Friday September 21, 2012 06:41

PSO2 JP: Ruins and Subclass System

Posted by Ricardo

The second presentation for Tokyo Game Show 2013 kicked off tonight showing off Phantasy Star Online 2 es, the smartphone version of PSO2. Afterwards we were finally treated to some footage of the new field and new boss. This is a recap of information gathered by 4Gamer and Shougai.

 

The next field coming to PSO2 is called “遺跡” or ruins for short, it features an area on Naberius overgrown by plants. The boss for this area is ゼッシュレイダ Zeshreida which looks like a Gamera. Darkers inhabiting this area are of the fish/stone variety. This field will come later down the line.

 

They next showed the trailer for “Call of Mortality” which will release in October. This is the update that features the subclass system.

The subclass system allows you to use two classes at the same time. You could be something like a Hunter/Force, Ranger/Hunter, Fighter/Gunner, etc. You can use the subclass’ photon arts, technics, and skills but there’s a catch. You can only use your main class’ weapon categories.

So how can a Hunter apply weak bullet when only Assault Rifles can perform that skill? The loophole in the subclass system is dependent on weapons that can be equipped by all classes. For example, if you are a Hunter/Ranger, you can apply weak bullet by using the Bouquet Rifle, then you may switch to a hunter weapon type to attack that area.

 

Very Hard difficulty also unlocks in October, on this difficulty setting, you can encounter rare bosses like King Vardha or Rog Belt. Expect to see weapons higher than 10 stars, new PAs, and new Technics. There’s also a new interrupt event called “The Storm’s Present,” also known as  “Emergency Code: Present” it features the dapper “Mr. Umbra” which is short for Mr. Umbrella.

 

 

86 Responses to PSO2 JP: Ruins and Subclass System

Temprus

September 21st, 2012 at 2:02 am

"Naberius overgrown by pants." Overgrown pants are scary. >.<;

lol Ricardo you can delete this if corrected. ^.^

Ricardo

September 21st, 2012 at 2:09 am

Hah thanks

anon

September 21st, 2012 at 2:22 am

i have some questions:

1)are you getting passive bonuses from subclass too?

for example, if you main Fighter and get Hunter as subclass, do you get Automate halfline? or its active skills only

2)how is character stats going to be calculated?

3)there will be some weapons that fits multiclass like double sabers for fomar or ranger weapons for hucaseal?

4)wonder is they expand class skill trees for lvl 50 too

Ricardo

September 21st, 2012 at 2:54 am

2) Your sub class applies a 20% stat bonus to the main class.

3) I guess there will be some day

anon

September 21st, 2012 at 3:05 am

thank you very much, Ricardo

not only for this answer, but for your blog and everything what you doing for community, you are the man

Anon

September 21st, 2012 at 3:31 am

Anything about dat CODE:Present? What happens when you find him? He cries then get mad and tornado of dooms everyone?

Dnd

September 21st, 2012 at 3:32 am

So, if you picked a force subclass as a hunter/ranger would you need to equip a force weapon thats usable by everyone to use shifta/resta, or would it enable casting techs via the sub-action pallet (Like if you equip a gunslash as a force – can still use the techs)

I'm hoping its the second one, just to make it easier to use support techs as a hunter. Regardless, this subclass patch I've been waiting for ages – finally bringing back the Hunewearl from old <3

Aryube

September 21st, 2012 at 3:38 am

Woohoo! I guessed thats roughly how the subclasses will work and already prepared by not putting points into 'just reversal' or 'step attacks' for classes that will already have that.

Aryube

September 21st, 2012 at 3:40 am

I think the only viable subclass combinations so far are:

Fighter sub-hunter

Gunner sub-ranger

Techer sub-force

Other combinations are for fun or experimental but the way the skill trees are looking i think these classes are made for each other.

cshard

September 21st, 2012 at 3:44 am

As it stands now, I think subclassing is giving forces and techers a very raw deal. Hunters, Fighters, Rangers, – and Gunners can all use techs and their unique weapons, while Forces/Techers have to settle for the scraps -only weapons that all classes can use?

With subclassing the way it is now, I'm hoping we'll eventually get an option to enable at least one weapon from a chosen subclass.

Riiko

September 21st, 2012 at 4:46 am

Cshard might have it right; I'm not impeded at all in my plan of going Ranger/Techer. Techs can be used on any weapon provided you can use Techs, so I should be able to Shifta/Deband/Resta/Anti without switching from my Rifle. Which means I keep my Weak Bullets. I even get a 20% boost from my Techer stats!

Just like I thought, a whole lot of people are going to need additional skill trees. I don't need Wand Gear if I'm not using a Wand, after all…

My question is: do both of your classes get exp? If I'm 40 Ranger, 6 Techer and go to Floating Continent (Hard), will my Techer half start playing catch-up? If so, the whole "unlock at Lv30" requirement just got a whole lot less severe.

Ricardo

September 21st, 2012 at 5:03 am

From the video it seems it's OK to put technics in your subpalette if you sub techer or force.

Tieler

September 21st, 2012 at 5:19 am

so can i have my sword out and use the force skills that arent jsut buffs?

Tieler

September 21st, 2012 at 5:20 am

also when are we getting this stuff? sorry if its said somewhere and i missed it

cshard

September 21st, 2012 at 5:23 am

@Riiko : Exactly. I can't sub Hunter or Fighter as a Force or Techer, and still use the full extent of my new abilities. In the meantime, everyone now has techs, so what makes tech users unique now aside from rods/wands/cards? Techs only Force/Techer can use? If I want any hunter weapons I have to change my main class completely.

