Hey, all!
So, it's been just under a week since the current event began and I think we can all say that this event is pretty cringe worthy... and I'm not just talking about Hae Mujin's attempt to be "hip".
The current event, to be blunt, caters only to "end game" players... and by "end game", we all by now know that means "whales" (people spending RL money to boost themselves in-game). The matter of killing the various forms of Hae Mujin boil down to little more than a DPS test with a couple of attacks to watch out for. There's no actual challenge to these forms other than avoiding large, telegraphed attacks or CCing when the bar opens up. However, you will fail the various forms if you don't do roughly 100k dps, 200k dps, 400k dps and finally over 1 million dps. We can safely call this event "insert damage/gear here", nothing more. After all, you require both the weekly/daily white coins AND the DPS wall red coins to buy anything other than Fortune Potions...
...but of course, in order to buy the various costume items in the shop, you either need 1 high-quality fabric or, in the case of the shadow wings, be "end game" (whale) enough to have that "over 1 million dps" and beat the final form of Hae Mujin 10 times. I don't tend to use the phrase "pay 2 win", but in the case of these wings, yeah... it literally becomes a pay to win item... one people will actually want. Oh, but it's okay... because the "filthy casuals" can buy the cartoony shark outfit... sure.
Now, with all that said, this event brings up another issue, one that really should be looked at - class balance.
As mentioned above, you require to be able to do a set DPS on the various forms of Hae Mujin to continue... however, this also puts certain classes/paths at a considerable disadvantage as, even with solid gear that one class could clear the DPS wall with, it might not be enough for others. For example, my "wind" KFM has pretty respectable gear (A9, st accs, full-crit SS, awakened soul, etc) and has BARELY eked out a single victory against Masked Mujin before his enrage mode damage resistance kicked in. On the other hand, my newest character, a "frost" Warden with SD 5 weapon and little better than stage 3 raven accessories (and st 3 VT necklace) could almost accomplish the exact same feat. Heck, my Warden doesn't even have a fused badge yet, still using the Magnum for it's cooldown bonus. I've barely put work into him... and he's already almost able to surpass my main character I've been playing for multiple years now.
Now, I've mentioned this before online to get the response "well, KFM is a tank class, they don't have good DPS"... buuuuut when you look at Warden and now the new path of Blade Master, that argument doesn't quite hold up... since BOTH are tank classes that are currently capable of outputting pretty high DPS. Meanwhile, KFM by comparison is... good for Fighting Spirit (BB). Quite pathetic, really.
And then we also have the issue with class paths being considerably better or worse than others. I mentioned to my clan how I couldn't believe my KFM was almost being outclassed by my Warden with lower AP and worse gear and they immediately assumed I was using the "fire" path, because "fire has terrible DPS, so you're never going to do well in the event". Of course, when I mentioned I was using "wind" path, they got more confused, then assumed my Warden was "lightning" path, because it's better than "frost". If you compare some of the alternate paths, you see some significant disparities... the most obvious one right now being Blade Master, who's new path has been very much considered "completely broken".
To put it simply, a lot of classes need some significant improvements to damage and playstyle... especially if we're going to be doing more of these "insert damage to continue" events (which we really shouldn't have in the first place). Simple tweaks to damage per skill could help mitigate the damage gap quite easily. I would hope the staff read this thread and begin planning buffs to the various classes and paths in order to balance things with the already (clearly) overpowered ones.
TL;DR - The current event seems to cater primarily for "end game" (pay to win) users and also shows that various classes and paths need significant buffs to be at all competitive with the vastly overpowered ones.