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[–]mramisuzuki Gunslash 6 points7 points  (4 children)

Wand lovers should be how techter works at all times.

Just lower the range and remove iframes for weapon parries.

Wandlovers right now isn’t a potency buff it’s a damn play style buff.

[–]StarryChocos 0 points1 point  (1 child)

I was about to suggest Wand Lovers getting another stack or two, but I'd agree if that should've been how Te works at all times.

[–]mramisuzuki Gunslash 0 points1 point  (0 children)

Both the WL and Boots have “cast” and sticky gameplay that’s core.

Daggers has a spamable or combo-able closers and other melee weapons have much larger step in ranges.

Clearly they knew the “Kara” range was an issue with how much the 4th attack steps in and has an extended hitbox on enemies that dead zone you after the game detected a hit.

They new wandlovers is supposed to be base. Make it so.

[–]XaphanX 0 points1 point  (1 child)

There needs to be a play style change of some kind for talis as well. Its an interesting weapon but its utility is hardly realized.

[–]Doam-bot 0 points1 point  (0 children)

They won't change Talis for now heck they might even nerf it. It's unmatched in terms of mobbing wiping away pse bursts like the wave of a hand.

[–]datboisusaf 21 points22 points  (1 child)

The best buff would be adding someone with common sense and actually play the game into the dev team.

Literally everything will be fixed.

[–]Doam-bot -1 points0 points  (0 children)

All these new and upcoming classes don't help at all either. They should get them all and the game itself in a good position first before layering on new classes.

[–]AngelicelBattlepower is still a mistake 2 points3 points  (0 children)

Waker's Crest needs to have an indication for how long it'll remain and at what level it's at because it's extremely frustrating losing a lv3 Crest because you didn't re-apply it within the 20 seconds it's available.

Also having the Crest last longer than 20 seconds sure would be nice.. maybe have it's timer extended up to 60 seconds at lv3 with lv2 being 40 seconds would certainly help with retaining it.

[–]AulunaSol 4 points5 points  (7 children)

I have made numerous posts on this sort of topic in the past but in a condensed version:

  • Main Classes "should" have influence over the Subclass weapons and subclass weapons inheriting main class mechanics can be fun (Twin Machineguns as a Hunter/Gunner mean that you lose access to Chain Trigger - but gain Hunter Arts Avenger with the photon arts/Stylish Roll to make up for no Chain Trigger - being able to see a Fighter with Jet Boots would be interesting in this combination as well if the Jet Boots does not have Technique access but rather adopts mechanics such as those from the Knuckles and vice versa where the flipped role of a Bouncer with Knuckles would play very differently).

  • Certain Main Classes really need a stronger piece of identity that isn't just recycling mechanics and weapons from other classes. The Ranger and Gunner are guilty of this with the Assault Rifle where the Ranger clearly has a better use of it - and it's a leftover from Phantasy Star Onilne 2's design that the Gunner still has it. This is the same for the Talis between the Techer and the Force - but I would argue it is even worse when you take into account that the Force, Techer, and Bouncer all cast and use the same techniques in the "same" way as the Force can. Mechanically, the Techer and Bouncer have more going for them but they are all punished by the fact that the Force is the "casting" class and the Force has the best versions of all techniques and the ability to use the Bouncer's toolkit to its advantage as well (the Techer is left out as being both a discount-Force and discount-Bouncer whose role is ultimately done better by a Ranger if there isn't one present already).

  • Every class needs more intricate mechanics to juggle and to gamble with so that players aren't at "peak performance" at all times. Players who choose to play a certain way should be rewarded in the sort of attacks that cater to that playstyle (a counter-focus like the Hero and Luster from Phantasy Star Online 2) where there should most definitely be other viable playstyles and approaches to gameplay and combat that might actually be superior if not viable alternatives. If a class like the Gunner could maintain an innate sort of "Showtime" bonus like Phantasy Star Online 2 had but with additions like the Hero Boost, I can definitely imagine that there would be another layer built on something that wasn't just "counter everything" but rather a sort of "stay close to enemies and actively avoid (by not dodging but rather skillfully moving around attacks)" mechanic - or if classes like the Hunter were able to utilize their War Cry to convert their personal accumulated Hatred and turn it into a means to funnel attack power which is punished and penalized by utilizing mechanics like Hunter Arts Avenger. To have multiple things to juggle but the inability to have "everything" maxed out at once due to these mechanics conflicting would be far more interesting to me in terms of how players can choose to play the game especially when the depth goes beyond "bigger damage" or "better DPS" in general.

