's Mana Break charge. The most infamous application of this is his ^Z loop, which becomes an infinite (will never knock down) when used with Schwert activated. Using the combo in PvP leaves essentially no options for the opponent to escape unless the [[StealthPun executor]] messes up or the opponent is knocked out of the stomp's hitbox.
** Thankfully, Autosuggestion's healing has been removed.
** Non-character specific breakers:
*** All [[LimitBreak Hyper Actives]] in general, though their damage was nerfed in PvP.
*** The mounts can be pretty much this since they can make you move faster and has very powerful attacks. But especially the [[https://www.youtube.com/watch?v=hxf2VQeMu6U Holy Fox]] and the [[https://www.youtube.com/watch?v=6nO_9XtNLo4 Oberon bikes]], due to exploits. Rickshaw Phorus are no slouch either, going well into the billions of ED ingame due to amazing mob clearing power.
*** The "Bleed" status debuff. Originally exclusively available to Veteran Commander, this status effect deals high, direct-to-HP-damage calculated off of the stats of the user's weapon, stacks up to three tiers, and is now widely available among the cast. The issue is that while the original concept was for the debuff to be DifficultButAwesome, requiring precise combo-work and active-cycling to reach the third tier, several characters have a criminally easy time slapping the third Bleed stack, often automatically and nearly instantaneously. This is also the cause for much flak against Infinity Sword (Sword Shield) and Night Watcher (Briar Trap), which both are able to apply the debuff this way. Newer additions include Crimson Avenger and Crimson Rose - the former can keep a skill similar to Sword Shield up perpetually, as it costs next to nothing and can passively stack Bleed for free, while the latter can reach high stacks quickly with a single Special Active. Ain's Arme Thaumaturgy path also joins the Bleed club with actives that are designed to apply the debuff quickly, including a trap that has a 33% chance of applying Bleed stacks with each of its dozen or so hits, and an active that, in a single strike, is explicitly designed to apply Bleed III in one hit. Thankfully, Bleed's effects can be mitigated by taking Wind element resistance, but [[GuideDangIt because the fact that Bleed is tied to the Wind attribute is shown nowhere in game]], it, especially the quickly stacking "Bleed Free", is still quite potent.
*** One could argue that the gear and sets in the game are the great equalizer between game breaking classes and those that aren't (Which, going by the list above, is really not very many at all). The problem therein is that gear is available to ''all characters'' regardless of game-breaker status or lack thereof. Of particular note are the Ring of Fury, which used to provide a free Awakening Bead at the start of an Arena match, which therefore synergized especially well with the Secret Dungeon season 3 sets, ''all'' of which had effects that triggered on Awakening. The ring is banned from use in official tournaments, but there is no doubt that you will see it in the Arena proper. Continuing off of that, out of the S3 sets, the Glitter Amethyst set was probably the most broken, providing 10% of the wearer's HP upon Awakening. That got nerfed very soon into the run, but even after that it wasn't uncommon to fight wearers of the set who could tank to a bead, awaken, and heal off any damage they'd incurred. The ''current'' game breaking secret set is Sand Blast, which can freeze targets solid for two seconds without the ability to [[ComboBreaker break]] - much more than long enough to kill them. The ability to break from this petrification has been patched, but there are still plenty of players who've become dependent on the set and continue to use it, even in weakened form.
*** For the pets, the Kumihos ([[AnIcePerson Miho]], [[PlayingWithFire Shiho]], [[CastingAShadow Naho]], and [[ElementalPowers Beeho]]) are consider to be best pet for [[PlayerVersusEnvironment PvE]].
[[/folder]]
page]]



* GoodBadBugs: A "mechanic" for Aisha and Rena, known as "Tumbling": basically they continuously bounce up and down if the player holds up while their Aisha/Rena gets hit in midair. Eve has the similar mechanic, only that when that happens, it forces knockdown on her instead. These were patched out during certain revamps.

to:

* GoodBadBugs: A "mechanic" for Aisha and Rena, known as "Tumbling": basically they continuously bounce up and down if the player holds up while their Aisha/Rena gets hit in midair. Eve has the similar mechanic, only that when that happens, it forces knockdown on her instead. [[ObviousRulePatch These were patched out during certain revamps.revamps,]] as tumbling had become too much of a focus for any PvP match involving these characters.



