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Showing most liked content since 06/28/2021 in all areas

  1. This may not be an update post you were expecting, but it was to come eventually. After 8 long years of pouring his time and effort into this project, Marmalade has left the Clementine Team. This wasn't an easy decision for him and had been talking about it for a few months due to family and medical concerns. It goes without saying that Clementine only exists because of the insane amount of work Marm put in over the years, and I'll be rather blunt in this post, the fantastic vocal community of Phantasy Star chewed him up and spat him out in the middle of some serious health problems. I've been along side Marm for the majority of the journey to where we are today, and I've watched his slow decline in both physical and mental health because of what this project and this community has done over the years, through the drama and backstabbing and it's sickening. I'm impressed he soldiered on as much as he did and for as long as he did to be honest. Everyone else that was good for this team left years ago because of the same. Needless to say I'll forever be grateful for what he achieved with Phantasy Star Universe and did to bring this old game back to life for us to enjoy. Sadly you will never know the full extent of the effects this project and community had on his health but it was dark and absolutely not OK. I know people have their opinions on where Clementine has ended up as of right now, but it doesn't excuse what happened behind the scenes over the past few months, and the unneccessary burden and attacks. A lot was usually pinned on Marmalade when 9 times out of 10 it wasn't his fault, but because others can't accept responsibility. Obviously, I have strong opinions on what has happened because I've been a long time close friend of Marm and because of that I think it's only appropriate that I say what I'm about to say. The straw that broke the camel's back for us was a recent event where some of our old files were sold/leaked by a former moderator that you may all know, Parallaxed. The people involved in this transaction and are in no way sympathethic for what has happened or the effects that it had, and will presumably continue their endeavour to replicate what Clementine is through the use of stolen files are Flawless / WilsonPSOBB, and Soly (From the Ultima PSOBB development team). Myself, Marm or Tony never signed off on this, never agreed to it and there was never an attempt to make some sort of agreement between us. If you're not aware, it will be 9 years in February when work began on Clementine. That's a very large portion of our lives to dedicate to something, just for it be taken for malicious intent and personal gain. Going forward I'd like to firstly thank every one of you that have supported us over the years and for the appreciation that you do show, believe me, we hear you and for the people that are not happy with the current state of Clementine, we hear you too. As of the middle of December I was transferred everything from Marmalade, and tonight finalised the transfer which will allow me to continue Clementine. While I'm not certain on Clementine's future in terms of updates as I have a life outside of this, I can promise that we will remain online for as long as I can keep it up, as I don't wish to see Phantasy Star Universe die a second death. I will be discussing with the existing team on what actions to take for Clementine to go in a better direction. However, going forward, I will not accept toxicity within our community as it has gone on for far too long and driven far too many people away. Thanks, - Gnome
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  2. INTRODUCTION Welcome to the first unofficial User interface mod! This User interface is trying to catch image of how Phantasy Star Universe will look like in the modernize days Each version # will be a iteration of user interface keep as a preference for peoples can choose. I hope you enjoy using my mod! Please send me feedback in discord to improve the UI, it'll be more welcome to help me! Thank you again Declaimer: IT IS NOT A RESOULTION MOD! This is only to change the texture of the User Interface. Thank you for reading this! VERSION 1 DOWNLOAD: https://www.mediafire.com/file/s18qevn6b1az27g/PSU_Modernize_UI_Xbox_one.zip/file XBOX ONE BUTTON ICON V1.01 DOWNLOAD: https://www.mediafire.com/file/aif8b0swq8oifb7/PSU_Modernize_UI_PS2.zip/file PS2 BUTTON ICON V1.01 DOWNLOAD: https://www.mediafire.com/file/xayg5akbecfmob9/PSU_Modernize_UI_PSP_Icon.zip/file PSP/Black and white PS Button ICON V1.01 DOWNLOAD: https://www.mediafire.com/file/6i9et62igh7z38y/PSU_Modernize_UI_Xbox_360.zip/file XBOX 360 Button Icon V1.01 DOWNLOAD: https://www.mediafire.com/file/31qj6066lan1kjo/PSU_Modernize_UI_Nintendo_Switch_Pro_controller.zip/file Nintendo Switch Pro controller button icon V1.01d ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- VERSION 2 DOWNLOAD: https://www.mediafire.com/file/7ojpubof4y492c2/PSU+Modernize+UI+V2.05.zip/file XBOX ONE BUTTON ICON [LATEST VERSION] V2.05 DOWNLOAD: https://www.mediafire.com/file/egorxxamouny22a/PSU+Modernize+UI+RAINBOW+fixed.zip/file XBOX ONE BUTTON ICON V2.04 DOWNLOAD: https://www.mediafire.com/file/i8z20m17wk9kfo7/PSU+Modernize+Switch+V2.01.zip/file NINTENDO SWITCH PRO CONTROLLER BUTTON ICON V2.01 DOWNLOAD: https://www.mediafire.com/file/dh3ro1igshdi4wi/PSU+Modernize+UI+PS2+V2.05.zip/file PS2 BUTTON ICON [LATEST VERSION] V2.05 CREDITS: Agrajag/Shadowth117 - PSU Parser Tool Parallaxed - Xbox 360 HUD template.Xbox 360 button icon Lt. Plebberoni - PS2 HUD template EvilMag - Button suggestion. TESTERS: Bando,Seority,HzE,TaKai,Little Bean Upscaled team: Valen Bug report/Crashes: Timeless ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- UPDATE NOTES Version 1.01 Added file 1b77ca32487ddd3944ec6ec3a7f05775 Version 2.01 - Adjustment changes - - Status Effect icon - Weapon Icon color adjustment - Item Icon color adjustment - Locked Party icon change - Photon Fortune - Notification Icon color change - Action/Lobby Icon color change - LV font change (Return back to white instead of yellow) - Photon Art Icon change - Adjusted on X,Y Button icon on Page 3 Photon art placement - Enemy buff icon changeCrown,Sword,Shield,Staff,Boot) - Elemental Icon change - SUV Bar Change - Notfication LT Button Change - Ranks Icon color adjustment - Cannot use X mark icon change Version 2.02 - Upscaled font numbers - Color adjustment on the HP/LV character UI - Color adjustment on Striking weapon type icon - Changes EXP Font - Changes PA Disk icon - Color adjustment on lineshield/unit Icon - Changes on the X,Y Attack UI - Color adjustment on party Icon - Color Adjustment on Item Ranks (C,B,A,S) - Changes on Star rarity. Version 2.03 - Upscaled Weapon palette - Upscaled Icon (Might not make a difference) - Change Key card icon - Adjustment for Party Icon - Changes Notification Icon Version 2.04 - Upscaled