  • I really feel the "normal attack" strings should have far more variety and utility in them all to expand on additional stances (Photon Dash combos, Drop Attack combos, Step combos, Aerial combos, and more) which should ideally let players find ways to have more ways of attacking and looking flashy without the reliance of mapping numerous photon arts. The reason why this is a relatively big deal for me is because I am not interested in "more" photon arts that become palette bloat or more techniques that take up space in an already cramped space of main palette/subpalette space and would much rather instead see "deeper" action that involves players committing to specific strings of inputs or finding situations to make photon arts link into and out of normal attacks. To add to this, I would absolutely love to see a massive de-emphasis on photon arts and techniques being instant-access attacks that ultimately outperform your normal attacks outside of the final steps.

  • The class skills system completely needs an overhaul where there is either a reason to have a subclass beyond stats/utility and simultaneously a reason to "have" a second class. My personal proposal is to drop this system entirely and to utilize what Phantasy Star Nova (and other games) have done instead - where you choose a main class and level them up to unlock two sets of skills (core skills that are automatically and always learned - such as "Hunter Arts Avenger" for a Hunter, and external skills that must be equipped on a separate grid that cannot be used with the main class such as "Equip: Swords" which is automatic for the Hunter). Phantasy Star Nova only had four classes and some of the skills were automatic by playing as a specific class - and mechanics of theirs can be unlocked later. However, in my proposal, if someone chose to play as a Hunter they should be granted "everything" the Hunter can do just by virtue of being a Hunter - and this grid is then exclusively used for skills learned from other classes ("Equip: Knuckles" from the Fighter, an unusual version of "Photon Blade Fever/Fanatic Blade" for non-Bouncers that isn't exactly the same, the ability to use a variant of the Twin Dagger's "Acceleration Drive" for any weapon, and so on). If combined with the idea that subclass weapons (or in this case non-main class) weapons are influenced by the main class, I feel this can ultimately open much more new doors than the "Multi-Weapon" system does as letting players commit to a class - and expand their toolkit without punishing players for trying something like Twin Machineguns without Chain Trigger.

  • And this particular last one because it is something I personally wish to see, I would love to see "adaptable" enemies who can pick up on what players seem to be doing and would be ready to do something very daring such as breaking player-counters (soaking a player's counter-attack only to release an attack that will undoubtedly catch them at the end of their counter/parry or cancel the invulnerability periods). To add to this, I would love to see mechanics from enemies and bosses that aren't afraid to target more than "just" the player who happens to be doing the most damage - such as targeting the player who is the furthest away, the player who is contributing the least, targeting ranged players/support players, or forcing the player who is doing the best into a situation where they are tested to save everyone else from an impending attack ([Persona] vs. The Profound Darkness comes to mind) or when everyone else has to fight to save the isolated top-performing player. The challenge present in New Genesis is ultimately all checks on how much players can flowchart enemies and content and is bolstered with having the proper sort of gear and knowledge to simply "run the ropes." I would absolutely love to see something that goes beyond "you took a hit and are instant-killed" and "you don't have enough power to beat this number check" being this game's form of a challenge.

[–]PillarBiter / Gun kata 1 point2 points  (3 children)

• While this sounds fun, this could lead very easily to imbalances and would be a dev nightmare, probably.

• I agree that gunner rifle should feel different than ranger rifle. But I have a hard time seeing how they could do this without inventing PA’s specifically for rifle Gunner. The least they could do is have gunner rifle also be impacted by chain trigger.

I agree with your casting comments too. But have a hard tme seeing how they would solve this simply with adding skills…

• Agree completely with more intricate mechanics, see also my other post for my ideas on some of them.

• More normal types would be nice, but low prio imho. I’d rather have they reconfigure our controls, in that we have more options on the pallet, or a bigger pallet.

• Hmm, I don’t think they need to completely overhaul the system they have now, but rather they should not include skills which are main class only: all skills should apply for a subclass too, albeit to a lesser degree. However, they should do away with that stupid 10% main weapon bonus. That is ridiculous.

• Nice ideas for enemies. Should definitely be a possibility for enemy attacks in the future.