I'll reserve final judgement for when subclasses are out and when classes are finalised, but right now, it looks like a really bad situation for forces.

Manta

September 21st, 2012 at 5:31 am

Scoobs

September 21st, 2012 at 5:35 am

Whats the point of playing force then? They should have had level limits like in PSO Ep1&2 for techs, so that forces don't get screwed over.

Obviously the techs damage will be weaker, but every class will now have shifta, deband, etc pretty much at full power.

It doesn't seem like forces get anything in return outside of techer.

Anon

September 21st, 2012 at 5:46 am

and there just no reason to sub techer or force as hu/ra too

those who are so happy to be hunewearl subbing force, just think: shifta/deband only raises basic/mag stats

even if you have 500 basic attack, you will get up to 90 attack from shifta, ans thats a limited duration that need to be recasted all the time.

subbing fighter or hunter will give you much more than just 60-90 atk and slow/weak resta.

same with other classes, as gunner you want to sub ranger, not force

Anon

September 21st, 2012 at 5:51 am

Aryube was right.

only one class that really wants to sub force is techer.

and even then, it would be better reverse way and main force, not techer, because rods are much better than wands.

but.. even as force there nothing really good to take from techer besides poison ignition

Anon

September 21st, 2012 at 6:02 am

for example: you are fighter and want to sub force to cast shifta on yourself

taking just one fury stance from hunter will be much better and permanent

BIG_OLAF

September 21st, 2012 at 6:08 am

The 'Ruins' looks like a wreckage of a giant ship or something. Most interesting.

Subclasses seem like a bust unless you go for certain, specific combinations. Fighter/Gunner seems like a good one. Was going to go Fighter/Hunter, but there's no point now.

As for the rare bosses, I'm glad they're going the way of PSP2 and making faster/stronger color variants. That's pretty cool.

Roast Beef

September 21st, 2012 at 6:10 am

I can see things like Fighters subbing Rangers for Weak Hit Advance, or Gunner for the PP regen.

But, main class weapons only? This pretty much stamps out the flexibility of subclassing altogether. Unless we have new 10* all-class weapon or something. Pretty much the only reason to subclass is that you have a tree with all the raw attack/defense plus and notable passives (e.g weak hit adv)

Riiko

September 21st, 2012 at 6:24 am

"and there just no reason to sub techer or force as hu/ra too those who are so happy to be hunewearl subbing force"

Unless you are, for some reason, not optimizing. I'm going Ranger/Techer because I loved RAmarl and Guntecher in PSO and PSU respectively. You might ask, "Why not Gunner/Techer?" but Gunner doesn't have the support of Weak Bullet and Jellen Shot (and the other crappy bullets, I guess). If I want to play that class in PSO2 I'll have to sub Techer.

Shifta/Deband used to work on equipment stats as well, so I'm writing it off as a bug with the current build of the game. Shifta and Deband Advance do next to nothing right now, so I'll assume that will be addressed later as well. Theoretically, subbing Techer should be better support than subbing Force.

Also, subbing Hunter and taking Fury Stance for S-Atk not only helps only *you* (and not the party) but lowers your defenses immensely. I guess it works if you play alone.

Zynetic

September 21st, 2012 at 6:46 am

What…

At this moment in time, supports are hardly "necessary" or even useful due to their extremely weak power or extremely high PP costs (hello, Resta). They're not completely useless, but I personally would not sub Force or Techer just for a little bit of a buff nor Resta, as 30 mates will last you a long time. Unless higher level PAs come out with this cap increase, FO/TE are hardly 'efficient' subs.

If anything, sub RA as everything (for weak bullet; you'd do more damage using your Bouquet Rifle with PAs than switching weapon considering you lose magazine), and if you are a RA, sub HU for +20% JA bonus and Fury Stance (which gives R-Atk too).

Everything else just doesn't seem worth it, in my opinion. While everything has its perks for subbing, I don't see how it would be better than access to Weak Bullet, or, in RA's case, extra raw damage.

Nilok

September 21st, 2012 at 7:01 am

Was planning on going Fighter/gunner for this, but losing out on the weapon classes puts a damper on that especially since afaik there isn't a universal twin machine gun, and excluding bouquet rifle which has horrible numbers at this point, there aren't any rifles either.

Anyway for people complaining about how everyone can use techs, with the exception of support techs, nothing will be viable for damage tech wise as a hunter. that 20% boost to stats is fairly minor when you look at the fact that non force classes have fairly low T Atk. an extra 20% couples wit hthe lack of force weapons means a lvl 40 HU would have trouble keeping up with even a lvl 20 Force for damage. There just wont be much point to anything but supports. Also that 20% likely is based on the sub class' base stats (sans mag) which will also mean they're taking a hit to S atk potential. if you want shifta that bad, go for it, but it seems like a real waste of a subclass unless you're soloing.

lastly I doubt the subclass will gain exp. it might get a percentage of it, but based on how much they seem to love making you run the same mission for no real reason, they're likely to make you level each class individually

Aryube

September 21st, 2012 at 7:11 am

Sigh… so many saying they want to sub a certain class for a skill that they assume works on all attacks. Read the skill, for example weakpoint advance says it only works for shooting attacks so if you go Hunter -sub force all you're getting is weakbullet and for 15 seconds at that since you lose ammo. People also saying they want Force/Techer so they can get Shifta but fail to realise there is an item that gives a shifta buff so it is un-needed unless you're killing for that +10% dmg+crit from techer tree whilst the other skills are pretty much useless to you on a hunter / gunner. Like i said before… the way it's looking now the only viable subs are FI s-HU, GU s-RA, TE s-FO. Wand gear is better than rod if you ask me.

