Friday October 26, 2012 07:53
Chogokin Racaseal Black Version (2013)
But before we start, Sakai mentioned that he will discuss areas considered for future adjustments in the upcoming days. For now we’re left with the announcement of the new Chogokin Racaseal Black Ver.
The Chogokin Racaseal Black Version
- Release Date: March 2013
- Pre-Orders: Begin 10/25/2012
- Price: 6825 Yen
- Materials: Die-Cast, PVC, ABS
- Size: 155cm
- Switchable Head Shino
- Switchable Wrists
- Madame Brella
- Madame Brella (Attack)
- 2 Guns
- Agito
- Sato
- Text Stickers
- Section ID stickers
- Pedestal
- Speech Balloon parts
With these new switchable parts, the Elenor version will have new parts to play with.
Early on in the game’s development, Sakai was exploring with the idea of having your PSO2 characters 3D printed. You can see evidence of this within the Character Creation contest where the second place winner received a 3D physical model of their character. Back then, Sakai was thinking about the costs of such a service since it would be quite expensive for the average person to afford. (Like 30,000 Yen)
At the Arks Party Shougai attended, Sakai mentioned he has no plans to put into production the Viola Magica 3D printed figure that was shown in the background of a picture in a blog post. As for 3D printing your characters, it appears they would have to set up a production line to take on build-to-order models and for this to become a reality is quite difficult.
- Category: Phantasy Star Online
- (85) Comments











Meji
October 26th, 2012 at 3:36 am
One thing you should know about this, Ricardo, is that she's Tamashii Web exclusive and won't be sold anywhere else.
That said, it will be pretty hard to get her if you live outside of Japan.
She went up for pre-order yesterday, so best way to get her would be to ask any Forwarding service to get her for you (such as Big in Japan, for example – http://biginjap.com/247-forwarding)
Shade
October 26th, 2012 at 5:06 am
willing to give a Tamashii Web link for the item? I'm willing to go through all the hoobob to get one.
yunamon
October 26th, 2012 at 7:18 pm
@Meji: Proxy services like Tenso or Shopping Mall Japan will help you to get around that. Be prepared for some extra charges tho, but Tenso is by far the best and cheapest around…
The only thing it does tho is giving you your own Japanese address to ship to, of which upon receive will forward to your home address. This means you'll need to buy from Tamashii Web Store on your own then input the Japanese address you're given by Tenso.
@Shade: http://yunam0n.wordpress.com/2012/10/26/the-dark-… Click on the link presented in the "Tamashii Web Store" word on the blog post.
Ksogaijin
October 27th, 2012 at 1:20 am
"areas considered for future adjustments"
good, I hope that includes class balancing, MPA nerfing and drop rates enhancing.
GCoffee
October 27th, 2012 at 3:19 am
Unfortunately balancing means strenghtening the weaker instead of weakening the overpowered for SEGA.
Zyrusticae
October 27th, 2012 at 6:30 am
Hey, if they modify multiparty mobs to have more HP/stun resist/speed, I'm all for it!
Doubt they're gonna go that route, though.
Ricardo
October 27th, 2012 at 7:23 am
I'm now wary of these adjustments, something getting nerfed and something getting boosted.
I think it would be the best time to add the No NPC checkbox in MPA in this update though. He's also going to have to address those Bernie bots with gsdfsdfsdf names.
Ion
October 27th, 2012 at 7:48 am
The 2 guns are the H&S25 Justice. If anybody cares.
Remius
October 27th, 2012 at 8:43 am
More adjustments….eghh.
I think Weakshot/Chain has gone too long without a nerfhammer IMO. I think they're probably being too timid about this. Most bosses and more complicated enemies are built around exposing weakpoints. If they keep trying to balance the Ranger classes while tip-toeing around those skills then they'll always do like @GCoffee said, while the enemies fall even FARTHER behind. IIRC in alpha 1, Weakshot was an ammo cartridge that shot bullets that ignored defense. This was a better idea IMO. And if they want Rangers to have team-oriented abilities, they should just give them to traps….in my opinion anyway.
Anyway, "No NPC" Checkbox would probably be the best thing to happen to this game in multiple updates. Finding a party that isn't filled with zombies is becoming exceedingly difficult.
Leman
October 27th, 2012 at 10:55 am
6825 Yen (68$?)
for 155cm looool, so cheap!
cshard
October 27th, 2012 at 9:12 pm
If Sega doesn't want to setup the service themselves, why not make the models available as an import file that can be sent to a 3D printer then? I hope they keep exploring the option.
Wondering if I should budget for the Chogokin. My Shino APSY isn't going to be completed anytime soon, so this looks like a pretty good alternative. Sega should throw in a PSO 2 DLC item with the figurine. :3
Clotho Buer
October 28th, 2012 at 1:40 am
Or Sega could do what Blizzard did with WoW, make an agreement with a third party like FigurePrints or a similar company, and let them handle all the details from there.
@t
October 28th, 2012 at 3:39 am
If they want a low quality product, sure this is the way to.
-Z-
October 28th, 2012 at 3:06 pm
1. hope they never put a "no NPC" checkbox mostly because the people wanting it are so obnoxious about it. *glares at PSO-W*
2. said before, say it again; you can render weakbullet useless when you take away hunter's JG and general sturdiness, force's fire skill tree, and so on so forth for the second batch of classes. didn't they specifically call out doing the weakbullet/chain thing in the stuff leading up to the subclass update, anyway?
cshard
October 28th, 2012 at 10:59 pm
@Clotho: Something like that would be good, though I'd rather that they gave us the choice of which 3D printer we can go to. heck, if the format was universal enough, you could get a Reprap and print one yourself.
Zyrusticae
October 29th, 2012 at 7:37 am
@-Z-
That is incredibly poor reasoning.
It has to be implemented because it inconveniences a HUGE number of people, including a ton of folks who don't bother airing their grievances on PSOW. When one person screws over 4 or 8 other players in a multiparty, that's called griefing, and it has to stop.
Not implementing it purely out of spite is extremely childish behavior. What are you, 12?
Remius
October 29th, 2012 at 8:06 am
@-z-
1)The more extreme, insane frequents of PSOW don't really reflect the majority of the players. They really only want you to think they do. Dont worry about them.
2) And yes, you can. The reason being is that Weakbullet is a universally powerful ability.
> The Fire tree on force makes the Flame spells powerful but ignores the other 5 elemental weaknesses. (Im using Ice and really don't miss the fire tree.) Not to mention the most useful ability on the Fire tree is PP Charge. (Which i have, and majority of my SP is still on Ice Tree.)
> JG was broken even on PSP2, but the difference is that it doesn't cripple the enemy you're fighting and it doesn't help your teammates. It's a gamble for saving yourself. They could cut back on the ability to spam activate it though. Fury Stance increases power yet drastically decreases defense.
But…..Weakbullet gives more use than any other ability on ANY other tree, provides more damage, is safe to use, benefits everybody, yet has absolutely no drawback. Most bosses are designed around EXPOSING weakpoints — Weakshot destroys that. This is why it's so easy to murder Quartz now. He has the highest defenses of any boss until you break his weakpoints.
I personally think they should 100% change the current skill. Since weakshot is so damn powerful and benefits everyone…they should give its effects to TRAPS. I think that'll make Weakshot more risky and skillful to use for its effects.
Anon
October 29th, 2012 at 11:01 am
Nah don't change it now that I'm going to sub RA ;D
Anonymous
October 29th, 2012 at 11:02 pm
nooooo.. weak bullet has synergy with weak hit advance. without weak bullet Ra will have a hard time destroying ragne legs. and if you change it to weak traps, the clumsy Ra will have a hard time putting weak traps.
maybe in MPA a.k.a easy mode weak bullet are too strong, but in smaller party or solo play its so helpfull, especially if youre equipment is not end game equipment.
please dont destroy this class.
Anonymous
October 29th, 2012 at 11:03 pm
nooooo.. weak bullet has synergy with weak hit advance. without weak bullet Ra will have a hard time destroying ragne legs. and if you change it to weak traps, the clumsy Ra will have a hard time putting weak traps.
maybe in MPA a.k.a easy mode weak bullet are too strong, but in smaller party or solo play its so helpfull, especially if youre equipment is not end game equipment.
please dont destroy this class. >.>
Freudia
October 29th, 2012 at 11:49 pm
@Remius:
Taking Weak Shot's effect and putting it on a trap instead doesn't make it "risky" and "more skillful" to use. It makes it impossible. Have you even tried using traps ever since they nerfed the trap set timer and post-set pre-detonation cooldown?
I do think something needs to happen to Weak Shot though, as the entire Ranger class is being balanced around it now, to the point where Rangers themselves are underpowered while Weak Shot itself is overpowered. Moving the move onto a trap, however, is not the way to fix Weak Shot, unless your intention is to either a) render the move worthless, or b) kill a lot of Rangers.
Oh yeah, and one more thing, not directed at Remius: If you guys are going to point fingers at classes claiming they're overpowered, why are you not talking about Forces and Techers absolutely dominating MPA play, where 98% of the gameplay is currently? Have you even seen Zondeel's damage?
Remius
October 30th, 2012 at 7:19 am
@Freudia
Actually no, i have not used traps yet. Not since Alpha2 at least. I have a Hunter and Force, but my ranger is only like level 18. But i do notice NOBODY uses them.
the reason i say they should move them to traps is because it seems like the whole idea of the newer traps seem to be derived from Monster Hunter anyway. They have a really high-risk / High-reward kind of aspect. Traps don't work too well becuase they need to be fixed just the same as everything else. The ranger skilltree is 100% one-sided. That's obviously a balance issue.
And in regards to Forces killing everything, yeah Weakbullet doesn't overtake any other balance issue. But the difference is, Zondeel can simply have its %s reduced. For some retarded reason Weakbullet's effect does NOT scale with its level, so nerfing it is gonna require a fundamental change.
@anonymous (and everyone really)
Does anyone remember Alpha gameplay?
http://www.youtube.com/watch?feature=player_detai…
The Weakbullet ammo seemed to be a regular cartridge that shot bullets that seemed to ignore defense. Later this was changed to the weakpoint maker we have now.
I simply think Rangers need to have Weakshot return to that form, give the Weakpoint status to another ability. This is the reason why i said it needs to have its effect given to traps, because then it would lower the amount of weakshot spam avaliable during any given boss. ESPECIALLY now with Subclasses, where pretty much everyone has access to weakshot.