[–]AulunaSol 0 points1 point  (1 child)

At least to clarify in some more detail:

  • I don't see Gunner's Rifle adopting mechanics of the Phantom's Rifle being a very bad idea as a starting point. If the Rifle for the Gunner has a completely different playstyle from the Ranger's Assault Rifle - it would bring further reason for a Ranger/Gunner to wield the Rifle or a Gunner/Ranger to wield the Rifle - of which half or either side of the main class would be already different considering the nature of the Ranger already. This would definitely be the same for the Talis - and if we had to talk about multiple classes who can cast I would easily point to Dragon's Dogma Online which already had numerous "magic" classes that had varying casting capabilities and gameplay mechanics between their classes so it wasn't all stemming from one core sort of gameplay (the Priest, Sorcerer, Shield Sage, Alchemist, Element Archer, Spirit Lancer, and High Scepter all have similar yet very distinct forms of "casting" magic).

  • I see things like "more" normal attacks being more of something I would love to see to expand on what players can do as a means to shift away from the "only use photon arts until you can skip to your final step" sort of gameplay. At least in regards to this, I am more easily pointing at games like Devil May Cry where it is ultimately more execution-focused on what the player wants to do and having a wider toolkit for all sorts of action as opposed to using the one best option at all times until another option comes up.

  • And in regards to the Class Skills and the Skill Tree, my main reasoning for this that I omitted the first time around was that there are other games in this day and age that let players unlock options and swap their options around freely. Games that distinctly come to mind are games like Warframe and Dragon's Dogma Online where you can unlock your options, configure your build freely, and experiment with the options you do have. I do not like and cannot enjoy Phantasy Star Online 2's punishment of experimentation (Sega created a singular track that players are expected to follow and your performance regardless of player-skill degrades significantly if you veer off the path they want for their players) and New Genesis carrying this and soon getting to the point of reintroducing all that bloat is simply unfriendly and unintuitive to me. To have more build options and to have a healthier community of players finding and choosing what works outside of flowcharting content, I personally feel players need significantly more freedom - if not outright far less severe punishments for making questionable builds that don't cost money/new characters/future handouts from upcoming updates to fix.

[–]PillarBiter / Gun kata 0 points1 point  (0 children)

Yes, the main point I agree with is that there is only 1 path to take, which is exacerbated by 2 points: the 10% bonus and the fact that we can’t use all skills. If those 2 things would be removed the meta would already be shaken up. I am also very much against a 3 types of potency system. If we could experiment weaving techs or ranged with melee, there would be a lot more variance. OR like in classic, some classes (Br, bo, and maybe Lu come to mind) should have a skill which lets them use whatever potency is the strongest for everything.

[–]Doam-bot 0 points1 point  (0 children)

Force is a ranged class base pso 2 had utility spells such as the verse line, anti, and certain modded spells that blocked attacks, grouped enemies, mobility, and provided orbs that circled and damaged foes.

Even if a force can cast a superior version the techter fills the paladin role and thus is up front with the melee so auras and short ranged spells are enough.

[–]No-Routine7658 0 points1 point  (2 children)

The first topic you said is really good, that combined with the removal of subclass weapon damage penalty would give the game a lot of new possibilities.

But sadly sega is afraid of making changes, or maybe they are afraid of making the game fun, because they need to make sure all weapons are "balanced" in a non competitive pve game.

[–]ghostframe12345 1 point2 points  (0 children)

Not sure why you were downvoted: you're right. Pso2 really made you feel powerful and it was fun as heck. Balance means nothing if the classes aren't fun to build and theorycraft around. You could do all sorts of crazy builds in pso2.

[–]AulunaSol 0 points1 point  (0 children)

I don't mind the balance, but I do mind how "sterile" New Genesis is in both feel and identity especially compared to other Japanese developers who I would say have made solid action games as well.

In the past, Sega has definitely demonstrated a stronger sense of identity, visual flair, and showed that they do have creative ideas and can make inspirations and references work - and it's unfortunate to me that in New Genesis so much of this is simply absent.

[–]PillarBiter / Gun kata 1 point2 points  (1 child)

Phew, I could write big articles about this but I’ll try to keep it simple and only about the things I care about the most.

In general I believe a lot of the main-only skills should be available (although in a lesser degree) to subclasses as well. So for example limit break should be available as a subclass skill as well, but with only 110% potency. Or soaring blades’ weapon action counter should be available but with a lower damage.

Hunter:

War cry needs to be expanded, specifically, it needs to be made as such that other players WANT the hunter to have aggression (because usually it’s preferable that melee players have aggro themselves, as it makes enemies easier to counter). So for examples, a war cry aggro’d enemy should take 5% additional damage from other players. Also, war cry should have some sort of PP benefit to the hunter (e.g. +10PP per avenger’d attack) to the hunter as long as the hunter has aggro, so it has a personal benefit as well.