Nibelungenlied

September 21st, 2012 at 7:27 am

Planned on tossing running a GU subbed with RA anyway. I'll be taking that WB and Weak Hit Advance 1&2 stacked on top of a Chain Counter with maxed Chain Finish, thank ye very much <3

ezodagrom

September 21st, 2012 at 7:46 am

I hope they release more weapons with good stats that can be used by all classes, otherwise, weapons wise Force and Techer will be the best subclasses (Duel Gaze, the 2nd best Talis in the game currently, can be used by all classes).

BIG_OLAF

September 21st, 2012 at 7:53 am

@Nilok: There IS an all-class mechgun. It's called:

アレスヴィス

DriftingFable

September 21st, 2012 at 8:03 am

Awesome sauce! Swords get Siegfried Critical Finish slashes and the spear's fabled Dus Majarra :D I love being a hunter.

It seems like these new ruins are more inspired by the VR Temples rather than the actual Ruins. The music is a dead giveaway for sure.

ezodagrom

September 21st, 2012 at 8:41 am

I would rather have access to all weapons from the subclass than the 20% bonus stats thing, I actually would rather have no bonus stats from the subclass at all, enemies die fast already. ._.

I wish I knew Japanese now though, so I could complain about this. Unless Japanese players shared my point of view though, I doubt my opinion would matter at all anyway… :|

weeaboo

September 21st, 2012 at 9:04 am

lol the subclass system makes it look like maining force and subbing as anything else but techer and ranger is retarded because of the weapon limit. sub as a force and then be a hunter to use sword attack pas and realize all you can use is a space tuna? lol. you'll do like 0 melee damage.

definitely think the only class REALLy worth subbing is ranger since weak bullet is just too strong and effective in parties. force/techer of course too since you can use buffs.

however, subbing as a class that gives PP boost might be something fun to do, like techer's passive pp regen boost.

this also makes me wonder, if you max dodge on hunter, and max dodge on fighter, does that mean your dodge will be like .4 seconds long? which means it's basically the entire dodge sequence lol…

ezodagrom

September 21st, 2012 at 9:09 am

@weeaboo: About subbing as ranger, weak bullet needs a rifle, and right now the only rifle that can be used by all classes is the limited available bouquet rifle, which was only available for those who completed the pre-open beta desert quest. Unless they release more weapons that can be used by all classes, there are many that just won't be able to use weak bullet even with sub ranger.

Darki

September 21st, 2012 at 9:14 am

Well, nice move, SEGAC. You just killed any sense of seriousness for anybody who would have been waiting to play Ranger, Hunter or Force as a subclass without having to use a stupid tuna, bouquet or microphone.

I seriously hope they do add "normal" free-for-all weapons so we can use them without disgracing our characters, or sadly this game is going to bore me before christmas…

Snope

September 21st, 2012 at 9:24 am

Sword Surfing confirmed.

Anon

September 21st, 2012 at 9:26 am

i remember those bouquet rifles were extremely cheap, like 30k

wonder what those who sold them feels now , gladly i kept mine

-Z-

September 21st, 2012 at 9:30 am

sega seems to have missed the point here. okay so you can mix non-weapon-related skills. well… that leaves most of hu/fi out of being something worth subbing. only people who completed things in the pre-ob or spent insane money buying bouquets from them will be able to sub ranger to any real benefit if they're not maining gunner…meanwhile the only actual loss in subbing techter is wand/gear, and ultimately if you're going fo+te then you're not likely in it for that anyway. if you go te+fo then you get that and lose the stronger casting weapon. at least that's an okay trade since it's a matter of where in the fight you want to be standing, but outside that?

let's see. hu+fi combos for stat ups and stances (though they'll probably see to it that you can't stack stances period so the benefit of that part will be dubious)… gu+ra to mix weakbullet and chain (people on this side of the pond will DEFINATELY whine about that)… fo+te mix is the least hamstrung because their main stuff is all weapon-independant.

I imagine people will be hesitant about combining stuff other than the basics, because there's so very few universal rares out there. half of them aren't even things that drop, and then… it's hard to take yourself seriously with bouquet rifle, mic stand, or space tuna, and that universal machinegun set is fugly. on top of that, being rares, that means doudou's brokenass RNG will be right there to make it cost more than it should to get them up to snuff. not that they really can be, because most of the universal stuff kinda sucks.

sure, there's some benefits to things like what they showed, taking chain for a melee class or what, but on the whole… I find it hardly compelling. and that 20% bonus seems like something suspiciously likely to not count as part of your base stats, thus rendering it no help with the eternal quest for better gear.

hopefully the jp playerbase will have enough complaint to get something done to make this more flexible. even if it's like… making more ability-dependant stuff and making it all universal, or something. <<;

Nilok

September 21st, 2012 at 9:44 am

@Olaf Yeah I saw, it's weak as all hell though. The only advantage to most 7* weapons is they have insanely low equipment requirements. Thing is even 5* weapons which are more common and easier to grind are better once you have the stats needed to use them. seems a bit crazy to go that route if the guns are too weak to be worth using. As a fighter there are few times where a gun is going to be that beneficial seeing as twin daggers already let you basically fly to your lock-on point. It was a style choice that may not pan out.

