Splendor Crush - Twin Sabers
The 'niche' of this PA as I've understood it is to provide short-range on demand damage ending with a Launch and then Blow-away.
It's perhaps too short range for it's own good on the first few hits. It clearly was buffed from it's previous form to be more AoE focused and has trouble reaching targets in front of it. Obviously there are other Twin Saber PAs that do it's job better, but it's so small a reach it defeats itself more often than not.
The proposed change:
-Increase slightly forward range for the first part of the combo to engage targets better.
-Adding Blowdown to the first combo to provide safety to the user and set up for the last part of the combo properly.
Increasing it's forward reaching range closer matching it's 2nd part of the PA (11+) to help reach it's targets better. Paired with Blowdown, I believe this would help secure it's place on a pallet occasionally. Good, solid control and decent damage gives it a place to use and doesn't step on the toes of higher cost PAs from the same weapon.
Grand Crusher - Swords
The long awaited JP PA from the PSP series arrives with little fanfare. It's job was to provide a quick, high damage point blank at the end of a chain.
While the exact numbers are best left to the devs to decide themselves, it's pretty clear that this PA is so grossly undertuned that it provides nothing to the current Sword roster. It does less damage, tragically low in fact, it has no reach, it doesn't have the chain system to help it along and it's PP cost is incredibly high for so little reward. Most of you Fortefighters and Fighmasters are familiar with Anga Jabroga and understand it's use. A high powered, long charge up skill that is meant to hit a lot of targets and do a lot of damage.
Swords generally use Tornado Break to deal with large bosses, hitting 6x1. Grand Crusher hits 6x4, which on paper, sounds fantastic.
Then comes in the actual numbers. GC's 1 combo 210% x4 (6 targets)
vs TB's 1 270% - 1 250% - 1 390% x1 (6 targets)
The proposed change:
-Greatly increase the forward range of the hitbox, closer matching it's visual.
-Adding Launch to the last hit to help give it a better mobbing niche.
The visual of Grand Crusher suggests that it should be hitting a much larger distance in front of it. With a sort of blade-beam like graphic, it seems like it should be able to reach at least that distance in front of itself. Given that it's quick, decisive animation, it also stands to reason that it could possibly do Launch upon the last hit. Providing crowd control that things like Tornado Break usually does by disrupting mob packs with a Blowaway. Gravity Break already hits hard, as it should. But it's limited on targets for a good reason. Perfect for large stationary targets. Grand Crusher should be the fast, more to the point alternative to what already exists. Actual number tuning left to the devs and testing themselves.