* LoveItOrHateIt: Elysion territory dungeons (The last 4 from Elysion region). One side believes that [=KoG=] [[GrowingTheBeard is doing a great job for making truly hard]] [[Awesome/VideoGameLevels and challenging dungeons in the very final area]] (for now). The other side thinks [[DifficultySpike they made them]] [[UpToEleven too hard]] [[ItsHardSoItSucks to handle]].
** The bosses in Elysion are usually a combination of DamageSpongeBoss and GetBackHereBoss. Previous dungeons have bosses with relevant gimmicks or tricks that could be used to skip or avoid more annoying attack patterns. Elysion bosses, on top of being immune to debuffs, spend much of the fight either super armored or invincible, with attack patterns that generally affect the entire boss arena. The conditions for making the fight easier, if they exist at all, tend to be obscure and often rely on luck or powerful weapons. Player skill has very little affect on what bosses do and don't do in Elysion, whereas knowledgeable players almost always held an advantage in other regions.
** As for the stages themselves, there is a much greater emphasis on platforming over pitfalls and other hazards in Elysion overall, an aspect of the game that had fallen out of focus since Velder.



*ThatOneLevel:
**Elysion territory dungeons are a LoveItOrHate it affair. One side believes that [=KoG=] [[GrowingTheBeard has done a great job of making truly hard]] [[Awesome/VideoGameLevels and challenging dungeons for the very final area]]. The other side thinks [[DifficultySpike they've been made]] [[UpToEleven too hard]] [[ItsHardSoItSucks to handle]].
*** The bosses in Elysion are usually a combination of DamageSpongeBoss and GetBackHereBoss. Previous dungeons have bosses with relevant gimmicks or tricks that could be used to skip or avoid more annoying attack patterns. Elysion bosses, on top of being immune to debuffs, spend much of the fight either super armored or invincible, with attack patterns that generally affect the entire boss arena. The conditions for making the fight easier, if they exist at all, tend to be obscure and often rely on luck or powerful weapons. Player skill has very little affect on what bosses do and don't do in Elysion, whereas knowledgeable players almost always held an advantage in other regions.
*** As for the stages themselves, there is a much greater emphasis on platforming over pitfalls and other hazards in Elysion overall, an aspect of the game that had fallen out of focus since Velder.
**Hamel's [[BonusLevel Secret Dungeon]], Temple of Trials. Originally a gruelling MarathonLevel with minibosses in most rooms, this was compounded by the fact that the second room held a scripted battle against the final boss of the dungeon [[IAmYourFather and Chung's fallen father]], Helputt. After losing this fight against him, the party is transported to the main body of the dungeon - a complex where the main meat of the experience was backtracking through rooms you'd cleared before that had become overrun again. Players originally had to clear each trial hall twice, once going through and once backtracking, and ''still'' have to clear the main hall three times each run. Before fighting Helputt again, players are presented with one last room that slowly fills with doppelgangers of the members of the Elgang (everyone before Elesis), but the most efficient way to handle this room is to [[CuttingTheKnot stall outside for two minutes and nuke all the clones at once when you enter.]]
***When Helputt is finally confronted yet again, instead of something comparable to the highly dangerous and strategically deep battles against other Secret Dungeon bosses, we are treated to a DamageSpongeBoss who is possesses a handful of Chung's signature attacks and his defensive fighting style, who can hardly be called threatening on his ''best'' day.
***Once he's beaten, players are treated to a cutscene where the freshly redeemed Helputt [[HeroicSacrifice hurls himself into an oncoming swarm of demons]] allegdly to buy the heroes time to escape. [[SenselessSacrifice The very same ones that players would, at a minimum, have already spent a quarter-hour mopping up like trash!]] The pointless length, recycling of rooms, and unsatisfying boss and conclusion to what should have been Chung's personal arc of seeking and redeeming his fallen father all make this dungeon a chore to complete. [[WordOfGod From the developer's notes]], it seems there was even more they wanted to add to this! With the revamps to the Secret Dungeons, much of the backtracking ''has'' been cut out of this dungeon, but whether or not it's been RescuedFromTheScrappyHeap is a matter of player preference.