That way Rangers can still do damage (Without getting bosses killed in seconds) and Weakstatus can still exist (with a bit more skill involved to make it work).
At least, thats the way its working in my head. SEGA has a really lazy way about fixing issues with Phantasy Star, so if they fix any of these things it'll probably be some little number tweaks, like everything else in the game is
Anon
October 30th, 2012 at 8:58 am
Maybe changing it to not stack the multiplier if you put it on a weak spot? It would work like an extra easy to reach weak spot.
Or just lower its uptime. The 15% uptime you get when subbing RA is already pretty good. The 50%~100% when using only Rifles is ridiculous.
Nilok
October 30th, 2012 at 2:04 pm
why are we even talking about nerfing classes when the metagame hasn't even been established yet. Even if we were to assume the max level in this game was going to be 100, we haven't seen ultimate difficulty yet.
By metagame I mean the big picture, the state of the game in which each class must be used to its fullest. if ultimate difficulty results in faster, more aggressive AIs, weak bullet becomes very much akin to zalure. Right now certain skills and abilities might seem OP, but the word "endgame" is being thrown around far too much here. Right now there is no endgame, there's end of episode. As far as I'm concerned, we're still on easymode with optional level scaling.
Also, using MPA as an example of anything being OP is ridiculous. MPAs are 12 players fighting mobs and bosses that are easy to SOLO. The only scaling here in the number of enemies that appear so that areas dont seem empty for all intents and purposes. to properly adjust for this, rather than nerf players which makes no sense since these tools are essential for solo and basic party play, is to create a system in which monsters "power up" as the group size increases. bigger, stronger faster mobs that dont stagger as easily have more HP and moves that allow them to withstand the barrage of attacks that clear out normal trash mobs. For you Borderlands players, I'm saying mobs need to have badasses mixed in that make melee classes USE their skills for basic survival and don't allow forces to spam Rafoie and clear a room. Some badasses may even try to subvert the melee classes and go after the forces and rangers. The more players in an instance, the more badasses that appear and yes there should be an improved drop rate for beating these badasses. While you're at it, increase rare boss appearance rates the larger the MPA is and improve these rare bosses so they also have new movesets and abilities that force players to use their abilities to their fullest instead of just spamming for DPS.
It makes NO sense to take away from the core game and take away from what makes the game as good as it is, which is the combat. instead they need to build from what they have and intensify the enemies so that combat is more fulfilling and skill and awareness are just as (if not more) critical in MPAs than in solo/party play. As I already mentioned these changes should come with increased drop rates from the bigger, stronger, smarter, more capable enemies to reward and encourage large MPAs (and possibly communication) despite the difficulty.
Nilok
October 30th, 2012 at 2:33 pm
also, calling for weakbullet to be nerfed is ridiculous. do you realize that nerfing something that adds a damage multiplier does nothing to improve difficulty and only makes fights last LONGER? in scenarios where nothing is timed, this makes little difference as I see bosses killed just as fast without bullet. The skill is meaningless in an MPA 90% of the time.
There are very few instances where weakbullet is going to even remotely reduce difficulty which is what the nerfs should be about- fixing something that breaks the game. I hate to tell you this, but Ragne is easy to solo as any class if you have half a brain and maybe 2 extra points in your dodge (assuming you already have one for step attack/just reversal) Force can lock onto his main body and spam rafoie, or lock onto his core and spam grantz. Rangers can TPS or take out one leg and lock onto his core. HUs can step through any of his attacks even his dark splash attack where her drops suddenly. if you dodge through the first few active frames, the rest of the attack will miss. this is true for ragne, fangs, rock bears, quartz, etc. Oh and Fi can lockonto his main body, activate brave stance and use raging wallz to fly up to his core and attack. from there they are completely invincible without even having to dodge. you can raging waltz if he tries to jump on you too WHILE airborne. you fly through his body unharmed.
Rockbears if I have to explain anything, I'm not sure you should still be playing. Caterdra'n(sp) is absurdly easy forces/techers can just use gi techs on his main body non stop and dash through anything with impunity. rangers/gunners can poison him and run around til he dies if they want, OR try to stay behind him and shoot his tail til it breaks. and HU/FI can just stay on his side and step through attacks. they can also lockon to his tail and use wise stance for bonus damage and step through the smash attacks.
Fangs are easy if you just stay on their sides and quartz will have a hard time hitting you with anything if you stand near his face or start to run if you're playing ranged and see him starting his homing shots.
These bosses are a joke. weakbullet only makes the fights go faster, it doesn't make them easier.
Remius
October 30th, 2012 at 3:09 pm
@Nilok
…Because the Metagame HAS been established. And there is zero logic in balancing for an "endgame" that doesn't even exist, and thus could be anywhere from 2 months to 5 years away.
The term "metagame" is suggestive and changes everytime something in the game is altered. So in that sense, we've had an established "metagame" since the end of Closed Beta. This is why there are +10 Volcan Scales and 3*s in circulation. "Endgame" only applies to games that have a defined ending, and thus a reference point. So balancing a current game based on a reference point only the developer knows is not only retarded, it's just terrible design, especially when we've been playing so long ALREADY. This is the kind of thing that only comes from a lack of foresight.
Everything about PSO2's development pass assumes that we: 1) ARE at the "endgame" point, and 2) Things MOSTLY stay the same through Normal > Vhard. This is why people are already complaining about difficulty issues and boring content. Many of us have already sunk over 200+ hours into PSO2 and have already run out of content, despite 3 difficulty modes, hundreds of COs, weapons, multiple classes and 6 area maps to run around in.
As me and a few others have suggested, the issue with PSO2's falloff isn't due to what we haven't gotten, but 100% based in what we ALREADY HAVE. The enemies are boring, the skills/techs dont change, the weapons are static, the bosses are too easy, ect. ect. Our expectations have betrayed us. Phantasy Star Online 2 has been out for over 5 months now, the excuse of "ITS STILL A YOUNG GAME!!!" has been milked dry at this point. Expecially when you have PSO, PSU and PSP2 as reference material. No other Phantasy Star title, probably even UNIVERSE ran dry on content and difficulty this fast in its lifetime, yet neither were updated this fast. It really doesn't matter if you blame it on boring weapons/enemies/abilities or OP characters, because they're ALL issues that need to be fixed.
If it's a problem NOW, then who CARES if it isn't a problem another 100 hours of gameplay away from now? The game is supposed to be consistently fun from level 1-50. But if you ask any player today, they'll tell you — the game's thrill slows down CONSIDERABLY around the Lv20-25 area, and then AGAIN around the lv40+ area…
…which is moronic, seeing as "Hard Mode" and "Very Hard" mode are the points in which you get a "refresh" in content. People are getting bored because we're getting just "rehash". It has nothing to do with the age of the game, and everything to BAD PRIORITIES. And focusing on endgame while people struggle to find stuff to do at level 23 is terrible priority.
tl;dr:
Nobody cares about how good the enemies and balance >CAN< be 2 years or even 2 months from now. People are playing now, and feeling the effects already. "endgame" is nothing but a lazy excuse for Sega.
Remius
October 30th, 2012 at 3:22 pm
Also, pointing out establish strategies (what we call the "meta") for bosses doesn't change anything. Im full aware of the strategies for defeating the bosses. Everyone is. Because they're the most efficient ways of defeating them with your character, and thus are naturally learned through playing one way or another through gameplay. (This is why enemies are boring now. Hard/VHard/Ult is supposed to shake this up, and doesn't.)
ask any new player for their opinion. Vol Dragon, Cat, Banther and Quartz are FAR from "easy" bosses, they've just GOTTEN easy since they are no longer able to surprise us (or even hit us) with their attacks anymore. Even the hardest DMC/Ninja Gaiden boss is braindead easy after enough experience fighting them.
It is 100% true that time =/= difficulty, but that's faulty logic if you're assuming that you can remove time from it entirely, which is exactly what Weakbullet does to absolutely every enemy in the game. This is easily observable with bosses like Quartz Dragon, who is only able to be effectively damaged after exposing weakpoints….which isn't exactly easy for most classes due to how violent he is. Weakshot destroys this.
Vol Dragon is an even more obvious example of this. Vol Dragon constantly increases in strength the longer you fight him, at which point the only weakpoint on his body is his tail. Destroying his tail negates all of his armor gained while fighting. By the time he reaches Lv3 armor you're ENCOURAGED to hit his tail — he can one-hit most players in the game.
Weakshot really is nearly indefensible. Nobody is saying it's the only broken ability in the game, but it surely is the most obvious.
Nilok
October 30th, 2012 at 4:41 pm
Easy is easy. none of these skills that you are calling for nerfs on are required to beat them. That means those skills aren't what makes the bosses go from wtf to lol.
And sorry, no. meta game changes with balance changes, but you can't bitch about skills that are released now when the game's content isn't fully developed. Crying for nerfs now when you don't know what else is planned is stupid. What will you do if sega makes the nerfs now and then 5 months down the road you find those skills as they were would have made a next to impossible boss a little more manageable?
The fact is those skills only speed up the grind. This game is extremely grind intensive and there are people saying they want to make the grinds slower and more grueling? How dense would you have to be? From what I can see, anyone who's complaining that a skill is too powerful is suffering from some kind of e-peen envy. The game is already easy, the skills don't make anything easier, just lead to bigger numbers or different play styles. Who would want to get rid of those except for masochists and people frothing at the mouth because they didn't get something they consider equally good?
Vol dragon is a stupid example, btw. Anyone with any sense will break his tail immediately. WHYYYYYY? because it puts him in an absurdly long stun/stationary animation where he just sits there regenerating his tail. During this time you can hit his head and his horns which cause additional stun animations and restart his tail regen process if you do it fast enough.
What does this mean? If it wasn't obvious, it means breaking his tail leads Vol Dragon into a state in which you can bassically stagger lock him to death if you DPS is high enough and if it's not is an exploit you can repeat over and over again until he dies. All the weak bullet does is quicken the breaking/stagger process DPS classes which results in fewer cycles of it. it's 100% meaningless in the long term.
