Spooktacular was a fun time but also there were a LOT of complaints and dumb people who couldn't read the most blatant and long winded warning text that flashed your entire loading screen. If you were one of those people who just clicked "I read this" and continued without actually reading and then asked dumbass questions in Discord, I hope you blindly signoff the rights to your kidney and end up participating in a death game with 455 other people in which you murder each other for prize money.
There was a three way tie for third place. I think it was obvious that Lunar Knight would show up as the most favorite class given its major changes, interesting gameplay loop, and base popularity. Barbarian being second was also kind of unsurprising since I worked pretty hard on it (but honestly not as hard as Gladiator or Sniper).
For this one, I'd definitely say the internal data is more accurate. When comparing the two lists, it's weird to see how people in the survey answered Silver Hunter and yet it does not show up in the internal data. The rest of the classes seem to fall into place in the rankings. At least Randgrid isn't #1. You abusers.
(Destroyer) This is kinda contentious considering some people loved the new animation. Normal Rolling Attack lets you move around quickly and has a nice iframe and jump to dodge. However, the issue is that it doesn't really fit with the identity of the class to twirl around a hammer quickly spinning through the air. It is really funny to think about though. Having three charges of Rolling Attack is obscene though.
While the grammar on this can be a little hard to understand, I get the general idea. We're not trying to be official though. We're doing our own thing and will import jade skills, hero skill, or 2nd awakening as we see fit.
So what you're saying is that people are playing the "dead" classes because they are broken OP and not because the gameplay is good? Just because they can deal a lot of damage doesn't make it a good class from a design standpoint. These boring and broken OP changes will never make it into any reworks under our watch. We're not going to make classes broken and OP just to make the server unique and attract players. Player count is not a main concern of the server and we don't have to keep this ridiculous system in place to maintain a playerbase. Most people will play the Project Duck to enjoy the quality content and gameplay, not to hold down a button and do a shitload of damage. If people only want to play Project Duck for this kind of gameplay, then I don't think I or any of the other developers would want them to play anyway.
(Chaos Mage) I think it would be cool to have another way to trigger the explosions. However, it already has two different ways to trigger the explosion. Maybe as part of a mini-rework but no promises.
This could very well make its way into an actual rework for Project Duck. We're a little hesitant because Lunar Knight is a staple class of Dragon Nest and it may throw people off when the "poster boy" of Dragon Nest is drastically changed. It definitely needs some fixing to make it cleaner before actually making it as an actual rework though.
Yeah, I definitely agree with everything above. None of this would actually make it as a full rework for Gladiator though since it doesn't need one. Vergil will definitely come back next time for April Fools though! I'll be putting a lot of work into that one to make sure its even better than before!
Wow, this was quite long (but there were longer responses). Playing multiple specs is great and I'm glad you enjoyed Spooktacular. We're not going to implement all of these just because they're different. That's not the point of Spooktacular. Spooktacular is a for fun event that lets us experiment with class reworks and lets us flex our capabilities. While that may be true for some classes, other classes just got the usual projectile spam or other ridiculous things (haha...). Spooktacular is never meant to fully stay. Just because things are cracked out of their mind and ridiculous doesn't mean that its good. Uniqueness does not mean good. We're not trying to attract players with Spooktacular. We're just trying to give people a good time while using it as a playground to toy with our development tools. If you're going to leave because these changes are going away then do it. You're not the audience that we're developing a server for anyway. Are you trying to blackmail us into keeping these changes? We don't care.
Parry gameplay is something that is super cool to explore in Project Duck. There isn't really any other class that does it well. However, parry-oriented gameplay and class design can be really difficult to balance around. Boss attacks and mechanics are not always reliable and there may be situations where you sit around waiting for a boss to do an attack so you can properly do your rotation. If we were to implement this in the future, it would likely have to have something with good uptime and moderate to low impact to prevent any awkward moments in gameplay.
This class has a bunch of projectiles and other unreliable things in the kit that actually makes it VERY ping reliant. It will never make it as an actual full class though as for previously mentioned reasons.