Menu Icon and New icon - Changes for SUV blast gauge Effect and Button prompt - Changes for Photon fortune star color (RAINBOW?) - Color adjustment to the Button Icon UI - Changes for Lobby action font - Changes for LT and RT font - Changes for Elemental icon - Changes for LEVEL UP font - Changes for Player online status under partner card List Version 2.05 - Changes to LB,RB,RT,LT Left and right arrow icon - Changes D Pad icon - Highlight texture effect was adjusted - A adjustment changes to the Player color gem to look alot better - Added new Color icon for clothes - Changes to the weapon palette texture - Changes to the weapon palette selection effect color - Changes to LT notfication button icon - Added new icon for Locked,Auto Follow,Auto Run,Party - Changes on Partner card Priority icon - Changes color on the grinding bar - Changes on the unavailable icon ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Current Issues: SUV Animation bar have a slight graphical glitch. Will fix it another time WARNING: PLEASE HAVE A BACK UP FOR A FILE CALLED "866846b780cb87bcd54430c245e1f5e2" IF YOU WANT TO RETURN USING THE ORIGINAL UI. How to use it. 1. Drag the 866846b780cb87bcd54430c245e1f5e2 and 1b77ca32487ddd3944ec6ec3a7f05775 file to your PSU clementine DATA FOLDER 2. Click Replace the file in the destination 3. Click Clementine launcher and start playing it! PREVIEW: Party/Character HP,LV, Buff HUD Xbox one button icon PS2 Button icon. PSP/Black and white PS button icon Xbox 360 Button Icon Nintendo Switch Pro controller button icon Damage number font. (Currently use KINGDOM HEARTS III In game font) Ranks icon,Element icon, Weapon type icon Item Icon. Color matching the item shop Lineshield/Unit icon. Color matching the armor shop Clothes icon, Color icon,Rarity icon Synthesis icon. Coloring matching the Synth shop Keycard ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- VERSION 2 UI PREVIEW
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  3. Hey, I wanted to make this topic for players to throw ideas into the pot for new missions. Generally, because I still need to put time in to figuring out more with mission functionality and the sort I figured something good may as well come from it. I'd like to know what kind of areas in the game people would like to see more missions of, whether it's lobby or mission scenery, as well as the kinds of enemies you think would be exciting to see more of. Obviously these are going to be basic missions, so nothing terribly crazy can happen with them (no cut scenes or scripted events). Just A to B, kill enemies, maybe a boss, and loot. Want to see more Beach missions? Maybe more Moatoob missions? Let me know if you have any preferences.
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  4. Just wanted to make a quick post to let players know that there will be a small booster event running until the 20th of September. We hope to be able to deliver the JP Photon Arts some time next weekend, but until then this is for you. 1.5x EXP 1.5x MP 1.5x Meseta 2.0x PA 2.0x Rare Enemy Rate 1.5x Rare Mission Rate 10% Additive Grinder Success Rate 5 Silver Voloyal Coins Daily Additionally, clear boxes on S and S2 difficulty will drop 2 items instead of 1. This is experimental though, so if it doesn't work then please let me know. Thanks!
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  5. Valen's Upscaled Textures This project is an idea I had gotten inspired to do after seeing Bando's textures. This project aims to upscale everything eventually. That being said, that is a huge undertaking and I am taking this slow and as a hobby, so updates may take a while. This project is now in a "Beta" state. It appears that this project should be possible. Upscaled Areas: Guardian's Colony, Moatoob, Falz Memoria, Fantastic Voyage, Almost all boss arenas, Hive, PSO Areas, Seabed Relics, Inherit Laboratory. (Falz Memoria doesn't look the best in my opinion and it needs to get touched up.) If you notice any issues or want to give feed back, please let me know! P.S. We know about the Upgrade & Repair area breaking the 4th floor and moatoob, but as far as we know, there isn't anything we can do about it. Install Guide How to install: 1. Backup your DATA Files before installing. 2. Download Here 2.5. If you already have the previous version of the mod, you can download the update Here. 3. Open the zip file and extract the contents of the folders you want into your DATA folder. (If you Time Attack, you may not want the Missions as it adds a fair bit of load time.) 4. Change the graphics option "High LOD models" to 32 max in the clementine launcher. (If you don't, you WILL crash). Changelog Credits Thanks to Bando for inspiring this project. Thanks to Killroy for helping me test and upscale things. Thanks to Gotanks for redrawing some assets. Thanks to Marm for telling me some elusive file names. Thanks to Agrajag for the parser. Previews
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  6. Hey all, This post is for any and all to post what they are thankful for about PSU Clementine Server. I've been playing PSU Clementine for close to 5 years, and don't really send my thanks anywhere except in a form of an in-game bow to mods/devs when I see them. Try to say nice and grateful words directed at developers and moderators in this thread, I will Start: All who have helped Clementine become what it is today, thanks for all you've done for clem. I've been very happy with clem and the many improvements you've made over the years. You've recreated my favorite game of all time and I appreciate it greatly. When clem is up and running and I'm up and running, it's always been happy times for me. I don't send in my thanks and appreciation often, but I'm always super happy and excited to read your updates about clem. I can imagine you get a lot of complaints and ungrateful people sending messages, and the happy are silently playing and enjoying themselves getting stronger in game. That's why I made this post, hopefully some choose to leave kind words. If I ever get rich I'll donate heavily to clem's progress. Live a good life and don't stress. God bless you all Thanks for creating happiness for me and many, The dog