Vol was always easy for me as soon as I saw the tail was breakable. Cat was easy for me right away because I started FO and learned very quickly how useful being able to dash cancel my spell charges/castings was going to be. Quartz and Banther were equally easy because of this same ability. While playing FO, I observed the monster's tells and blind spots and applied that same knowledge to RA and FI. that's not to say I don't die or dont get hit, but that's usually due to my own mistakes, or something hitting me from offscreen rather than direct combat.
But lets use your definition of metagame and say it's ever changing. Why are you calling for nerfs then if next week this may be different? Why not ride it out and quit bitching?
Nilok
October 30th, 2012 at 5:11 pm
edit:
"What does this mean? If it wasn’t obvious, it means breaking his tail leads Vol Dragon into a state in which you can bassically stagger lock him to death if you DPS is high enough and if it’s not is an exploit you can repeat over and over again until he dies. All the weak bullet does is quicken the breaking/stagger process DPS classes which results in fewer cycles of it. it’s 100% meaningless in the long term."
What does this mean? If it wasn’t obvious, it means breaking his tail leads Vol Dragon into a state in which you can bassically stagger lock him to death if your DPS is high enough and if it’s not is an exploit you can repeat over and over again until he dies. All the weak bullet does is quicken the breaking/stagger process for non-DPS classes which results in fewer cycles of it. it’s 100% meaningless in the long term because as long as you're not directly in front of him he really shouldn't be hitting you and breaking his tail is going to happen which will let you easily pile on damage to him for a long duration without ever having to move.
Sorry, wrote that paragraph in haste.
oh and PS:
most larger bosses have some stupid exploit you can use which will stun/stagger them leading to immobilized states at which point you can pile on damage. I won't talk about all of them, but I already detailed Vol (omitting the cold feet thing which only makes breaking the tail easier). Quartz can be poisoned non stop and though is doesn't stick as a DOT, every time you apply it, he cries out and staggers while he tries to shake it off. the 45 second DS video abused this very thing.
Fangs can be staggered by breaking their armor. This is a harder exploit to use while soloing, but in party play, as single DPSer can easily break their leg armors while the rest of the party focuses on the head. unless you're grotesquely underpowered, this boss will die very shortly after all the legs are taken out if not before. I wont get into the burning thing because it's not an easy exploit to use.
Oh and just so I can underline how ridiculous this WB hate is: I was running forest with two friends on VH. and GU/RA friend and a TE/FO friend were playing with me while I played FI/HU. end of the area, we faced two rockbears as per normal. They split off and took one while I fought the other. my GU/RA friend loves to apply WB then switch to mechs and drive up his combo meter for a big finish. while his was doing this my techer friend was bombarding the same rockbear with techs. I used the same Brave/Fury combo I'm sure most FI/HUs do and I actually killed my rockbear before they killed theirs. I was using the same equipment I mentioned in the past – a DS legacy+9/18% wind with gwana soul and some 3* armors I bought form a playershop for 15k with vol soul and one or two other affixes (mutation or power I…something like that)
None of my gear is high grade and while i can't repeat those results every time, the fact that i could even come close to a techer and a ranger with a WBed "boss" just using my stances should tell you that you don't need WB to get quick kills.
some other bosses I would obviously not be able to keep up due to range limitations. "Gwana" would be very hard to pull something like that off with because being close to him means he'll likely use his gravitation ability and make things miserable. so I have to play it a bit safer and trying to take out his bits while non melee classes can basically just target his mouth and rip him apart uncontested.
Point is WB isn't doing a damn thing to hurt the game.
Fyreus
October 30th, 2012 at 5:29 pm
The best thing to do is to wait until the dust has settled before making any changes or any moves.
We don't know if there will be bosses with 3min timers and if a properly coordinated wait/zerg would be needed or if they'll introduce a boss with a huge life bar and he gets stronger and stronger over time until his defense is unbearable or if there might be a boss that takes 0 damage until a certain animation.
There are a few things sega might do that we aren't fully aware of so please guys… don't cry nerf until we see sega's cards. Just my 2 cents.
Remius
October 30th, 2012 at 5:51 pm
Sorry if this post looks long.
"But lets use your definition of metagame and say it’s ever changing. Why are you calling for nerfs then if next week this may be different? Why not ride it out and quit bitching?"
Lets be methodical about this. Based on A1, A2, Closed beta, and 4 subsequent months of area/content/classes/weapons, and 2 mode releases, along with Datamined content, i've noticed:
- Sega obviously has a set plan on releasing content
- Sega has been adhering to this content schedule
- Aside from unintended exploits in the economy, and problems with the population or client (hacking), everything released seems to be as Sega intended.
^ *important…*
- The EXP Curve (which was altered) was extremely steep. The released Rare Monsters and new COs did NOT give enough exp to counteract this.
- EXCube, a system for capped players, was introduced
^ also important.
- N/H/VH have no AI alterations at all (bosses included)
- N/H/VH have no stage alterations at all (even hazards)
- N/H/VH have no spawn alterations at all
- Rare monsters (the ONLY new addition to VH) have no AI alterations at all
- Weapons do not have any scripted advantages at all. (including untradable *10s)
- Skills/Techs dont evolve past lv11+ (despite being 40+ only)
- PDs are primarily for grind-related rewards (drop/exp/ boosts ect)
- Future update mentions new stages, no significant SYSTEM changes
- Updates MOSTLY consist of AC rotation, cosmetics and (as of late) PAs.
- Any balance changes have been damage % mods. Any content increase in level is also damage % mods.
Okay so. Based on this and some very classical deductive reasoning (combined with years of experience with SEGA playing PSO, PSU and PSP2), i can deduce:
1) Nothing released hasn't been datamined months in advance (including Techs and Skills), yet future updates are still predictable. PSO2's advancement is on-time and going as planned.
2) Barely any of the content we're getting was developed in the time we've been waiting for it, probably save for Stages. Which means we shouldn't look forward to being surprised with anything. (and we havent since "release")
3) Nothing released in the past has changed. Weapon progression consists soley of Stat increase. Enemy progression consists soley of Stat increase. Skill/Tech progression consists soley of Stat increase.
4) Sakai, nor the MASS playerbase, seems to acknowledge this when speaking of feedback changes. This not only shows the mindset of the developers, but damn near insures none of it will change.
So, TL;DR again :
I dont wish to ride it out because im a delusional dipshit who believes SEGA is magically going to wake up one day and fix these issues. Based on PSO2's current track record and the past, the chances that any drastic rebalances containing any foresight will come are ABYSMALLY low. This means any changes that are coming will probably be toward specific moves that people complain about. This shortsighted type of rebalancing will simply take the "OP" title from the highest skill and move up the one in the tier directly under it.
Sound familiar? COURSE it sounds familiar. That's what PSU and PSP2 did.
We're just coming from 2 different areas here. You're talking about molding the future game to the current meta, while im stressing that the current meta is an easy formula for a game that will always be one-sided one way or another.
Remius
October 30th, 2012 at 6:09 pm
BTW If you want to know the blunt version on why i think Weakshot will never be balanced, here it is:
Even if they buffed the everloving SHIT out of the new enemies, gave them AI and more health/strength/speed, Weakshot will always take the power-defense ratio of that enemy and reduce it to zero. It is impossible to balance any enemy against this type of skill because scaling any ability to Weakshot automatically assumes that Weakshot is a standard player ability (which it is not.) This would mean enemies would either be given copious amounts of a)HP or b)defense, which would astronomically CRIPPLE any player who didn't choose or sub Ranger. This creates a condition where you either 1) have enemies that dont account for weakbullet, have their designs completely compromised and die in seconds (now), or 2) enemies that DO account for weakbullet and thus require it's application to balance out the difference for players who dont own it.
Its very mechanic combined with the simplicity of applying it are LITERALLY a RECIPE for either slingshot balancing if the difficulty does rise, or easily cheesed bosses if it doesnt. Please explain to me if this isn't true. The only way to make it not true would require either a reworking of Weakbullet or changes to how enemies react to it.
And like i said before bro…there is no secret to cheesing the current AI's bosses. This is because THEY HAVE NOT CHANGED SINCE THEY WERE RELEASED. It doesn't matter if they have 200,000 hp or 2,000,000, they will ALWAYS be easy. There is not a SINGLE good action game on earth that i've played that allows this to happen. The only reason they're easy is because we've been murdering them since the game released. I can just tell you right now from experience in-game. They are not easy to newcomers.
Everything you're saying is just pretty much encouraging what ive been saying from the beginning; the game is easy because NOTHING has evolved with the player's ability set, and then gets boring because the player's ability set stops evolving too. And uh, if you killed a rockbear faster than a Ra/Gu then he must have seriously fucked up. Ive seen a lv 42 guy pretty much 2-hit the VHard ones with regular weapons.
Regardless, talking about how easy the current bosses have gotten and then saying "lol wb is fine" is basically just saying " this game is so god damn easy that nothing matters", which….isn't a solution to anything.
Nilok
October 30th, 2012 at 6:11 pm
What I'm saying is we should see what's coming before we cry nerf, especially since what people want to nerf isn't what's making things easy.
Nilok
October 30th, 2012 at 6:22 pm
How about just make some enemies immune to the skill? or have it so the RA who uses it draws the kind of aggro no one would ever want to be a part of? You know what I mean. Like Wb makes the thing bumrush through the entire party/MPA and proceeds to reenact the scene from The Avengers where Hulk treated Loki like a ragdoll and left him in a crater filled with his own fecal matter and tears.
The thing is I agree with you on the idea that WB should never be made to be the assumption and therefore the solution, but you can certainly make it so that it's a welcome addition to a situation (like zalure) that can be subverted through actual skill while not giving bosses absurdly exploitable weaknesses like easy stun locks.
Remius
October 30th, 2012 at 6:25 pm
I agree with you on that except on every skill but WB, like i explained above.
Remius
October 30th, 2012 at 6:38 pm
See, now we're talking. That would definitely be one way of at least giving the ability at least some sort of drawback. The same kind of way Hunters might think twice about Fury Stance based on their current situation, or how PFlare / Stances have drawbacks.
I play alot of competitive games (Blazblue, SF, TTT2, LoL), and if one thing has been made painfully clear through every game and community, "all or nothing" balancing usually always results in leaning to an extreme. When you create a character that revolves around a single skill, their very nature is "OP if it works, Trash if it doesnt". This is essentially my big issue with WB.
In most RPGs, yeah, most enemies simply develop immunities to more powerful spells. (Final Fantasy, where Poison/Demi/Death/Doom simply stop working on most enemies).
