08-28-2018, 03:30 PM
The issues that Windy mention are definitely valid, but it's a consequence naturally derived from the way Nexon originally designed Vindictus. I don't see any simple way of solving these problems you've mentioned. As you've said, I've tried to make it easier, but the problem seems to be rooted quite deeply within the fundamental game design.
I am open to suggestions to making the mid-game and end-game more fun for people, but it's hard to take this too seriously because it seems that no one wants to acknowledge that there is a mid-game at all.
I will start thinking on how to fundamentally transform Vindictus with these points in mind.
I am open to suggestions to making the mid-game and end-game more fun for people, but it's hard to take this too seriously because it seems that no one wants to acknowledge that there is a mid-game at all.
I will start thinking on how to fundamentally transform Vindictus with these points in mind.

