
Hyojae, aren't you coming to your senses? ㅋㅋㅋㅋ Do you want to turn the game into a paederasty game?
I think I've contacted the customer center 200 times?? ㅋㅋㅋ Hey Hyojae?


Please, I hope the lost emoticons can return now...


I've never seen it before
I just did it even if there was controversy
It's a sense of deprivation that pickup characters are being taken by 4-stars
It costs a lot of resources to raise characters
Why do you put out content like this?



‼️Main problems
① Excessive decrease in basic attack power and combat power reflection
Attack power is significantly lower than other weapons, resulting in a significant loss in combat power calculation.
There are difficulties in entering some content with power limits, and the hunting speed is very slow for both single and wide-area skills.
Even over-farming relying on shields is meaningless due to lack of space in higher hunting grounds.
The motion of the buff skill is large and long, making it inefficient even in solo play.
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② Lack of supporter role performance
Buff performance is significantly lacking compared to other roles (e.g. sword/shield), making the support position almost uncompetitive.
In wide-area engagements (melee), the skill application range is narrow and limited to 'party members including yourself', resulting in very low practical contribution.
Since application is not expanded to party/raid units, it is virtually impossible to perform roles in large-scale battles, and a complete review of the overall role design is necessary.
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③ In-game weapon appearance not implemented
All weapons have a grade-specific appearance, but the gauntlet is displayed only with bare hands except for the enhancement effect.
Even when equipping a mythic weapon, the appearance is not displayed, so the value of charging and the reward for equipment growth are not visually felt at all.
The fact that grade-specific equipment images exist but are not applied in-game makes the game look less complete.
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④ Monotonous skills/motions and inconsistency with job concept
Most skill motions consist of monotonous motions such as one-two/front kick repetition, which greatly reduces the sense of hitting and fun.
Unlike the setting of 'master of bare-handed combat', there are unsightly skills that do not fit the concept, such as throwing stones and rocks.
The probability of inflicting abnormal status is excessively low, so utility and control abilities are also below expectations.
Action unique to gauntlet weapons such as kicking, continuous hitting, and turning kick is required.
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⑤ Fundamental limitations of overall weapon balance and mastery structure
The balance is not right in all aspects of attack, buff, motion, and utility, making it difficult to fully perform the identity of 'melee supporter'.
The mastery structure does not match the current meta, resulting in very low contribution in party play and large-scale battles.
Among users, there is a lot of opinion that 'if a gauntlet comes out when acquiring a mythic weapon, the disappointment is great', so the weapon value evaluation is terrible.
Just for rerolling or less.
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Improvements needed
1) Readjustment of overall attack power and basic performance
Increase the basic attack power correction and combat power reflection value to a reasonable level compared to other weapons.
Optimize the delay of single/wide-area skills and the delay of the overall motion.
2) Complete review of supporter role structure
Expand the buff/shield application range to party/raid units.
Expand the range available in wide-area engagement situations and improve judgment.
Increase abnormal status probability.
3) Apply weapon appearance in-game
Implement grade-specific weapon appearances normally in-game.
Improve satisfaction with equipment growth by visually enhancing the appearance effects of high-grade weapons such as myths.
4) Complete renewal of skills and motions
Add motions using action unique to gauntlets (continuous hits, turning kicks, continuous attacks, etc.).
Redesign skills that do not match the concept (throwing stones, rocks, etc.).
Modernize skill structure focusing on hitting feeling, speed, and linkage.
5) Improve mastery and utility structure
Reorganize mastery in a direction that increases contribution in party-centered play.
Introduce a variable utility structure that can properly utilize the characteristics of a melee supporter.
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Conclusion
The current gauntlet weapon needs improvement in all areas such as attack power, support ability, appearance, motion, and mastery.
A fundamental redesign at the level of a reboot is needed, not just numerical adjustments.
Users see the gauntlet not just as a balance issue, but as an issue of weapon identity and completeness.
In order to maintain the game's job diversity and the fun of weapon selection, we request that this weapon be actively reviewed and improved.




Today's capsule is a jackpot.
I got one 5,000, one 3,000, and one 1,000.
Surprisingly, one of each came out evenly. This month seems to have a severe roller coaster.
I hope I get a jackpot tomorrow too...


It says it's an invalid coupon, what's going on...?
What am I supposed to do with something I can't even use..?




Even if I run it, Tier 13 is the end Tier 13 appears even in the lower stages, and the fragments are the same




Please return the cute emoticons that were in Mahjong Ichibangai...!!


Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character? Aren't you going to balance the new character?



https://youtu.be/9eK-I31xAmk?si=mjM4F7VQpLtI26MO

(이 게임의 기본 스테이지를 클리어하고 작성합니다.)
무료지만 무료라고 무시하기 힘든 탄탄한 기초가 눈에 띕니다.
아이템을 구매하고 세팅하고 강화 시켜서 웨이브를 넘어가는 로그라이크 게임
처음 과정 특히 아이템을 구매하고 강화 시키거나 조합을 맞추는 것이 글로 설명 되어 있어서
완벽하게 시스템을 이해하지 못하면 게임을 제대로 플레이 하지 못하면 완벽하게 즐겼다고 생각 할 수 없습니다.
애초에 완벽한 게임이 아니기 때문에 몇 가지 적들이 반복되는 꽤 따분한 로그라이크 이기 때문입니다.
이런 따분한 부분을 바로 위에 아이템 조합과 강화 시스템이 매꿔 줍니다.
물론 무기의 숫자나 어떤 무기를 사용 하냐에 따라서 게임의 재미가 달라집니다.
아쉽다면 위에 말한 것 처럼 게임 전체의 불륨이 적어서 조금 즐기다 보면 금방 질리게 된다는 점 인데 솔직히 무료라는 점을 생각하면 불만을 가질 수 없는 부분이라고 생각합니다.
어제 공지로 개발자 분이 다시 게임을 개발하신다고 하니까 부족한 부분을 채워 준다면 좀 더 오랫동안 즐길 수 있는 게임이 되지 않을까 싶습니다.