【Grand Chase Dimensional Chasers】Transfusion, Why i love this game
LA HISTORIA NO ACABA AQUÍ! Apertura del canal de nuestro servidor para la comunidad chaser. ¡Caminemos juntos a la gran búsqueda!!Grand Chase. Misión diaria de evento 1/5: ¡ Posted by: Ludicλ on News. News · Information · Official Polls. Game Guide. What is Grand Chase?. Grand Chase Season 5 is here and now under the management of Considering how old Grand Chase is, you'd expect gameplay to be slow.
What makes it even better is taking on the same levels a second time with a different character, and feeling just how impactful their individual strengths, weaknesses, and combat solutions make resolving every level.
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Every instance you tackle is timed, rated, and even the bonus quests thrown your way are designed to test your skill rather than tax your time. A few examples included completing levels while only taking a set number of hits, unleashing a set number of combos on foes from behind, and finishing levels under a certain time frame.
Believe me when I say these challenges get progressively more brutal as you progress further. Going full offensive to finish in a set time can often leave you dead as enemies combo attack you from full health to 0 in one five second span of time. This saddened me as UI was one of the major focuses for improvement in Season 5, yet it still feels quite clunky.
Hotkeys to useful menu options are half accessible from the overview, while many other vital functions are hidden under a Windows 7 style start menu. Tutorials are almost entirely focused on teaching you how to fight, leaving you clueless on how to navigate and utilize a large majority of these menus.
The new united character menu further confuses new players by separating gear not usable by your character while throwing gear you can use into a mosh-pit of random crafting materials and other event tokens. How do I do anything? But perhaps the biggest offender of the entire system is the placement of the GP shop on the world map.
Now Grand Chase is surprisingly against pay to win. But for a confuddled novice stumbling through menus, they may make a clutch decision to disagree and leave the game before figuring things out fully. See the symbol for GP is shiny enough to look like a cash shop currency. Meanwhile k-ching looks like it would be the standard less shiny version of currency.
【Grand Chase Dimensional Chasers】Transfusion, Why i love this game
Now mix that the cash shop UI looks exactly like the GP shop and that you can sell your gear from your inventory screen and all parts combine for a pretty awkward puppy.
This issue comes to a head at level 20 when even the most hardcore dungeon rushers reach the realization that they have no idea how to obtain their next job class unlock.
A quick visit to the cash shop showcases a scroll to unlock the next job with bonus fashion and what not. But considering your first taste of leveling up skills involves getting locked out of certain variations of the skills by a k-ching skill key, it makes sense that additional job classes would be the same way.
Queue timers would be so much more convenient, but this may be due to server population issues, or the lack of a party system existing outside of rooms. Despite the 2 dimensional limitations, the level of skill on display here trumps most any point and click MMORPG on the market. Tons of platforming elements, pitfalls, and walls add movement skill and positional knowledge into the fold to separate the men from the overpowered pop idols on the ranking chart.
The burden of knowledge can be quite intense with so many characters and subsets of characters on tap. Playing smart is king and during a GM event I managed to take on veteran players with a GM leveled Rin wearing level 7 gear and only two real skills through proper positioning and opportunistic ambushes. The balance of character survivability and movement speed is key to making 2D combat work and Grand Chase has it on lock.
One would expect ranged characters to dominate in this field but the majority of Season 5 nerfs are focused on reducing the attack range of melee characters, showing that if anything KOG heavily fought to avoid this and now is toning their own decisions back to a more moderate stance.
Perhaps the most exciting element of PvP comes through in the Fatal system. Players with no hp still can have plenty of fight in them as this system forces you to perform a knockdown skill to finish them off.
This typically means wasting a decent amount of mana to unleash a power attack or getting up close and personal to snatch and throw your target. Some of its flaws in UI can be downright harsh and scare less patient players away at the outset.
The peril of a community that has outlived its welcome and looks at any changes or new blood in the community with disdain also threatens longevity. Yet the sheer fun factor of its gameplay, charming visuals, spot on sound effects, and massive amount of content updates added over the years seems to shine brighter than its faults. They hold the WoW card on the genre of having survived countless competitors and adapted their title to absorb the strengths of each and push forward.
After each expedition into a dungeon, characters would gain experience points. While the amount of experience gained was partially dependent on the player's performance in a dungeon, and the player's character's level, every player would gain some experience.
The player's character was also given additional experience upon the completion of every mission.
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When sufficient experience is obtained, the player's character will advance by one level. Higher levels improve statistics and grant access to better equipment. Experience could also be gained through player versus player. A screenshot of a player character attacking a boss monster When entering a dungeon, a player might form a group of players, to complete it.
When choosing a dungeon to play, the player was given the option to create a party of their own or join one created by another player. Each dungeon consisted of a certain number of floors, or levelsusually with a boss on the final floor.
Items needed to complete quests would automatically be given to the player at a certain rate after the monster was defeated by any member of the party. All other items were distributed to different party members by a "dice" system. When an item was picked up by any party member, each member of the party rolls their own set of dice; the player with the highest number won the item.
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The size of the inventory could be increased, which could be acquired by purchasing with Cash or through some Events. To encourage group play, there was a slight experience boost when working together. Because each party had a maximum limit of four players, and each player might freely choose whichever character he or she wanted to use. The Relay Dungeon could be entered the same way as a normal dungeon. Up to 4 players might form a party and attempt the Relay Dungeon together. In the Relay Dungeon the player fought through every boss on the Continent in order.
The bosses in the Relay Dungeon had increased statisticsmaking them harder to defeat. After a boss was defeated, a chest opened, which contained many valuable items, including Cash items. Any boss that had been released in a dungeon could be chosen.
This mode was only available during certain events. Player versus player[ edit ] Players could also compete against each other in combat. Team battles consisted of two, four, or six players and can be played in one- two- and three-a-side formations. Each player was given the option to join either the Serdin Team or Kanavan Team, although they could not change sides during a match. Team battles encouraged players to plan their attack strategies and co-operate with one another to defeat the opposing team.
Survival was a mode where anywhere between two and six players battled with the other players until only one player is left alive. The surviving player, once a match is over, was given first place and then it iwas ordered based on whoever has the most kills.