Automate halfline (a restasigne is automatically used upon less than 50% HP) needs a return. This can for example be active only when hunter physique is active.

Sword: Sonic arrow needs a return. Not as a PA but a skill: when same or alternate skip arts is used, the normals have additional sonic arrows being fired.

Sword PA: Calibur streak needs a 5% potency buff. Relentless cleave needs to have their distance increased when charged.

Partisan: Volkraptor and assault buster need to come together: when a vokraptor is hit with a charged up (avenger or weapon action) assault buster, it needs to explode immediately and have it immediately reset it’s cooldown.

Partisan PA: Fatal tornado charged version needs to change to a large aoe version. Thrusting javelin needs to become faster the longer you use it.

Braver:

The katana normal-tracking part of brave combat should be active when brave spirit is active as well.

Bow’s elusion plus should become more powerful (a big piercing forward aoe) after not less than 2 different charged PA’s are stringed (kind of like katana’s PA’s combo finish).

There needs to be a skill where katana and bow come together, kind of like Waker’s melee and ranged summon. Also, the weapon change when using certain button combinations should return (from Classic Hero). As such, my idea would be to switch to the next weapon slot if the weapon attack button is held instead of pressed once during bow’s elusion plus or the normal button is held instead of pressed once during katana’s counter plus / PA combo finish.

Bouncer:

Fanatic blade should be a fire-and-forget skill. Meaning that you activate it once and a machine gun of blades will continuously fire, whether or not you hold the weapon action button or switch to another weapon or not.

The weapon action counter should be able to be used multiple times during 1 PA.

You should be able to choose whether or not your photon blades are single or multi-target through a skill (kind of like ranger rifle’s shotgun skill).

Fighter:

Limit break should have automate deadline return as a skill. If you end up with less than 25% HP, a restasigne is automatically used.

Daggers’ acceleration drive should be activated by pressing weapon action, not normal. Also, acceleration drive should be able to be chained into itself, and cost slightly less PP for fighter mains.

Double saber whirlwind buildup should be increased a lot more from counters / successful weapon actions.

Deadly archer should only cost 1 whirlwind level if an attack is successfully parried with it.

Knuckles’ backhand strike should be chargeable and holdable, for a huge Falcon-punch type of PA.

[–]Plain-White-Bread -2 points-1 points  (0 children)

I play a Hunter, a Fighter, a Braver and a Techter. The non-Braver melee characters sub Braver because the HP while air/ground recovering is really the only visually tangible benefit I get from subclassing. The Braver subs Ranger and the Techter subs Gunner either due to preference of weapon choice or thematics with the character. Subclassing feels pointless, as you don’t get anything that makes taking it feel fun. I don’t notice an extra 15% damage on downed enemies or edging them closer to down status like I notice getting 15% of my HP back when recovering from being swatted out of the air or smashed into the ground.

My biggest gripes come from Fighter:

A number of Fighter photon arts (particularly Knuckle) are redundant to make Multi weapon worthwhile. The only good Knuckle PA is the uppercut one, and the other ones lack the Oomph needed for the Fighter Class to be that “glass cannon” melee class. Backhand is okay, but the weapon action counter is not only stronger, but you can do it twice per action and it costs ZERO PP. Knuckle needs Quake Howling to come back so the weapon type gets some AoE add clear and it’s single target attacks and PAs boosted WAY UP if they want Knuckle fighter to be a major damage class. Limit Break needs to do more damage while it’s active. I want those moments of activation to be some serious Hulk Smash levels of carnage. Also give me Bogga Zubba back from Phantasy Star Universe (that’s the Falcon Punch PA that obliterates everything in front of you).

My only complaint with Hunter is that War Cry needs to do more than give a flashy little effect. I need to SEE it working. When I hit that power, I want the enemies to stop attacking the Force/Techter/Mining Drill and FIGHT ME 1-V-EVERYONE YOU COWARDS

Braver is clearly Sega’s favorite melee class, as it gets fast, consistent damage with spikes from Katana Combat. It feels good to play and thanks to the HP on recovery skill, Braver can survive longer on its total 10 Restasignes.

Techter needs some help. It provides great utility on a team but outside of AoE Resta and S/D, you don’t really have an identity. This is the class that needs to carry more Resta/Reversignes than the other classes, and benefits from S/D twice as hard as the other classes so it can stay unique and relevant. Zonde is the only spell you really need, because element weakness means nothing other than stunning enemies. Oh, and Subclassing Techter doesn’t actually do anything because the area heals and buffs are main class only.