I may still go with gunner for the bonus PP from normals and the aerial advanced. The zero range advance appears to only be for guns,, or I'd be all over that. Just seems like such a harsh stipulation.

@Aryube – As far as Fo/Te vs Te/Fo. I'd prefer Fo/Te. Wand is nice for melee, but with charge revival and all the pp regen skills of techer, you're really going to be able to crank out techs to the point where the melee will be even less valuable for a force than it was before. pair that with the bonus tech power of rods, it's just not critical to have strong melee where as the attack power of wands is to supplement the lack of charge revival..

Seems to me that unless techer mysteriously has significantly more T Atk than Force, there's little benefit to picking wand with gear over rod when force will be better for damage while getting all the support buffs from techer. And NO point to picking wand without gear. If survival is really an issue, you have an invincible dodge. Techer's stats only give you a cushion, but in going te/fo You're basically giving up damage potential for a flashier weapon with no added benefits.

Because lets face it. if you wanted to melee you would have picked a different class.

Just doesn't seem

Anonymous

September 21st, 2012 at 9:44 am

I'll take my hunter/fighter with maxed out S-Atk and S-Def, thank you very much!

Not happy with the weapon restriction at all, but meh, take what I can get…

Anon

September 21st, 2012 at 9:50 am

yes Nilok, thats what i meant when i said that main force will be better than techer

eharima

September 21st, 2012 at 10:14 am

looks like your EXP combines when you sub, there is like 1 frame in the video before it cuts scene where the exp stacks to like 132k lol

also, whuts up with that FI using chain trigger, without mechs?

just casts it and uses double saber to make a chain, implying implications?

Ricardo

September 21st, 2012 at 10:33 am

@eharima

These are the only skills that need a certain weapon category:

Showtime (Twin Machinegun)

Jellen Shot (Launcher)

Panic Shot (Launcher)

Bind Shot (Launcher)

Weak Bullet (Assault Rifle)

eharima

September 21st, 2012 at 10:41 am

ooh i see

thnaks for the clarification! ><

weeaboo

September 21st, 2012 at 11:35 am

@nilok ya, gunner definitely seems like a class to sub if you're a dagger fanatic. bonus damage to midair enemies? extra pp regen from regular attacks? has daggers written all over it.

Ion

September 21st, 2012 at 11:59 am

Certain skills also apply to certain attacks:

-Just Attack Bonus on Hunters doesn't apply to techniques cause techniques get their own version in the Force skill tree. It might apply to shooting attacks.

-Standing Snipe on Rangers only applies to shooting attacks.

-Zero Range Advance on Gunners only applies to shooting attacks.

are some examples.

Interesting things to muse about:

-Does Charge PP Revival work with Sword's chargeable Photon Arts?

-Does Aerial Advance work with Twin Dagger's attacks?

Nibelungenlied

September 21st, 2012 at 1:08 pm

Aerial Advance would work so long as the enemy is mid-air so probably. I'm interested in seeing how people use the Stances with ranged classes tbh.

ShadowDragon

September 21st, 2012 at 1:36 pm

the weapon restriction (that weapons of the class you pick as your sub class can't be used) is kind of disappointing.

I'm sure if a lot of JP players complain about it, that some of those restrictions might be lifted in the future. I am sure I'm not the only one that would like to play Hunter-Fighter and still be able to use double sabers for example. Limiting some the weapon catagories from the second class would be A lot more fair; (like Hunter-Force can use Talis but not rods, Force-Hunter can use wired lances and partisans but not Swords) for example.

ezodagrom

September 21st, 2012 at 1:47 pm

@ShadowDragon: In my opinion, I think it would be more fair to have all weapons from the subclass available, and not have the 20% bonus in stats, just have the stats from the main class. :|

Aewyn

September 21st, 2012 at 1:53 pm

Honestly, I'm extremely happy with the way it turned out. Subbing Ranger ought to give my Gunner another 70-100 RATK which is always welcome. I had to think for a minute how much it'd actually apply since it'd be minus the mag and whatnot. Well, at Lv50 with the +5 SP you could have a massive amount of RATK on your Gunner. Would be great for Very Hard.

ShadowDragon

September 21st, 2012 at 2:17 pm

Restriction certain catagories of weapons is just more fair in terms of power-balancing but still allow just a but of flexiblity of Sub-classing IMO. But this blanket restriction of weapons of the sub-class and only allowing one's main class wepons to be used is disappointing and too restrictive. IMO. I think Sakai is going to get alot of responses from JP players on this. Come on Sakai San at least let Hunter-Fighter still use Double sabers dammit!!! :(

lcronovt

September 21st, 2012 at 2:35 pm

ultimate tank <3

HU sub TE

Ren

September 21st, 2012 at 2:37 pm

@BIG_OLAF: I was gonna comment on that one picture withe the HUmar, Echo and Zeno. The background looks like the ruins of…an early Pioneer Ship?

ShadowDragon

September 21st, 2012 at 3:04 pm

yeah the new "Ruins" does SEEM like an old wreckage of a Pioneer ship from PSO.

Anonymous

September 21st, 2012 at 3:46 pm

@Icronovt

+1!!!!