** Both Code: Battle Seraph and Lunatic Psyker's have it even worse in their sidequest: ''[[UpToEleven 40]] [[OhCrap drops]]'' from the aforementioned Glitter Necromancers in Part 5/5 of their quest. Have fun wasting all of your stamina on these quests!

to:

** Both Code: Battle Seraph and Lunatic Psyker's Psykers have it even worse in their sidequest: ''[[UpToEleven 40]] [[OhCrap drops]]'' from the aforementioned Glitter Necromancers in Part 5/5 of their quest. Have fun wasting all of your stamina on these quests!
23rd Mar '17 1:01:20 AM jodithewitch
Is there an issue? Send a Message


** Ain: Originally billed as a character for more advanced players, has already come out with some major power balance issues with the release of his first path, Arme Thaumaturgy. Not only is he another character capable of applying high Bleed stacks instantly, he has the buff skill Autosuggestion, which raises his and his teammates' maximum HP and MP by significant amounts. This would be less of a problem if raising the HP maximum did not also cause what HP he does have to be increased by a similar amount, keeping this raised amount even after the buff fades. This means that Autosuggestion is, as of this writing, also the most powerful healing skill in a game where healing in PvP is usually minimal and gradual at best. Against classes with a low damage to hits ratio like Battle Seraph, Thaumaturgy's healing means the match is all but impossible to win. Also, though currently a bug, his Base Form's SuperMode buff, [[GratuitousGerman Schwert Platzen]] causes certain moves to cancel a target's Mana Break charge.

to:

** Ain: Originally billed as a character for more advanced players, has already come out with some major power balance issues with the release of his first path, Arme Thaumaturgy. Not only is he another character capable of applying high Bleed stacks instantly, he has the buff skill Autosuggestion, which raises his and his teammates' maximum HP and MP by significant amounts. This would be less of a problem if raising the HP maximum did not also cause what HP he does have to be increased by a similar amount, keeping this raised amount even after the buff fades. This means that Autosuggestion is, as of this writing, also the most powerful healing skill in a game where healing in PvP is usually minimal and gradual at best. Against classes with a low damage to hits ratio like Battle Seraph, Thaumaturgy's healing means the match is all but impossible to win. Also, though currently a bug, his Base Form's SuperMode buff, [[GratuitousGerman Schwert Platzen]] causes certain moves to cancel a target's Mana Break charge. The most infamous application of this is his ^Z loop, which becomes an infinite (will never knock down) when used with Schwert activated. Using the combo in PvP leaves essentially no options for the opponent to escape unless the [[StealthPun executor]] messes up or the opponent is knocked out of the stomp's hitbox.
** Thankfully, Autosuggestion's healing has been removed.



* MostAnnoyingSound: Anytime Aisha shoots a fireball or teleports - which will happen very often - she'll shout the same grunt. Guaranteed to become an EarWorm in short time. Aisha's high voice in general can also be this.

to:

* MostAnnoyingSound: Anytime Aisha shoots a fireball or teleports - which will happen very often - she'll shout the same grunt. Guaranteed to become an EarWorm in short time.
**
Aisha's high voice in general can also be this.(in nearly all languages).


Added DiffLines:

** KR Eve's "vei" (rhymes with "ray") on certain commands is just satisfying to hear.
21st Mar '17 8:51:01 AM Neophix
Is there an issue? Send a Message


*** Reckless Fist: Known for having ''very'' high base damage and a ComboBreaker-breaker Active. Getting caught by an RF results in very large amounts of damage very quickly. While he does have AreaOfEffect skills to make relatively easy recatches with, RF is primarily known for his absolutely absurd damage output.



*** His current strongest PvP class is Iron Paladin, who boasts a near-unassailable defensive game with 1) one of the strongest approaches, 2) a full-screen stunning catch that works as a godly Okizeme, and 3) passives that grants him an additional 20% MP gain for every interaction. Suffice to say, if an IP catches you first the match has just about been decided.

to:

*** His current strongest PvP class is Iron Paladin, who boasts a near-unassailable defensive game with 1) one of the strongest approaches, 2) a full-screen stunning catch [[AreaOfEffect several screaming full-screen]] catches that works work as a godly Okizeme, and 3) passives that grants grant him an additional 20% MP gain for every interaction. Suffice Finally, with Transcendence IP gains yet another [[ScreamingWarrior screaming Special Active]] that ramps up his MP gain so high, his screams are self-refunding, [[https://puu.sh/uD06A/e3b47a68da.gif leading into matches where IP can easily claim just by screaming repeatedly.]] He is considered hideously broken even compared to other characters in his tier, and suffice to say, if an IP catches you first the match has just about been decided.



