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What is the Winmillion's REAL niche?

18 replies [Last post]
Tue, 03/27/2012 - 17:21
Tsubasa-No-Me's picture
Tsubasa-No-Me

I feel as though I'm speaking for many when I ask, "What IS this amazing sword supposed to do? What is it meant for?" I'm really asking the Devs what they are trying to make it, or, where they might be taking this sword.

Although, if you want to put in you're two cents, I wont stop ya' ^-^

I feel as though a lot of us are confused as to what it really supposed to do, so they might rage, or try to suggest this that would take it farther from what OOO wants. It would be nice to let us know where the Winmillion could go.

Just a query from,
~Tsu

Tue, 03/27/2012 - 17:51
#1
Arquebus's picture
Arquebus
Gun-cutter-thing

The attack pattern's similar to Cutter-style swords, so I find myself using it in the same places I'd normally use a Cutter: extracting valuable enemies from a group or quickly killing a cornered or stationary enemy. It has the added value of being easier to cancel out of, and the fast combo lets you interrupt enemies like gun puppies more safely than other three-hit swords. And, of course, it has that wonderfully useful little disc that hits switches like a gun, so you don't need to change weapons or pick up a pot.

The only thing that kills it for me is the lack of a 5* version. It holds up reasonably well to 4* cutters, but is (of course) outclassed by higher-star weapons. Way back when, Winmillion was the first 4* weapon I ever made, so I love it dearly, but it's pretty much been sitting around collecting dust since the first 5* weapon I made (which wasn't even a sword!). It'd be nice to see the line continue.

Tue, 03/27/2012 - 21:06
#2
Twiddle's picture
Twiddle
After playing with it for a while

My guess is it's supposed to be something like strider's sword, in that it's supposed to have a long, narrow attack pattern that gives the sworder some range without giving them the range of a gun. It would be nice if the projectile carried as much damage as the sword, but that would be overpowered because of the damage that would occur if both the projectile and the sword hit the target at the same time.

Tue, 03/27/2012 - 21:30
#3
Hazel's picture
Hazel
Back when it had the large

Back when it had the large dash, its real niche was lying cold and heatless on the ground during every single group I ever saw one, as people vampired heat off the owner.

Now that it doesn't, its niche is being a neat looking 4* calibur with a really awful charge attack.

Tue, 03/27/2012 - 21:40
#4
Qwao's picture
Qwao
Heh

I liked the dash. It made the sword unique, and for the whole time I was a 2* I preferred it over any other sword simply because it made me so nimble. Now it's a useless ASI max++ calibur with less damage and a pathetic charge, until it reaches Winmillion and start shooting fancy bullets with each slash.

Personally I think that it's a speed sword with range, almost like a cutter, but shoots bullets and make you move much more.

Tue, 03/27/2012 - 21:44
#5
Demonicsothe's picture
Demonicsothe
Gun-blade? But it fills the

Gun-blade?

But it fills the best niche in the game.

The fun niche.

Tue, 03/27/2012 - 23:48
#6
Typeproton's picture
Typeproton
Dashing. Handy for attacking

Dashing. Handy for attacking mob first without the risk of getting attacked in return unlike other normal sword.
But your opinion may vary on Winmillion's mini-disc spewing capability.

Wed, 03/28/2012 - 16:18
#7
Novemberalpha
Skirmisher

The Spur line is a superb skirmish blade. Its movement is its strength. I've used the Winmillion as a primary weapon for about a year now despite the shortcomings, because it is such a different and interesting blade. Striker is similar, but with more focus on damage it is somewhat halting and chaotic where Spur is more fluid and mobile. The whirlwind dervish attack style made it far different than any other weapon until the patch. It required a bit more planning, tactics, timing and patience than other blades, providing a fun and unique challenge.

It is not the highest damage sword, and that's OK. It is the most effective blade for separating a foe from the pack, particularly healers. Rush in with a wide initial strike, knocking the target out of a group and clearing room for further movement, while each successive attack provides more separation from the pack and the ability to corner. Standing toe to toe with an enemy or trying to deal with mobs en masse is typically a bad idea. Using the blade's movement and knockback, one can single out an enemy while darting around attacks or support the heavies in a group by keeping smaller mobs away. The initial lunge was also useful as a purely defensive maneuver as an extra dodge to get out of the range of gremlin bombs or construct projectiles. Even the projectile block/dodge could be a boon if used carefully, locking up knights to shake pursuit or setting them up for a full combo when they drop their shield. It is also good for drawing in T3 wolvers, reducing their attack frequency while they warp into a flurry of strikes.