In PSO, the more useful Weapon Abilities got prorated effects in higher modes. (like killshot and HP Reduction). OR they could just add an accuracy factor to it, but for some reason Accuracy was completely removed…which would be good if the enemy changes wern't completely stat related.
Sometimes Nerfs Are
October 30th, 2012 at 7:51 pm
I'm almost surprised that people are defending Weak Bullet. This skill is in no way balanced. Weakbullet is super overly broken skill that lets you kill a boss in a minute or 2. It's common to kill Big Vardha 4 times in a PUG during the emergency missions. That's messed up! Ragne dies super fast when it is suppose to be difficult. A dragon spawned? Where? Oh it's dead already.
Weak Bullet puts Rangers on par with Hunters and Forces? Now that's a laugh. Go play a Hunter or a Force and tell me how much longer it takes you to solo kill a boss.
Don't get me wrong, I like to easymode bosses too, but we gotta be fair about this. If this game is too easy, then it's no fun. Weak Bullet needs a huge nerf.
Nilok
October 30th, 2012 at 8:03 pm
I don't see how listing off a ton of fighters which suffer from awful balance issues to the point that they end up getting more updates than most other games just to keep everyone quiet and keep them from being phased out of MLG or the FGC qualifies yuo to gripe over this game more than others. The only game that doesn't apply to that list is TTT2 because it's a brand new game.
WB does not MAKE rangers, but if it DID, would there really be anything wrong with a support oriented class?
I would really love to hear about a single boss fight where weak bullet actually turns the fight into easy mode. And I would REALLY love for it to be a boss that playing monster hunter for week wouldn't solve or doesn't have some easy to exploit weakness that makes WB a moot point.
Nilok
October 30th, 2012 at 8:25 pm
"I’m almost surprised that people are defending Weak Bullet. This skill is in no way balanced. Weakbullet is super overly broken skill that lets you kill a boss in a minute or 2. It’s common to kill Big Vardha 4 times in a PUG during the emergency missions. That’s messed up! Ragne dies super fast when it is suppose to be difficult. A dragon spawned? Where? Oh it’s dead already.
Weak Bullet puts Rangers on par with Hunters and Forces? Now that’s a laugh. Go play a Hunter or a Force and tell me how much longer it takes you to solo kill a boss.
Don’t get me wrong, I like to easymode bosses too, but we gotta be fair about this. If this game is too easy, then it’s no fun. Weak Bullet needs a huge nerf."
I'm sorry are you completely unaware of the fact that you can already kill bosses in less than two minutes as almost any other class?
I have two characters and play all 6 classes. I have gear that you could buy for less than 20k on the player shops before subclasses were available. I dont have crazy affixes or top end gear. I have some 5* shit and some 7* shit and none of it is GOOD shit. yet I have had zero problems Soloing in VHard, kill trash mobs in seconds, bosses dont last two minutes and when I run with a friend(who doesn't have a RA who can run VHard), they don't last one. You guys whining about this skill that only speeds up fights but doesn't actually make the game easier are just sad. I'm embarrassed for you. How could you be crying out for nerfs to ONE skill in a game where EVERY class is too powerful for the current enemies?
I've already given examples from personal experience and from youtube/niconico that show people BEFORE SUBS killing off Quartz dragons in less than a minute, including HU which people argued was the worst class after techer. Meanwhile techer's only weakness when compared to FO was the lack of charge revival which was rendered moot with subclasses.
WB is NOT what's making this game too easy – and if you feel that it really DOES make that big of a difference to anything other than time, you clearly haven't played the game enough to be able to make that call.
Remius who makes the most sense out of the lot of you actually tried to use the vol dragon as an example of what's wrong with weak bullet, but neglected to mention that boss basically has an easy to reach reset button that basically creates a loop in which he more or less just sits there and lets you hit him in the face. I was doing this at lvl 13 as a FO, I was doing it at level 12 as a FI, I still do it now at lvl 45 vs a lvl 43+ Vol. The game is only hard if you don't put thought into what you're doing.
And WHY do you even care if one skill were to be better(in your opinion) than anything any other class had? it's a damned CO-OP game with no PvP! Exploitable skill? USE IT! Don't wanna use it? THEN DONT! Don't want others using it around you? Lock your party and play with friends, you clearly must not like MPAs if you hate weakbullet cause MPAs – WB or no tear through bosses like tissue paper.
ShadowDragon
October 30th, 2012 at 8:26 pm
FFS people. Go on Skype or some other Chat program and argue this stuff out. Just sayin'
Nilok
October 30th, 2012 at 8:28 pm
And TL;DR: The game is easy (Solo, Team, MPA -doesn't matter) no matter what class you main/sub. if you disagree, you haven't put in enough time yet.
Remius
October 30th, 2012 at 8:50 pm
HAHA If you think they recieve updates only to keep people quiet, then that clearly explains why you hold the position you do on this issue. That's the decision that crappy fighters make. Pointing out their changes does absolutely nothing to help your argument.
BB has received so many system changes because unlike Sega or Capcom, ASW refuses to settle for a game developing a meta that does not agree with the way they intended the game to be played. They are able to see flaws in their original designs and redesign accordingly. TTT2 and T6 avoid this — Namco devotes entire TEAMS of their attention towards maintaining balance. T6 had 40+ characters, only a single rebalance and still remained the most balanced fighter avaliable. They're simply experienced.
Like i said…Meta is a constantly changing, and only begins to settle once the community has found (essentially) the most efficient strat for dominating the game. This is why fighting games change more often than others. The concept carries over into all games. This is why named MPA bosses get shat on in (literally) 15-20 seconds in Vhard mode.
Is there anything wrong with a support oriented class? Obviously not. Moot point; Phantasy Star MMOs have no pure support classes, and with the advent of the PP system from PSP2 they will never need them, because there is no scarcity of resources anymore. There's no place or time for support in PSO2.
A single boss fight where WB turns it into easymode? Is this a trick question?
And for the last time, you cannot downplay weakbullet by pointing out that simply walking into VHard mode makes all the enemies die faster than they did than when you first walked into normal.
Remius
October 30th, 2012 at 9:29 pm
Anyways, it's been fun, but this is getting redundant.
SEGA wont be reading. They're more focused on selling outfits, accessories and modelswap weapons, which is usually enough to keep most of the players crazy enough to grind to Vhard mode interested in playing for another month. The same as Maplestory, Perfect World and every other popular F2P title.
I've personally gotten bored with it, and will just patiently await to see if the Lv20+ content will stop sucking after they exhaust this dripfeed schedule they've got going on for 2012 and start working on actual GAMEPLAY improvements. Ohhh and if they dont…give it about 4 more months before it starts feeling like PSU again.
I can see it coming, i just wonder if older PSU vets can't see it coming too. I could be optimistic about future content….but when the current content schedule is turning out worse than PSU's first year of content…..
Nilok
October 30th, 2012 at 9:36 pm
You can say that all you want, but as someone who mains tager in BB. A character btw who has ALWAYS been "Bottom tier" I have no problem holding my own against anyone and only get better as I learn the matchup. If their "meta" was som important though why do the same few characters tend to be top tier while a very familiar batch remains on the bottom?
The reason Tager has never had the tools for him to be "tournament worthy" in the eyes of most people is that not enough people play him for ASW to care. It's all about silencing the squeakiest wheel. Call it cynical if you want, but it's reality and I'm sorry you're not able to see it for what it is.
Funny how you say T6 is balanced but at most US tournies I always see one Bob at the grand finals. That's not even the point, do you know why Namco devotes that kind of time and money? Fighting games are becoming big business. Many games live or die by what the FGC picks up and what gets dropped. The biggest fighting game dev in the world though is capcom and look how they shit all over their fans. AE launched and within weeks if you weren't playing one of the twins, you weren't winning a tourney. even Daigo who is known for being a shoto player in more recent games, most recently Ryu in the SFIV series though it was Ken in SFIII. Daigo dropped Ryu in favor of Yun because even he felt it was the only way to remain competitive. Yet this game was released and it wasn't until they released AE2012 due to the huge number of complaints as people saw everything they knew about the game had become completely useless in the face of a goddamned dive kick that the game was brought back into something that resembled a competitive game.
This same company created MvC3. And if MvC2 wasn't enough of testimony to the reason that fighters should be play tested, Capcom release this abomination with a character like Phoenix who may not be the worst thing to happen to a game these 30 years totally ruined everything and allowed someone like Viscant to take Evo last year. you wanna talk about a situation where killing something quickly was the only way to survive? If a Phoenix user got a full hyper gauge before she died and maintained it, the only way you could beat her, given that the person had any clue what they were doing was to hope you could random her out and catch her with some move before she filled the room with traps that were basically instant kill. You had to build a strategy around this one character just to fight them. people built whole teams with gimmicks just to beat her and even then it was a 50/50.
in the most recent build of the game, only the better players even try to use her and they finally gave players enough tools to make the fight reasonably fair. but even with all that I see people burn 5 meters and their X factor just to kill one character off and give themselves a fighting chance. These games are not balanced and will never be balanced. the only reason they even bother is if people think the devs don't care they won't buy the game.
But I digress
So your argument is not that WB is OP because the whole game is about DPS, but that RA sucks because WB is good and everyone benefits and RA wouldn't be as good without it. By that logic, should we remove PP Charge Revival? Techers have been looked at as the worst class in the game, but if we made it so forces didn't regen PP while charging, then They'd be flimsier techers with worse melee.
Why is the response to what you consider to be an issue to hit it with a nerf? Why not give FO/TE Zalure again but give it a cooldown? Make it so every part of the boss takes 1.75 -2x damage and make it so it overwrites WB? Why not give HU or FI a passive skill that ignores defense as long as the weapon's gear gauge is full or something? Why NERF? give buffs to make WB even stand out-ish. and FFS BUFF THE MOBS!
And isn't the fact that things die just as easily for on VHard as they do on hard for as little effort with the same equipment regardless of WB the whole point? Why is WB an issue if no one needs it, no one is hurt by it and the only benefit to it once you learn to play the game is time attack/farming?