*** Asura has quick stoic approaches and extremely high MP regen, and, on release, was able to use the above mentioned single-command loops with MP burning and stalling moves to effectively guarantee a single-catch win.

to:

*** Asura has quick stoic approaches and extremely high MP regen, and, on release, was able to use the above mentioned single-command loops with MP burning and stalling moves to effectively guarantee a single-catch win. This has been lessened since her launch, with several nerfs to how much MP Ara's skills actually burn.



*** Even more for Crimson Avenger. All three of her jobs have Stoic Strong, which not only lets Elesis interrupt being comboed, but in some cases, lets her counterattack. Her new subclass buffs this skill EVEN FURTHER. In other words, she can literally punish you for attacking her. She can also opt to have an attack that can deny their enemies their ComboBreaker, as well as being able to get stronger by getting hit. A more recent trend with Avengers is that they will cycle Injection Stigma, a skill very similar to Infinity Sword's Sword Shield. This includes the fact that it can apply Bleed stacks quickly and deals constant passive damage to enemies nearby. What's different is that the skill only applies hitstun on cast (which covers an area of about one character's height in ''all directions'' around Elesis), and costs ''next to nothing'', taking a negligible amount of HP instead of MP to cast.

to:

*** Even more for Crimson Avenger. All three of her jobs have Stoic Strong, which not only lets Elesis interrupt being comboed, but in some cases, lets her counterattack. Her new subclass buffs this skill EVEN FURTHER. In other words, she can literally punish you for attacking her. She can also opt to have an attack that can deny their enemies their ComboBreaker, as well as being able to get stronger by getting hit. A more recent trend with Avengers is that they will cycle Injection Stigma, a skill very similar to Infinity Sword's Sword Shield. This includes the fact that it can apply Bleed stacks quickly and deals constant passive damage to enemies nearby. What's different is that the skill only applies hitstun on cast (which covers an area of about one character's height in ''all directions'' around Elesis), and costs ''next to nothing'', taking a negligible amount of HP instead of MP to cast. If her HP is less than 35%, it ignores the HP cost entirely, making it completely free.



*** The "Bleed" status debuff. Originally exclusively available to Veteran Commander, this status effect deals high, direct-to-HP-damage calculated off of the stats of the user's weapon, stacks up to three tiers, and is now widely available among the cast. The issue is that while the original concept was for the debuff to be DifficultButAwesome, requiring precise combo-work and active-cycling to reach the third tier, several characters have a criminally easy time slapping the third Bleed stack, often automatically and nearly instantaneously. This is also the cause for much flak against Infinity Sword (Sword Shield) and Night Watcher (Briar Trap), which both are able to apply the debuff this way. Newer additions include Crimson Avenger and Crimson Rose - the former can keep a skill similar to Sword Shield up perpetually, as it costs next to nothing and can passively stack Bleed for free, while the latter can reach high stacks quickly with a single Special Active. The latest cast member, Ain, also joins the Bleed club with actives that are designed to apply the debuff quickly, including a trap that has a 33% chance of applying Bleed stacks with each of its dozen or so hits, and an active that, in a single strike, is explicitly designed to apply Bleed III in one hit. Thankfully, Bleed's effects can be mitigated by taking Wind element resistance, but [[GuideDangIt because the fact that Bleed is tied to the Wind attribute is shown nowhere in game]], it is still quite potent.

to:

*** The "Bleed" status debuff. Originally exclusively available to Veteran Commander, this status effect deals high, direct-to-HP-damage calculated off of the stats of the user's weapon, stacks up to three tiers, and is now widely available among the cast. The issue is that while the original concept was for the debuff to be DifficultButAwesome, requiring precise combo-work and active-cycling to reach the third tier, several characters have a criminally easy time slapping the third Bleed stack, often automatically and nearly instantaneously. This is also the cause for much flak against Infinity Sword (Sword Shield) and Night Watcher (Briar Trap), which both are able to apply the debuff this way. Newer additions include Crimson Avenger and Crimson Rose - the former can keep a skill similar to Sword Shield up perpetually, as it costs next to nothing and can passively stack Bleed for free, while the latter can reach high stacks quickly with a single Special Active. The latest cast member, Ain, Ain's Arme Thaumaturgy path also joins the Bleed club with actives that are designed to apply the debuff quickly, including a trap that has a 33% chance of applying Bleed stacks with each of its dozen or so hits, and an active that, in a single strike, is explicitly designed to apply Bleed III in one hit. Thankfully, Bleed's effects can be mitigated by taking Wind element resistance, but [[GuideDangIt because the fact that Bleed is tied to the Wind attribute is shown nowhere in game]], it it, especially the quickly stacking "Bleed Free", is still quite potent.
9th Feb '17 10:09:12 PM KomasanS
Is there an issue? Send a Message


