I like aran as a class but they have to give them magic crash, even paladins get both bind and crash is still a better class. Kinda expecting a legend + adventurer revamp after cygnus revamp.
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Even Wrote:I like aran as a class but they have to give them magic crash, even paladins get both bind and crash is still a better class. Kinda expecting a legend + adventurer revamp after cygnus revamp.
I'd like a Total Aran storyline revamp. (And an animation wouldn't hurt)
Arrol Wrote:As a fellow Aran lover, I have to admit that Kaiser's combo system was more well designed in comparison to Aran's.
I loved my Aran all the way to 200. Then I tried to kill Horntail and died to a chain of 4 seduces in a row because I had no status resistance. I decided that was a good time to switch over to playing a Kaiser instead.
FabledGumbo Wrote:I loved my Aran all the way to 200. Then I tried to kill Horntail and died to a chain of 4 seduces in a row because I had no status resistance. I decided that was a good time to switch over to playing a Kaiser instead.
Same problem, I even main'ed a mihile for a while...
Chicocl Wrote:Beyonder is troublesome to cast. [...] increased amount of HP because we are not archers we are supposed to be attacking like a frenzy man.
Both these things drove me away from it - with a Hero, you press the 'Raging Blow' button once and you get a strong attack. With an Aran, you press 'attack' 3 times, then an arrow, then 'attack', then 'beyonder' 3 times. And the final 3 attacks of this 7 attack sequence do good damage.
Alternately you spam 'down, up, attack' 3 times per second, and when you let go it doesn't stop shooting them off.
Totally agree with Aran's lack of flexibility and general 'tediousness'. As an Aran I couldn't bypass weapon cancel/DR, couldn't stop attacking in time for DR 100% of the time, and goodness that damage cap.
Though I really did love that Aran could just keep knocking back most Dojo bosses and keep them from ever attacking; it gave me the feeling that chaining a combo actually mattered for more than just stat boosts - that my attacks wouldn't even give the boss a chance to debuff/stun/attack (staring at Pap here). But you can't do that with most bosses that actually 'matter'. :/
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Compared to the new classes (that always get flash jump) Arans have bad mobility. Combat Step is good, but it does not help you get to higher platforms like FJ can. You can not attack effectively in the air/while jumping. If you lag Arans are almost unplayable, you may not pull of triple or double swing or combos may expire before you can use them.
Arans used to have decent mobility. Problem is that they gave nearly every single class FJ (didn't even warriors get it now?). Aran is now significally slower and clumsier than the vast majority of classes. I like it a lot though, especially with hyperskills. There's also the fact that I have funded my Aran a lot, most of which I can't transfer to other chars thanks to the current trend of everything being untradeable.
[MENTION=7878]Chicocl[/MENTION] I don't agree with a few points there. Combo is easy to keep up in my opinion with Combo Unlimited and Recharge or just making a few rolling spins on a bunch of monsters. Unlimited is not useless, you can basically Spam Combo Tempest which is 5 x 790% damage, can pass dmg cap (my friend said the cap is 10m, but need confirmation on this). It has ultimate range which means you can destroy most maps easily with good range. Thirdly, I don't see how the HP is a problem with all these links and hyper HP. I have nearly 19k HP at 200 and 40% Dmg Absorb, which means Arans don't really need as much HP cause they don't take as much dmg as others. Other than that I agree with all your points.
Satellite Wrote:[MENTION=7878]Chicocl[/MENTION] I don't agree with a few points there. Combo is easy to keep up in my opinion with Combo Unlimited and Recharge or just making a few rolling spins on a bunch of monsters. Unlimited is not useless, you can basically Spam Combo Tempest which is 5 x 790% damage, can pass dmg cap (my friend said the cap is 10m, but need confirmation on this). It has ultimate range which means you can destroy most maps easily with good range. Thirdly, I don't see how the HP is a problem with all these links and hyper HP. I have nearly 19k HP at 200 and 40% Dmg Absorb, which means Arans don't really need as much HP cause they don't take as much dmg as others. Other than that I agree with all your points.
I'm not saying that it's hard to maintain, the problem is that unlike Xenon, kaiser and Demon slayer. Our "combo points" are wasted if we exceed the amount required by the skill, I just hate that. And I only have 14k HP as a lvl 200, just look at a lvl 200 Wind archer in KMS they have 9k HP clean, we need more HP or at least something that cancel debuffs that stop Drain from working for example stuns that are way too long, you could make a buff that reduces the duration of debuffs, you could even convert it into a link skill if you wish. My problem with Aran is that the majority of our mechanics are outdated, they aren't suitable for the new bosses or aren't as effective as other classes. For example I always wondered why they cap the buffs from combo at 100, if you get to 3000 combos that's an achievement you should be rewarded for it, a friend (another lvl 200 Aran btw) told me that a cool way to fix it was too give big increases every 100 combos, for example he said that it would be cool to get -10% damage from DR every 100 Combos and that at 1000 Combos it would just work like Kaiser's transformation, to not exploit it you could force a combo reset like for example having to cast a buff that spend all combos no matter what. I think that his solution isn't OP at all, because we have no bind or crash, and we have to work to get it.
