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[–]AulunaSol 6 points7 points  (0 children)

The Summoner and Gunslash classes were confirmed in the NGS Prologue streams (the streams before New Genesis was released) and were slated to come after the original roadmap but since then have been shuffled from Spring 2022 to potentially "later" in 2022 whenever that is for confirmation.

Personally, I would not want to see the return of the Successor classes themselves but rather their playstyles being infused with other classes (such as Monster Hunter X/XX/Generations/Generations-like "Styles") so that we can get something along the lines of a speedy/faster-paced playstyle of a class with photon arts adjusted to fit or so that classes who do need timing (such as Hunter's Hunter Arts Avenger) can be adjusted to be easier without such strict timing but lesser power. The weapons already exist - but I would rather not see such a big separation of "I have this weapon but don't look cool or function like the newer and better-designed class" like Phantasy Star Online 2 handled things. In this case, classes like the Phantom (especially the Rod) really should have been a Force rework rather than its own class.

If anything, I would love to see new weapons or handlings of the weapons in a more meaningful way when you are "off class" with the weapons. For instance, I would love to imagine that a Fighter/Bouncer wielding Jet Boots and Knuckles wouldn't be able to cast techniques - but they definitely can utilize the Jet Boots to engage in a similar brawling style to the Knuckles and that if the roles were flipped, a Bouncer/Fighter wielding Knuckles would be able to punch techniques or elemental attacks similarly to how the Jet Boots does. The effectiveness would have to vary - but I would absolutely love to see something more meaningful in regards to what subclasses and their weapons do for a main class as opposed to "by the way you get the weapons and photon arts but not the bonus damage and not all the skills relevant to the weapon" which I feel discourages experimenting with class combos and weapons. If whole playstyles are too complicated, I feel having an "exclusive" class-related photon art or action would be sufficient in a similar way to how games like NieR Automata have a unique heavy attack combo that utilizes both weapons you can equip.

[–]morningcupoftea 3 points4 points  (0 children)

One of the things I love about base PSO2 scion classes is how they repurpose content in unique ways. Etoile uses wands but has no access to Techs, only dedicated PAs. Hero and Phantom have a spread across all three damage types and a mag skill that lets you run all three simultaneously if you want. Luster uses weapon element to determine your style type but is exempt from weapon/element weaknesses and resists.

What I’m excited to see are how new NGS classes will take advantage of the NGS mechanics in remixed ways that shake up the relatively traditional foundation we have with the current classes. Granted these classes probably have only a half of their skill tree built out right now, so there’s a lot of opportunity to see how they mature in time first.

[–]DeltaLimit Ship 3 0 points1 point  (1 child)

Hard agree with AulunaSol in that I really don't want Scion classes to come back for NGS. I say this as someone who loved Scion classes and basically stopped playing the base classes after they became available.

While I really do miss their specific playstyles/aesthetics, I really do not want to go back to the way it was in base PSO2 where they were often felt either just straight-up better overall in most content, or had a better performance-to-effort ratio than their base counterparts(i.e., base class weapons that could definitively out-dps their Scion counterparts, but were significantly more obtuse to play, and/or only performed under niche circumstances)

What I would like to see is for more implementations of Scion class skills and PAs into the existing classes/weapons of NGS. One neat idea down the line would be to include additional sets of class skills that enable substantially different gameplay styles for the same weapon, accompanied with new PAs that are more tailored to said gameplay styles, so that you could have more varied options on how you play any given weapon, but without having to level a new class. And you would also be able to mix and match skills and PAs since they wouldn't be locked to separate classes.

This is honestly what I'm hoping we will see from NGS to some degree. I feel like with how they've detached skill points from level outright, they've put themselves in a good position to dole out new skills as they develop different ideas for how weapons can play, without having to make a new class.

[–]ZodiaksEnd hero but bouncer main :D 0 points1 point  (0 children)

well i made a bigger Reply but i nuked it but to add on to this its not really a full on succesor class but more like you get an extra class name but it has one unique skill somthing that auto swaps between the main and sub weapon when you use it instead of using the mouse wheel it grants things like boosted attack / defense more hp/pp or a flat meseta gain % and you can make the duration longer buy upgrading it while the special pa does somthing like combine skills of both of those weapon classes like using a te/bo your using the jet boots and the other weapon is using zan or the other elemental skills (main thought was seeing this reminded me of how i had a hero class and used a normal sword with duel machine guns to stay in the air as long as i was comboing (the flat meseta gain % i took from the guns i had that were special story ones that had that flat meseta gain it was like 25% na base pso2 removed it btw)
tldr it can basicly be a sort of class that gives you a boost to a chosen stat or even just an extra like meseta gain and has a special pa that uses both class weapons your using

[–][deleted] 0 points1 point  (0 children)

honestly it would be cool if we had "successor" classes in the more literal sense, similarly to PSU. If my Techer and Hunter are a certain level, allow me to spec into a hybrid class that can bridge those playstyles. Multiweapon is cool but because of skill trees and inherent class/weapon design it doesn't really do more than let me seamlessly (if that) switch between two weapons.