* ScapegoatCreator: KOG was being accuse for this recently. Such [[GameBreaker making "balance" patch]] [[TierInducedScrappy for every characters]], [[ThatOneSidequest making sidequests that very hard]] so player can unlock them [[BribingYourWayToVictory by buying from cash shop]].

to:

* ScapegoatCreator: KOG was being accuse accused for this recently. Such [[GameBreaker making "balance" patch]] [[TierInducedScrappy for every characters]], [[ThatOneSidequest making sidequests that very hard]] so player can unlock them [[BribingYourWayToVictory by buying from cash shop]].
9th Feb '17 10:08:17 PM KomasanS
Is there an issue? Send a Message

Added DiffLines:

* ScapegoatCreator: KOG was being accuse for this recently. Such [[GameBreaker making "balance" patch]] [[TierInducedScrappy for every characters]], [[ThatOneSidequest making sidequests that very hard]] so player can unlock them [[BribingYourWayToVictory by buying from cash shop]].
30th Jan '17 1:46:27 PM Neophix
Is there an issue? Send a Message


*** Blazing Heart, thanks to Avatar of Fire: an Active that converts burn debuffs in a local area into MP for her, at a rate of 10 per debuff, which is also able to convert MP off of otherwise invincible targets. With the large variety of burns she can stack on a target though basic combos, this racks up to the maximum return of 120 MP very quickly, which allows her to also use Fire Wall - a spinning cyclone of fire that also locks on to nearby targets. This leads to a CycleOfHurting where she uses Fire Wall, the target sustains burns and mana breaks[[note]]or else sustains serious damage from Fire Wall and the BH's combos[[/note]], she uses Avatar of Fire to collect a full refund of 110+ MP while they're down, and is then able to cast Fire Wall once again.

to:

*** Blazing Heart, thanks to Avatar of Fire: an Active that converts burn debuffs in a local area into MP for her, at a rate of 10 per debuff, which is also able to convert MP off of otherwise invincible targets. With the large variety of burns she can stack on a target though basic combos, this racks up to the maximum return of 120 MP very quickly, which allows her to also use Fire Wall - a spinning cyclone of fire that also locks on to nearby targets. This leads to a CycleOfHurting where she uses Fire Wall, the target sustains burns and mana breaks[[note]]or else sustains serious damage from Fire Wall and the BH's combos[[/note]], she uses Avatar of Fire to collect a full refund of 110+ MP while they're down, and is then able to cast Fire Wall once again.



*** Mastermind - access to the ability to clock for MP at a rate of 10 every three seconds, is rewarded for being almost exclusively non-agressive. He has access to a large repertoire of attacks that home within a set radius, and an active that causes certain normally-spread-shot attacks to home in on targets as well without the same reduction in damage that Code Battle Seraph suffers for the conversion. On top of this, his Ultimate Fury skill deals extreme damage with no hitstun. If a Mastermind uses Ultimate Fury, then immediately follows up with a skill with a long delay (which, bearing in mind the aforementioned resource clocking is criminally easy), you will eat the full force of that skill with no chance to mana break, and more likely than not be killed nigh-instantly by a class who's design intent seems to be "get away with doing as little as possible."
*** Diabolic Esper, in particular, causes chaos because many of his Special Actives use DP as an alternative resource. DP, itself, replaces the Awakening bar and all related stats on Adds, meaning that Espers can tap into what amounts to a second MP bar with the ability to substantially adjust both the rate of acquisition and how much DP gets spent on use. On top of that, nearly all of his skills refund the unused resource (DP if MP is used and vice versa), such that a Diabolic Esper can effectively never run out once he gets snowballing. It is very safe to say that an Esper's effective resource acquisition rate is significantly higher than even three or five times that of other characters, and let's not even forget the fact that ''all'' of Diabolic Esper's skills either cover a wide AreaOfEffect, home in on targets in front of him, or both. If you attack and interrupt him during certain Actives, the hitboxes will stick around and still hit you long enough for him to retaliate. He's recently been nerfed and his damage output per hit gutted, but that does nothing to change the fact that his insane one-button-for-all-problems utility options are still intact.

