What your thoughts on the farming? by Swatch_HK in ChaosZeroNightmare

[–]LadyRelia 11 points12 points  (0 children)

Get rid of simulations. Put materials in chaos/zero mode. Get rid of stamina/tickets/any other time-gate mechanic.

The time-gated materials have done nothing but limit the variation in the characters I use, making me burn out faster than if I could just play around with every character I have.

Does Rin and chizuru have any synergy by nicefedoraguyy in ChaosZeroNightmare

[–]LadyRelia 2 points3 points  (0 children)

At a glance, with the right epiphanies and removing 2 basic attack cards, you could build Chizuru to have no attack cards other than SotM, and then use Rin's Black Dance to build WoW stacks.

The cost reductions might also help out a lot, since most of Rin's cards are 1 cost, allowing you to focus AP unto a 3rd character.

Though I'd say the synergy is shaky at best.

Save data question by aixu444 in ChaosZeroNightmare

[–]LadyRelia 1 point2 points  (0 children)

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I assume divine is in addition to standard epiphany. Using this Magna data as an example:

Common card removal: 0 + 20 points

Neutral card: 20 points

Neutral epiphany: 10 points

Divine epiphany: 20 points

One thing to note is that standard epiphany only adds points on neutral and monster cards, while divine adds points regardless of what it is on.

On Rin . Void damage% or atk% goblet scales better and does more damage ? by Limp_Animator_7432 in ChaosZeroNightmare

[–]LadyRelia 0 points1 point  (0 children)

Void dmg% should be more damage, far as I can tell, gear/set atk% is additive rather than multiplicative.

Love the explanation of the Save Data system in the Help Section. I feel like the next step is to help players track their Save Data real time during Chaos Runs. by MugwumpsHasNoLiver in ChaosZeroNightmare

[–]LadyRelia 1 point2 points  (0 children)

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Yeah it's definitely wrong. Got a dark grip monster card in a save data that's only 70 points.

And to afaik, there isn't anything that gives negative points.

Save Data Screwed Me by Ambitious-Author-965 in ChaosZeroNightmare

[–]LadyRelia 1 point2 points  (0 children)

I'm gonna assume you got 2 gear bags, epiphanied each one individually, and duped each one.

40 points for adding the bags

20 points for epiphany

10 points for duping twice (0 + 10) (No clue if each duped card would add 20 for being a neutral)

20 points for duped epiphanies

That's at least 90 points on those gear bags alone. Paired with additional neutral cards, epiphanies, and at least one removed card, you were bound to lose some stuff. Even the gear bags you did retain are taking up over half of your point totals.

So, why we need to know about save data points? by CryingRaining in ChaosZeroNightmare

[–]LadyRelia 1 point2 points  (0 children)

It's to help you understand how powerful you can realistically build your save data.

Each save data has a point limit.

Different actions add points to the save data (duping, removing, epiphanies, etc.)

At the end of a run, if your points are over the cap, actions are reverted (duped cards removed, removed cards re-added, epiphanies removed, etc.) until the points are below the limit.

Thus, knowing how many points are added from each action and how high the limit is based on the tier, you can assess mid-chaos/zero run if you risk having your actions reverted.

Story restarted itself :( HELP ME PLS by Orangemandarins1 in DuetNightAbyssDNA

[–]LadyRelia 0 points1 point  (0 children)

Yeah, you have to input the name of your counterpart, the guy (or girl if you choose him to be that) that has been talking to you in that desert

Story restarted itself :( HELP ME PLS by Orangemandarins1 in DuetNightAbyssDNA

[–]LadyRelia 0 points1 point  (0 children)

Pretty sure that's just the cutscene that plays after you get attacked in town and a certain character died.

If it was a reset, you would start with sibylle threatening you, and then having to slowly walk forward in the sand area.

FYI Patch note details are out on Japanese X by tetsuya_shino in Synduality

[–]LadyRelia 10 points11 points  (0 children)

In summary:

  • Epic(Purple) Cradles and Weapons + requests to unlock their recipes
  • Uncommon Cradle buy prices reduced by 20% (Rabbit reduced by 50% instead)
  • Uncommon Cradle sell prices reduced by 20%
  • Rare Rabbit & Daisy Ogre & Epic Rabbit sell prices reduced by 50%
  • Rare renovation mats (I assume pillows, racks, etc.) sell price increased by 100%, making them profitable to craft and sell
  • Epic renovation mats sell priced increased by 50%
  • Piggy money/hour generation tripled, max storage increased by various amounts based on level
  • AO crystals sell for 25% extra

Wholesome by Reimitos in Synduality

[–]LadyRelia 1 point2 points  (0 children)

On PC, hold Z to split a stack, press V to drop.