You're still saying meta is dynamic but talking like the game is static. If the meta is changing, WB was a crutch that no one needs anymore, but it's still there. Now it's a buff just like shifta or drinks or anything else. It helps shorten fights, but it doesn't do anything for the difficulty because the current metagame includes the fact that the damned boss strategies have been cracked open and will only continue to improve. No one needs WB to be able to kill a boss quickly or with minimal effort, yet you talk as if it makes any impact. Most parties and even MPAs I run with, people don't even use WB that often. Is there some hidden power or secret boss I don't know about where WB actually makes a boss kill other bosses around them or something? I mean what's it doing that I'm missing here? Triple damage for 15 seconds on a single part of a monster is nice, but if that's a game breaker, this game really is all about stats and there is no metagame.
Nilok
October 30th, 2012 at 9:37 pm
oh and I'm still waiting on that boss you said would eat my face without WB.
Nibelungenlied
October 31st, 2012 at 12:26 am
@Nilok It does not, has not, and never will exist. People just want to complain about WB (and I guess Chain now) because of the old 1 min kill videos, yet ignore the 45 Quartz FI kill or any other videos. Mainly they just want to complain because their skill tree isn't built around doing the best thing possible for their class, which in a RA's class is uber damage with WB. So what do they do? Q~Q
Remius
October 31st, 2012 at 7:48 am
@Nilok
So, my post outlining Sega's priorities was literally just confirmed within a few hours of me posting it. We've got a laundry list of game changes coming. Not a single one deals with actual gameplay mechanics.
And so im pretty much done arguing in pointless circles about this, because we obviously care about this short of shit moreso than the average "casual" player, and therefore all of Sega. They're going to rebalance the game by buffing the "weaker" classes, just the same as they did in PSU and PSP2. Not a single difficulty complaint, not a single content complaint, and no initiative from Sega either. I was clearly on-point, of course this isn't very shocking. This game's approach is no different from Universe, and probably never will be.
As for all that other stuff…sigh.
Look. The reason your main is low tier is because of his mobility. Tager has absolutely no trouble dominating the fuck out of anyone he actually manages to get his hands on. ASW addresses his ability to catch and hold you, and because of this he will always be low tier until he acquires some fundamental move to address his mobility. Which has not appeared for the same reason Makoto's space loop was removed. His Drive is built to counteract his mobility, and would change everything about him. He gets stronger every update, yet still stays near the bottom. I already explained why.
Bob was a strong pick in T6…just the same as Steve, Law, mishimas, bryan, Lars. Im not even discussing MvC2. Or 3 for that matter either. SFxT neither. Capcom doesn't give two shits about balance because their games sell regardless. By your logic as long as Tiers emerge then no game is balanced. This is, once again, just faulty logic. You are ignoring too much about how balance even works in the first place.
——
"If their “meta” was som important though why do the same few characters tend to be top tier while a very familiar batch remains on the bottom?"
"You’re still saying meta is dynamic but talking like the game is static. "
———
Im really starting to think you do not know the meaning of the term "meta".
—–
"If the meta is changing, WB was a crutch that no one needs anymore, but it’s still there. Now it’s a buff just like shifta or drinks or anything else. "
—–
….or much about balancing, or any kind of foresight in numbers with this kind of thing.
It's like….it's like you're arguing the game is balanced now because it's so unbalanced that it can't be balanced. Ive already explained the issue with Weakbullet, we can keep ignoring it if we want though.
But there's no point arguing about this, because while that position has such terrible logic applied to it, Sega will never adequately rebalance this game. So in a way, you're absolutely right.
And uh…i dont give 3 shits about Street Fighter, but i seem to recall Daigo tierhopping to Yun in SSFAE and getting curbstomp perfect'd by some kid with Seth at EVO.
Nilok
October 31st, 2012 at 10:30 am
Right. Rather than look for ways to improve they want to make everyone else worse. Then again I remember in PSU how people used to bash spiral dance early on because its second stage had that kick and negated the third if you send something flying. I just would intentionally whiff the kick by telling go fo ly lock-on and pivoting which was great cause it let me kick away anything that was coming up behind me. I could then use the third stage normally and even guide it for better positioning. and if I remained locked on I could use it to stagger lock larger enemies. Later into the game's life I saw more people doing what I had been doing since I got the PA, but it's true that people tend to want to focus solely on flaws and complain or disparage rather than innovate.
I would like to think that most people here would benefit from playing Monster Hunter. A game where preparation, observation and mastery over your weapon class were more important than stats.
Anyway I'll leave it at that. I'm starting to think the "this game is too easy" party is a minority.
Anon
October 31st, 2012 at 12:59 pm
@Nilok
Kill every VH boss in less than 2 mins (as you say you already do) as a main FI and not subbing RA, using only Daggers and you have my respect.
You can say the game is easy as hell IF (and only if) you use the "correct" weapon of each class (Double Saber for FI, Sword for HU, Rifle for RA, Rod for FO…).
WB shortens a fight ~4x, it stun locks most bosses (breakable parts), a RA can have its PA's damage multiplied by nearly 10 (2x weak spot, 3x~5x WB, other skills…) when using the "correct" skill tree and shooting a weak spot.
The skill's purpose is alright, but it's exaggerated. I wonder why they nerfed Jellen Shot so much, but buffed WB to this monstrosity after the alpha/beta tests.
Nilok
October 31st, 2012 at 1:23 pm
"And uh…i dont give 3 shits about Street Fighter, but i seem to recall Daigo tierhopping to Yun in SSFAE and getting curbstomp perfect’d by some kid with Seth at EVO."
Didn't you say you played SF?
Poongko. Korean Seth user. Seth was the 3rd Character is that "god" tier. Few people used seth because in order to do well with you you basically had to go balls out all the time and few people were willing to do that. The few that did performed fairly well, but even seth started to lose steam as people learned the matchup. The main reason daigo lost was because he had no clue what he was fighting.
And I'm aware of WHY Tager is low tier but why haven't they addressed his mobility is that would bump him up a few pegs? He's still a big body and much easier to work over with higher tiered characters like bang. My point in addressing this game was to show that they know what he needs but they keep adding to his strengths hoping that will be enough to overcome his glaring weaknesses.
Tiers will always exist, but a well balanced game will have is so these tiers are always neck and neck, there should never be a point where 10% of the roster just dominates everything and the other 90% sees no joy outside of casual play.
Anyway your idea of balance seems pretty unclear to me and it seems to me you're using a PvP dynamic when talking about PvE. Within the scope of RA, I could see you making a case that there are no other builds for RA that work nearly as well as a WB build. I dont think anyone can argue that the skill trees in this game are…to keep it PG..not well made.
But in the scope of the game itself which is what I'm talking about, WB doesn't not make RA some crazy OPed class and depending on WB doesn't really work. I keep asking you to give me an example of a boss that WB demotes from dragon to kitten, because as far as I'm concerned, and maybe I'm in a minority, playing against a boss a few times is enough to start building muscle memory and basically automate fights to the point that they're incredibly mindless and take very little effort regardless of whether a RA is in the group or not. All bosses have some silly trick to them that basically turns the fight into just hitting buttons/clicking. So what is WB doing to hurt the current "end game"? I haven't seen a clear answer to that from you. I admit WB seems really OP when you start playing, but lots of abilities in lots of games have that kind of effect where they seem totally broken early on but then lose their bite. Maybe not everyone is like me, but I look for patterns and tells and try to understand the way the game and the enemies work. I want to understand, you know? So for ME, WB was great damage and all, but I've logged about 500 hours in this game since the Beta and all WB does for me now is reduce the number of times I have to do something until a boss dies. I can count at least 4 other people on here that feel the same way as me and have been vocal about it.
Do you see what I'm saying though? if you're trying to say that the reason changes need to be made is that no other RA builds are nearly as good, I can see your point. but any other issues with balance and fairness IMO are completely moot seeing as any class can solo a boss with little issue and in most cases very quickly with simple affixes or minimal experience with very basic gear. Anyway the bottom line to me is that WB isn't the problem or even part of the problem. The classes themselves are fairly balanced amongst themselves, the skill trees are what need work and good luck getting sega to fix that.
Nilok
October 31st, 2012 at 1:39 pm
@Anon. I've already admitted that each class within itself needs work, but nerfing things seems like the wrong direction to go. Sword, DS, Rifle, Rod are all the BEST weapons for their respective classes, but doesn't that mean the other weapons need to be balanced rather than call out WB like it's the root of all evil? Besides as a FI/HU I have no qualms with switching between weapons as the situation calls for it. So what is DS(really, DA) is the boss slayer? Knuckles are great for handling crowds or even large enemies that I can't outright DPS to death, and daggers are good for flying enemies and hitting breakable parts the other weapons can't reach while being hands down a win button vs Ragne.
"Balance" doesn't have to mean all weapons should be equally good in all scenarios. Hell, daggers may have lower DPS than DS, but they are usually MUCH safer to use against bosses since they put you out of range for most of their attacks and have emergency evade which DS does not.
Anyway Balance within each class may be a subject for discussion, and WB may be something to talk about as far as RA needing a better skill tree, but since WB is a skill all classes benefit from when a RA is in the group and other DPS classes dont need WB to produce similar results, it seems to me that the animosity is totally misdirected.
Nibelungenlied
October 31st, 2012 at 2:19 pm
I'd actually like to see the builds of these people complaining against WB. 10-1 they stacked the passive (stat)+ instead of going for %. Wikis even say it, at end-game the stat+s = bleh.
Nilok
October 31st, 2012 at 2:26 pm
Well I'd think it was obvious to anyone who's played an RPG before that static numbers will have a hard time beating %s unless the statics are massive.
I'm curious to see their builds too, but I'm starting to wonder if I'm not giving enough credit to the human element when I say this game is easy.
Remius
October 31st, 2012 at 6:44 pm
@Nilok
"So what is WB doing to hurt the current “end game”? I haven’t seen a clear answer to that from you. "
Just scroll up. ^^^^
"
Even if they buffed the everloving SHIT out of the new enemies, gave them AI and more health/strength/speed, Weakshot will always take the power-defense ratio of that enemy and reduce it to zero. It is impossible to balance any enemy against this type of skill because scaling any ability to Weakshot automatically assumes that Weakshot is a standard player ability (which it is not.)"
************
************
My issue with weakbullet isn't that it makes current enemies even easier, even though it totally does, and anyone who disagrees is absolutely completely delusional.
It's that it always will have the same effect, on every enemy. It's that it always WILL make enemies easier. And furthermore, the approach behind weakbullet is just really stupid, considering how S/T/R attack are all different stats now, with their own corresponding defense.