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  7. I’ve been playing Clementine on and off for a couple weeks now, taking it slow because I’m alternating with other games and work. Here's a my thoughts so far! (warning: this ended up being an essay) Early game felt slow. Few notes about the early game, it feels kind of lopsided. Levels came fast because of the boost, but a few things felt slow: Lower MP payouts. Mssions such as Military Subway and Scarred Planet seem reduced compared to official Higher level enemies. On the other hand enemy levels were increased, such as Military Subway going from lv10 to 20, making them slower to run. Beefier enemies. Furthermore, enemy HPs at Lv10 and lv15 were increased, making missions even slower to clear Higher MP reqs. And finally advanced class requirements were raised, such as Acrotecher requiring 7 Ranger and 7 Force instead of 3 Ranger 5 Force Meseta gain felt slow. The main source of meseta at low levels came from selling weapons, but weapon NPC sell prices were reduced so I had to rely on the daily which made me not really want to play after completing my 5 for the day. It took a few days to buy PAs and re-gear up halfway, switching from Ranger 7 to Force 7 then Hunter 7. Mid game feels okay. I’m just getting into mid game with B rank missions, and it feels better. Here’s my observations so far: Mid-game gearing depends on player economy. Seems very dependent on hand-me-down outdated weapons. Those are very cheap. However, one possible risk is this is subject to players continually putting up outdated weapons for sale at affordable prices. Lowbie weapon grinds. I haven’t touched grinding yet. I’m running 0/10 A ranks which seem fine for B rank missions. Even though B grinding is easier, generally a 0/10 A beats a 10/10 B so there seems to be no point, though there's some exceptions where Bs have really good stats. S ranks. This is subjective but I feel classes with S rank weapon access should be rewarded for using their S rank rights. Consider making outdated 10 weapons pass all grinds at 100% so that a Fighgunner using S Dual Blades for instance gets an “express lane” for newbie gearing compared to an Acrofighter using A Dual Blades. This also helps distribute demand rather than clustering everyone towards 10/10 A then 10/10 best in slot. Megid enemies come too early. B enemies being level 50+ instead of 40-45 means the moment someone gets their advanced class they already need to start dealing with upgraded Deljaban throwing Megid. The latest update made Vijerina / Resist cheap so I picked it up and it’s not a problem anymore, but if people move elsewhere then new players after me will have trouble. Mid-game versatility. The biggest challenge with mid game is probably versatility. With one good line shield and the right weapons e.g. Dark line shield, Light weapons, doing specific quests at level is easy but moving out of that to run a variety of missions means I'll probably need to farm and spend another 100k to 150k to pick up a new line shield and 2 A weapons at 40%+. I miss GAS. This is random but I personally miss a lot of the GAS customizations I used to run, like having Counter bonuses and EVP buffs with level 21-30 melee PAs on Acrotecher. Not fast but it was fun to just Zondeel and run right into a mob and parry it, then iframe counter. Playerbase. Also some random thoughts about the likely playerbase Likely playing other games. PSU is an old game and I expect most players to come back for nostalgia, or try out new content during their main game’s downtime, be it NGS which sorely lacks content right now or XIV between updates and so on. Maybe busier. A lot of players probably played while they’re younger and might have jobs, families etc. Streamline the early game? Normally with older games with smaller populations, developers tend to speed up the early game so that the playerbase can get concentrated around the higher levels. Then they focus on making content for high levels. Some games even offer an instant jump to cap but I'm not a fan of that. So the formula is probably a casual early-mid game, pick up welfare gear, then start a grindy endgame rare hunt. I think 20 100 hours to reach the endgame unoptimized is pretty standard for an RPG. Other stuff. Horizontal progression would be nice. PSO and PSU are all about the rare hunt (unlike PSO2). However, original PSU was designed as a vertical progression game i.e. new weapon tiers being added all the time, powercreep like 10% PA boosts and so on. I feel like there are a lot of weapon skins in PSU. If there’s a way to design it as a horizontal progression game where as many weapons and gear sets are viable as possible, it would probably add a lot of replay value. Like if I could do Build A by farming 6 of one kind of Twin Saber, and Build B with 6 of another kind of Twin Saber. Philosophy. I think Clementine needs to communicate a philosophy or guiding principles so that players know what to expect. Like is the goal to make a hardcore server or a casual-friendly server? I know a number of changes and additions were made, such as grinding, PA damage, new gear and so on, so generally bringing that together would be nice. For instance PA damage was adjusted for class balance, but what is Clementine’s vision or definition of balance? Should all classes have the same DPS? Or is it more a matter of specialty, such as one class being top in single target at range but weak at AoE, another class being top in close range mobbing but weak at range and so on. Especially since some classes are quite similar, like Fortefighter and Fighmaster, Acrofighter and Fighgunner etc, it would be nice to get an idea of what each class is intended to do differently from others. Website. Finally on the website itself, it can be difficult to get an idea of how to get started. I think a new landing page might help. Personally when I first land on Clementine’s website I’d want to know 1) What I need to do to get started -- likely a huge button that takes me to the download page, which in turn has a button to Getting Started) 2) A link to the latest update/event to show the server is active 3) The philosophy, like what should I expect, a vanilla-like experience or a different one? And different in what way? 4) links to the community in case I have questions 5) Patreon. That was a lot! If you've made it this far then thanks Overall I get a feeling it's not easy to decipher the inner workings of the original server and get it running as much as Clementine does today so it's pretty amazing that I can play PSU again.
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  8. While I knew there had to be extreme challenges and obstacles that had to be overcome, I never knew such events was happening behind scenes. For the server to shut down for several hours without an explanation, I imagined that something drastic must've happened, but never imagined this. I can count on my hands how many times I've logged onto this website, but if there was ever a time, this would be one. I joke around a lot, but a day never goes by when I am not thankful for the team that literally made a dream into reality, where so many thought it was impossible. In every community, even Clementine, toxic individuals will exist. However, I'm glad that a "Zero Tolerance" policy seems like it will be implemented. I hope you guys realize there are many people out there who appreciate all the hard work the clementine team has done. If I ever said anything out of frustration, I apologize. It is nice knowing the individuals who has caused such harm, though. Keep up the good work and I wish Marm the best. In no shape or form did you deserve any of this. I am saddened and furious at the same time. Good luck and I wish you all well.