to:

*** Mastermind - access to the ability to clock for MP at a rate of 10 every three seconds, is rewarded for being almost exclusively non-agressive. He has access to a large repertoire of attacks that home within a set radius, and an active a skill that causes certain normally-spread-shot attacks to home in on targets as well without the same reduction in damage that Code Battle Seraph suffers for the conversion. On top of this, his Ultimate Fury skill deals extreme damage with no hitstun. If a Mastermind uses Ultimate Fury, then immediately follows up with a skill with a long delay (which, bearing in mind the aforementioned resource clocking is criminally easy), you will eat the full force of that skill with no chance to mana break, and more likely than not be killed nigh-instantly by a class who's design intent seems to be "get away with doing as little as possible."
*** Diabolic Esper, in particular, causes chaos because many of his Special Actives use DP as an alternative resource. DP, itself, replaces the Awakening bar and all related stats on Adds, meaning that Espers can tap into what amounts to a second MP bar with the ability to substantially adjust both the rate of acquisition and how much DP gets spent on use. On top of that, nearly all of his skills refund the unused resource (DP if MP is used and vice versa), such that a Diabolic Esper can effectively never run out once he gets snowballing. It is very safe to say that an Esper's effective resource acquisition rate is significantly higher than even three or five times that of other characters, and let's not even forget the fact that ''all'' of Diabolic Esper's skills either cover a wide AreaOfEffect, home in on targets in front of him, or both. If you attack and interrupt him during certain Actives, the hitboxes will stick around and still hit you long enough for him to retaliate. He's recently been nerfed and his damage output per hit gutted, but that does nothing to change the fact that his insane one-button-for-all-problems utility options are still intact.



** Ain: Originally billed as a character for more advanced players, has already come out with some major power balance issues with the release of his first path, Arme Thaumaturgy. Not only is he another character capable of applying high Bleed stacks instantaneously, he has the buff skill Autosuggestion, which raises his and his teammates' maximum HP and MP by significant amounts. This would be less of a problem if raising the HP maximum did not also cause what HP he does have to be increased by a similar amount, keeping this raised amount even after the buff fades. This means that Autosuggestion is, as of this writing, also the most powerful healing skill in a game where healing in PvP is usually minimal at best. Against classes with a low damage to hits ratio like Battle Seraph, Thaumaturgy's healing means the match is all but impossible to win. Also, though currently a bug, his Base Form's SuperMode buff, [[GratuitousGerman Schwert Platzen]] causes certain moves to cancel a target's Mana Break charge.

to:

** Ain: Originally billed as a character for more advanced players, has already come out with some major power balance issues with the release of his first path, Arme Thaumaturgy. Not only is he another character capable of applying high Bleed stacks instantaneously, instantly, he has the buff skill Autosuggestion, which raises his and his teammates' maximum HP and MP by significant amounts. This would be less of a problem if raising the HP maximum did not also cause what HP he does have to be increased by a similar amount, keeping this raised amount even after the buff fades. This means that Autosuggestion is, as of this writing, also the most powerful healing skill in a game where healing in PvP is usually minimal and gradual at best. Against classes with a low damage to hits ratio like Battle Seraph, Thaumaturgy's healing means the match is all but impossible to win. Also, though currently a bug, his Base Form's SuperMode buff, [[GratuitousGerman Schwert Platzen]] causes certain moves to cancel a target's Mana Break charge.



* GoodBadBugs: A "mechanic" of Aisha and Rena, known as "Tumbling", is basically them continuously bounces up and down if the player holds up while their Aisha/Rena gets hit in midair. Eve has the similar mechanic, only that when that happens, it forces knockdown on her instead.

to:

* GoodBadBugs: A "mechanic" of for Aisha and Rena, known as "Tumbling", is "Tumbling": basically them they continuously bounces bounce up and down if the player holds up while their Aisha/Rena gets hit in midair. Eve has the similar mechanic, only that when that happens, it forces knockdown on her instead. These were patched out during certain revamps.



