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Everything posted by Lupophobia
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Twin Handguns after buffs have been absolutely amazing to use, The damage output isn't amazing, but it is consistent when using weapons like Twin Heaven Avengers/ Strikers. The problem though is that there's only two guns that do really well with mobbing and both are annoying to get. Another issue is that the Aimbotting is a bit too good, making it the safest raw dps option. This creates the problem where most classes that have access to them are spamming them in mass groups for fast clears which isn't a problem, but it makes it harder for other classes to even get close to mobs before they even die. damage imo is perfectly fine cause pure melee classes "can" out damage them, But they don't do nearly enough consistent damage to compete in a few situations. The proposal to this change is making Twin heavens range shorter than other weapons, But also adding a potential prototype that appears very commonly for all twin handguns. variation so that there isn't just two guns in the entire game that can deal decent mobbing DPS for twn handguns. As the are now, the range and aimbotting combined make them too good, while making sure theres zero risk involved, It's become a meta in HC aswell and may need some tuning, though i dont think touching the damage is the right choice considering how "weak" THS is. But thats just my opinion.
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Hardmode and sandbox mode are nice additions, but it would be nice if there was a Solo-Self-fund mode, Like with slightly better rates on drops but the trade off is that you can never trade/drop/buy with other players. But would not be excluded from playing with others. I hate not being able to play with certain friends because they aren't on a hardmode account. this can also translate to a HC-SSF mode too. Where the same risks involved with playing hardmode is also applied to a SSF mode. "Hardmode+" basically. It's meant for those looking for a better solo-experience if people want the option to do so. Or a pure solo mode. where you can't rely on on anyone but your own abilities. The only issue with this is that some missions seem extremely tuned for party play at times so they may have a hard time doing these types of missions. This also extends to an additional hardmode, This means you truly cannot rely on others for party play. while also having to fund for yourself. Your truly on your own in this hard difficulty. Maybe for Pure solo, players would have the option to play at a higher difficulty during solo-party play. with the knowledge that their lives may be at stake, allowing players to play at their own pace. Maybe even add an easy mode for those who want a more vanilla experience or an easier time overall.
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OG PSU XBOX 360 PLAYERS SOUND OFF!
Lupophobia replied to VagabondVoltron's topic in Phantasy Star Universe
Kento Twilight here, I go by Lupophobia now, I played since 2007 and have played just about every version, from PS2 to Xbox, to (mostly freemium) PC JP. Friend of Little Black kitty, Arai Kitsune, Rei(previously known as Deciduous wizard) Sutarringu/Haraski. Also a friend of the leader of razorblade, and lil miss thunda thighs. -
The game should be in full english, if it isnt, you may have installed the wrong language version.
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How about missions that function base off the players needs? Currently Rumbling Ruins, Vistors memory, And Evolutions path are great additions, but more importantly, they're missions you can do to work towards PAs. Especially VM, as you can trade for megispheres for PA fragments, And the missions themselves have some decent rewards within them too to work towards. (I expect them to get even better on higher difficulties?) If you could have more missions like this, Except for specific things like EXP/MP (together.) it would help players level and work towards something, They could be old event missions from the official server and have them on 5th floor like the current missions. Then there's also missions where you could work towards grinders potentially the new prototype grinders? while still offering decent mission rewards to look forward to. One mission could focus on DA/EE grinders. another NV/SE grinders. etc. if the 15/15 idea was added in. Another could be weapon attribute boosters, Which could offer some decent armor/ striking weapons/RCSMs as those are the only things that could apply to attributes with the upgrade device. Each mission could also have their own unique materials players may want to craft some pretty powerful items, to keep it relevant, much like the current missions now.
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I think it would be more important to have certain things available at certains times, or rather, just have a mission that you can do on your own time to catch up as we currently do not having anything like this. honestlyjustgivemeohtoriplsineedmyethanabuse. Currently we have the three missions on 5th floor which are PERFECT for grinding for PAs, especially VM since it gives megispheres which you can exchange for PA fragments. while also nice rewards too to reward you for your hard work.(and may be even better on S3) If we had something that was specific to EXP grinding, and MP, to do this exact same thing, where you can focus on leveling and unlocking your types, while also working towards good rewards It would also be very good. That way players have a choice to work towards something rather than just speedrunning missions for faster clear rewards.. it seems like thats an issue that should be addressed. I don't think we should be rewarded for "ignoring" mobs, but currently enemies hardly drop anything at all. Hopefully something more linear and doesn't require too much running aswell, since players typically don't like running around to kill every single mob. This is a bit off topic tho.
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HONESTLY? A thread on the forum for market-related things would not be bad. It's easy to get lost in a sea of trades on discord already.