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  9. Well, reading that is just kinda sad. Not something I expected to see after returning from a long break from the game. I have been here since just a few days after the very first forum went up back in 2014, I couldn't believe somebody was actually working on bringing PSU back. I watched and waited with excitement seeing this game slowly get bought back to life thanks to Marm. The early days of visiting the forum daily talking with the mods and small community at the time, seeing it slowly grow by the day and Marm and the early testing team sharing very early work of the lobbies and broken missions. Most people outside of the community won't understand, but just seeing that again nearly 2 years after the servers closed was really special. Then nearly a year later, Marm gave us all access to Clementine for the first time. We broke the forum, we broke the servers and had to use the Facebook group page just to communicate with each other. There were no working missions, the fashion was basic, items didn't have their correct names, it didn't matter, the game was alive again and I couldn't have been more grateful. I will treasure those memories, they were some of my favourite moments on any game to date, even more memorable than when the official servers were up. I won't bore everybody with the rest of the history up until now, so I will just say thank you. Thank you for bringing this game back, Marmalade. It didn't matter to me how much of the game you could salvage, recreate and improve, just bringing it back and allowing me to create more memories with this game was more than I could ever ask for. All of those discussions about the direction you wanted to take the game, input from the community that sometimes got heated, none of this mattered to me, it was enough just to get back into the game again, that is all I ever wanted and you made that happen. I'm sorry it has ended this way for you, I can't say I am surprised, I remember a while back you saying this game was taking it's toll on your mental health. If you had quit back then, I would have understood. I just hope that one day you can find your way back to the game you created and love it again. It's frustrating to learn that we have had snakes in the community for so long that pushed you towards this, people that I have spoken to and played with many times over the years. I just hope you know that the majority of us that played weren't like that and were just happy that you gave us the opportunity to play the game again. Hopefully you return one day, but as a player, and we can run some missions together. Until then, look after yourself and I wish you all the best for the future
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  10. Speak for yourself. The problem doesn't lie in the community, except for ridiculous and unhelpful nonsense like this, which seems to only ever serve to drive people away further with lies. Are you trying to help solve the problem, or make it worse? I could hazard a guess. If I'm a shitty owner then so be it, but unfortunately I'm what you landed with and I apologize for that. But there are plenty of amazing people in this community who are passionate about a game they love, as am I, and we've all always done our best. If I didn't care then I wouldn't have spent as much time as I have working on this project or fighting the fights. I would have left years ago with the rest of them. I try hard because I love this game, and I owe it to the community to get PSU into as full of a state as I possibly can, even if it drains me dead some times. Please don't forget that we actually have to reverse engineer all of this, and we're confined to the limits of what is realistically possible. We don't have any resources or packets from JP, so there is very little reference data. Lastly, there are no more wipes! I don't know where people keep getting this idea, but blathering it out blindly doesn't help to reassure new players reading that. Most of what Selphea has listed we're already aware of and started working toward solutions. Being that it's likely to be a major update, it will take some time to get going but you can expect a couple of helpful tweaks next maintenance at least which address some bad feels and bad smells. The problem for me is that the game isn't fun right now and fails to scratch certain itches. It's grindy as hell to catch up, running the same mission is boring, nothing rewards your time and effort, and it isn't friendly for new players to even begin. There's little to no stimulation. Rather bafflingly, there's also an entire game here that isn't... here. All of which are problems we're aware of and have been working to address for quite some time now. Last patch introduced huge changes to how the drops system worked back-end, which was massively from community demand, but also sets us up to solve many other problems over time. Now drops can be filled into boxes without the worry of them being full, since in the past they were limited to 3 items, as well as allowing boxes to roll multiple items instead of 1, which will be utilized more in the future, as is the hope. We'd introduced the guardians quests which, while I'm aware they're not enough still, are a step in a better direction for helping new players get into the game. I know early game Meseta is an issue, as well as leveling basic types, and generally gearing up. We've already kicked into action and are experimenting with this specifically since 2 weeks ago. I'm happy to tell you that it feels a lot better than it did, and I hope it will help players ease into the game in a much more natural way, when the patch releases anyway. Realistically, and if I'm being honest, there's a very real barrier between what we can do, and what we can be allowed to do. I could list off many things that could help to resolve these issues and make the game fun for new and old players, but would it be accepted and allowed? The general standing for a lot of us for a long time was that change = bad, but maintaining an old RPG in 2021 with unpleasant mechanics will only bring in temporary nostalgic fans, who will inevitably leave either way, and thus we have "50 players" all the same. If I'm to maintain a server, if I was in Sega's position, shouldn't I make some effort to resolve these issues with more modern and generally accepted changes from this era, to align with what current gen players expect? Well to some extent, yes? if we want new players to come in anyway. The important thing is that PSU maintains its charm and character, and I can already identify many things that directly violate that, and hope for it to be resolved sooner rather than later. Although not all of the changes Clementine has introduced are inherently bad. On a closing note, people will come and go from Clementine, others will wait for something to release or to be resolved, and others will take breaks from time to time. It is the nature of private servers. I'm painfully aware of the people that have moved on, why they did, and the ones making complaints about Clementine not being like official (and the others making complaints it is like official), whether in features (again, working on it), or overall feel. People often think I'm oblivious to it, that I want it or ignore issues with it, but I can tell you that the biggest waves of depression that come from Clementine, for me, are from some of the changes it's had. Half of the problems that exist come from things being changed and "balanced", but can you believe that going backwards is harder than going forwards? at least in some aspects of these changes. Naturally I want to fight it, and I do when I have the energy to. Thank you to all of you for taking time to share your concerns and ideas. While I might not reply often, I do still read them all and think about them. Rest assured, we've been working ridiculously hard to resolve issues and bring in more features, and I hope to be able to write up about it soon. I hope people will continue to work with me to resolve issues. As always, much love
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  11. "We wouldn't know who the good people are in this world if there weren't bad ones." This community is small already so I'm utterly confused as to what those who stole the data intend to do with it. If it's to make money, they must be hoping on a prayer, in the two digit regulars who'd play their server, that there's a "whale" for private servers among them. If this was for personal reasons against the PSUC team, again I question the point of splitting up the players to even smaller communities. Did they really believe a majority of players were fed up with Clementine? Seems to me, at least they we're not in favor of it. Although the situation itself is disappointing to many of us, I'm actually glad it happened. Marm needed to leave long ago, or at least take a long break. Not because of the work he's done or who he is, but because this game has been his life for almost a decade, so him leaving is actually the best thing for him. For the rest of us, that means we will need to be patient with game updates as the new PSUC team regroups. Also, as Gnome stated, they have lives outside of this server and therefore their time is limited. Wish this would have happened in a more positive circumstance, but I believe this was all for the better, in the silver lining kind of way.