If Weakbullet only drastically lowered a specific defense, oh say R-DEF instead of all forms of damage, it wouldn't have nearly as drastic of an effect. Or if there were different forms that benefited different classes. But it's a one-shot debuff that universally (and greatly) increases everybody's damage output.
Whatever, when Dark Falz comes out and loses 50% of his HP the first time someone in the party WB+Chain combos him, people will still complain and people will still defend it.
Nibelungenlied
November 1st, 2012 at 5:18 am
@Remius Implying that people won't find a reason to complain anyway? Remember that this is the internet, where 100% of the time anything you say will piss off 99.9% of those reading it.
Anywho, I'm with Nilok on this. All WB does is reduce the amount of dodging that I have to do in a fight, because I can pick apart a boss simply by what movements he does. Guess that's my MH experience coming into play. Hear a Quartz scream? Back tf out til his laser show is done. Varder looks like his chest panel just got blown out even though no one has touched it? He's about to blow you away (literally of course, as the damage is lawl). Snow/Fang's eyes start glowing? You're about to see it lunge at someone 3 times, and if you were smart enough to break its claws then you'll get ~5 seconds between lunges to hurt it.
If all WB does is make it to where I don't need to dodge moves that I can easily read, the hell is the big deal??
Gokuroro
November 1st, 2012 at 7:21 am
Guys, I think the points being thrown are all valid from, at least, two different perspectives.
Not everyone is as hardcore/has as much experience as hardcore Monster Hunter players (notice that I'm not saying only those play well), and for THOSE people, Weak Shot does make it easier, since they (instead of "not need to dodge much" as mentioned by Nibelungenlied) "won't need to learn to dodge".
On the other hand, we have the very experienced players (either due to previous Monster Hunter like games or due to enough time playing the same bosses on PSO2) to which the Weak Shot ability will only diminish the time taken on a boss.
Even if Sega is looking at it, it may be a very hard decision to make, since currently nerfing Weak Shot (and other PAs as well, possibly) will have many casual players complaining.
Anyway, Sega is (most probably) not going to change anything based on comments on this blog, though I do like reading the non-arguing discussions around here.
Nilok
November 1st, 2012 at 7:49 am
Except even using weakbullet to that kind of effect takes a certain level of skill and if you don't have the patience to wait for a proper opening on bosses like the fangs, they're going to curb stomp you just the same.
So you have to have at least enough experience to be able to do that, and and if you screw up, WB only lasts 15 seconds. as for WB/CC – Switching weapons gets rid of any extra cartridges you may have and leaves you with AT BEST a 75 Second cooldown (90-15) before you can try again. It's not like hitting a boss with WB just makes it curl into a ball and start licking itself while you hammer it. The skill is far from idiot proof.
-Z-
November 1st, 2012 at 9:31 am
let's have a different arguement here:
everything ranger has besides weakbullet and the things meant to feed it utterly sucks. traps? high maintenance stuff that doesn't quite live up to the hassle, and that was prior to being nerfed with delays that make them more trouble than they're worth. status shots other than WB? since normal status effects can't be stacked, only jellen has room to be useful, BUT after the alpha they made it's formula work in a way that means you need ludicrous defense to seriously notice a difference and it doesn't last long enough to matter.
so what exactly are rangers left with in their skill tree, if we forsake WB and it's boosters? um… stat boosters. those things everybody spits on because they'd rather just use their mag for all their equipment needs.
why do people abuse WB with ranger as much as they do? because there's not really anything else worth taking from the skill tree. sega should rework ranger's skills to give people some reason to do something other than WB twinking.
Remius
November 1st, 2012 at 9:52 am
@Nilok
"Except even using weakbullet to that kind of effect takes a certain level of skill and if you don’t have the patience to…"
Whaaaaaaaaattttt? Now WB is suddenly hard to use or something? Come ON man, dont even…
@Gokuroro
yeah, i think this is mostly just due to opposing opinions on what's actually enjoyable about PSO2.
I have an issue with WB because it turns every boss from already joke to a goddamn joke. A quick EXP Payout. Code:Duel is the FASTEST completed code you can ever encounter in an MPA, and you dont even need 12 people, you can troll a boss with a single party. The more Rangers/Gunners the better. There are others though, who I assume are used to playing Korean MMOs, where you basically click enemies and watch them die, pick up their loot, equip it, and then do the same thing in another area. I enjoyed this game at first is because everything was new and fresh, the bosses were dangerous, ect ect. Now nothing is new, nothing is fresh, and the bosses are killed faster than you could complete a Code: Arrest.
This isn't really an argument about Weakbullet, it's an argument about what direction we feel is acceptable for this game's advancement. I'm pushing more towards a more balanced approach to gameplay, where every class has their clear weaknesses, strengths and abilities. Most people who play this game though (obviously, as shown by the recent changes) are just more interested in watching their damage numbers increase and their equipment get higher stars. Were it up to me, weakbullet wouldn't be the only skill — i'd nerf Sonic Arrow, nerf damage on wiffed WL throws, Speed Rain, Slide Shaker, Tornado Dance, Deadly Archer, Thrillsplosion (its fine now though), divine launcher (launchers in general, really) and a few other skills too. The reason being is that all of those skills almost completely overshadow every other skill on that weapon. There's no win/lose with these skills, only win.
It's not so much about making the game harder, although it does add challenge when you have to have a strategy. It's about the game having a more dynamic feel, instead of such a linear approach to everything. Zanba+7, 4* spikey armor (no grind, one or two vol soul), Hu 42 /Fi 20. Spamming stances and Sonic Arrow, i safely and efficiently wreck every enemy i encounter. I bring 2 weapons to battle, my Zanba and some crappy 7* wired lance i found with lucky rise on it back around open beta.
This game is just too linear to hold me anymore. Weakbullet encourages linear gameplay. It gives the ILLUSION of promoting team strategy, but it doesn't followthrough at all because there is no strategy to using or benefiting from it. You just shoot, and then do more of whatever you were doing before, and then things die exponentially faster.
Nilok
November 1st, 2012 at 10:41 am
I said it wasn't an instant win button. I see lots of people screw up WB just as bad as anything else. NOTHING in this game by my standards is hard, but nice try.
Nilok
November 1st, 2012 at 10:44 am
oh and -Z-:
I've actually said that a case can be made for this and I can see where people are coming from. I agree 100% that the skill trees in this game are ridiculous and that WB is by far the best thing RA has. There's nothing to be argued about there. What I'm saying is it's not the game changer some people try to make it out to be.
Nilok
November 1st, 2012 at 11:46 am
Giving it some more thought, Remius, The balanced game play you're asking for seems a bit too misguided. I can understand that certain PAs Overshadow others and that certain skills define certain classes, but again, you're going about this the wromg way. Nothing needs to be nerfed, those other skills need to be improved, bosses need to have better movesets and not be so easily spammable if that's the direction you want to take. And if the risk and the effort are greater, the rewards need to be greater too. the big issue here though is it will always in part be about numbers. because what else is there to encourage people to play the same game for 5+ years? How do you measure progression? How do you encourage people to fight the same boss over and over again when they've killed it so many times the fight is practically automated? There has to be incentive to keep coming back and there's just no way they can just keep adding new areas and enemies at a rate which will keep people playing (and therefore spending money) for even one year if every boss is "been here done that" in a matter of days.
Also, you have to understand that not every weapon and PA is about damage, some have other purposes and yes others are mostly useless. This is going to happen when people demand variety and flashiness. They've tried to fix this by making the "less useful" PAs much stronger so their damage output made them more practical. Not an ideal solution, but given the circumstances there weren't many other options.
Anyway if this isn't about weakbullet, don't make it about weakbullet. I'm happy to discuss issues with PAs and the practical applications of different weapons and skills. I think we can both agree though that WB really has nothing to do with what's really wrong with this game other than how it defines a particular class/
Nibelungenlied
November 1st, 2012 at 11:53 am
People also seem to forgot that you have to actually use the WB tree for it to be effective. Put nothing but the mandatory points into Weak Hit Advance to get WB, then ignore it and do something completely different. Let me know how your damage looks after that. There's nothing wrong with rewarding us for min-maxing around a skill. That's like saying "We're going to nerf Photon Flare, but only if you put points into Photon Flare Advance" -_-
As far as it turning Code: Duels into instant exp….that's what they are anyway. My Team runs Team only MPAs once in awhile, and even without any of us using WB we can keep the boss flinched enough to where it's no challenge. If WB takes a few seconds off that, then why not??
To Nilok's point of it being hard, I'll say that it can for TPS Rangers. Meaning we don't just go "lock on, destroy". It actually takes skill to use it in that mode, because on certain bosses it moving an inch to the left will take you from destroyable body part to useless area that will need a reset.
The whole "the more RAs the better" argument is trash. Ever been in party with a bunch of RAs where there's no voice communication?? You'll see that wonderful red reticule so many times that you'll think you're in damn CoD. There is nothing worse than a fail WB reset. It not only limits the amount of shots you have left but it also limits the DPS that can be done. If everyone has WB loaded they aren't using attacks to regen their PP.
So what do we do? Do we accept the fact that certain people will do better than others at their given role, and create a party around that? "HELL NO!!! THIS IS THE INTERNET!!! We bash them in the kneecaps and scream at them. HOW DARE THEY BE BETTER THAN US….AT ANYTHING!!!" Seriously, the grand consensus of the MMO community seems to think that the answer to everything is a nerf. And not just tiny ones, drastic ones. The kind that Jellen Shot got. Why not instead gradually give other people tiny boosts here and there to help them be on par? Anyone wants to say "Well, RAs don't need any other class in their party because WB is so OP" has never been in a full party of RAs. It takes extreme coordination to work in that kind of party. Are we going to condemn players because they're putting enough thought into it to coordinate who does what, and when they do that??
As I've continued to say, everyone has a role. If yours isn't damage, don't expect to be on par with a role that is built around it.
If the game were actually challenging, I could see a point being made that WB would make it to where anyone could just pick it up and win. But that's how it is anyway, so the entire argument is moot imho.
Remius
November 1st, 2012 at 1:51 pm
"How do you measure progression? How do you encourage people to fight the same boss over and over again when they’ve killed it so many times the fight is practically automated? There has to be incentive to keep coming back and there’s just no way they can just keep adding new areas and enemies at a rate which will keep people playing (and therefore spending money) for even one year if every boss is “been here done that” in a matter of days."