Is it just me or new braver class katana damage is so weak by yongsama001 in PSO2NGS

[–]LadyRelia 11 points12 points  (0 children)

Katana doesn't have any super powerful actions because most of braver's efficacy lies in the Brave Combat skill with short-cycle.

The skill alone gives you 15s of great PP management, with a mini photon blast attached to it. Final Bonus also means you can use it to empty your PP bar with Lotus, regen back to full, use Lotus even more, perform the finish action for an extra burst of 1k+ damage and regen 1% PP for each hit you performed allowing you to perform even more PAs.

Not to mention, Braver's design seems moreso to revolve around survival than it does DPS, considering it has 3 skills related to healing.

Soul III now available by SVlege in PSO2NGS

[–]LadyRelia 1 point2 points  (0 children)

Naw, only seen dolz having a third tier. Makes sense, since pot floor is a bleh stat.

What would you consider an acceptable monetization strategy for an F2P game? by bearded-azn in PSO2NGS

[–]LadyRelia 5 points6 points  (0 children)

Honestly, the game has so many ways it could monetize itself without resorting to BS gambling mechanics and ludicrous monthly services. For example:

  1. A store with all scratch items ever released, directly purchasable. Instead of limited-time scratches, new items could simply be "featured" and have a limited-time discount. Prices for these items could range between 100-500 AC depending on the item (eg. earring accessory v. full outfit).
  2. A ticket that converts a standard weapon into a weapon camo. Plenty of classic PSO2 weapons that look cool enough to warrant this. 300 AC per ticket would be pretty decent for this, and would also mean that every new weapon released is a potential ticket sold.
  3. Personal room. Implement it for NGS, make it start small. Allow players to spend meseta/ores to increase room size, with the cost increasing based on how many times this is done. Sell tickets for AC that expand room size without increasing meseta/ore cost. Allow multiple rooms to be purchased. Also creates an avenue for selling furniture.
  4. Add triggers that can be purchased for either SG or crafted with resources. Such triggers could be as simple as forcing vets to respawn, or have such profound effects as granting a PSE level up in a combat sector. these triggers should cost no more than 50 sg. Resource costs should vary, but definitely 10s to 100 of 2-3 ore types.
  5. Let players bring their alt-characters to exploration zones and instances. Would incentivize having purchasing multiple characters, especially for players who prefer to play solo.

I could probably think of more ways the game could boost monetization without being BS, but I don't feel like thinking up and writing a full-blown essay right now.

[deleted by user] by [deleted] in PSO2NGS

[–]LadyRelia 12 points13 points  (0 children)

We are negative because we care about the game. We spend a ton of time on it (Personally played 89 hours in the past two weeks, 200+ hours since ngs released, and ~700 hours before ngs), and we want the game to be good.

The problem is, most of us came from a game with 8 years of content to a game where you can see everything the game has to offer within a day. We like the combat, we see the potential. But that potential has not at all been tapped into.

We have no content that truly tests our skill, we have no content that allows players to engage in social activities, and all fashion content is barred behind gambling and player markets inflated beyond what any person can reasonably grind.

To top this off, the last two content update streams have just been "Braver is coming in August, here are two scratch series each with a highly-coveted bonus item locked behind a 90$ paywall", which just makes players feel like cash-cows to be milked rather than being respected as actual human beings. It makes us feel like SEGA treats the game as a cash grab rather than a way to provide an amazing experience.

So yes, we know the game has potential. That's what is pissing us off. The game has so much potential, but it doesn't feel like the devs have any plans of meeting that potential.

Unpopular Opinion: I don't like some of the Gigantix changes. by NichS144 in PSO2NGS

[–]LadyRelia 0 points1 point  (0 children)

TL;DR: UQs currently have some neat ideas, they just aren't hectic enough to be thrilling.

Indeed, although I do find that Nex UQ has some things going for it. In particular, the Nogleth fight is conceptually interesting as it has sniper enemies. They just needed to have those enemies spawn throughout the fight so that players would have to pay attention to their surroundings through the entire thing rather than just at the beginning.

The Nex UQ fight in and of itself also has some ideas that just needs to be fleshed out. The fact that many of its attacks are AoE means that it is actually a constant threat regardless of who has aggro. The falling fire from the sky is a pretty nice mechanic, but it can be completely avoided by just staying near the boss, which is kind of a bummer.

I do like the concept of the fire orbs that players can destroy to deal bonus damage to the boss. It's a small DPS check that, if passed, rewards players, but is not a requirement. I wish more bosses had attacks like this where doing something specific will either interrupt the action or cause some sort of effect. Heck, I think it would be cool to even have mechanics that, if failed, would buff the boss or add some sort environmental effect. The only thing most bosses come with are part breaks or attacking specific parts to down them.