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  12. I know i speak for many when I say we are forever grateful for everything Marmy and the other staff members have done for us. I loved PSU before it was shut down, and I love it still. Being able to relive everything i got to do in the past was so amazing, and i made new friends, built new memories, and grinded thousands of missions. It's been a blast. I have always been vocal about my dislike of the complainers and ungrateful/toxic people, and I am glad to see your stance against that behavior, Gnome. None of you do this for any other reason than it being a passion project, and for people to take that for granted is just foul. I just hope you guys never forget that at the end of the day, the majority of us are forever grateful to you for beinging back Clem and keeping it up. <3
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  13. Not sure if stolen files really are an issue (ofc, putting aside the moral aspect of the thing...) If a few manage to do PSU Banana or Cucumber, then there is a "challenger" which could be another source of motivation to move forward and keep doing stuff. ... But that's for the best scenario. Basically there is many steps before this happen, and they can't expect anything good from PSU community if the project is like "hey look with the stolen files we did a clunky and buggy server, plz join" or "hey look with the stolen files, we did something close to Clem, altough we criticize it...plz join"
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  14. Marm deserved better quite frankly. I'm just glad he is putting his health above this project. The good players (Non toxic) made PSUC an absolute delight to play on. Toxic players demonized and lied and spread nonsense about others to benefit themselves only. Flawless was a dickhead from the moment he joined PSUC and I regret never removing that toxic infection the moment he got onto our radar as a toxic player. The good players deserved a better community but ultimately toxicity/lies took down a really good person and I don't think anyone deserves to be treated the way Marm was treated by the majority of the community.
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  15. Hello everyone, I got tired of looking at the fuzzy, pixelated and blurry Area / Mission Select Maps so I decided to upscale and give them a bit of a clean up. DOWNLOAD MOATOOB NEUDAIZ PARUM A PARUM B All source files included on the git, throw the files into you DATA folder, backup your originals of course. https://github.com/JoycieC/psu-upscaled/tree/main/Area Maps/DATA Files Note that the Space Map is not included at present. PREVIEW (Warning big files) https://github.com/JoycieC/psu-upscaled/tree/main/Area Maps/Map Previews There are two versions of Parum because I couldn't decide which one looked better, of course the results vary between maps and I'm not 100% satisfied with the result for some parts, so I may revisit these later as there is a lot of detail loss when upscaling such low resolution source files. They are not intended to be professional replacements, but hopefully somebody will find a use for these or be inspired to make better versions. These were made using Topaz Gigapixel AI and cleaned up in an image editor after.
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  16. Probably not everything at once, since boosts can also be a way to concentrate players in one place. Maybe a Clementine Day or Clementine Week on a rotation, like this week is PA boosts, next week is EXP and MP, the one after that is Grinding boosts and 2x Olpad/Copernia/Grinder Base drop rate off a specific quest, maybe one week can be 2x BT Frag/PA Frag and so on. In a way it helps with forming parties since the thing that gets boosted will have more people wanting to run it.
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  17. I think there's no issue in having a 200 or 300% casting unit with 50-75 TP on it. Part of the issue though is that Hyakka was made too rare for a non-endgame unit. It has half the TP of yasakani (endgame head unit) yet is on the hardest enemy to farm efficiently in the game on top of having a horrendous drop rate.
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  18. So I had my friend AterialDawn create a log reader for me. Basically it'll read chat log and other logs such as Mail you receive and send. You can even edit the colors and hide certain logs. Things that will be worked on soon-ish and released in another few days probably: - Remembering the size you set your window to. - Adding a way to set the opacity of the window background. - I don't remember PSU_Logs.exe
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  19. Keeping in mind that all of the boss AI had to be rewritten from scratch using reference material, a lot of them most likely won't act exactly how you remember them acting. Enemy speed modifiers don't tend to do much to bosses except speed up their animations. I believe the problem you're experiencing is that Dimmagolus and Onmagoug think logic is too fast, especially for C rank. This is something I noticed about a week or so ago as well. By the time you get close enough to attack, they move again, which makes for a frustrating battle. I'll slow down their think and movement logic in the future so hopefully it will be a more enjoyable battle.
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  20. No thanks. Grinding system feels good to me. Im not going deal dumb RNG to break the weapon that i find with good 45+ % elements. i don’t care if people get 10/10 tbh, Risk and reward is just dumb imo
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  21. 1. Mission Name: Nightmare Grounds Planet: GUARDIANs Colony (Rykros) Tier: 5 Area(s): Rykros (Block 1-2), Sacred Ark Crowley (Block 3-4) Enemies: Galdeen, Bel Pannon, Sendillan, Orcdillan, Gaozoran, SEED-Argine, SEED-Ardite, SEED-Venas Boss: None 2. Mission Name: Divine Research Planet: Neudaiz (Shitenkaku) Tier: 4 Area(s): Agata RELICS (Block 1-2), Mizuraki C.D. (Block 3) Enemies: Ageeta (Fire), Sageeta (Light), Olgohmon (Fire), Ollaka (Light), Tengohg (Fire), Ubakrada (Fire), Kagajibari Boss: Zoal Goug 3. Mission Name: Laboratory Defense Planet: Parum (Foran Waterfall) Tier: 3 Area(s): Inhelt Laboratory (Block 1-3) Enemies: Badira (Electric), Shagreece (Electric), Distova (Electric), Go Vahra (Electric), Polavohra (Electric), Zamvapas, Svaltus Boss: De Ragnus 4. Mission Name: Mining Operation Planet: Moatoob (Casino Voloyal) Tier: 5 Area(s): Galenigare Mine (Block 1-3) Enemies: Nava Ludda (Fire), Lapucha (Fire), Jishagara (Fire), Vanda Orga, Dilla Griena, Bead Groode, Bafal Bragga Boss: None 5. Mission Name: RELICS Exploration (Event Mission?) Planet: GUARDIANs Colony (5th Floor) Tier: 5 Block 1 (Agata RELICS): Sageeta (Light), Olgohmon (Light), Ollaka (Light), Kamatoze (Light), Rygutass Block 2 (Seabed RELICS): Go Bajilla (Electric), Polty, Go Vahra (Fire), Polavohra (Fire), Gainozeros, Svaltus Block 3 (Moatoob RELICS): Lapucha (Fire), Zoona, Vanda (Fire), Drua Gohra (Fire), Bil De Vear (Fire), Zamvapas Block 4 (Rykros RELICS): Bel Pannon, Deljaban, Sendillan, Dilnazen, Delp Slami, Svaltus, Zamvapas, Rygutass Boss: None
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  22. All I gotta say is "dang". Not really the news I expected to casually mosey into tonight. This is sad to hear. I honestly never would have expected Parallaxed to do something like that. What would he expect to accomplish from this? I just can't wrap my head around it. I also share the sentiment that while I loved seeing the updates and other things Marm was up to in the development of this server, I always had the feeling he sorely needed a break. A hobby like this should be fun, not stress. I hope to see him around to, at the very least, hang out and enjoy the results of his own work for once. Also, if it's any consolation to Marm (assuming he reads this), whatever it is, it isn't you. You are not the cause of this mess. I'm in my 15th year working tech support, and there has been a very nasty change in the air in the past year. People are getting mean ridiculously mean, snapping at any perceived wrongdoing, demanding compensation for every tiny perceived wrong. Culture as we know it is falling apart. Too many people are concerned only with their own validation, and not with any self-reflection. None are willing to compromise, because that would destroy their oh-so-holy validation. If you do return, do it for your own enjoyment, and make sure you are not directly reachable by the players. Maybe not a "PR group", but maybe find a mod who makes a good "point of contact", that has enough of an "FU" attitude to tell off any would-be Karens. You're not making money on this, so you have no obligation to take abuse.