And herein lies my biggest issue with PSU, PSO2, PSP2, and the reason i still say PSO was better designed around its core than either of those 3 games. It's all about progression and incentive. It's such a small difference but it literally changes everything the longer you play. I measure progression by progression. In other words, i measure progressive gameplay by the degree at which the game forces you to move onwards from what you were doing in the past.
In PSU, weapons took backseat to the player. Special Abilities from the original were removed, and replaced with the PA system. Techniques physically changed every 10 levels, skills stopped at 21. Weapons did not evolve with the player, and higher-level weapons had minimal differences outside number stats. PSP2 had more variety, but essentially did the same thing. In PSO2, the weapons have their own gimmicks and mechanics, but still are primarily player-dependent. Techniques and skills do not physically change…well, ever (Apparently). Ability system was from PSO reintroduced, but follows a pre-made set of affixes that include no controllable abilities and no unique attacks specific to that weapon.
In PSO, there were no PAs or manual aiming. So, like in a traditional RPG, everything in was designed around utility. Weapons had clear strengths and weaknesses, but most importantly grew in strength and utility the same way the characters did. Regular weapons had a chance to drop with special abilities..Some were elemental attacks, some support based, some status based. However All "special abilities" were controlled by the player. Techniques physically changed every 4-5 levels.
Whats this have to do with progression? Everything. Because PSO2 places all its focus on the player, it completely ignores the fact that at some point, the inflow of things to customize will become exhausted. Once you learn all the PAs and obtain every weapon type, you have successfully obtained every tool you will EVER use for that class UNTIL sega decides to update the game with either new PAs or new Weapon Types. It doesn't matter if the game has 10 weapons or 10,000.
The original avoided this issue. The loot you obtained is what held most of the utility. This means without equipment, you were pretty much worthless…but at the same time it means that the longer you play, the more abilities you will inevitably have access to. Your inventory was just as important as your player level, and your specific weapon was far more important than its ATP rating, even if they're two weapons of the same class.
Remius
November 1st, 2012 at 2:11 pm
Okay so I went off on a tanget a bit there.
To answer your question…PSO2 (just like PSU) basically has designed itself into a hole where the only way the game has any longevity is if Sega is sitting behind us with a basket, dripfeeding us pointless content. The grind rates are terrible, the affix rates are terrible, the drop rates are terrible, the exp rates are terrible….however MOST of this would be a complete non-issue if they simply designed the game in a way that supports ITSELF instead of requiring the playerbase to be carrot-walked with trivial weapons, armors and costumes that do nothing but perpetuate what we've been doing all along.
If weapons (and armors, and units) had real, scripted unique traits, people would
1) feel more satisfied in finding a lower * rares
2) feel more inclined to hunt for higher * rares
3) feel more inclined to have variety in what they're searching for, which means playing different missions and maps
4) PSO2 would have a much more diverse economy, as different people/classes would have use for different specific weapons, since price wouldn't be solely determined by ATK rating.
Enemy AI and difficulty is another issue entirely, but it definitely piggybacks off of this because difficult enemies have traditionally always been incentive to grow in power. And with a DRASTICALLY improved amount of abilities a player can have access to, they are also able to potentially make enemies more varied to feed off this.
Bosses in PSO1 died just as fast (if not faster) than the ones in PSO2 do today. And honestly, they did it for the EXACT same reasons they do in PSO2 — the players eventually get access to such powerful equipment that the bosses, even with their increased speed and AI, are no longer able to keep up. But the big difference between PSO1 and PSO2 is that PSO1 was released over a decade ago, and it also took MUUUUUUCHHHH longer for it to happen than it did with PSO2, despite essentially the same amount of content existing. And even still, by the time you reached Episode 4 you were dealing with enemies that were so specifically designed to fuck you over that you were forced to find new ways to deal with them.
I dont see why PSO2 should have any kind of trouble achieving that. It has well designed bosses, enemies, stages, weapons, everything it needs. It just IGNORES EVERYTHING it improved upon, just so it successfully fit the description of a cheap F2P MMO.
Nilok
November 1st, 2012 at 3:47 pm
One of the reasons PSO is so outdated today though is the most outspoken group of people today want more "content" regardless of whether it adds anything to the actual game play. it adds to the playability by giving players "more to do" and extends the life of the game. Issue is when you want to add ridiculous amount of content it ends up becoming diluted as they try to use content as a drip feed for the game. If they didn't do this though people like me would blow through the game in a few weeks, relaise they'd done all there was to do and not invest any energy at all into getting better gear.
So again you have to look at this in terms of a model in which the game is going to be getting steady content for years. it's going to get less interesting much faster for people who play so heavily.
Also, Affixes are essentially the prefixes from PSO, it's just we can make our own now, and really what were special weapons but rare powerful weapons with built in high level affixes? yeah there were some with unique abilities like heaven's punisher and such. but what was guld milla but a crazy powerful gush vulcan? What made Chainsawd or Soul Eater any more special than a Gush Calibur or a Berserk Gungnir other than the looks and the stats? Tons of the weapons in PSO were like that. Even Lavis Cannon got punked by Orotiagito. For every special weapon that was truly unique there were probably 5 that only had stats going for them.
Remius
November 1st, 2012 at 4:36 pm
It doesn't matter. They existed, and they were obviously worth it, seeing as you're able to name them off the top of your head. The weapons that got "punked" by the others only punked them if you happened to have them both, and their accessibility made that somewhat unlikely. And what you said really doesn't make much sense anyway, seeing as Lavis Cannon was a Saber while Orotiagito was a Katana.
But if you require an answer, Chainsawd and Soul Eater were made better because they had higher base stats (obviously), and, according to PSO-W's database, had an special version of the Gush stat you obtain through regular weapons. ("Unreduced Gush") Which means that yes, they were indeed unique weapons.
The ability system in PSO2 and the ability system in PSO are nothing alike. Hell they aren't even the same in scemantic wording, because PSO2's abilities are all passive, and none are unique, like the Chainsawd vs. Gush Calibur example you decided to mention. To assume that if they somehow didn't exist, then PSO have been the same game is more than a stretch, it just sounds more like a knee-jerk defense.
Seriously, to assume that PSO2 would somehow be worse, or even unchanged by the addition of a system that by nature gives variety and depth to gameplay JUST BECAUSE it came from PSO is….i honestly don't even know what to call that. I mean seriously, who could possibly argue with the idea of their rare weapons ACTUALLY being worth more than the number that comes with it? Unless everyone ENJOYS the only difference between the new Vhard weapons and the ones in Normal being S-ATK. OH, and the occasional "Burn I". In which case im barking up the wrong tree lol…
The idea of both justifying the current abysmal drop rates (NOT TO MENTION UNTRADABLE 10*'s) and giving players a reason to hunt for more than one weapon in the game sounds like a good one to me. It should sound like a good idea to anyone.
-Z-
November 1st, 2012 at 6:18 pm
nilok> I was trying to draw other people to that realization, not you. seems like it didn't work tho.
remius> so you acknowledge that PSO2 isn't a gear-based game like PSO1 was. the question is, why do you seem insistent that it has to be one?
once you have a heavily gear-dependant system, when you work in MMO drop rates, you have a system wherein people who aren't good friends with the Random Number God get shafted. okay, so player market you say. but then you factor in how people typically act in online game markets. all that Important stuff that people would have a reason to buy is suddenly ludicrous in price, be it in normal currency or some other player-decreed currency (SoJs like diablo2, PDs in PSO1, etc) which may, depending on what it is, be almost as hard to get as the items being sought for someone unlucky like that. and if they're not, then you end up needing a stupid amount of them (check that PD trader coming this month. *eyeroll*), which means that for that time gathering, the player in question remains sub-optimal. which might not be a problem for their own fun… BUT. then we run into the Stop Having Fun guys. the ones who absolutely insist that everyone HAS to be optimized or they're terrible, worthless, unworthy of partying with, should quit, etc. and they do the above. now that unlucky player is being shoved away from the game by a group that, even if in the minority, is extremely vocal and easily found in all manner of crowds. now the game's losing players. and then you have people who insist on going with the flow; all their buddies quit so they're quitting too, etc. losing players… which in a game supported by microtransaction means losing money. do I have to explain the problem there? at least with a player-focussed system you don't necessarily need to earn the favor of the random number god to more or less convince those types to shut up.
and yes. the drop rates are abysmal… but if you've been around the block a few times with MMOs you'll find that's par for the course. and if the rates were good, would people need to buy off eachother? that's how companies justify them. personally I don't think anything really does, but I don't run games. (and I don't like the untradeable 10* thing either, really. but the L11+ discs part annoys me more because of how much it limits what's on the market from an already hard to get batch of things, which makes the prices go up and up and oi. vey.)
Remius
November 1st, 2012 at 7:05 pm
"
once you have a heavily gear-dependant system, when you work in MMO drop rates, you have a system wherein people who aren’t good friends with the Random Number God get shafted. okay, so player market you say. but then you factor in how people typically act in onli…"
Sooooooooooo…..are you suggesting that PSO2 (like PSU, PSP2, PSZ, and any other Phantasy Star MMO that's been released after PSO) is somehow….NOT a gear-based game? Yeah…you're going to have to do some serious explaining on that one.
Ignoring that…your entire post would make a very valid point if not for three things:
1) PSO had unique drops, and did NOT have the market issue you are describing
2) PSO had unique drops, and did NOT have this magical hidden crowd of assholes that made all your buddies quit.
3) None of this would matter in PSO2 anyway, where trading requires Premium and 10* weapons (which would theoretically be your Heavens Punishers, Lavis Cannons, Tsumikiri's or whatever) are completely untradable.
You're suggesting that (for some reason) if weapons were to somehow become non-linear and players were given more to do with the content avaliable, that it would somehow stratify the playerbase, ruin the (already one-sided) economy and make all your friends quit?
Im just curious….where exactly did this idea come from? Has Phantasy Star ever had this issue before? Because i do not seem to recall anything even REMOTELY similar to what you're describing in PSO or even PSU. In fact….i seem to remember the elite PSO crowd donating weaker weapons to newer players and assisting in boss runs. Clostest thing ive ever encountered is like, the 1/99 chance you'll get kicked from a White Beast party in PSU.