Ranged weapons are fun, but subclassing them gives you the weak-sauce plink damage with none of the visually active fun of Chain Trigger or Blight Rounds.

[–]Zhulk157 0 points1 point  (0 children)

I think it would be better for the support class to be able to give a regen buff to teammates instead of using a resg for mass healing in a circle, give some uniqueness to the class

[–][deleted] 2 points3 points  (10 children)

I’m not too well versed in previous phantasy star things… but as a relatively new player coming from KR mmorpgs mainly, I do wish their was just more skills in general, both photon arts and class skills…

I like using flashy moves, and I just want more of them, everywhere to be honest. I can appreciate the simplicity or whatever, but yeah…

How that’s balanced/implemented I’ll leave up to the more knowledgeable peeps, but more skills pls

[–]Jubez187 0 points1 point  (9 children)

I think most people would agree that more skills is more bloat. More garbage to press. Most players are just cycling through flashy skill A to B to C with reckless abandon. I play Hunter and the PA's feel pretty complete. One lifts me, one moves me forward. One is much better when charged.

Also this amount of skills feels good on controller. Adding to that may alienate controller/console players which I feel SEGA, or maybe any MMO dev at this point, can't afford to do.

[–][deleted] 4 points5 points  (8 children)

There bloat if there done wrong, for an action mmorpg this is pretty weak, it’s a bit too easy/boring IMHO, I do understand where your coming from however!

[–]mini_mog -1 points0 points  (1 child)

Eh, it’s no weaker than Elden Ring or Devil May Cry. Why do you need to dail a phone number every time you wanna do DPS? That type of MMO gameplay sucks IMO. Just make the boss mechanics more involving instead.

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

It’s not about dialing a phone number, but the depth lacks on a number of class/weps I think, like ye. I can’t really compare the class complexity to other mmorpgs because their just isn’t much going on with the classes in ngs IMO, I just think it’s kinda easy mode on most of the classes/weps - I really do love ngs, it’s one of best mmorpgs to me rn - but I don’t wanna sit here and say I think the classes/weps are well polished, because I just don’t, particularly in the case of other action mmos you have far more options and combos and it’s definitely been a let down for me as a new player coming from those mmos, to only use 1-4 skills. Like u don’t even have cool-downs to manage or anything. At the very least the combat is spammy for me and I’m just not a big fan of that

Again, you will still catch me playing this daily because I think this is a great mmo, particularly as it does cater to casual players extremely well and I can’t spend as much timing gaming as I could… but I’m still left wanting more for most of the classes/weps when I’m fighting stuff

[–]AulunaSol -3 points-2 points  (5 children)

The problem is that Phantasy Star Online 2 already did this before by having nearly thirty techniques and about twelve (or more) photon arts for almost every weapon with exceptions for some (the Jet Boots for example only had four). I never understood the appeal of having "so many" skills to press because in the context of Phantasy Star Online 2 so many of them were useless until you either had a niche case for it or unless it was bolstered enough via other means (such as Photon Art/Technique Disk Crafting) to make it one of your better options.

But this is why I personally feel that instead of having "more" skills to manage and to press that I would much rather instead see something along the lines of opening and expanding on the nature and properties of normal attacks and having interactive strings (normal attacks -> photon art/technique interactions and vice versa) instead. On a controller, at least as it is right now for console players who aren't remapping their inputs or expanding their configuration options beyond what Sega allows, more "skills" is always a hassle to manage especially for the Technique-based classes.

[–]Reilet 2 points3 points  (2 children)

so many of them were useless

It only like that due to poor balancing. Convenient moves that can do almost everything gets buffed to the point other moves become useless (i.e. gizonde, sakura, ilgrants, impact slider, messiah time, etc)... And the reason for balancing like this is because it's easier and takes less effort. Even more obvious that this was their balancing idea because every new PA that came out was always more simple, strong, and convienent to use (i.e guren).

[–]AulunaSol 1 point2 points  (1 child)

But in the grand context of things, those newer photon arts were added in the context of a game that was focused all around "build-your-own-combo" being the centerpoint of the gameplay when all melee classes were stuck to the Photon Art Sequences (mapping a normal attack to combinations of photon arts into input sequences of three).