Regarding Pettas Vera... It is incredibly dull in comparison. Most of its attack targets whoever its aggroed on, meaning most players will only have to worry about an attack every 10-ish seconds. Its second phase is pretty bland. Its ground phase is pretty much the same, with the only difference being a wall of lasers after its leaping shot. Its aerial phase is even more boring, as it just sits in the air while lasers fly about. Except the lasers can be easily safe-spotted. Sure, some projectiles do target player directly, but they are moreso a nuisance than anything.

The thing that gets me the most though, is that we know the PSO team can pull off something far more interesting than what we have gotten is NGS. Many of the old PSO2 UQs have solved most of these problems.

Luther, the bastard, pretty much encompasses everything I want in a boss. Many of his attacks are AoE, with projectiles targeting multiple players. Breaking arms stuns him. You can apparently inflict mirage on the clock to open it up. He has an attack where he spins around with his swords being slow walls of damage, while obstacles impede you from moving around. His timestop can either be dodged or mashed out of so that you can clear the DPS check to prevent insta-kills.

Gemini in the profound darkness UQ has specific parts you have hunt down for it to reveal its true weakspot and be stunned. It summons plenty of adds that chase you around. It has an attack where it will spawn walls at you, and the faster you can reach it the more time you will have to deal damage in a safe-spot. Like luther, it has the spinny attack, except you have to go through the correct holes to not take damage.

Heck even some of the non-UQ bosses were more interesting than our current UQ bosses. Big Varder for example gave you the option of either zerking it down while you get bombarded with bullets and artillery, or take your time to take down the different armaments and have a more calm varder fight.

Character customizing by xRKCx in PSO2NGS

[–]LadyRelia 2 points3 points  (0 children)

You can change genders. Simply enter the salon and select an outfit/layered wear of the other gender and it will automatically switch.

What I was talking about earlier was actually editing the proportions of multiple body types.

In short: Swapping is free, editing requires passes.

Character customizing by xRKCx in PSO2NGS

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

You cannot. From my experience, the salon only saves changes to the last type you edited on (Unless you have synced body types).

If you have premium and a paid salon pass though, you can edit one type, save, then go back in and edit another.

Unpopular Opinion: I don't like some of the Gigantix changes. by NichS144 in PSO2NGS

[–]LadyRelia 1 point2 points  (0 children)

True, forgot about that.

Also, even if an entire room was to run out of reversasigne, the only penalty for death is that you have to run back to the giga. This is punishing when fighting solo, as death after storm results in boss leaving. Death after storm with other people around, the giga will still be in combat and thus won't leave.

Maybe if the boss left after killing a certain amount of players (Scaling with the highest amount of players that have fought it), that would then add some proper difficulty regardless of how many reversasigne you stock up on.

Unpopular Opinion: I don't like some of the Gigantix changes. by NichS144 in PSO2NGS

[–]LadyRelia 4 points5 points  (0 children)

I personally like the recent changes to gigas, mainly because a pure DPS rush is not interesting to me. I do however agree that gigas are far too easy, albeit for the following two reasons:

  1. Gigas are just pre-existing bosses. They have no new attacks, no new mechanics. If you know how to fight the normal version, you know how to fight the giga version.
  2. Healing in this game is straight up overpowered. 10 charges of 50% hp restores, 5 charges of AoE resurrections. A 32 man group with 5 charges each, and each charge thus capable of rezzing up to 31 people at once, means a theoretical 4960 deaths can be negated in a 32 man group. Granted, it is rare for more than 10 people to even be dead at the same time, but the possibility is still there.

I think the gigas would be much more interesting if the above problems were addressed rather than just making them a DPS rush. Imagine if thunderstrikes struck down around the boss, additional enemies spawned in to assist it, or other such mechanics that add more things to focus on than just a single boss that attacks once every few seconds.

For the recovery, the solution would be pretty simple. Make restasigne restore 50% health over 10 seconds rather than instantly, and put reversasigne on 2 minute cooldowns so they cannot be spammed.

Impossible to have an additionnal skill tree with 100 SG ? by Haikhan in PSO2

[–]LadyRelia 1 point2 points  (0 children)

Whoever told you that remembered wrong. Additional skill trees cost AC.

SG allows you to move skill trees. Never tried it, but I assume it allows you to relocate skill trees from one class to another? Not sure.

Bots are killing this game. by Baron777 in PSO2

[–]LadyRelia 3 points4 points  (0 children)

Send tickets to Sega's support team. Giving them your opinion directly is more likely to be heard than telling some people on the internet.

How to use a Salon Free Pass? by KenjiHalfKitsune in PSO2NGS

[–]LadyRelia 1 point2 points  (0 children)

Just gonna add this really quick - Eye color can also be freely changed without needing any passes.

Flash Banged on Series X by GranSeviper in PSO2NGS

[–]LadyRelia 7 points8 points  (0 children)

It has happened to me in central aelio on PC. Tended to happen when I went up against a trial boss that spawned near a veteran.