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  23. I just want to say of my behalf.. This really hurts me seeing Marm like this because this man done soo much for clementine since 2014. I came into clementine scene around 2016 summer closed testing phase started to help the team. Marm is a really nice person and talk about passionate about the project where it want to go once he have most of stuff working. we have some hiccups in the past and im not going go much detail about it. I care for this man well being and i told him “Take the break you needed, you done too much for clem” Im glad he finally getting that chance that he needed. Now for the people that were involved with that cruel thing. Parallaxed: It shocking me to see this man did this type of stuff for money/greed. I never seen this coming because I thought he was nice person since he help alot with clementine over the years. I can’t believe this happen and it hurts me alot for actually doing this ultimate betrayal to marm. I trusted this man.. Flawless: I am not surprised at all because he literally one of biggest scumbag of all Phantasy star community he touch upon. A very Toxic player. I wish karma will strike back to him and failure to setup a PSU server. mil: He is toxic and does not care for the casual player/community feedback. He care for himself and for TAs. Soly: I can’t say much about this because i know soly for awhile in my time in ultima and help me alot with item lost. If he part of this mess then this is very disappointed because this man care about improving more on PSOBB QoL stuff. Conclusion: I will defend and support clementine no matter what. This server will always be the main hub of PSU. I wish a good luck on gnome,Kyu and rest of the clementine team to bring a brighter future for this server. I believe in them. Marm, if you reading this please take care yourself and if you need a friend talk too my DMs always open. You always be loved in clementine. Remember that! Without you then there will not be clementine. You the one revived one of our favorite Phantasy star game and we cannot thank you enough of your dedication you did to this server. Thank you so much!!
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  24. I don't play, but I wanted to drop in to say that I'm beyond grateful for everything that the Clementine team has done to keep Universe alive. Each Phantasy Star game is special to me in different ways, and until Clementine finally went online, it always felt like Universe was the only title I couldn't voluntarily return to play in full. It hurts to hear about the toxicity and drama, but hey, it's the Phantasy Star community. It's always been a melting pot of the best and worst kinds of people. Keep the good ones close and never let the bad ones drag you down. To the team running this shindig: thank you. Always remember that the work you do is appreciated, even if that appreciation isn't always properly conveyed. Keep up the good work.
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  25. [UPDATED 07/25/21] yea yea yea here's v2 Bando's HD Enemy Texture Pack v2 shout out to Agrajag and Shadowth for creating the tools needed for this to come to fruition. This is the first pack I'm releasing of my personal PSU upscale project that I've been working on in my spare time. As always make sure to make a back up of your data folder before doing any editing. The AI I used was ESRGAN with a 4x upscale model, plus all alpha layers and mipmapping have been kept intact. Install Instructions: Unzip archive, then drag and drop all the files into the Data folder in your PSU Clementine install folder, and replace. - Updates - 07/25/21 updated to v2 (finally) - will fix de rol le glitter soon - :^) All enemies and bosses are finished and included. v2 will be coming within the next few days! soon™ RIGHT NOW! Download Link: v2 https://drive.google.com/file/d/1N38-U_dCyGToydHN-RplZYzSgSLmu_QY/view?usp=sharing
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  26. I work alot now and I know alot of other people do, I dont have time to really grind all day anymore and grind everything. It would be lovely if you can extend the time of it to atleast one more week! Please bless us Marm, I would appreciate it and I know others would too.
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  27. Absolutely not, this should not be a discussion, end of story.