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Perfect tile honestly though the casino doesnt have anything of major value, I don't see why this couldn't be a thing.
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I need to clarify somethings because various opinions of current PA balance is also overlapping with the discussion which was adding JA which has been unanimous shared their opinion against it. So end of that discussion. My opinion of a PA's damage does not mean that i think it should be nerfed rather, it my opinion of PA's appearing stronger currently has to due with my opinion of the current balance of clementine as of S2. This is unrelated. I'm also not saying every single PA in the game needs a nerf, This is also in response to a set of PAs being listed with my suggestion, then that exact response was applied to a different scenario entirely and that may have taken somethings out of context. Yes I said Dezza is broken. But I also believe it's broken for a reason. And that reason my be how further difficulties would be balanced to counter these exact changes. Also take into consideration that AT has 50 buffs/debuffs, and with gas would be able to hit lvl 30 skills. In the future it would only get better. But as of "S2" its definitely broken like alot of other PAs. But should it change? No. Rather than just nerfing everything, balance around it. It's why despite "Gravity breaks high damage" I still call it a weak PA due to its slow damage output, while also being able to miss. But again, this: In the future, this could bring about a whole new level of PA imbalance if you follow the trend of buffing a PA for Non-JA. It would just mean that if you do JA the first combo you would get significantly higher damage out of that same exact combo, I'm even noticing that faster PAs are dealing similar damage to that of gravity break, but they come out significantly faster, and have higher over all DPS just because of this. So, disregarding the auto JA from the beginning, minimizing some of the damage lost would still be better as to not overtuning a PA's first combo. I'm saying this because its currently 129 patch, and we haven't seen the more broken weapons that add PA damage by 20% or so while also having insane amounts of weapon damage. It the damage would scale significantly too high, I wouldn't be surprised to even see some PAs hit 25~30k"Per spot" for some of the hard hitting PAs. But again, my opinion on PA balance isn't exactly the point of this discussion. I honestly brought this up due to how weak some of the first combo's to some PA's can be to the point it could be completely disregarded and skipped for their second and third combo's damage. Sorry for sharing my suggestion without taking in the the consideration of how PA's are currently functioning. I want to bring light to this though. Even if we didnt have the first combo of a PA auto JA, Again as Seority has stated, it would only take 1~2 seconds off before pulling this off. Having a combo's first combo become too overtuned will indeed cause issues with how PA's are balanced in the future as more weapons with high PA modifiers are released. I'm more concerned about that rather than the suggestion I've made, but this would be better represent in a discussion about PA's.
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The animation speed i can understand, but we must also take into consideration if given the same situation, WT would also have slightly higher attack+ stronger buffs, slightly. There's also a matter of weapon availability and their outputs currently, So I can't really say for sure how much it would affect it, considering how much dezza spits damage. There's also two other factors: Lining up the enemy and the fact that dezza knocks back on last hit. I would say AF's power comes in the form of support damage with slicers rather than actually dealing the damage to kill, but it would be nice if it did, I think its more of an issue of just not having the right tools yet to make it shine, But it will later. Especially since Rainbow baton exists and might be one of the slicers to become available for release in near future? though thats just me speculating.
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No one has said make the EXP curve 100x what is now. Not only this, hitting the level cap doesn't not mean your done with the entirety of the game, if people have the time, and energy to go from 1~100 in 24hrs let me know. Regardless of the rate, you will still reach that endpoint. So i don't really understand the issue with it if it means those people can eventually play with their friends. Just because one person can sit and grind for hours and hit 100 in a single day doesn't mean everyone can, or will. It doesn't take into account the fact that they need to also gear up, level their type ect. my point is, the progression is very similar to that of official, minus the boost that the game had, so we're actually moving at a slower rate even with it. 1~100 isn't even the endgame, so I don't see the point. Would rather have an artifical stop gap like a fatigue system to prevent players form going ahead and putting in the work to reach 100 in one sitting if they want? It's a non-issue because most of the time leveling simply unlocks the difficulty and the ability to farm and actually enjoy the game. Actually if the changes were to take place that marm suggested, It would be much even faster than the option i suggested, So i don't see an issue having it on something for three days a week, rather than a whole month as a boost.
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The issue however, is that not everyone has the time to be on every single day, and that events like these are incrediible rare/scarce vs official, that had more events and things like GBR and innocent girl, or ohtori encampment, Missions like these that gave insane amounts of EXP and loot, and MP in comparison to clementine. So i'd argue we're actually progressing at a similar rate. Also in comparison to official, the MP rewards are sometimes below what they were on official, Especially when comparing them to JP due to how they were "equalized", Not to mention some unlock rewards are also worse currently for beginners. and the MP tables are a bit higher than retail aswell. Speaking from experience from the actual japanese server, and xbox.