I would like tanking with full deband skills :D

DriftingFable

September 21st, 2012 at 3:57 pm

@Icronvot I suddenly have an interest in the force class. :o

Anon

September 21st, 2012 at 4:20 pm

I think it's already possible to reduce melee damage to 1 with the HU class isn't it? Maybe only the lvl 40 MPA bosses will deal more than 1…

Aryube

September 21st, 2012 at 6:10 pm

Again, people aren't reading the skills! From the Gunner tree the 'PP Restorate' only applies to shooting attacks. The 'Aerial Advance' is only if the enemy is in the air (not yourself). For the last time it is not viable to sub any other class but: Fighter sub-HU, Gunner sub-RA, Techer sub-FO. Just read the skills properly in each skill tree and you'll see why.

Anon

September 21st, 2012 at 6:17 pm

I think it is possible to make other combinations viable. I didn't analyzed it carefully, but I can see some nice combos. Now if they will be more effective than the melee-melee/ranged-ranged/mage-mage combos I can't tell without some hours of number crunching.

Darki

September 21st, 2012 at 6:30 pm

This doesn't really make sense. The only viable explanations that don't go by SEGA being a bunch of idiots thinking that people is going to seriously enjoy picking bouquets or tunas as their weapons of choice are 2 IMO, and I don't dare yet to hope on any of them:

1) That we're getting some sort future "grade shop" that will allow to modify the weapon proficiencies of our classes somehow like in PSPo2i, so we will be able to unlock our subclass weapons or maybe exchange some of them for some of our main's weapons.

2) that we're getting a series of more regular "free for all" weapons that might even feature several modifications to stat restrictions and maybe given stats to balance those subclasses better than if they just had access to normal weapons.

I had my hopes up that they wouldn't fuck this game off, and I don't wanna give up yet, but my tolerance for bullshit towards sega has gotten a bit shorter since PSU.

Anonymous

September 21st, 2012 at 6:55 pm

@ShadowDragon You could go FI/HU instead of HU/FI if you want to use Double Sabers.

Anonymous

September 21st, 2012 at 7:19 pm

Wow good thing we have someone here to decide for us how to play with our classes and how not to play.

pikachief

September 21st, 2012 at 7:23 pm

I keep reading this as "PSO2 JP Ruins Subclass System"

Ricardo

September 21st, 2012 at 7:27 pm

Maybe it was my subconscious at 5am in the morning.

cshard

September 21st, 2012 at 7:48 pm

@Ricardo: Your subconscious speaks the truth! XD

@Darki: That would be my speculation as well, though I'd prefer the former over the latter.

I'll wait till the October update is out before praising or condemning them though – none of us have any idea how things will play yet.

Darki

September 21st, 2012 at 8:00 pm

@Ricardo: Lol that's kinda what some of us believe. <_<

@cshard: I would actually like the second way better, or maybe both. I'm kinda annoyed that I wouldn't be able to use my favorite FO weapons as subclass, but in any case, I believe they could do a very nice system by adding "weird stat weapons", like swords with high TATK and other stuff like that. I just hope they don't likit the whole thing to stupid weapons, because I'd like not having to play for the rest of the game using a Duel Gaze and a Mic Stand as my FO weapons. :(

Ion

September 21st, 2012 at 8:21 pm

@Aryube But Ricardo's description specifically says "normal attacks":

"アタックPPリストレイト Attack PP Restore (Restorate)

With normal attacks, the amount of PP restored increases."

It does not specify "shooting attacks" like Zero Range Advance:

"ゼロレンジアドバンス Zero Range Advance:

Damage increases when shooting close range."

Taking into account the precedents they've set forth with skill descriptions in the past:

"JAボーナス1 Just Attack Bonus 1 on the Hunter (before sub classes were even announced):

Increases the damage of Just Attacks, but not techniques"

It seems likely that Attack PP Restorate will work with other methods of attacking besides shooting.

Also Twin Daggers launch enemies beside bosses into the air so Aerial Advance should benefit them.

As for the viability of combinations beside FI/HU, GU/RA, TE/FO, they most certainly are viable. Are they efficient? No they most certainly are not.

Anon

September 21st, 2012 at 8:39 pm

They may even change skill's descriptions or make the skill work differently than the description. Like dagger's gear saying it increases PA's damage, but it increases normal attacks' damage too.

Anonymous

September 21st, 2012 at 8:59 pm

Fuhrer

September 22nd, 2012 at 1:25 am

What I'm bothered about is that evasion movements are locked to the weapon type rather than your class. Would love being able to do Step with Wands.

But still, I'm grateful. At least I'll be able to create my dream Paladin/Magic Knight-esque classes. Screw efficiency and viability, I play to have fun.

SEGA, my body is ready.

Lexshue

September 22nd, 2012 at 2:57 am

I hate to sound contrary, but I don't think FO or TE mains are getting screwed as bad as the conversation is making them out to be. The TE can make a legitimate battle mage if using a Soul Eater (HU) or Double Saber Legacy (FI). The damage output would be just fine. Hey, throw some a Poison special ability on that weapon and you can start igniting, to boot. I'd say there's more than a few great and intriguing options for FO and TE mains. Not to mention, I'll bet each class is getting a universally-equippable of the rare-and-strong variety with the Call of Mortality update.

"sega seems to have missed the point here" and comments like this fine and literate gentleman's post really get my goat. Take a deep breath, guys. Just because it's changing doesn't mean the game is ruined. Enjoy it.

