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milranduil

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milranduil last won the day on June 18

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About milranduil

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  1. did you play JP endgame? are you familiar with the length of time GAS took to begin with? edit: it's legit incredible i have to defend myself every time someone comments saying "this game should be grindy, stop saying it shouldn't be". it is possible to offer criticism about the length of grind without saying i want things to be easy. i know people like hoshi constantly comment about how i want the game to be easy (which i have never said). if i wanted easy games to play, i never would have played phantasy star games to begin with be it pso1, psu, or pso2. all have long term grinding each of which i've engaged in (psu for 15k+ hours, pso2 25k+ hours). if you do not understand the nuance of "hey let's be careful about the grind time of this new feature without making it excessive" as not being "THIS GAME NEEDS TO BE EASY OR I WON'T PLAY", i can't make you understand at this point.
  2. I will echo what Delta mentioned that a huge point of GAS is the personal customization, you can choose what you do and don't want in the order you want it in. By taking this away, many GAS items would likely need to be adjusted to a small or large degree depending on the class, and I think there would be too much to adjust in that regard that can affect one class more than it affects another (e.g. balancing twin saber 50 PAs around WT which affects AF and fF, or vice versa). Regarding the order, certain skills are more important to some classes than others. For example, master classes care more about full custom power first because they don't need to worry about lv 50 PAs/techs, they already have them. By dictating the order the skills are earned in if tied to class type level, this preference disappears. There's also the matter of how long it takes to grind for a full GAS setup on a class. The amount of important AP investment varies hugely depending on class, so while some classes could just grind for a little while, others would need to grind a LOT. Tying the customs to type level equals the playing field, which mostly hurts classes that need less while only marginally helping others. It also increases the grind across the playing field because everyone will be getting custom unlocks they don't necessarily want. Related to the grind is AEXP vs. MP. AEXP makes it very straightforward to dictate the base rate to unlock skills since all of the AP costs are already known from PSUsakura. Making customs tied to type level unlocks (MP) means you now need to re-evaluate the cost (at what type level is something unlocked, 25 or 30?). If you're not careful, it's very easy to make GAS grind much, much longer than it was with AEXP with type level, which was already long for many classes in the first place. It's cool to see GAS is being looked at, but I'm very wary of it's implementation if it strays too far from how it was on official. I really hope careful consideration is given in how its implemented if it's much different.
  3. this seems to be a widespread bug with many quests that are supposed to do this, like sleeping warriors in b4 with svaltus, and citadel of sand in b4 with ryugutass
  4. Deband is currently increasing enemy physical attacks to player, retier is increasing enemy techs to player. This includes defbaride/retaride.
  5. RCSM is correctly using TP now, but weapon element/% seem to not work
  6. Some map variants are still exceptionally rare to get while others show nearly 50% of the time. Duel in the Ruins A-1 for example almost never appears, but it's not even a possible rare variant http://psupedia.info/Duel_in_the_Ruins.html
  7. updated mother brain, onma, de rol, dark falz 1
  8. Related to the mini-patch from last night/this morning, Onma displays fire, but still seems to take the same damage from both fire and ice damage as well as deal the same damage with fire and ice armor. EDIT: Mother brain on the other hand displays lightning and takes/deals correct damage! It seems only some bosses are incorrect. I will update my boss bug post once I've had a chance to test various ones (or if other people post there too).
  9. those are default area drops, they are included because sega included them.
  10. Did you play JP at all? fG shotgun pull did do more damage than a GM, that's how it was with GAS. GM's attack speed more than makes up for it though, that's the + of playing GM. You played fG if you wanted access to melee weps or nade launcher, or GM if you just wanted faster bullets shotgun/laser.
  11. idk how to delete post, i quoted myself by accident lol
  12. There are parts of this I agree with and disagree with. I agree that ideally increasing PA cap should come with other niche changes for master classes to give them power in a different way than Lv50 (or 45) PAs. However, GAS was a very involved system, and there's a big -if- here on whether it's even possible for clem. Because of that, you have to consider alternate ways to implement pieces of it that made a big difference, but aren't terribly complicated, this being one of them. I also agree GM should never have gotten nades; that to me was just a poor decision, nothing more to say in that regard. I disagree that balance would be fudged harder than it already is currently. FM currently has JP post-buff dus skadd, and when it gets its correct larger hitbox, will be even more broken. MF relies on limit break to be relevant for bossing/mini-bosses, so that's a different issue completely. GM with shotgun buff is doing great, it was struggling a bit to be relevant in JP for the final several years. Other classes relied heavily on PA cap increase post-supplemental update to stay relevant (save for like 1 change made to GT or WT a while ago? I can't remember) along with unique weapons (e.g. twin dil edge). I also disagree that using the default allowed GAS customization classes had access to lets classes step on any others' toes. fF could get 50 slicers, but no s-ranks, fF could get 50 skadd, but no speed boost, fT could get 50 attack techs, but no speed boost (MF only limit break foie/diga is more complicated, and doesn't work anyway for now). I'd say the biggest thing to avoid would be letting fT not have 50 buffs, but I don't think you could do that anyway to begin with. GAS was damage techs only as far as I can recall (and a quick look at sakura also says attack techs). I would argue that classes gained more identity with the increased PA caps rather than blending together. Choosing +10 to the weapons you want is of course ideal, but we'll probably need to make some compromises if we want anything GAS related down the road. That's the point of this discussion (or at least what I intended for).
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