這個模式不但帶來PC和家機版操作差異, 更間接成為巨集或外掛採集的有效手段, 使用手把的玩家也無法透過此模式進行特殊操作
部分技能施展時使用滑鼠模式移動會出現不自然的動作, 而且技能施展方向或有效範圍會和角色動作不符, 令對戰時要迴避攻擊相當困難
這個遊戲本身已經夠多變數, 當有新職業開放時又要再一次設定其系數, 大幅提升平衡的工作量和困難度. 假設他日職業數量多至30甚至40, 這種系數設定的平衡更加不可能.
以往曾經因為法系太強勢而出現專門剋制法系的拳職, 然而在去年官方公開的各職之間傷害補正中可以發現同為法系的魔女對上拳職仍有97.41%的傷害, 黑騎卻只有77.93%, 雙法也只有82.8%, 待遇不公
同樣被設定為隱身刺客, 男忍對上其他職業倍率大都落在108%, 女忍卻只有105%, 各種讓人費解的獨立倍率設定實在沒有必要
隨著各個新職業推出, 其系數資料卻沒有同步公開, 資訊不透明的情況下玩家會質疑新職業是否被設定為有偏高的傷害系數
因此建議移除相關設定, 改由調整各職本身基礎素質和被動技能決定被傷害量(例如為雙拳被動大幅提升魔防, 或是本身質素的魔防設定的再高一點), 移除一層變數
[Common] Remove mouse movement and class vs class damage ratios
-Remove mouse movement:
Recommend removing the unique mouse movement option in PC version during class reboot.
This option not only brings disparity for control scheme between PC and console platforms, but also indirectly becomes an effective means of using macro or bot for gathering.
Players who use controllers to play the game are also unable to make use of this option to perform special operations.
Some skills when used together with mouse movement, the direction or effective range of the skills will not match the character's movement, sometimes unnatural animation will also occur, making it very difficult to avoid attacks during battle.
-Remove class vs class damage ratios
This game itself already has too many variables. Every time when a new class is released, it is required to determine its damage ratios against other classes, which greatly increase the workload and difficulty of class balancing. Imagine in the future when there are 30 or 40 classes, adjusting the ratios for class balance becomes an impossible task.
In the past, the gauntlet classes were introduced to fight against magic classes. However, with the officially released data of class vs class damage ratios, we can see that sorceress, being a magic based class, still has 97.41% damage against gauntlets, while DK only has 77.93%, and witch/wizard both have only 82.8%, which is unfair.
Another example is that ninja has around 108% against most classes, while kunoichi only has 105%, both being stealth assassin classes. This kind of independent ratio settings are obscured and unnecessary.
Furthermore, damage ratios are not released for new classes. With not enough transparency, player would suspect that new classes have higher damage ratios against old classes.
Therefore, it is recommended to remove this class damage ratio variable. Let classes' base attributes or passive skills determine the damage taken (e.g.: greatly increase the magic resistance of gauntlet classes' passive skills, or raise their base magic DR), in order to remove a layer of variable.