Ksogaijin

September 22nd, 2012 at 3:39 am

I wish they focused exclusively on adding new maps and diffuculty levels, new level caps and such instead of these lame features that do not even count as "content"… They need to realize that the game is boring as hell as it is, it needs more challenge :l

Arika

September 22nd, 2012 at 4:25 am

I have known about "all-classes weapon" thing for awhile, because I saw no purpose on them when you can't use PA at all. So I keep all kind of those weapon on me, and it is good to see them going to be useful now.

Btw, about the new power, it

cshard

September 22nd, 2012 at 4:45 am

@Darki: At least you still have the Duel Gaze. ^_^ There's no equivalent for daggers yet. If only they'd made the Bloody Art and most of the Nacht weapons all class weapons instead of such an eclectic mix.

You and I seem to have a similar but reversed problem. I want to use Daggers with my Force, and you want to use Rods/Cards/Wand with your melee character. :3

I wouldn't mind both methods, mind you, but given a choice between no restirctions, save for how I spec my character, and being forced to use an alternative subset of weapons just to use the weapons I want, I'd say the answer is a no brainer for me.

@Lexshue: Rather than lamenting that the game is ruined, I think most people are lamenting that because of these restrictions, their future enjoyment of the game may have been curtailed. I'm still going to play, and depending on how the update actually works out, I'll respec around it. But I'm already disappointed no matter the outcome and that will factor into my future decisions to pump in cash into the game.

As for why I say Fo/Te got the short straw? I'd actually modify that slightly and say that Ra/Gu also got the short shrift to an extent. Hu/Fi can now access most, if not all techs, use chains and weak hit advance, and even break out a bouquet rifle briefly to shoot a weak bullet. They've even got a nice card to bolster their lower T-Atk. Note that Fo/Te is primarily based around the uniqueness and power of their techs, not how fancy their weapons are, and Hunter now has full access to them. Whether or not those techs will be powerful enough is another matter altogether.

In return, we merely get Guard/Fury Stance, Brave/Wise Stance and a handful of joke weapons plus some decent ones. The biggest draw of the Hunter classes, the myriad weapon types are completely cut out of the picture, as are most of their PAs because we can't use the weapons. Only the ranger tree is decent for subclassing because of traps/grenades, and weak bullet/chaining, and we don't need ranger weapons for most of those.

It's still early days and Sega/Sakai may indeed have plans to add ways for us to use more weapon types in future, but until that happens, I can't help but feel that they've just made my favourite class redundant yet again.

Fuhrer

September 22nd, 2012 at 6:35 am

It's not really a restriction at all, just a problem with people having too much expectations and speculations on how the subclassing system is going to be like before it was even announced, and when people get disappointed, they diss. The more one expects, the more he gets disappointed.

See, the problem. It's hard to make every single person happy. Before, Hunters were complaining that Rangers/Forces are getting all the action because of their ridiculously high damage and range. And after the second wave of classes came out, Forces and Rangers complained that they were shortchanged, since Hunters unlock Fighter, which is arguably the strongest among the three new classes.

And for that, I take my hat off to SEGA for trying their best. They might not be doing everything right, but they are trying and I personally think they are doing fine so far despite all the lamenting and dissing against them. Why not just look at all of it from another viewpoint? Play to enjoy and role play what you want to be, not being the "uber 1337 warrior" who complains about getting something subpar when that better thing is not even something he enjoys playing.

And no offense, but I'm sick of those who kept saying the game lacks content, and is too easy. Take note that this game is not even 3-months-old, and not everyone views difficulty commonly. Example, my friend says rhythm games are easy but I simply suck at them. And besides, like what I said, they are trying, with Very Hard coming out. It might not be the answer for everyone, but if you're really that much into challenges, feel free to jump to another game; no one's stopping you.

September 22nd, 2012 at 8:24 am

Agree with Fuhrer, I remember people dissing traps and then someone made a build based on that anyway proceeding to own a ragne. Just give it time and people will come with unusual yet amazing combinations.

Anyway, what would you guys think happens to skills we have in both classes we choose? Say I decide for HU/FI and have [S-atk up 1] maxed in both. Now common sense would say I get the bonus from both, ending with 100 S-atk from the skill tree.

Now imagine I got [Just Reversal] in both, so I have [Step Advance] at lvl 3, would it mean 0.22s invunerability? That's more than [Step Advance] maxed with just 6 points used.

Or in another case, say for some reason I decide to max [Step Advance] would it mean 0.40s invunerability?

Fuhrer

September 22nd, 2012 at 8:55 am

That's what I was wondering as well. They mentioned inheriting skills but didn't say to what extent. I'll just wait and see what we get and plan for what I want to play accordingly.

And let's say for example I'm using a Force/Hunter, how does Step Attack from the Hunter subclass work then? Common sense tells me it would only be used if I use a weapon that allows me to do the Step action (ie. Gunslash), but it would be cool if I could do a Ste– I mean, "Mirage Attack" of some sort when I use a Rod/Talis. I suppose that won't happen though.

Heck, I think I'm going to be a Force/Fighter which uses Gunslashes (since War Cry and the Guard skills have no use to me). Will be real fun.

Nibelungenlied

September 22nd, 2012 at 9:16 am

My guess is it would only work with the universal Gunslash or a Universal HU/FI weapon. Also nice post there Fuhrer.