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Something to work towards would always be good, EXP tweaks being made to speed up leveling is already going to happen, but at the endgame that would be useful for something like GAS, Having something to do outside the boost would be amazing since I still want to finish up some of the new PA's along with the techs on my MF that i havent been able to touch for awhile, I've even been thinking about going Beast AT after seeing the new additions so having a day for MP would definitely be nice. How about just enabling the boosts for the weekend? Friday~Sun
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This is assuming the first combo of every PA got nerfed, which is what i'm not implying, But Seems like everyones really just against the idea. This was more in response to how I felt about how weak the first combo is to a PA even when you JA, and the fact that first combo is usually spent without getting a JA for any other PA that isn't single combo. But again, if first combos are going to get massively buffed to make it worth while to JA the first combo then it's a non-issue, It'll just end in a situation where, some melee PA's become too overtuned. My current issue with it is how much damage is lost when you don't JA. if that was minimized without just simply buffing/nerfing PAs then it would be a better solution.
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this is exactly the case. after the first set of enemies are killed it's animation still plays out to kill other enemies. I'd rather BD than use Retsuzan in multiple instances. Much like I would rather use Renkai to kill those same exact mobs, Same with infinite storm, The issue isn't the target count, rather the first combo is just too weak, and the second combo doesnt adjust to it appropriately. There's alot of skills in the game that can hit 3~4targets, dish out much higher damage and faster, and can still kill the same number of enemies before retsu can. Infact a better competitor i'd say would be dezza, even non-JA dezza does so much damage, and hits 6 targets/spots, making it great for mobbing and killing bosses. It's great, and I don't think it needs to be nerfed, rather more PA's just need adjustments to remain competitive. Currently BD's really good at CC's if you have some twin sabers that also freeze(like Twin Calad) It has very wide range, (think of it like a circle around your character.) but suffers with anything directly infront of it, Think of it like dezza if you could move readjust your position before you use your final hit, just not as powerful as dezza, but it gets the job done. I believe this is why later the damage of slicers reach like 900 atk and have a 20~30% PA multiplier on so many. the PA does ok damage, but in the current state of the clem, There's many more options it has to compete with. So currently slicers are weak, but may get better in the future. Example of the slicers I was mentioning with PA modifiers. http://re-psupedia.info/Fuma_Shuriken http://re-psupedia.info/Draconic_Age_(skill_power_boost) http://re-psupedia.info/Furinkazan http://re-psupedia.info/Rainbow_Baton http://re-psupedia.info/Mjolnir http://re-psupedia.info/Kamade-hiken
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If that was the case then the damage would be tweak specifically for those PA's, Jabroga also misses if your too slow. also the damage is high but you need to take into account the damage that could've been done by any other weapon from its charge time. That's the whole reason why it's attack scaling is high, to compensate. Grand crusher comes out much faster, but it's still fairly weak, Decent for bosses but not "gamebreaking", I still think its weak even though mines is 42. Also if your interrupted at all, you lose your hits. It just has to deal with that issue less than jabroga due to it's actual speed. Sougacho's attack power feels lacking, over all, not only this, it's hitbox is very weird. claw's first swing isn't that slow so it wouldnt be nearly as impacful. Actually, after the patch it really seemed like alot of the recent buffs were made to address the no JA on some PA's, And honestly that feels alot more "broken" then just having them JA. without needing any buffer. Everytime i look at an axe and see inflated numbers, I'm constantly reminded at how weak they actually are due to their speed. Gravity break's damage is also kinda meh too. Slow start up for big numbers, and can miss. Second combo launches, And depending on the enemy, will roll them away so you can miss your third combo. Cyclones damage is decent, but it can still be beaten by other PAs in terms of actually dps, Not only this, the last hit knocks enemies away. So it's situational, and would be better for bosses. Dezza's broken. shousen come's out fast even after first swing, it wouldnt really be too impactful, Must also consider that the knock up can sometimes fling enemies too far back to hit them. But if at the same time, I'm perfectly fine with that because it ultimately means extremely high damage on PA's first combo if you were to JA now.<--this is broken scaling, which is why im perfectly fine with these PA's being changed like this. But i'm also concerned for reasons as to why some of these PAs were overtuned: I assume, it may seem very strong currently, We're still in S2 mind you, only getting stronger, ect. S3's HP scaling will be something entirely different. Which is why I haven't commented on the power of some of the already existing PAs that arent from psp2. I need to wait until I see more S3 enemies, I was hoping rumbling ruins would reflect that, but i think the mission in particular might just have weird enemies scaling, But if not, and 180 enemies at the end reflect what we might be seeing in the future, then it would make more sense.