* LoveItOrHateIt: Elysion territory dungeons (The last 4 from Elysion region). One side consider [=KoG=] [[GrowingTheBeard is doing a great job for making truly hard]] [[Awesome/VideoGameLevels and challenging dungeons in the very final area]] (for now). The other side thinks [[DifficultySpike they make them]] [[UpToEleven too hard]] [[ItsHardSoItSucks to handle]].

to:

* LoveItOrHateIt: Elysion territory dungeons (The last 4 from Elysion region). One side consider believes that [=KoG=] [[GrowingTheBeard is doing a great job for making truly hard]] [[Awesome/VideoGameLevels and challenging dungeons in the very final area]] (for now). The other side thinks [[DifficultySpike they make made them]] [[UpToEleven too hard]] [[ItsHardSoItSucks to handle]].handle]].
** The bosses in Elysion are usually a combination of DamageSpongeBoss and GetBackHereBoss. Previous dungeons have bosses with relevant gimmicks or tricks that could be used to skip or avoid more annoying attack patterns. Elysion bosses, on top of being immune to debuffs, spend much of the fight either super armored or invincible, with attack patterns that generally affect the entire boss arena. The conditions for making the fight easier, if they exist at all, tend to be obscure and often rely on luck or powerful weapons. Player skill has very little affect on what bosses do and don't do in Elysion, whereas knowledgeable players almost always held an advantage in other regions.
** As for the stages themselves, there is a much greater emphasis on platforming over pitfalls and other hazards in Elysion overall, an aspect of the game that had fallen out of focus since Velder.



** Both Code: Battle Seraph and Lunatic Psyker's sidequest have it even worse: ''[[UpToEleven 40]] [[OhCrap drops]]'' from the aforementioned Glitter Necromancers in Part 5/5 of their quest. Have fun wasting all of your stamina on these quests!

to:

** Both Code: Battle Seraph and Lunatic Psyker's sidequest have it even worse: worse in their sidequest: ''[[UpToEleven 40]] [[OhCrap drops]]'' from the aforementioned Glitter Necromancers in Part 5/5 of their quest. Have fun wasting all of your stamina on these quests!



* WinBackTheCrowd: the third major skill revamping (starting around August 2015) that brings back the older system and making it better (they no longer require skill points, for one) receives much props from the playerbase.

to:

* WinBackTheCrowd: the third major skill revamping (starting around August 2015) that brings back the older old system and making makes it better (they no longer require skill points, for one) (skill points have been abolished, and all skills are unlocked automatically) receives much props from the playerbase.
26th Jan '17 3:33:01 AM jodithewitch
Is there an issue? Send a Message


** [[https://www.youtube.com/watch?v=tE0SMQ2jkhg Fragarach]]. The damage, the MP cost, the name, the visuals, the sound effects, the fact that you can use it while being attacked, this skill has it all.

to:

** [[https://www.youtube.com/watch?v=tE0SMQ2jkhg [[https://youtu.be/uPD-xlfXCfI?t=1m48s Fragarach]]. The damage, the MP cost, the name, the visuals, the sound effects, the fact that you can use it while being attacked, this skill has it all.



*** Elemental Master for a time after her class revamp and Skill tree revamp she was crazy buffed and basically ruled PvP for a time in KR. A rather recent nerf drops her down to "pretty good" however. This is mainly because her mediation (MP regen up skill) got super charged, and she gains a lightning shower skill which basically amounts to a nigh-full screen stun. Her status fluctuates between "MP generation so high it obsoletes everything else" and "Nerfed so hard as to be unplayable", and she's regarded as the "company's daughter" due to a perception of being very spoiled.

to:

*** Elemental Master for a time after her class revamp and Skill tree revamp she was crazy buffed and basically ruled PvP for a time in KR. A rather recent nerf drops her down to "pretty good" however. This is mainly because her mediation Meditation (MP regen up increase skill) got super charged, and she gains a lightning shower skill which basically amounts to a nigh-full screen stun. Her status fluctuates between "MP generation so high it obsoletes everything else" and "Nerfed "nerfed so hard as to be unplayable", and she's regarded as the "company's daughter" due to a perception of being very spoiled.



