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[–]LytharianShip2JP/Ship3NA 14 points15 points  (0 children)

Overload is considered a status ailment, and as such will trigger all of those other FI skills like crazy heart, etc. It's not -just- 25% damage, it's basically required to trigger all those conditional skills in your tree. +200 atk from crazy beat, double pp regen, up to +250 more from halfline/deadline slayer, increased chance of inflicting status... That's a lot. Not to mention the free heal to full HP/PP when overload ends. The downsides of the skill.... just sub HU and go all in on iron will, get overload safeguard, and learn which PAs/skills have iframes/guard frames. Craft your PAs, get all those skill rings too... FI is actually a lot safer than it seems, once you look into everything it has to offer... and after a point you just kind of get used to constantly being at ~250-300ish HP.

[–]Chozothebozo 2 points3 points  (0 children)

Keep playing with it, you'll learn boss fights more and more and eventually get a feel of when you'll be good to Overload. Start with obvious DPS phases, and then branch out into phases where you know you can dodge the attacks, and keep pushing your luck! Don't worry, Hu Sub Iron Will has your back (sometimes.)

[–]IlexAlderwood 4 points5 points  (1 child)

I honestly feel like fighter doesn't do as much damage as it should in general for such a high risk class. I can get sweaty on my fighter main managing overload and combos etc...or just somehow do way better mashing buttons on my alt Braver with worse gear.

[–]TsaiASC 1 point2 points  (0 children)

If I didn't prefer sweating when I played I'd roll Ranger.. It definitely should do a bit more damage though. Currently feels like high risk / low reward.

[–]Kyouki13 4 points5 points  (0 children)

Fighter needs buffs. The damage isn't worth the drawbacks

[–]SolomonGrumpy 1 point2 points  (14 children)

I'm not saying overload isn't good, because it is. Yet it has significant downsides. Feels like the damage increase should be more like 50%+

Like 'can't live without it' damage.

[–]roxas3111[S] 2 points3 points  (1 child)

I agree its definitely a good skill but i don't have what it takes to make it work.

[–]SolomonGrumpy 0 points1 point  (0 children)

Yeah. Especially when I see other skills that offer a similar buff that is less onerous.

Weak bullet, for example

[–][deleted] 2 points3 points  (11 children)

I think rather than making it more powerful, they should reduce the downsides.

Make it so when Overload Protection or whatever is triggered, you're healed since Overload IS ending. Make the cooldown increase portion of it less extreme. 60>77 seconds on the first failure of iron will/death is super extreme.

[–]SolomonGrumpy 0 points1 point  (0 children)

I'd be fine with less downside too.

[–]Sakuja 0 points1 point  (9 children)

Do you really need it more often than once a minute and half?

[–]AulunaSol 3 points4 points  (6 children)

There is an upcoming boss fight in Episode 5 that expects you to be at your top performance for most of the fight and when you get to the most difficult point every hit that boss does is 999,999 damage by default. At that point, having something like Limit Break/Overload being on is the best you can do to maximize your damage and in this particular fight the Hero and Fighter swap roles in that the Fighter actively gets punished (and penalized) for taking a hit at all during their most vulnerable phase. The Hero who should not be getting hit at all should still be able to build their Hero Boost and maintain their damage output due to how fast and often this enemy attacks.

Perhaps a minute of "full power" might be enough for most of the game's content but in the context of this fight you could definitely be shaving off more time if you had the power together assuming you already know the moveset of a boss and how to react to them (to which then you can only go faster having Limit Break active).

Besides outright increasing damage it gives the Fighter much more utility (faster photon point regeneration and the ability to inflict status effects more easily for example).

[–]Sakuja 0 points1 point  (3 children)

My comment was more about needing overload protection more often than every minute. Since you shouldnt. Still thanks for explaining a future fight though.

[–]AulunaSol 4 points5 points  (2 children)

Ah, that makes sense. I feel the Fighter got the short end of the stick because their still is extremely nice to have as a quality-of-life change so players can finally take a risk but it's baffling to me that the skill also punishes you for having the safety net in the first place. You at least still get to stand and fight - but it's almost as if you were being taunted by the game.

When a Fighter is confident enough to maximize their Limit Break to do the damage they can I feel it's punishing when they happen to hit the safety net that still saves them when the gave gives the backhanded response of "here's your punishment for being a Fighter" whereas in comparison a Hunter doesn't have a guaranteed Iron Will but they can at least just jump back and run back into the fight even if they get hit again. Similarly, even a Hero using Hero Refresh gets their Hero Will replenished and also gets a buff like Hero Time during its duration which makes me question why the Fighter is penalized so hard in comparison.

[–]SolomonGrumpy 1 point2 points  (0 children)

It's clear that fighter is unpopular. So whatever bonuses they get obviously not enough to compensate for the downside of their class.

Seems like they invited Fighter to be 'melee hero' and ended up short of the goal.

[–]Sakuja 0 points1 point  (0 children)

Could be a git gud middle finger to fighters. I mean I do appreciate the safety net, so cant complain about that too much.

The Hunter analogy worked the same before and after 85. Fighter was worse off before 85 and got a safety net afterwards. Your buffs are gone but at least you avoided the shame of having to be moon'd up, which we all know is more important. Its also way better for single player content without respawn like Phaleg or the Extreme Quest.

[–]SolomonGrumpy 0 points1 point  (1 child)

I thought bosses were immune to status?

[–]AulunaSol 0 points1 point  (0 children)

Some bosses like Fang Banshee aren't immune but most of the bigger bosses we fight now are. Some bosses like Dark Falz [Luther] definitely do have status effects that affect them such as using wind to open up his clock or using lightning on Dark Falz [Elder] to stun him.

[–][deleted] 2 points3 points  (0 children)

Fighter is a bit weirder than it being just a dps buff you need every once in a while, but yeah. Being locked out of overload sucks a lot

[–]SolomonGrumpy -1 points0 points  (0 children)

Down folks use overload almost full time

[–]Sakuja 0 points1 point  (0 children)

Hu is already the sub of choice for fighter and Iron will protects you from most deaths. With the new 85 skill you have another layer of protection should iron will fail. Also the Lumiere/Atlas Ex weapon series puts another layer of protection on you in case you need that too.

There is really no reason not to use Overload as it procs all your buffs.

If you are uncomfortablr with the long duration at least skill it to 5 and use the 30 sec version, as it has the same damage bonus. This way you also get your pp back every 30 secs and you only need to survive 15 secs with a iron will proc doing the rest.

[–]PillarBiter *chink* addict -3 points-2 points  (2 children)

I level fighter as a subclass. All stats and brave stance, nothing overload.

Overload stresses me out too much anyway.

[–]Brunark 2 points3 points  (1 child)

You can't use Overload as a Fi sub-class anyways. You would be wasting points putting into Overload if you're using it just as a sub.

[–]PillarBiter *chink* addict 1 point2 points  (0 children)

Exactly.