I'm quite surprised at the number of people who said this. There were a lot of responses that talked about Black Mara's VDJ. I think it would be a good replacement for the current Black Strike and will likely make it in for a mini-rework that I have planned for the class. If it does make it in, I'll probably remove the "S" functionality though since you could just turn your camera better instead.
Do you want us to list how effective every skill is for every class? That sounds a bit absurd. It also defeats the purpose of exploration and just leads people to have a lack of understanding or critical thinking if everything is just force fed to them.
I agree with everything here. Maybe we could make some of these changes! We can definitely make Domination do the aerial cast if you cast it after Illusive Fist or do One Inch Punch if you cast on the ground by the way. That's something that's definitely feasible.
The Lustre changes I made were definitely fun. I think that the class could also use a couple changes from Spooktacular to make it a little better. Of course, none of the buffs being buffwipeable would go through but the other changes could make it in. Fixing the ultimate, bringing in the 2nd awakening skill (which was on Laser Piercer for Spook), and making Libero Blast consistent and useful are things that could happen. One thing that I would DEFINITELY bring in from Spooktacular were the skill effects. The rainbow colors and recoloring from yellow to white on skill effects really gave the class a great makeover. I read another response that said the skill effects should stay as well.
Some of these changes are definitely making it into a rework. Given how popular Barbarian was during Spooktacular and how some of it could actually make it into a rework, it's definitely possible. We'll have to make some adjustments to it of course but its looking pretty good for Barbarian rework.
This sounds pretty good. Some other people mentioned how Singularity as the ultimate skill should make it in as a mini-rework as well or the Gravity Rush changes to dropping Gravity Ball instead. I think we could have a longer conversation about any adjustments as need be.
Tempest and Windwalker are classes that I'm looking into reworking down the line. I hope something similar to the Kickshot change could make it into the rework if possible. Mirage Kick was also great but it was very obviously just a mash/chain of skills put together. Tornado Loop was silly and probably will never make it in as an actual skill just due to the number of issues it could have.
Photon Mage was quite literally a rip of some ideas from the War Mage rework that I had cooking in the background for some time now. This was basically an Alpha implementation of the rework in Spooktacular to give people some kind of feel for what the class could be if it got reworked. Of course, many of the things that you mentioned in this post would have to be addressed before an actual rework ships out. I personally don't like the official version of Spectrum Shower since it was red and the class is thematically yellow. I also took out some of the sound effects because it was quite literally a ignacioscream.ogg sound file. I don't want an ugly pig bastard to scream in my ears every time I cast that skill. No thanks. We can replace it with a different sound when the rework happens though for sure.
One of the longest responses we got. I have no idea who you are talking to about on/off relationship with Project Duck just because of Destroyer but ok. We would never keep the Empowering Howl change. That would be bonkers OP. Rolling Attack is something that might stay. Maelstrom Howl would not stay just because it's just a strictly better version of the current one. Devastating Howl, yeah, valid comments on this one. That skill is kinda useless. I don't think we need to make it useful though.
Yeah Warden definitely needs some kind of rework. Playing around the Extension Core for more of your skills is something I'd like to implement but Hawk Ballista resetting 24/7 is not really intuitive and interesting gameplay. Focusing Cut is something I'd love to bring in though. It's a cool skill and could have a place on Warden. The only problem is that it's incredibly slow to cast.
There were a lot of comments/responses that I didn't go over in this post, but we read all the responses thoroughly. Thanks for participating for in Spooktacular and I hope to see you around in normal Project Duck and the next crazy event during April Fools.
Dragon Nest incorporates non-targeting system gameplay to create a fast-paced action-filled experience. Players choose from a range of hero classes, characters that are of the Dragon Nest storyline that can equip customizable gear and weapons. Characters exist in one world, Kalahan, which resulted from Nexon uniting all four worlds to unite the characters. Devastating skills can also be learned, to increase one's power when defeating monsters in instance dungeons or defeating other players in PvP.