Surprised I didn’t hear any complaints about how LK has to choose between Armageddon Blade and Double Slash.
@nsc & Celerity: I will admit that the requirement of having to buy Skill Slot B is a bit of BS, along with needing to buy inventory expansions & bank space with real money. I never said that Elsword didn’t have its faults, because it does. However, calling it “Pay2Win” is stretching it. Being a wallet warrior certainly helps and gives you an advantage, but the game can be played without paying a dime, since all of the best items you can get in-game are either earned or crafted. It just requires a lot more item & skill management on your part. As for having to pay for inventory space, the Korean build of the game has it so you pay in-game money to get more space, so it’s just a matter of waiting for that to come overseas.
As for saying it having fighting game elements is silly, don’t be so quick to judge. Like Celerity was explaining, it simply takes a more unique approach to the fighting game ideal, because all of the mindsets and strategies are still evident. Strip down all of the platforming and make a fair PvP matching system (which it admittedly needs, because like Cele said, Elsword can become very gear-reliant in high level play) and you have yourself a rather unorthodox, but still viable, fighting game on your hands. Plus, you must also remember that beat-'em-ups and fighting games can go hand-in-hand in a lot of respects.
Some FG-like elements in Elsword I can list, basic and complex, would be:
Zoning, space control, baiting, manual input attacks and combo strings, midscreen/wall/midscreen-to-wall combos, infinite combo prevention systems (dubbed “Knockdown Calculation” or “KD”. Think Skullgirls with its combo system, but more about math calculations instead of amount of times a move can be done in sequence), character-specific defensive maneuvers (counters, parries, blocks, dodges, decoys, etc.), okizeme, wake-up, anti-air, invincibility frames, buffering, air juggling (though less emphasized, it’s more based around ground stun combos), dash/jump cancelling, cross-ups, X-Factor, and etc etc.