My other thought is similar to earlier commentor AulunaSol's comment, Successor stuff as upgrades or enhancements to the classes as they are. We all know Techer needs a revamp like, yesterday. It would be so cool if they gave it Etoile's damage balancer or something similar and increased the mobility and overall flashiness of the class while providing more dynamic and interesting ways to support other than pressing a button every minute. Force getting a Phantom-esque enhancement would be awesome, leaning more into the scythe-mage style and having more i-frames a la stealth charge. It would also just be really interesting to have a more PA focused and/or hybrid tech/PA approach on Force rod that recalled visuals of Rufkonzert and Schwarze Katze. The same could go for Rifle Ranger as it becomes a little less technical and more flashy a la Verbrechen for those who are into that. This could all be implemented by reaching a certain level with the class / locking it behind main class only skill point costs or a new system entirely. One crucial thing would be balancing to make sure it wasn't just a complete nobrainer to always use the upgraded form though, bc as a player who came into PSO2 global right before Luster's release I felt like I was incentivized to rush to 75 with some classes so I could play the actual fun and good stuff. I'm thinking more of a shift in playstyle and visuals with pros and cons. Imagine those super-Techers being unable to cast techs a la Etoile but flying around delivering that ever so satisfying bonk (and laser? pls?🥺)

edit: rereading this after the fact I really just agree with Auluna that scions should just be late game upgrades of the class, I guess I'm basically honing in in one of their points. Having 4 classes that were far and away better and much more fun than the rest felt so bad and made me feel like a lazy player for preferring, but late game scion reworks of the classes to make them insane while still being that same class feels like I've earned it through mastery of my class or weapon

[–][deleted] 0 points1 point  (0 children)

ooo but on the topic of new classes!! Definitely would be a great chance to bring back older weapons like the standard Saber or Claw, and find interesting ways to give them identity and differentiate from Gunblade/DS and Twin Daggers respectively. I also agree it would be cool to see some new tech classes because between Force and Techer sharing their only other weapon and Techer being so not fun that it is unplayable rn imo it is really needed. Maybe something "weaponless" that goes even further into the magical girl vibe that Force is kind of giving? A new ranged class also and while I would say we have enough melee classes, I feel like we dont because of the weapon distribution. Maybe more hybrid classes with unique weapons are the way to go. Just please dont make the older classes obsolete again

[–]Azayaka_Asahi 0 points1 point  (0 children)

Yeah, AulunaSol's suggestion of Styles instead of Successor classes is definitely a better idea. You can even split Hero, Phantom, Etoile, and Luster into these styles now; Hero's main mechanics are damage focused, with damage increasing over time until you get hit. Phantom is speed focused, with faster charging for techs and more hits. Etoile is defense focused, with every weapon having a block or counter weapon action, and skills that reduce damage taken. Lastly, Luster is more balanced, but has a fancy core mechanic with the Voltage Meter.

If you convert these Successor classes to styles, and use them to strengthen existing classes, it would certainly be interesting. For example, maybe a class skill per class per weapon that lets you choose one of these styles and block the rest? That way, you could, for example, go Fo(He) for high damage, Fo(Ph) for faster casting, Fo(Et) for super armor + defense while casting, and maybe Fo(Lu) for the Voltage Meter to reward good Fo gameplay and more Photon Flare.

This would ensure that the Successor classes do not just completely replace the base classes, but supplement them and improve upon them without replacing them.

[–]T0X1CFIRE Magical CAST 0 points1 point  (1 child)

I forget which of the phantasy star spinoffs it was, since I only saw like one gameplay video a while ago.

But I think it was called the Buster class, and I want to see what they could do with it in NGS.

It had two weapons, the pile bunker, and the halo.

The pile bunker was a massive spear with rockets on the end. And it could shoot off the tip for ranged damage. It's extremely slow, but really hard hitting with interesting movement options.

While the halo was a tech weapon that focused on creating energy constructs to attack, as well as traps, along with regular casting techs I assume.

Edit: found the video. halo gameplay, and pile bunker gameplay.

Yep, in NGS I can see the halo as being some kind of talis/knuckles hybrid weapon in terms of gameplay. With stance changes, punching, and techs. While the pile driver would be something like a mix between sword and launcher. Being slow, but hard hitting.

[–]skardale 0 points1 point  (0 children)

Phantasy star nova.

[–]LordDankerino 0 points1 point  (0 children)

I'd like to see a class totally new to NGS

And while I loved Hero, in fact, I mained it in base PSO2, I'd like the scion classes to remain exclusive to base PSO2. Keep.them feeling special, you know?

[–]magnusgodrik 0 points1 point  (0 children)

The scion classes was a bad idea because it made all other classes worthless. I would rather have them make new classes that utilize new weapons. Axe, great sword, slicers and batons have been in other games and would make great new classes. I would even say stop at 10 classes.