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Might not exactly be the best choice to balance around non-JA attacks too, it could make the first combo really really broken if you do JA the first PA combo, which is why having JA enabled for the first combo by default without scaling the PA's actual damage would be better in terms of balance.
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right but then it'll almost be like your not using the first combo at all. and that only does about 1000 non ja, To add to this, BD's first three hits already match retsu's entire combo in a similar setting. finishing the combos spits on retsu.
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Retsuzan Souhi-jin(40):Feels somewhat lack luster, Primarily the first combo's damage is pretty low, especially when comparing it to other PAs that hit multiple enemies,(spiral, Majarra, BD, moubu, Ranpa, ect.) I found that i'm typically wiping enemies alot faster when i'm not using it Currently equipped with a 10/10 Clad Slicer-EE. as a beast AF 31, with buff items, The first two hits only deal 1.7k each, and the second combo is 2.8k~3k, Each combo hits 2x, was hoping the first combo would reflect the second half, but that didn't end up being the case. It's fast though, so it could be spammed fairly easily, But it's output isnt near Blade Destructions.. Destruction, Or Assault crush, or other skills that can hit multiple targets, And those can output more damage and clear about the same amount of mobs, faster. My slicer isn't BiS so it should reflect more of what it's average usage may appear to be in the best case scenario(could be better if catastrophe, but i dumped so many whoops.), as getting a 50% divine breath or a 50% Swift Demise will be more troublesome to acquire. (especially if its DA/EE) Blade destruction(40): starts off very low in terms of damage from 1~30, But as soon as its at 40 it's alot better at wiping mobs/slaughtering large enemies, it feels good. (40) Not much else to say other than it does its job well. The damage may seem high, but getting to the 3rd combo has its issues due to long animations. (spoiled by assaults crush's swiftness too.) Bogga Ranpa(30): leveling from 1~10 is slow because of the single hit and the hit boxes for the uppercut tends to miss targets alot of the time, Same with part 2, it "can" hit 3 targets but i have trouble hitting anymore than just one target at a time. The damage is decent too on AF, If given wider hitbox range I feel this skill would shine alot better. Will tweak in response to lvl 40. Sougacho Sekka(6... gave up.):The attack's hit boxes are strange, It could be good for maybe the dragon bosses, but it has heavy competition with so many skills in the game, that felt it would just be better to use renzan, for the exact way Sougacho was designed, killing bosses, And it also kills mobs more effectively too, This skill is very awkward to use.. and i'll level it, and give a final thought on its output, but for now, very unimpressed. Will give final opinion at lvl 40 Infinite storm(lvl14!?):So early, yet it shines.. So brightly, Don't Sleep on this. Great for mobbing, Great overall DPS, Great boss Killer, Fast and easy to use, Excels on AF. Hits like a truck, and will only get better as I level it, Will give a final opinion at lvl 40. My saber wasn't even 10/10, I need to find a better one...
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well for those it wouldnt be much of a difference, other than just not using first attack, but i get you. If its being balanced for the first combo doing more damage than i guess that already solves the issue.
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To clarify, this is something we can do by default for 2nd and 3rd combo. It wouldn't be massively game changing, like giving "crits" to shotgun or "crits" for techs after the first cast, that would be disgusting and very imbalanced. and no where near as impactful as allowing this for melee users. as it would simply cut the start-up time of a PA rather than needing to basic attack to flow into a PA. Every time you dont do this. your losing the damage output of the first PA-combo not getting a JA, and your not getting the damage output for having your first swing. 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. Tech users and Ranger users dont have to deal with this nearly as often cause their primary focus isnt always "close-quarters" .
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To clarify, JA is Just-Attack, Or Exact input timing for skills/bullets, and Technics. You can only JA after blocking with Technics or Shooting Melee users do it immediately, after a basic attack, or during their combos. This is a JA
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Specifically for melee classes i meant, I didn't mean gun/tech users. which is why i stated, allow for the "first combo" of a melee PA to auto JA. 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. 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.
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[Download] PSU Modernize User interface. Updated 11/3/22 Added 2.06 Version
Lupophobia replied to Killroy's topic in Mods
oh i meant like, will the "UI" have more resolution options for 1080p / 1440p , but if its only texture based then I guess not. -
Allow for melee users to JA their first combo of a PA without the need of basic attack, and allow for basic attack to auto JA at the start. This allows for things like not needing to swing your slow sword around just for a JA to the first combo, Or axes Or if your using slicers, skip the awkward initial swing and go straight into combos. QoL, If it can't be done, can it be changed so that the damage modifier is fixed to do JA damage for the first PA combo/ First basic attack swing. Example: PSO2. Edit: Will keep up, but so far this discussion regarding this topic is closed.