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  28. i like the idea of boosts changing each day, kind of like level up quest on pso2. you can spam EXP missions 1 day of the week, do PA leveling another. rotate every 4 or 5 days or something
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  29. not much of a QoL but more of a make me better without having to play better imo "Alot of the time as a melee user, instead of basic attacks, we just go straight into the PA without JA'ing the first combo, it's more for conveniences for not having to basic attack." this is simply not true, maybe new novice players but nah "You can only JA after blocking with Technics or Shooting" This is a JC (just counter) not a JA "To add, JA's already function as a "crit" so it wouldnt change the output of the damage, Rather it would simply allow us to JA without needing to use basic attack for a variety of skills." functions as a crit isn't exactly the best way to put it when JA/JC is much different from a crit "The reason why it's useful is because when your forced to run at a enemy, and do a basic swing just so you can maximize your PA's damage output, you run the risk of being knocked around like a ragdoll every 5 seconds" melee is more of a skill oriented fighting style and relies on positioning and timing, it's a part of the melee classes identities and adds risk/reward play styles
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  30. I know I mentioned it before in some other posts, but I'll probably address it again more directly. This is about direction of the difficulty scaling on clementine, and also the drops again. I understand that in PSUC, players some players may have wanted harder difficulty scaling, but I feel it's important that it probably should've been left as official, and instead, offer more GAMs (guardian's advanced missions) for harder content with appropriate loot to compensate the limitations around type level, and player levels, It would alter what weapons players can use for that particular content. The issue currently is that there wasn't really much of an option for the players that didn't want this change to begin with. This would be perfect for old events like IC where you can experience the mission as it was intended rather than having to make it a generally easier experience for everyone. GAM is design in a way that it's meant for party play for doing harder content, Strategically, A lot of time's i've noticed whenever someone complained about the difficulty, the only answer to that was... what.. do a lower difficulty instead of what was originally intended for your level? PSU wasn't exactly designed to be a hardcore game in particular, but forcing that onto players isn't exactly a good idea to begin with. We always had the option, but in the current state of clementine, we currently do not. GAM should be more of an endgame feature, maybe revamp all the existing missions with a new twist, enemy patterns and gimmicks, there's so much potential that could be done inside of GAMs and it's really where the hardcore focus should be. Maybe I should just ask for core systems of the game to come back in some light as there's now plans for gas to be implemented at some point? It's like when Kritika NA had already more difficult than original "existing" content made even harder because players were running it too quickly, and then the patch came and everything was made overly difficult for little rewards, (atleast they made drops slightly higher at the time while also having linear progression..) and that's why the game died in the hands of Enmasse. Now with its re-release its dying cause its p2w af lul. In the case of clementine, content was made harder Not exactly harder, just enemies are tankier and more and more enemies have sword and shield buffs now meaning some enemies can one shot you because they're also overscaled, Drops were also nerfed, not in just value, but physically as its very uncommon for just basic mobs to drop anything at all, and to add, community was also smaller than official server, so having a steady supply of something is also an issue. Item's like Twin Caladblog, don't really exist due to it being on A rank difficulty and no one farms it. it would be healthier if more enemies dropped more items rather it being tied to a clear box that usually holds nothing but note seeds and photons. <--- Materials like these should be removed from the clear boxes and clear rewards should be more rewarding for the effort you put in. There's been many more times where I wouldn't even see a single weapon drops, iirc the drops were made in accordance to not knowing the existing drop formula the official server used, so that's also understandable. I could be entirely wrong, so if I am, please slap me. It's demotivating sometimes when you go into a mission, run out of PP chargers, kill a boss and leave with maybe just.. 10k? cause the money drops on enemies were also nerfed into the ground, and don't scale appropriately at higher levels, also with enemies being scaled higher, something like a random foie crit or an enemy freezing you in place without being able to move, you end up dying, or on some other cases, maybe the player doesn't have higher than 21 stamina, and doesn't have Vijeri / resist, then your going to be replenishing Scapes, then you replenish your Trimates and stars, and buy all 10 of your photon chargers over and over, sometimes It feels like I lose money rather than gain it, until maybe one drop maybe. (there's been many more times where I wouldn't even see a single weapon drop) iirc the drops were made in accordance to not knowing the existing drop formula the official server used, so that's also understandable. And before its brought up, not every class can attack from range and deal appropriate damage to deal with these sort of situations where you don't need to be near an enemy, and not everyone plays the exact same way. That would be pretty boring, and not how PSU was designed to begin with. A lot of changes have been put into the game in accordance to the new difficulty alterations, like techs gaining wider range, having LB built into the class from the start, bullets being buffed to deal alot more damage than they used to, and bullet/techs having higher SEs. I'm not saying these are bad changes, but it doesn't solve all the issues in the game even when the other PAs are out. I feel like if the game was too easy before hand, Then why are some mechanics not being worked on to improve the difficulty, like enemy Debuffs and functional turrets with proper damage scaling, or having explosives deal 80% of Max HP? instead enemies were made artificially stronger with cheap alterations to their stats so they can cheap shot you with spells, enemies getting stronger due to the fact people joined my missions isn't exactly fun when you consider some specific enemies have absurd amounts of HP, so while it may work for most enemies, it really sucks for those tankier mobs if players can't tackle it accordingly. Restricting player level and increasing the enemy level to be higher creates a new issue for players which cause them to mission alot more than they're used to, and there's no way around it currently as our level cap is 119, but our enemies are 150~170. In the cause of Robotanical Gardens, Enemies have gone from being 140, to 170. yet for our S2 cap. Not only this, drops don't exactly get easier the higher the difficulty goes, missions remain rather dry over all. Not only this, but it seems players are adjusting their playstyle to suit these difficulty changes rather than playing the class they'd like to enjoy. It's forcing players to shit to a sort of meta. For example more and more players are playing hybrids to take care of two issues, Enemies having high defense, or enemies being weak to incapacitate. Is one thing being so strong that it completely negates the need for the others? Then it needs readjustments if its too good, or other aspects of the classes need to be brought forward to compete. It seems like alot of classes have a way to get around their weaknesses except for some melee classes, unless you have things like incap weapons, or something to deal with annoying mobs. so I would like to suggest something like either Super armor where melee users can take a hit, without being knocked 50 yards and having to run back to hit their enemy, And allowing some weapons to pierce enemy defenses like spears, great swords, axes, maybe even rifles and shotguns. but are readjusted so the damage doesn't end up just being like bows being spammed all over again. It's funny seeing people say the game is easy when they use like 1 or two tools to completely trivialize the games difficulty, regardless of how strong that enemy may be. If it's too powerful then its something that needs to be readjusted and looked at because it will only seem to get better and better as the difficulty increases and player level caps grows. Anyway, what are your thoughts? What are your disagreements/agreements to my statements? Feel free to also drop your own rant below. Getting out frustrations is a good way relieve some stress. Just keep it civil, and mature and give constructive criticisms. No one is ever right in their opinions, but also keep in mind to not devalue those opinions, and be mindful of them.
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  31. Hi guys ^_^ I'll going to take a few weeks off soon, meeting with friends :3 I'm more than certain that i wont join in the game meanwhile. But if i do, it's probs for the daily casino coins :3 If weekly a few time i will check on the forum <3 Hopes the next few week i wont miss out too much :3 Be good, and stay awesome anyone ^_^
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  32. Sometimes I get stuck on a room bug and want to leave without perhaps quitting the game, or maybe I wanna just be lazy. Simple suggestion, probably was suggested before, unsure. But I'd like this to be a thing.
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  33. Weapons not breaking ruins the market and its not fun sitting there for 2 hours til you get a 10/10. Grinding used to be exciting you dont need to have all 10/10s to beat missions only some weapons needed to be that but maybe they could just change the weapons to be more grinding friendly. Many others feel the same but dont care enough to make a forum post and I know some ppl that are not playing because its boring when everyone has a 10/10. I understand why the system got changed because of cry babies spamming the forum with how flawed the old system was but until they could come up with a better system they should of just left it cause this isnt the answer. Incap is flawed right now (RNG to kill monsters lol) but ppl wont mention that because its 'fun'. Maybe they should make it only work on robots kinda silly to one shot a monster with 55k+ hp.