Chicocl Wrote:I'm not saying that it's hard to maintain, the problem is that unlike Xenon, kaiser and Demon slayer. Our "combo points" are wasted if we exceed the amount required by the skill, I just hate that. And I only have 14k HP as a lvl 200, just look at a lvl 200 Wind archer in KMS they have 9k HP clean, we need more HP or at least something that cancel debuffs that stop Drain from working for example stuns that are way too long, you could make a buff that reduces the duration of debuffs, you could even convert it into a link skill if you wish. My problem with Aran is that the majority of our mechanics are outdated, they aren't suitable for the new bosses or aren't as effective as other classes. For example I always wondered why they cap the buffs from combo at 100, if you get to 3000 combos that's an achievement you should be rewarded for it, a friend (another lvl 200 Aran btw) told me that a cool way to fix it was too give big increases every 100 combos, for example he said that it would be cool to get -10% damage from DR every 100 Combos and that at 1000 Combos it would just work like Kaiser's transformation, to not exploit it you could force a combo reset like for example having to cast a buff that spend all combos no matter what. I think that his solution isn't OP at all, because we have no bind or crash, and we have to work to get it.
Oh I totally missed your point there, sorry. Yah I agree.
EDIT:
Another reason why Arans are losing popularity just came to my mind. Aran skillbooks are a pain to get at the moment, so looking at how easy the new classes are, many new players are not used to actually having to do something to get skills.
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Chew Wrote:
HURDUR ARAN SUCK HUR DUR
Sure I'm usin AB Link but still to my seen aran have more potential than any other warrior at this moment
Problem is that the other warriors have far better potential than Aran, especially after Warrior Hypers. And let's not think about revamped Dawn Warriors at this point.
Major problem with Aran is that they used to be really good in COMPARISON, but with all the revamps, Arans are pretty much left in the dust. It also doesn't help that as a warrior class, their HP is probably the lowest of them all. It also doesn't help they lack status resistance, and have a low hit/second meaning their utmost potential is much lower.
Aka, you don't have to care if you're just playing casually and for leveling, but when it comes to end-game bosses and stuff, the weaknesses of Arans really begin to be noticeable.
Well... the time for Arans will come again.... is seasonal. I still love my Aran, I tried Kaiser and Mihile... Only Kaiser can rival the gameplay of Aran... still I preffer Aran since you can do combos.... but he needs more variety and less buffs...
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Dark Zero Wrote:Well... the time for Arans will come again.... is seasonal. I still love my Aran, I tried Kaiser and Mihile... Only Kaiser can rival the gameplay of Aran... still I preffer Aran since you can do combos.... but he needs more variety and less buffs...
Until Demon Avenger , Hayato and Xenon....
I actually thought about a more combo varied revamp for Aran.
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2013-02-09, 04:57 PM (This post was last modified: 2013-02-09, 06:17 PM by LiquidSwing.)
Ill just shoot my two cents in here. Aran was my first main, longest played character, first funded character and lvl 200 character. I'm very passionate about aran, I've written alot about him both here on southperry and on other places.
These are, factually, the problems aran has with bossing.
Spoiler
1. Fighting bosses that require alot of on-demand movement and short bursts of damage is literally a circle of hell reserved for the worst sinners of history.
Aran does not do fast movement, Derp-Step is the crappiest excuse for a movement ability ever. As far as short bursts of damage goes, we all know how that goes. The same old song and dance of 4 second long attack rotations to get off your full damage. However, having a combo chain of skills is not inherently bad, as a matter of fact it is what made aran cool. But, in the case of fighting bosses such as magnus and vellum, it is garbage. In this department, aran needs a way to frontload damage in a small amount of time for the previously mentioned bosses. Derp-Step also desperately needs a buff, I would even take Slipstream at this point. You can't even avoid vellum's one-shot ability with this....
2. 0% free abnormal status resist.
Aran and Archers should start a club, because this genuinely is no fun. You can say this is a quality of life thing or just my opinion, but it is not. Objectively, bossing is much harder for classes with very little or no abnormal status resist. In addition, Aran is a melee character, why does he have no abnormal status resist? Melee characters are up in the junk fighting, a simply seduce into body shot can spell death for aran who has low health.