This…is the same argument that people whip out when people start talking about a recreational Battle Mode…at which point i kindly point back to PSO (yet again) and PSP2 (people seem to forget that one) and note that no such off-the-wall crazy issues happened to emerge from thin air on those games either.
And the sub-optimal argument doesn't make much sense either. I don't even need to point to the grinding system or ridiculous Affix system. Case in point, I don't see any of the 10*, +10, Soul affix, decked out players making anyone quit PSO2 right now.
Nilok
November 1st, 2012 at 8:25 pm
PSOs battle mode when players went in with their characters as they were, rather than starting from 0 was incredibly one sided. Forces pretty much dominated everything thanks to techs being very fast and unblockable.
The other thing with PSO was there was no economy. Meseta was worthless and people couldn't give enough varistas away. Furthermore PSO on GCN was full of duping and so everyone could have anything they wanted as soon as one person found it. I never played BB so there's nothing i can really do to comment on it,
Also on DC I remember hitting 100 and thinking "now what?" so I'd just run around drop off a ton of stuff in random parties to clear my bank and tag along to kill stuff. "oh Normal mode Vol Opt? Let me get my lvl 100 HUcast with his spread needle and kill the boss before he knows where he is!"
PSU had plenty of elitists, but most people quit due to sega's negligence, not the people.
This game is suffering from Sega's negligence too. Almost all these updates have been rehashing the same content to the point that a lot of people are already sick of the game. We'll have to see what the next few months hold, because as of now this game is wearing on the patience of even the most diehard fans.
Remius
November 1st, 2012 at 8:48 pm
PSO's economy was a funny thing. Meseta was useless for the same reason any other currency is useless — you couldn't do shit with it, so there was no logical reason to trade with it. That's why PDs became the main currency. Most of the lower levels simply traded rares amongst eachother.
The thing about PSO's economy was that there was no immediately exploitable way to work it. You had to literally find something worth trading in order to trade with people, you couldn't just "create" market currency out of midair by spamming missions like in the other ones, and PDs were taken out of circulation by S-rank weaponry and shop trades. So there was no need for a Sink. The only inflation that existed in PSO's economy was due to hackers and dupers.
I didn't encounter too many elitists in PSU or PSO tbh. The worst of PSU's community came from lobby campers, and the worst of those had no life anyway. Bottom line, toxic elitists have ALWAYS been the vast minority of Phantasy Star communities, and if you're constantly running into them you're either extremely unlucky or just looking for them. (idk) PSO's battle mode was broken because nothing was adjusted, and the game obviously was not designed for player vs player battles.
PSO2 on the other hand has a much more flexible engine, as i've personally tested before Sega nerfed Confusion (which really pissed me off)– everything that works on a monster will work the same way on a player. Launches, grabs, juggles, throws, everything. The only difference is position latency, as monster states are clientside while Player states are serverside. So the biggest challenge in PvP would be getting players to sync correctly.
Remius
November 1st, 2012 at 8:58 pm
And as that giant post above me stated, i do not think PSO2's content deprivation is due to Sega not giving us content. We have plenty of weapons, stages, armors to search for, and 3 modes to play. It just FEELS like we have no content because the content we already have is so transparent and fake that there's no incentive to seek it out. The items and armors are all modelswaps of eachother with different stats, and the new enemies and modes are cheap stat increases with no real alteration to anything important.
This is really the only reason i even brought up PSO's weapon system. It wouldn't fix the shitty AI issue, but it would most certantly make me feel better about all the useless rares in my inventory, and all the other shiny weapons i haven't found yet. But there's no use bitching about it, i should probably just give up. The playerbase is more concerned about teammates AFK following them. Players apparently complained that the 10* weapons are too weak, and so they're just going to BUFF THE STATS on the ones that are out now.
Sigh…the most depressing part about this is that we already know what's coming later this month, and in December too, but the chance that any of the issues we're discussing will be addressed terribly low. It's time to just give up on MMOs i guess.
RocketZX
November 1st, 2012 at 11:15 pm
I kinda know that feeling…
I've played so many that it doesn't seem different between games now…
STILL think PSO2 is better than any i've played ever…
Nilok
November 2nd, 2012 at 7:22 am
Well its not like they're buffing ALL 10*s, just the ones that are clearly weaker than 9*s and below so their inability to be traded is somewhat justified
Nilok
November 2nd, 2012 at 7:34 am
And if what you're saying is true, the best weapons and skills to use will be capute and launch PAs that keep someone is a downed/launch state. Weapons like twin daggers will be incredibly overpowered in those situations because a good player will basically have one touch kill combos. Quake Howling and Stun Conside will also be extremely potent since players aren't immediately roused from stun upon hit. seems to me that HUs/FIs would be incredibly powerful while FOs/TEs would be in a bad situation since most techs can be evaded and RA/GU would be the worst off since they dont enjoy the tracking abilities that FO/TEs do with their techs.
Remius
November 2nd, 2012 at 8:30 am
Anything that can launch someone can be avoided, just the same as a technique can. Players can break stun, grounded enemies cant be launched, and unlike enemies, players can recover from the grounded state.
Hunters can block attacks, Rangers EASILY kite even the fastest enemies in the game, and forces are nigh-untouchable from any attack unless they're flat-out blindsided.
If they were to add an "Aerial Recovery" ability and limit PP reduction to limit Hu combos and Ra/Fo nuking, you could have some pretty interesting stuff going on. And i don't see how Ra/Gu would be detrimented from this at all. They can accurately shoot things from across the map, and almost every launcher skill in the game either launches or downs the opponent.
Unlike a real fighting game, i dont even think this game would really require any kind of combo proration system. If they didn't do anything obviously smart (like remove PP regeneration ) then i dont really think there would be an issue with catch-and-kill for hunters. Furthermore, if they removed PP regeneration altogether for Hunters/Rangers, and instead forced you to gather meter the fighting game way (attacking enemies) or finding powerups, then a hunter could only overpower a player to the extent they had enough energy too. Damage reduction on confusion was so intense that i've never seen anyone actually kill another player, even using very powerful skills like WL spin, Cruel Stab or Heavenly Fall anyway.
Furthermore…seeing as players are allowed to recover from a fallen state without taking damage, unlike Monsters you wouldn't really be able to loop them, especially if they recover. And with the exception of Daggers….there really are no infinite juggles (not touching ground) that im aware of. Clostest thing would probably require a ranger and a rifle. anyway bottom line is, with very little work a PVP mode could not only be fun, it could actually be given some depth. Seeing as PSO's battle modes are only for recreation, and PSO2 is boring as fuck right now, i'd definitely sink some hours into PvP.
Especially if it was like PSP2's PvP, and they throw some team-play and monsters into the mix. Since enemies on this game have an aggro system, they could theroetically do some really neat stuff, like one team having Native NPCs and the others having Darkers.
Nibelungenlied
November 2nd, 2012 at 11:22 am
DS Gear can be used to infinitely juggle, as well as any GU who knows that you can use their dodge twice and shoot to get even more air.
There's a lot of work to be done before PvP even needs be discussed.
Nilok
November 2nd, 2012 at 12:36 pm
Players can still be hit on the ground before they start their recovery animation. Stun Coincide and Quake howling will hit and pick them up allowing for infinites. Rangers can shoot from acress the screen but it' not like they have the kind of access to instant nukes that forces have. each attack with the exception of maybe one basically travels in a line. with twin daggers able to close gaps very quickly, only expert rangers would even have a chance.
Just seems to me that this game would undergo so many changes for PvP that it wouldn't be this game anymore.
Remius
November 2nd, 2012 at 1:09 pm
The changes required to this game to make player juggles non-infinite are so ridiculously minor it wouldn't even require a big update. We're talking about VERY simple alterations here.
And Auto Target pretty much ends the ranger argument.
Anon
November 2nd, 2012 at 1:23 pm
I think they should change a lot of stuff for PvP mode and don't apply those changes globally. Make them work differently on PvP and that's it. Recovery time, hit-stun and all this stuff too.
But ultimately, I'd not play it at all, because LAG. Can't really play an action game with ~400ms latency. PvE works because some stuff are client side. PvP no way. It'd make me smash my head on the screen so many times.
Remius
November 2nd, 2012 at 1:48 pm
That is almost definitely how they'd do it. Just because they change something in battle mode does not mean they have to change it globally.
that's like saying if they change the AI in Very Hard mode, they'll have to change it globally.
Remius
November 2nd, 2012 at 2:19 pm
….at least i hope thats how they'd do it. I highly doubt Sega would put that much stock into it though.
Nibelungenlied
November 2nd, 2012 at 3:09 pm
I'm almost entirely positive that auto-target would be disabled for PvP, meaning FOs would rule due to some Techs having homing features.
Nilok
November 2nd, 2012 at 5:57 pm
Even if they didn't FI can easily outrun the tracking feature of auto target. FOs dash is also completely invisible til their feet touch the ground.
Remius
November 2nd, 2012 at 6:28 pm
Entirely positive? But why on earth would auto-target be disabled? (BTW i meant to say "Lock-On").
And if a player can dodge/block even the biggest attacks in the game (vol dragon's super fireball for example), i dont think they'd have an issue blocking a force.
All of these issues are so easily subverted, though. For instance, the simple act of disabling (or severely reducing) PP reduction/gain would render 95% of these exploits completely impossible.
This removes Technique spam, infinite juggles, grab/stunlock, and alot of other things too. All they'd have to do is tweak the way you gain PP, and your combo will automatically be limited in length to the amount of PP you started with. Tack on PvP damage reduction and a few move tweaks…
As anyone who's played any fighting game (or PvP anything) knows, shit that works on NPCs simply do not work on humans. They move, they outsmart, and most importantly they see shit coming.
For a Fighter to even get you in the air to juggle you he first has to catch you with a launch PA, which any regular player would literally dodge off sheer reaction the moment he saw you dashing towards him. Technique spam would only work for as long as you could fire off techniques, which would then leave you completely vulnerable. Rifle bullets would probably be the hardest to dodge, but they do shit damage by default anyway and have terrible accuracy while moving.
Factor in the fact that every class can use Gunslash (and thus has at minimum a melee and ranged option) and there really isn't anything that cannot be worked out about this. Unless they decide to add in PvP and keep us with the same broken, over compensating stuff from PvE.