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  34. Trying to figure out what each class does. As in, not the concept but actual play, like if someone were to write a guide they’d need to cover these in-depth. Would be nice to compare notes and see if I missed anything. I didn’t cover the situations where a weapon works best in a specific scenario since that works better in a comprehensive class guide. Fortefighter Pros: Highest HP and DFP class, least likely to get interrupted. Hits hard and has S on many dual wield weapons (Twin Saber, Twin Claw, Knuckle) which tend to hit fast to offset its lack of speed boost. Cons: Limited ranged options. Has S Axe, Sword, Spear but they're shared with Fighmaster so damage will be 10 PA levels behind. Travel with Shusou Mob with Slicer, dual weapons or precast Anga Jabroga Boss with Knuckles, Axe or Twin Sabers Snipe with Handgun Support with Freeze Trap G Fortegunner Pros: Best class at Grenades; arguably the best class at Machinegun and Crossbow because the gap between A and S is small, and Machinegun is nice with PP discount. Cons: Has S Shotgun, Rifle and Laser but they're shared with Gunmaster so damage will be 10 PA levels behind. Mob with Laser or Grenade if the situation allows, otherwise strafe and pick off with Crossbow or Machinegun Boss with Shotgun or Grenade, or headshot with Rifle Snipe with Rifle or Machinegun Support with G Traps, Rifle SEs, Boma Maga Fortetecher Pros: Situationally the best class at Ra-techs if it can hit 5 targets. Paired with Longbow and Cards, it has a very “ranged caster” playstyle. Cons: 10 PA levels behind Masterforce, no speed boost and lower TP means most other offensive techs aren’t really it’s forte. Only A TCSMs and no speed boost means SE isn’t really it’s forte either. Not counting Limit Break, it’s tech damage is only 3% higher than Wartecher Mob with Line and Ra-techs typically, but Gi-techs and Cards may situationally see some use Boss with Diga, Foie, Grants or Ra-techs Snipe with Longbow or Cards or Nos-techs Support with buffs, debuffs, heals Fighgunner Pros: Tied for best class at Twin Sabers. Best ATA on a Lv40 Skills class. Combines dual-wielding melee control with ranged cleanup and bossing. Cons: Squishy for a melee class Travel with Tornado Dance Mob with Slicer or Twin Sabers, cleanup with Crossbow if needed Boss with Launcher, Double Saber, Twin Sabers Snipe with Twin Handguns or Machinegun Support with G Traps Wartecher Pros: Only class with two offensive categories at Lv40 (skills, attack techs). Highest Whip damage. Excellent solo ability with self-buffs and heavy melee weapons for control and AoE. Cons: No Slicer or LB Ra-techs means it needs to be up close to do most of its damage Travel with Tornado Dance Mob with Twin Claws or Whip or Gi-techs Boss with Knuckles or Whip or Gi techs Snipe with Longbow or Cards or Nos-techs Don’t bother with support, just kill stuff Guntecher Pros: Best at many single target weapons including Longbow, Card and Crossbow, making it the strongest single target gunner. Very wide support options. Cons: Weak AoEs, mostly Lv30 attack techs or A Lasers with no speed boost. Travel with Tornado Dance Mob with Lasers or Ra techs if the situation allows, otherwise strafe with Crossbow or Machinegun Boss with Ra techs if the situation allows, otherwise headshot with Longbow Snipe with Longbow or Cards Support with G Traps, buffs, debuffs, heals, rifle SE Protranser Pros: The only EX Trapper, unique combination of ranged and melee options. Cons: A lot of situational weapons Mob with Lasers, Sword, Spear, Axe, Grenades or precast Jabroga Boss with Grenades, Knuckles Snipe with Longbow Support with Boma Maga, EX and G Traps Acrofighter Pros: The only S Slicer user and with speed boost. Good with Exact Counter. Only class with speed boosted dual wield melee which makes it extra fast at launching and control. High TP for RCSMs. Good ranged options. Cons: Limited to As on many good weapons, though speed boost makes it decent at them Travel with Shusou Mob with Slicer, Claw, Twin Saber or Twin Claw Boss with Claw Snipe with Cards or Twin Handgun Support with G Traps Acrotecher Pros: Best support techs. The only S Whip user and with speed boost. Good with Exact Counter Cons: Offensive options all have some huge drawback (E.g. Whips are slow, skill PAs max at 20, Daggers and Whips blow away mobs before they die etc) Support with buffs, debuffs, heals, TCSM speed boosted SEs, G Traps Mob with Whip or Gi techs, cleanup with Dagger Boss with Whip or Gi techs or Dagger Snipe with Cards or Twin Handgun Fighmaster Pros: Only class with Lv50 skills, best Sword, Spear, Axe, Double Saber user. Speed boost really helps as it's weapons are usually slow. Cons: Not many options if things fly away Travel with Tornado Dance Mob with Sword, Spear, Axe Boss with Axe, Double Saber Snipe with C Handgun Support with G Traps Gunmaster Pros: Only class with Lv50 bullets, best Rifle, Laser, Twin Handgun, Shotgun user Cons: Situational mobbing and bossing options, fairly squishy Mob with Laser or Shotgun Boss with Shotgun, notably Barada Zagenga, or headshot with Rifle Snipe with Rifle Support with G Traps, Rifle SE Masterforce Pros: Only class with Lv50 offensive techs, best offensive techer especially on Line, Single, Gi and Nos techs Cons: Squishy but needs to go close range sometimes Mob with Line, Gi, Single, situationally Ra techs Boss with Single or Gi techs Snipe with Nos techs Support with TCSM speed boosted SE spam
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  35. Getting into the details would be a bit much for me, so I won't, although most people here would probably agree that the classes are not balanced to one another. It's good to see that GT and WT got necessary buffs to make the classes viable. However, I believe it's best to raise every weaker class up, rather than nerf the strong ones down. Instead of making players regret thier class decision, let them have a choice variety of decent ones. If we're basing Guntecher after it's description, "Long-based support," I would say it does that quite well currently.
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