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Showing results for tags 'units'.
Bugei is a decent armor set that drops off pretty early on if you don't have it's required weapons and alot of them aren't too viable either, making it a less reliable set to use. It would be nice to see this armor set have similar treatment to that of Shijin/Ouryu which is less conditional and has very similar set effects, as it stands bugei and shijin are too similar, except for bugei needing specific weapons to be become somewhat stronger / tankier. My suggestion is to add an leg unit to the set that functions much similar to that of Ouryu, but would be striking oriented, such as another rainbow unit. or if its an arm unit, make it like a lesser variant of Master swordsman, with more emphasis on amplifying accuracy. Perhaps even make the set striking class only so others wouldn't use it for a gunner class to balance it out and keep it true to it's form. for a 13* unit I feel Bugei should stand out more, especially due to how restrictive it is, and classes like acrofighter or FM wouldnt make much use for it unless there was an option for a rarity change on some of these weapons or a better alternative. It would be nice to see more armor get rebalanced around different types of play styles instead of everyone rushing for Ryukoh for that power increase/ resistance due to it being one of the best units in the game with its resistance. Shijin+ouryu set up is pretty decent, but the 200% speed increase while also still having similar results to hyakka is questionable considering it needs two parts to perform much similarly to a single unit. Sooner or later Quebbler will be added to the game, and its a very strong gunner based armor set. wouldn't it be nice if it had better use with more ranged weapons in the game instead of it being restricted to just a few handful? There should be a set specifically for play styles. Striking Focus only Ranged Only Tech Only Hybrid armor sets. Striking + range Striking + Tech Range + tech Defensive only sets Focus on pure survivability Defense/Eva End/Ment defense/Ment Status Immunity What I don't mean that these set should only focus on those particular stats. Because bugei is a great example of a defensive striking set that brings up more attention to what striking players (Fighmasters) tend to lack: Mental Defense, And Endurance while also granting some extra defense and striking power. (though accuracy would be nice but MS fixes that later anyway.) I think armor design should focus on a flaw of each type of play style instead of just being raw power increases. What are your opinions?
I upgraded my armor and got a new arm unit slot, not bothering to buy something cheap from the NPC i just played a pair of Event missions (Kappa) without equiping any unit and noticed that sometimes when i picked up a craft material item i was unnable to deal damage with physical and ranged attacks / PA's, only TECHNICs worked. I just quit the mission and sell some stuff to NPC, but noticed that a material was "equiped" to me, when trying a new mission with that material equiped the bug still persisted, droping the material solve the issue. This bug haven't show since i got an arm unit.
For those that don't know, me/quick and har/quick increase how fast you cast techniques . Some of the slower casting techs like megaverse would still be slow to start casting , but still faster overall . The casting speed of having one versus not is noticable and makes a difference. To me they're the gees knees for techniques and should easily be attainable. I don't think they're so great that they have such high price tags though. 2m for me/quick . And 10m for har/quick. Is most certainly not easily attainable. You could say that about alot of PAs or equipment currently, but /quicks are essential to techers . (IMO) Unless of course they don't currently work, then please consider making them easier to get at a time they work properly, I suppose I could say.