3. Aran has too-few attack lines and hits cap way too easy.
Like I said, Aran was my first funded character. However, once I reached about 150% main stat and 250 atk PA, there was literally no point in gearing further. Literally none. I already hit cap on bosses, and just having rage at HoH meant I hit cap there too. JoeTang has done the math here, 6.58 hits per second and 5496% per second. Aran needs more lines to allow for further growth in gear, because currently he is the easiest class to cap with and offers no incentive for long-term funding. The cap can be addressed in unlimited, but overall %/sec is still abysmally low.
simply put, the above must be addressed if aran has any hope of performing even half as well as his neo-warrior brethren (Mihile/DS/Kaiser). Period.
Now the facts are out of the way, the things below are my opinions on what other problems with aran are.
Spoiler
1. Bring damaging combo-finishers back to rotation in both training at at bosses.
When aran came out, the finishers were wonderful because they did not do distributed damage, unlike the Swing abilities. You had a legit reason to use them, and actually did. This was also before Combo Recharge mind you, which should incentivize using finishers. But it baffles me because now you just use recharge for pre-fight buffing so you start with full crit. The finishers should hit really, really hard (im talking mini-Ancestral Prominence here) because they eat your buffing resource. At the moment, they don't and they're just a damage loss. Finishers can be cool, buff them and get them back into use.
2. Give arans more health, and a tiny bit of reduced damage received.
On release, it was easily justifiable to give aran a small health pool. He healed to full literally with each attack because of Drain, so his tiny health pool would spike back up if he got hit. Since then, bosses got harder, more unforgiving and more complex. Even with the 20% health tacked onto High Defense aran's current health pool does not cut it. Aran is the squishiest warrior, even behind Hayato with his 80% avoid. However, the reason I put this in opinions is because it is still very possible to play him, this is just a quality of life thing.
3. Unlimited Combo does not work fully. You have to have a combo count while it is active to use combo consuming abilities.
This truly is just my whiny opinion, but I find this to be non-sense. Why doesnt my character just cast Combo Tempest while this buff is active if I press the correct commands? I imagine they require the combo count so the game can differentiate a Judgment command from a Tempest command, but why not just cast the highest damage dealing ability? Its dumb, fix it.
I got my whiny opinions out of the way, one more thing.
This last part is kind of an address to the aran users. I see alot of complaints concerning, what I feel, are gameplay features core to aran. When I see these complaints, it makes me feel that the person doesnt want to play aran, but wants something that plays like aran but with baby's first resource management. So im going to say some things that might anger some people.
1. The combo count system (generating it, decay timer, consumption) is completely fine. It does not need to be easier, players need to stop being lazy. For god's sake its already been dumbed down enough.
If you do not like that combo-consuming abilities eat the entire bar, >DEAL WITH IT<. This is core to aran gameplay, it is how it functions.
If you want a bar you can fill and consume on your own time, go play a Demon Slayer. What you want is demon fury in this case, not aran combo.
Now, if you are still with me, I'll tell you the real problems with the combo system.
Justifying spending your much-needed combo is hard because the damage dealing ones are not worth it. They do not deal sufficient damage to warrant throwing away combo you have to recharge. Nexon needs to make the finishers hit like NOS'd mack trucks with boulders in the back and players will feel much better about spending it. If these changes did happen and you still cry about spending it, tough. You have combo recharge and its hyper skills, deal with it.
2. 4-second long combo rotations are not inherently bad. As a matter of fact, they can be cool and are actually one of the things aran does exceptionally well.
I know, I know, the casual aran players are mad at me now. That is ok. The fact of the matter is, the showy and long damage rotation is something core to aran. You get a show of neat animations, cool moves, and a big Polar Bear/Tiger/Bird/Polearm at the end. You also get big numbers, everyone loves big numbers.
Now, like I said before, but I will reiterate again: These rotations are not the problem. The problem is when fighting bosses like Magnus or Vellum, where damage in short-bursts and quick movement is required, aran is at a huge disadvantage.
So what aran needs is an ability that frontloads alot of damage in a short period of time, and a buff to Derp-Step. My proposed change is to let Beyonder Blade be cast freely, but deal more damage if it is linked to Final Blow. Easy, simple, effective.
there, just kind of a condensed list of things
edit: just to quickly clarify, im not particularly assaulting anyone here for their opinions. the third part was mainly written as a response to general feedback i've seen through various forums concerning aran. if you are not peeved by the issues I mentioned, please do not feel offended
I don't have a problem with the combo system disappearing after casting a finisher or buff, my problem is that right now it's not worth it. And your Beyonder solution is amazing, I like it a lot.
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Chicocl Wrote:I don't have a problem with the combo system disappearing after casting a finisher or buff, my problem is that right now it's not worth it. And your Beyonder solution is amazing, I like it a lot.
i had read your posts so i knew how you felt. the part i mentioned didnt mean to address you, since you already knew what the real underlying problem with spending combo is