The point half of this community seems to be missing is that SEGA doesn't HAVE to do anything. They could just be like "Screw you guys, this is what we did so either like it or gtfo because we still have our JP playerbase who will stick with the game". They're actually trying to work on things so that players can be happy, and all most of you want to do is Q~Q about how such and such is unfair?? If I were Sakai I'd take the servers down for a month to teach you all some gratitude -_-

As far as the whole new content bit being added, you've obviously never coded. Speaking from their perspective, the fact that they can even manage to push out content the way they do speaks to their experience and dedication to this game.

Plus you're not thinking from a business standpoint. If I gave you everything at once and you did it, you have no reason to come back to my game. By regularly adding newer content at set intervals and giving people something to look forward to, you're attracting new players as well as getting older ones to return.

All in all, SoJ is doing a fantastic job with PSO2. I suggest that instead of complaining, you enjoy the fact that they haven't region locked this game and enjoy your time. We are after all merely guests.

Roast Beef

September 22nd, 2012 at 6:40 pm

@Nibelungenlied

Here's the person who goes "Hey fuck you don't take it for granted they didn't have to do it blah blah", but at the same time don't forget if they're going to do it ANYWAY, they should do it right.

ALL it takes is unlocking your subclass weapons. If you want to talk about coding, this would be about thirty lines in total (likely even less). Thirty EASY lines in fact, since the coding for weapon locks/unlocks are already in the game.

Just how hard are you going to make it?

Roast Beef

September 22nd, 2012 at 6:43 pm

Adding on to my previous post, if you want to talk about us being foreigners and guests on the game, I asked around in Japanese and people ARE complaining about subclass weapon locks. It's not like we're demanding regional releases this very moment…

cshard

September 22nd, 2012 at 7:28 pm

@Fuhrer, ⑨ and Nibelungenlied: Unless Sega intends to overhaul their system so early, I doubt they'll change weapon specific dodge moves to become class specific dodge moves simply for the subclass update. Also, speculation about how skills from different classes will mesh with each other is indeed merely speculation at this point, and we'll only find things out in October, once people can test things out.

That being said…

I'm going to do this in point form since the three of you have been talking over the heads of people and are making blanket assumptions about the positions of their fellow posters.

Fact : Sega and Sakai are doing a smashing good job

Fully agreed. Some mistakes will be made, but they're putting their full efforts into PSO 2 and I applaud their efforts too. Whether these efforts are appreciated by everyone in the community is another issue altogether.

Fact : Too many people overreact to perceived slights

Largely agreed. The community can be pretty quick to jump on the slightest things and run with it, while giving trolls a massive food windfall at the same time. However, it's disingenuous to immediately assume that all complaints are without merit.

Fact : This is also a business decision as well as an attempt at game balancing

Agreed. The FTP + Cash Shop format lends itself very well towards Sega making various gameplay changes down the line that nullifies certain builds forcing players to spend cash to correct their past decisions. It's merely the nature of the business model and I certainly expect them to do it fairly often.

Opinion : PSO 2's release schedule has been quite consistent and quick

Agreed. However, rather than coding on the fly, it's quite likely that they've already got a lot of content waiting in the wings, and are simply pacing the material accordingly, while they prepare even more future content. Some of us here are indeed aware of how things works.

Fact : Sometimes a restriction is a restriction

If it quacks, call it a duck (unless it's really a parrot who learned how to quack). Sega's restricting players from using subclass weapons. Call it as it is – a restriction.

Opinion : Subclass restrictions affect the power of my character

Accurate, but a bit of a non issue. Individual classes generate enough individual power on their own that the matter is usually irrelevant. What it does affect more is the options available in battle, which is a more valid position. Every weapon does work very differently after all and some are better suited for certain situations than others, and it's fair to state that losing one category of weapon means lowered efficiency in battle (ie: my character's flexibility, not power is affected).

Opinion : Subclass restrictions affect my character concept

It's fair to say "play and roleplay the way you want" except that this restriction stops that cold. Your character is written as using Swords and Mechguns? Sorry, nothing doing. Daggers and Wands? Move along now, nothing to see here. Heck, Swords and Doublesabers? Not on Sega's watch you aren't. I'm gonna toss out that I plan to try Fi/Fo, despite the fact that it's detrimental to my preference for techniques, and make a decision on how well it works out for me. I certainly hope it succeeds.

Opinion : People build their expectations too high

Yes and no. While there tends to be such a trend in the lead up to any new update, there's also those of us who were expecting such an outcome, but were hoping Sega would find a way to let us use subclass weapons through a Type Extend-esque system. This possibility still exists in future. There's a difference between having high expectations and simply hoping Sega will give us a pleasant surprise.

Opinion : We can't do anything about what Sega does, take it or leave it

Yes and no. There's nothing most of us here can do personally, save for buying less AC, but the Japanese players can still make a difference if enough of them send in feedback on the issue. I don't think any of us are qualified to speak on their behalf, so it's best not to assume what they can or cannot do to influence Sega.

Irrelevant : Stop complaining about the lack of content!

Are we all reading the same comments? There's little, if any, complaints about the new content coming out in this post, just complaints that subclassing without getting the weapon types is extremely disappointing.

Final point : Stop making blanket assumptions – you aren't contributing to the conversation at all by doing so. Since Fuhrer and ⑨ were already steering things in a better direction, let's run with that rather than trading arguments.

