Why does 2 different Class have the same hypers? (Yes, I am talking about Dice for pirates...)
Why does 2 different Class have the same hypers? (Yes, I am talking about Dice for pirates...)
When it comes to the cash shop sharing part of DB and CS, I think people are forgetting Nexon NA's love for restrictions.
They could have taken away the whole system like JMS did aeons ago, but choose not to. The new GMS cash shop layout makes it easy to keep the restrictions without too much fuzz, since the class based design of the window was taken out.
MP #mpCon 소비, 최대 #mobCount명의 적을 #damage% 데미지로 #attackCount번 공격하고 #c마지막 공격은 크리티컬 판정#\n#c인레이지 상태#일 경우 #x% 데미지로 #attackCount번 공격하고 #c마지막 두 번의 공격은 크티리컬 판정 --> MP #mpCon 소비, 최대 #mobCount명의 적을 #damage% 데미지로 #attackCount번 공격하고 #c마지막 공격은 크리티컬 판정#\n#c인레이지 상태#일 경우 데미지 #damR% 증가, #c마지막 두 번의 공격은 크티리컬 판정#
I see it now. Bold part was removed.
Yes, but wouldn't it be better if it's on something so it makes the class more unique.
I mean, look at everyone else, they have a unique passive that buff their own skills. This is pretty much giving the bowman class a hyper passive that's base off SE.
Anyone knows the buff duration increase % from Empathy?
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