Suggestions

Warrior Testing feedback (Game Feel and Functionality)

Posted by TheoVolt

Hello! My name is Nex I spent some time in the testing server testing out how all the warriors felt and their skills. This is somewhat lengthy so I have a TL:DR section at the bottom. Disclaimer: This is not a damage comparison (mostly), rather this is a testing of how each warrior feels to play and making sure their skills work. Now I'm just one guy with opinions so take these with a grain of salt. Feel free to tell me if I'm wrong and or offer suggestions of your own! Warrior/Dawn Warrior 1st job: Feels good, moving while slash blasting is a good QoL. Fighter/Crusader/Hero Rage stacking with atk buffs is nice. Final attack feels awesome. Very strong and fast. Makes 2nd job feel effective. Combo is strong, of course. Shout feels about where it should be, can be good for farming with funding/gear. Panic/Coma are usable but are outperformed by slash blast final attack by quite a bit. Brandish 3 line feels good and has a nice vertical reach. 4 enemies also feels great. Maybe consider giving it a bit more horizontal reach? Being able to stack enrage with rage and item atk buffs feels awesome. Page/White Knight/Paladin Like Fighter, slash blast final attack feels amazing. Threaten doesn't feel particularly impactful. Might need a numbers buff? (more atk reduction or % based?) Elemental charges buff feels nice. Charged blow is unfortunately completely useless, especially with slash blast final attack combo. It eating your charge on top of doing significantly less damage makes it a detriment. Maybe remove the charge being eaten and bump up the damage some? Heaven's Hammer is really cool and gives the Paladin a strong farming option, however feels a tad slow. Advanced Charge Blow, keeping the charge is great but the damage still feels lacking especially compared to slash blast/final attack Maybe adjust the numbers to make it slightly stronger than sb+fa? (After playing dawn I feel like this could use a range buff too) Blast feels good to have 3 lines. However it lacks Brandish's vertical range and the horizontal range also feels a little lacking. Maybe match this with Brandish's vertical range and also buff the horizontal range as well? Also the animation for blast feels awkward with your character just standing there, maybe add a stabbing motion? Spearman/Dragon Knight/Dark Knight Slash blast final attack still an amazing combo. Hyperbody is good as usual. Dragon roar still great for farming/training if you dont mind the potion cost. Dragon Blood stacking with atk potions is nice. Spear Crusher still great. Spear Fury entirely outclassed by Slash Blast Final attack. (as expected) Pole Arm Crusher is just as not useful as Spear Fury. (as expected) Pole Arm Fury changed to function like Spear Crusher for Pole arms is an amazing change. Zerk at 80% feels nice to maintain personally. Aura of the beholder seems to be healing me past zerk threshold and cancelling it. Hex of the beholder doesn't seem to be functioning at all. Beholder doesn't cast the buff. Dawn Warrior Slash Blast and Final attack reigns supreme in damage. Soul Blade, despite being weaker has a significant range advantage so it is still useful. Rage stacking with attack potions is nice. Soul Rush is a super cool skill. It also seems to be able to hook enemies from far behind you as well not sure if that's intended but it's a really cool and useful effect. Great for mobility and style. Might be too much but I think having this skill usable in midair would really solidify a mobile warrior identity for Dawn. Combo and Soul charge feel strong as usual. Panic/Coma are sp traps but thats nothing new. Soul Driver might not as strong as slash blast + final attack, however it's mob count, range, and buffed speed counteract that. Making it a useful skill. Moon dancer is a cool skill, seems its vertical and horizontal range is very high though and not sure if that's intended. But it far exceeds any of the other warrior's main attacking skills in reach. Equinox Slash looks awesome and has great range. Making other warriors mobbing/cleaving skills feel obsolete. Impaling Rays just makes paladins look silly with their hammer. It's much faster and stronger even with the 2 second cooldown and makes farming/training easy. Dawn warrior's stance says 100% before max level even though it isn't, just a typo I imagine and works normally at max. Aran Feels mostly how it should. Combo counter appears in the upper mid screen instead of top right. Weird for a former aran player like me but not a bad change necessarily. Body pressure seems to hit monsters twice. Not sure if intended, even though 2 lines of damage are displaying combo counter only rises by 1. I don't recall if rolling spin is supposed to randomly miss sometimes. Skill description also says 1 line but its hitting 4 lines at max. Tempest changes feel awesome for training, though adding points to it doesn't seem to change much which I'm not sure if that's intended. Still a nice skill though. Final Blow getting 3 lines is great, feels very worth it to use all the time now. Warrior common skills Rush: Being able to rush without an enemy feels nice. Monster Magnet: Well it works, but I don't know any use cases for it personally. Power Stance: Power stance 100% is just good. Guardian: Seems to be working fine. Achilles: Seems to be working fine. TL:DR Hero Brandish could maybe use a horizontal range buff? Paladin Threaten feels a bit underwhelming. Third job feels pretty useless aside from elemental charges and crash. Hammer is nice but feels slow. Charged Blow and Advanced Charged Blow could use a buff, damage and range maybe? Blast could use some range and animation buffs. Dark Knight Aura of Beholder healing past zerk threshold could be problematic. Hex of Beholder needs a fix since it doesn't seem to do anything. Dawn Warrior Possibly some unintended extra range on skills? Midair Soul Rush for style/movement points. Aran Combo counter and commands being in top middle of the screen might take getting used to not sure if it'll get in the way in some scenarios or not. Body pressure hitting more than it should? Rolling spin seems slightly bugged but not incredibly important. Closing thoughts Warriors feel good for the most part. The main outliers are Paladin which feels much worse than the other warriors in almost every aspect. The other being Dawn for feeling the best to pilot and much easier to train/hit things with. I know it's a wall of text but thanks for your time and consideration!