I'd like to see the first lunge brought back and the arc widened to its old levels again. The charge attack is a good change from a usefulness standpoint, but not especially true to its use as a skirmish blade. Perhaps a lunge with fast 360 attack one can combo out of would be better suited. If it is going to remain without a 5* variant, changing the projectiles so that they do not cause block/dodge may be a good compromise, but would also remove some of the strategy. If we do finally see a 5*, I'd like a normal damage option to remain, but would welcome a shadow variant as well. The other damage types are well represented. Ultimately it needs to remain a fast mobile sword for hit and run attacks.

Wed, 03/28/2012 - 16:59
#8
Sillty's picture
Sillty
The dash on a first attack

The dash on a first attack let you move and attack at the same time, which is useful for dodging fast monsters like devilites. I feel like the devs made it useless with the last patch, though.

Wed, 03/28/2012 - 21:02
#9
Twiddle's picture
Twiddle
After reading the comments

I agree with those saying that the first dash was a key part of the sword. I remember feeling that way back when I first tried the sword out (it's been a couple months, so I kind of forgot.) But, I know that the first dash was not always welcome. This is especially true against non-moving targets or in rooms that have a lot of floor traps in them. I would not advocate using the old spur line in Fire Storm Citadel, that's for sure. But, that's why you have two weapon slots, and that's why you have arsenal change stations in nearly every floor.

Further, I don't think the spur is going to win much more adoption in it's current form, since now it's 4* form is another cutter that has more range and has no 5* version. (Although I think that removing the backstep from the charge attack was a good idea.) Perhaps they should bring the first dash back, and maybe remove the projectile from the 4* version.

@Novemberalpha

If you are looking for a charge attack for the old spur line, I'd change it into a dash attack that ignores unit collision and hits all opponents along the line. But, the player will still get hit by any projectiles, bombs, attacks arcs, and floor traps they encounter along the way.

Fri, 03/30/2012 - 16:31
#10
Benamas's picture
Benamas
IMHO spur line sucks now that

IMHO spur line sucks now that the forward impulse on the first swing is gone

its whole schtick for me was that you could both attack and move at the same time, which was GREAT for dodging around stuff but now you end up with a big fat nothing

spur used to be a hidden gem among swords, now it is just garbage :(

Sat, 03/31/2012 - 01:01
#11
Twiddle's picture
Twiddle
I wouldn't call it garbage

I don't think it's garbage now, but it is just like the cutter lines.

Sat, 03/31/2012 - 10:11
#12
Tsubasa-No-Me's picture
Tsubasa-No-Me
Uuuummm....

...Cutter can interrupt attacks with its combo, and has a charge that can deal 1200 to 1600 depending on boosts and if they are poisoned/beast.

Spur line? Unique swing is gone, second swing does not dash enough to make up for it AND is buggy... and the charge's Levi bit, the round house swing, does not go far enough to be useful... Total damage on that charge is... ~400-500 IF you hit them once with the swing and once or twice with the disc.

-.-

tl;dr?

cutter=useful
spur=not

~Tsu

Sat, 03/31/2012 - 11:05
#13
Coatl's picture
Coatl
Spur looks cool therefore it

Spur looks cool therefore it is worth having its *2 form.

Sat, 03/31/2012 - 14:07
#14
Batabii's picture
Batabii
as far as I figure, it's like

as far as I figure, it's like a cross between a gun and a sword.

Also what's the point of that picture? And why do you keep linking it over and over?

Sat, 03/31/2012 - 14:16
#15
Tsubasa-No-Me's picture
Tsubasa-No-Me
@batabii... its a Signature. -.-;

It needs more utility, and some damage... I hope OOO has a good plan for it... :3

~Tsu

Sat, 03/31/2012 - 18:01
#16
Twiddle's picture
Twiddle
Yes, winmillion is underpowered.

I agree the winmillion is a bit underpowered, but I still consider it useful. I also think the cutter's charge attack is not very useful because it leaves you exposed for too long. That's probably why I consider the winmillion to be a long range cutter.

Sun, 08/26/2012 - 14:43
#17
Mentlegen's picture
Mentlegen
There was absolutely no point

There was absolutely no point in removing the first dash. It's still bad, but at least it was more unique back then. If that was the buff, it was bad. The first step wasn't it's weakness. Sorry for necroing btw. I just wanted to speak out without creating another thread.

Sun, 08/26/2012 - 15:03
#18
Doctorspacebar's picture
Doctorspacebar
You are excused.

I want a 5* Winmillion even more than I want the Shards buffed.

Yeah. I said it.

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