Fuhrer

September 22nd, 2012 at 11:31 pm

The part regarding complaints about lack of content was actually, addressed toward just one comment in this entire topic. Could be more, but honestly I decided to skip most comments after seeing that most of them were just comments about how bad the subclass system was implemented (which I disagree with either way). And in actual fact, outside of this post, I have seen tons of comments in other sites regarding PSO2's "lack of content".

I was just a little peeved by the comment regarding how all of these new things are "lame features not do not even count as 'content'". As a programmer myself (and amateur independent game developer), I would feel very disappointed to see people playing my games to say that. True, complaints like those would be inevitable, but it doesn't change the fact that they sting.

And while it's true that I've been making blanket assumptions that opinions have been by far, negative, just from comments in this post, but I can't help but assume so because I see them everywhere else (Twitter, Facebook, forums, even in-game). And that's not to say it comes only from the English audience; I've seen them from Japanese gamers as well so it really does get annoying after a while.

And as to why I said it wasn't really a restriction, it would make sense that some weapons only are 'equippable' by certain classes, subclasses or not. If you give everyone the ability to equip any weapon, there wouldn't be characteristics and specialization anymore. They never said subclasses were supposed to give players flexibility over what weapons they wanted to use to begin with.

I'll admit, it would feel being restricted from one's standpoint if he wants to go with say, a dagger/wand build, but (in my opinion, my apologies) giving everyone the capability to equip anything just simply doesn't cut it.

I've seen a comment in a different game discussion (the new releases in the BlazBlue series if you want to know), and that points me in an interesting direction:

"People bitch about this and that before the sequel came out, but when it comes out people still play and praised the features and in less than a year, everyone became fans and the complaints became history."

A little sidetracking but I wanted to say this:

As a game developer myself, I have to say that while datamining does point out some things that are related to whatever would come in the future, do take note that it doesn't really mean anything as I could just disregard the data as it ever existed. Happened in tons of games, and wouldn't surprise me if it happens here. Subclasses are nothing but advantages to us gamers, if you consider the fact that they could just take it out entirely (prior to making the announcement, of course).

My last point which I've been stressing on several times in and out of this post:

SEGA IS making an effort. People make suggestions every now and then, and Sakai actually bothers paying attention to them from time to time. If they didn't, they wouldn't have prepared such a long and detailed survey and resort to giving out free FUN tickets just so that people would do the survey.

Roast Beef

September 23rd, 2012 at 3:55 am

I think the survey was badly timed, considering how fast the new classes came out after it.

I honestly think they should have pushed it back to after the release of those.

Ricardo

September 23rd, 2012 at 3:56 am

Well the good thing is that last night he addressed the subclass system scarce all-class weapon problem. So I'll have that posted later today.

-Z-

September 23rd, 2012 at 7:23 am

fuhrer>

fault in your assertion: being able to use the weapons of both main and sub class does not remove "characteristics and specializations". a force subbed as hunter pulling out a sword is still going to be less capable with it than a hunter main, etc.

specialization isn't the same as crippling overspecialization. that hu/gu might not be particularly good with shooting things, but that doesn't mean they shouldn't be able to grab any old machinegun or rifle under the circumstances of having taken the gu skillset along with their base hu.

and logically, if you become capable of using the PAs, then by rights you should be able to use the weapons those PAs belong to. being restricted to the universal stuff, which is in most cases hard to get and in all cases a pain to upgrade because doudou's RNG is a troll comes off as being taunted.

⑨>

I seem to recall that the main reason people tend to diss traps is that you have to spend a whole crapload of points to be able to use them AT ALL, much less well, and then you can't carry enough of them to depend on them anyway, having to go back to the camp ship to restock constantly. it's been known that they're not ineffectual, but rather that restrictions in place make it difficult to make them keep up in a DPS-tunnelvisioned environment like the western community. when the cap is higher up, people may take a different view of them on the whole.

Nibelungenlied

September 23rd, 2012 at 4:25 pm

One thing I'm really wondering is how the combination system is going to work here. Say you choose a GU/RA, but later wish to switch over to a GU/FO. Is SEGA going to lock in these subs with the mains as soon as we choose them, meaning that when we choose that main we only get our previous choice of sub?

Would be a good way to make people buy AC. Want to switch your subclass to something else? Pay up kiddies

cshard

September 23rd, 2012 at 4:55 pm

@Ricardo: If he's addressed that shortfall during the last presentation, I'll be very interested in hearing what they've planned.

@Fuhrer: You know, I think we share a similar opinion with regards to the content level. I have few major complaints about the way it's been handled and I find some overreactions to be quite excessive. Nevertheless, I feel the opposite reaction is equally non constructive, because it attempts to shut down the conversation entirely without even considering the merits of the opposing position.

I'm going to have to disagree that giving the option to choose your personal subset of weapons is removing the unique characteristics of class/class combos. The best example is the previous game in the series – PSPo2i – and its well received Type Extend Feature. Each class could, after a fashion, equip any weapon class and rank they desired, with the penalty being that weapons outside of a class' speciality (ie: Force equipping Swords) would require a massive amount of Class points compared to more typical weapons. In PSPo2i, I've got one Force character that mains Twin Daggers, Rods and Bows, another that uses Axes, Wands, Madoogs and Rods, and a Ranger that I purposely specced to use swords so that she could use Maghanna Slayer. I can make any unique combination I want – isn't that far better than being stuck to the same 2-3 weapons that everyone else has to use?

In other words, I don't refer to allowing player to equip every weapon carte blanche, but to allow players to unlock what they want within a reasonable set of rules.

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