The bullets from the regular swing attack should pass through enemies, like the charge does. That would increase its overall dps and effectiveness in groups without actually changing numbers and affecting single-target dps (which isn't actually all that completely terrible (for a 4* at least)).
Small Winmillion Change
Lun, 08/25/2014 - 18:21
Klipik-Forum
Mar, 08/26/2014 - 11:59
#2
Neoretro
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I agree with this change, but Three Rings doesn't care that the Winmillion needs a buff. Therefore, I have no hope that this will happen, even though it should.
Mié, 08/27/2014 - 09:27
#3
Klipik-Forum
I agree with you Tarkus that Winmillion and its entire companion line needs a major rework (and an extention to 5*), but this is just a little change.
This change does not sit well with me, as I believe the Winmillion should have a major tweak that ties the Spur and Arc Razor to the Winmillion. This would put it decent for clearing corridors and large groups, but there clearly is a superior weapon to use in these situations.
The piercing will help, but I feel the slash should widen a bit, projectile should shorten in distance and widen (perhaps become something of a Moonlight Great Sword special slash). My change would make it universal, quick crowd control. The distance of the projectile can vary for each sword in the alchemy path. And perhaps the alchemy path would go from 3*-5* due to being a more special weapon.
Digression aside, the only real problem this fixes is when a player tries to combo a group of enemies, the Winmillion does not stagger the target, and the other enemies block the target from moving backwards, and the player gets smacked in the face for their troubles.
The change is good, but more should be done alongside such a change.
For me, the main problem with the Spur is that it's lacking ease of use for being a normal-damage weapon (normal-damage weapons tend to be simpler and more intuitive for the player). Regular attack aim difficulty without auto-target, somewhat unpredictable knockback on charge attack, blindspot in charge attack, long animation for charge attack, long cooldown with the regular attack combo.