*** Freyja has access to aerial mobility only rivaled by Eve's and grenade attacks with sizeable Area of Effect damage that also home onto a target's location within a set distance. Pressure Grenade also stuns a target, meaning that Mana Breaking out is next to impossible if she lands a hit with one and continues the chain. Adding to this, her self-buff Blazing Bullet, while originally treated as a Special Active-tier move in DFO, is given the Active treatment in Elsword, including using ECP as a cost. This gives her access to a very powerful buff at the start of the match, and its not uncommon for games to be decided by Freyjas who can get an early hit with their long-range Musket fire and loop it against a target that isn't even on screen.

to:

*** Freyja has access to aerial mobility only rivaled by Eve's and grenade attacks with sizeable Area of Effect damage that also home onto a target's location within a set distance. Pressure Grenade also stuns a target, meaning that Mana Breaking out is next to impossible if she lands a hit with one and continues the chain. Adding to this, her self-buff Blazing Bullet, while originally treated as a Special Active-tier move in DFO, is given the Active treatment in Elsword, including using ECP as a cost. This gives her access to a very powerful buff at the start of the match, and its it's not uncommon for games to be decided by Freyjas who can get an early hit with their long-range Musket fire and loop it against a target that isn't even on screen.



** Ain's [[https://youtu.be/Gcj09YrhGtI?t=2m24s yelling]] on some of his Z attacks.

to:

** NA Ain's [[https://youtu.be/Gcj09YrhGtI?t=2m24s yelling]] on some of his Z attacks.



** Herbaon's Quadrato Plasma, seven to eight barrages of tracking lasers during which Herbaon is invincible. It can be canceled, but requires MP management from your whole party to nuke him all at once. Speaking of your party, they'll likely be running around the map trying to dodge the lasers, which quickly gets ugly with four members being fired at.
** Another Elysion boss: Solace, specifically his Halted Sun's Memory form. When he has a full power gauge, he launches an attack fan-nicknamed the "Flash of Death" which whites the screen and rapidly deals enough hits to the player to take at least two full health bars. There is no way to mana break or dodge it normally; the primary ways to survive are to spam HP recovery potions or use a skill with long invincibility frames.

to:

** Herbaon's Quadrato Plasma, seven to eight barrages of tracking location-tracking lasers during which Herbaon is invincible. It can be canceled, but requires MP management from your whole party to save up MP and all nuke him all at once. once while he prepares the attack, unless members with strong equipment are able to pick up the slack for under-contributing members. Speaking of your party, if they don't manage to cancel it, they'll likely be running around the map trying to dodge the lasers, which quickly gets ugly doesn't tend to go well with four members being fired at.
one laser firing at each player (plus one more that activates regardless of the number of people in your party).
** Another Elysion boss: Solace, specifically his Halted Sun's Memory form. When he has a full power gauge, he launches an attack fan-nicknamed the "Flash of Death" which whites the screen and rapidly deals enough hits strikes to the player to take at least two full health bars. There is no way to mana break or dodge it normally; the primary ways to survive are to spam HP recovery potions or use a skill with long invincibility frames.



*** NA servers now have the nerfs in effect for base skills.

to:

*** NA servers now have the nerfs in effect for base skills.effect, and KR servers now have updated 2nd job and Transcendence skill damage values. The major complaining seems to have died down, as the KR patch didn't massacre the higher level skills and buffed many of them.
24th Jan '17 12:03:12 PM Neophix
Is there an issue? Send a Message


*** His current strongest PvP class is Iron Paladin, who boasts a near-unassailable defensive game with 1) one of the strongest approaches, 2) a full-screen stunning catch that works as a godly Okizeme, 3) a shout skill that makes all his other shouts free, and 4) passives that grants him an additional 20% MP gain for every interaction. Suffice to say, if an IP catches you first the match has just about been decided.

to:

*** His current strongest PvP class is Iron Paladin, who boasts a near-unassailable defensive game with 1) one of the strongest approaches, 2) a full-screen stunning catch that works as a godly Okizeme, 3) a shout skill that makes all his other shouts free, and 4) 3) passives that grants him an additional 20% MP gain for every interaction. Suffice to say, if an IP catches you first the match has just about been decided.
This list shows the last 10 events of 193. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=YMMV.Elsword