
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.
---
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.
---
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.
---
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.
---
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.
---
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.
---
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


혹시 가죽이 좋나요? 판금이 좋나요?
가격으로보면 판금이 좋으니까 비쌀거같긴한데
가죽도 좋다고해서.....
높은 사냥터 안갈거면 가죽이고 아니면 판금인건가요?
마스터리야 어차피 찍으면 그만이긴한데 ...
참고로 92 활쟁이 입니다 (높은사냥터갔을때 유지력측면에서 좋은쪽으로 맞추고싶어요)
아직도 붉새평원 잠사안돼서 .... ㅠㅠ 여기 잠사될정도 스펙만 만들고싶은데.......


95활쟁이 경험상 말씀드리면 결국 두개다 맞춰야함
판금은 드라카스,월드 같은 고레벨 사냥터에 적합하고
가죽은 미궁6층,어숲같은 던전류들한테 좋음(크리 빵빵터짐)
실제로 방관셋팅이랑 가죽셋팅이랑 둘다 비교해보면 105렙이상 고렙사냥터는 판금이 효율좋고
100렙이하 잠사용 사냥터는 가죽이 효율더 좋음 .. 결론 2개다 있어야함

근데 여유안되면 그냥 판금만 하세여 ...
이제 미궁이랑 어숲도 7층나온다니까... 방관이 더좋을거같긴함 ㅎㅎ

선생님 그럼 가죽은 그냥 싼거 대충 5셋 맞추고
판금은 받피붙은걸로 맞추면 되겠네요?
아...미궁 어숲 7층이 변수긴한데.........미궁은 7층 못갈꺼같아요 몹잡는속도 느리면 조각수급이 느릴거같은데...

네 ㅋㅋ 아마 가죽이 지금 싸니까 싼마이로 그냥 가볍게 맞추고 하는것도 괜찮아요.
효율 테스트해보니까 미궁6층기준으로 치명셋도 판금셋에 결코 밀리지는 않아요. ㅋㅋ
그리고 붉은억새 잠사는 레벨업하면그냥 해결됩니다 ㅋㅋㅋㅋㅋㅋ한 95정도 되면 무난히 밤새 됩니다. ㅋㅋ

ㅋㅋ 치명타 쓸모없다는 분은 직접 해보시고 이야기 하시는건지 궁금한데요..
일단 제 경험상 기준으로 본인 캐릭보다 11레벨보다 높은 사냥터 갈거면 판금(80레벨 마스터리 기준 방어관통)이 효율이 좋구요.
그 이하 사냥터에 가실거면 치명타도 괜찮습니다.
유지력은 둘다 크게 차이 없습니다.

참고로 저는 대검 94 레벨이고, 투력 10.4 입니다.
가죽, 판금 마스터리 둘다 80찍고 사용해보고 후기로 적어드리는 내용입니다~

판금은 비싼걸로 맞춰주고
가죽은 그냥 잡옵 싸구려로 맞추는건 어떨까요?
어차피 상위사냥터 안갈거면 받피는 사치일거같은데...

그 방법도 괜찮을 것 같네요
육성하고 계시는 캐릭터에 다른 부분 세팅 (망토, 호문 등)에 맞춰서 조절하시면 될 것 같습니다.

치명타는 지금 쓸모가없음 . 닥사냥 이면 그냥 판금이 무조건 좋음 ㅋㅋㅋㅋ

활쟁이면 가죽 마스터리 효과보다 판금 방관이 더 좋지
치명타 버프 필요도 없지?