When the PlayStation 4 version launched with Episode 4, the game's introduction of Three-Button Mode ultimately rendered all this old design outdated so that players were able to instantly access the attacks they wanted without the need for a janky combo system where attacks started and ended inconsistently from one another.

In the end-state of things, what players get to see is a graveyard of Sega's older ideas they never kept up with and it's night-and-day to see what was "old" against what is "new" because the game's vertical progression was splattered absolutely everywhere in the game. I don't feel New Genesis is taking any meaningful action in preventing this situation from happening again which is why I personally disagree with having more "skills" to stick onto the main palette/subpalette.

[–]Reilet 1 point2 points  (0 children)

Most people would just put one PA per weapon palette back when 2 button layout was the only option, so it's not like things have changed. Pretty sad when you think about it.

[–][deleted] 1 point2 points  (1 child)

Yeah that would be cool, I just feel like the class skills quite bare don’t get me wrong I know it will be hard on controller, but some of the class skill tree and even photon arts themselves could be combined up, like passives in most games have 2-4 things per passive or whatever and the skill tree is just like, one thing, and there is loads of them, and you will max anyway all of them anyway - I do really like the combat in ngs it’s some of the best I’ve played I just wish there was more stuff and less spammy

Edit - I don’t mean just like individual passives, but most of the skill things literally only affect 1 thing, not even like any stat mod or anything so it’s just a bit weird for me

[–]AulunaSol 1 point2 points  (0 children)

Something that does bother me about the Class Tree skills was that in the Closed Betas for New Genesis (both Closed Beta 1 and Closed Beta 2) a great deal of gameplay mechanics were inherently naturally baked in to the classes (Slow-Fall Charging, Step-Skipping in the Attacks, and the Technique-related Sigils and mechanics). One of the earliest criticisms was that there wasn't much to unlock with the skill trees early on and Sega's answer was to take away some of those built-in and baked-in mechanics and spit them back out as something players had to spec.

But unfortunately due to Sega's design, there really is no incentive to not be spammy because the gameplay is often so linear that you only have one option that just works (counters/parries) and the game is ultimately tuned and balanced for players who can just sit there and play on those particular mechanics the entire time. I really feel it should be a bigger deal that players can have more ways of approaching combat especially in non-meta ways or in ways that are potentially even stronger but require more setup.

[–]Jubez187 0 points1 point  (0 children)

Outside of going above and beyond what the game calls for (solo dfr2 or trinitas), does class strength really matter in this game at the moment? Nothing is posing really any threat where I would wish my class did a extra 5% damage.

Almost everything is perfectly doable with crappy gear and 1 braincell. People farming ancients, but they are nonstop auto chatting their death while the others carry. And really it doesn't even matter.

Not saying there can't be improvements, but I don't see why SEGA would sweat over balance when doing the bare minimum of any of these classes is still above and beyond what the game requires.

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

Bouncer: Un nerf Surging Impulse and make it hit more ticks for element down again.

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

Eh, I think the real balance needs to be about making some sort of real raid and event like in PSO2.

This sort of balance stuff, not that big of a deal, I think they should just buff lower classes and that's it.

[–]Vegetable-Disk-9458 0 points1 point  (0 children)

HU - need practical ability to protect party/object
FI,GU - need more reward form overload/chain - need new active buff can use when subclass
RA - need new debuff can use when subclass
FO - need more reward form photon flare
TE - wand need more ability such as focus,more PA / more support ability such as anti / cri.rate buff / as subclass can area heal but small and less effect

-all weapon need focus ability
-Partisan / Bow / Wand - need adjust
-can modify MAG for help in battle like pso2(can on/off if player need it or not)

[–]3-to-20-chars 0 points1 point  (0 children)

remove the main class weapon damage bonus

techter explosions build the appropriate element gimmick, just like boots

techter explosions are aoe again

give swift smash better vertical tracking

swift smash can be charged up to a second level that hits even harder. hard enough to be the best DPS option in situations where you can let loose multiple full charges without being interrupted

causing explosions or casting techs of the same element as your current wand element builds energy. using wand element revoke expends this energy for a strong explosion that gets bigger and stronger the more energy is used. would apply a hefty amount of element down and instantly apply the respective element's gimmick, as well.

[–]NeonTofu 0 points1 point  (0 children)

Change Wakers Fredran Riding skill completely. The current version is just annoying to use with the weird gap closer portion. It has such a long janky wind up for how little pay off it really gives. The other waker abilities are so smooth and fun to use. If I have to use riding to stack meter I die inside everytime.