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View Full Version : Servers are up! Welcome to SH!



Zenobia
Oct 9, 2013, 03:01 AM
Chow!

jooozek
Oct 9, 2013, 03:01 AM
gogogo

UMVC3_Wolverine
Oct 9, 2013, 03:01 AM
Foh sho' mah niggah

Meji
Oct 9, 2013, 03:01 AM
Enjoy the challenge! I know I will.

Kondibon
Oct 9, 2013, 03:02 AM
This is almost as bad as the spambots. XD

Macman
Oct 9, 2013, 03:05 AM
Aaaaa hurry up dumb patcher!

se7iin
Oct 9, 2013, 03:24 AM
I wish people would say how it is, I'm still patching XD

Bellion
Oct 9, 2013, 03:30 AM
Ranger's first hit is 20%(5 points max) damage increase on enemies that haven't been damaged, and require 4 points in r-def up 1.

Oodan are ridiculously fast now, discuss.

Premium drinks are 7k with a guaranteed rare drop rate boost side effect and has the strength of the Ex drink for the regular boost.

Kondibon
Oct 9, 2013, 03:31 AM
Oodan are ridiculously fast now
elaborate. :I

Bellion
Oct 9, 2013, 03:45 AM
Well, they're much faster compared to their VH versions. I'll upload a small clip, in a moment. :L

In other news, Agnis have over 9.5k health and I can't kill them off with 1 Addition Bullet anymore without Shifta team tree boost + Medical drink. :C

[SPOILER-BOX]
http://www.youtube.com/watch?v=3dFKGT8pLr8"]http://www.youtube.com/watch?v=3dFKGT8pLr8[/SPOILER-BOX]

jcart953
Oct 9, 2013, 03:59 AM
I guess ill add my two bits:

Gameplay:

1) Played for for about 20mins enemies still seem to melt in mpas (going to run more solo to see if any other differences)

2)Beat up the forest boos didn't seem anything special attack/aggression wise.

3)Not seeing anything to much different from enemies overall ..will keep playing.


New Skills:

Fighter:

Halfline boost (req chase advance @3): 150 first point-200% @5
Chase advance plus(prereq halfline boost @3)1pt=5%, 5pt=15% damage increase

Braver:

Katana Escape: (prereq combat JA @3); 1pt=10sec, 5pt =20 sec

Force:

High T attack UP: (PF afterburt @2); 1pt =40, 5pt=120

Gunner:

LOL

Techer:

Forgot name but its the one that increases pp for status cures
(prereq light mastery @2); 1pt= 20 sec duration+ 1pp recover+15%hp recovery, @5=30sec duration+3pp+25%hp recovery

The rest are meh so didn't look into

Jaqlou Swig KING
Oct 9, 2013, 04:04 AM
It's about what I expected.

Enemies approach you fast, but still linger a bit once they get to you. XP is no biggie, and enemies still drop 10 meseta.

Alma
Oct 9, 2013, 04:05 AM
i can confirm that:

-king unit set now has +75 stat bonus and +150 stat bonus with kings bit (agrani and haze set probably have the same increase too)

-all *11 pyrox unit set now has 400 def req and increased def stat (254 def)

jcart953
Oct 9, 2013, 04:09 AM
i can confirm that king set now has +75 stat bonus and +150 stat bonus with kiings bit

Eww that's bs that there so much closer to 11*units, a measly 15pt difference. OH and they nerfed 11*units defense requirements to 400 and boosted all defense stats by 40.

Bellion
Oct 9, 2013, 04:13 AM
Yet, Agrani still has +60 for the set bonus. Dang it, SEGA.

Actually I'm still getting +60 for King's set.

Cyron Tanryoku
Oct 9, 2013, 04:16 AM
Wow the game is exactly the same

Shinmarizu
Oct 9, 2013, 04:17 AM
Support Partners are not gaining EXP beyond level 60. Just had my SP hand in her loot, and there is no new value for TNL.

This may prompt an Emergency Maintenance.

TaigaUC
Oct 9, 2013, 04:17 AM
I knew the Super Hard was referring to how much trouble the balance and gameplay design team were having coming up with new talents and where to put them~

The Gunner tree additions... truly bizarre.


Support Partners are not gaining EXP beyond level 60. Just had my SP hand in her loot, and there is no new value for TNL.


Is your character's highest level above 60?

Niagara
Oct 9, 2013, 04:19 AM
Well, MPA's are still easy, but being 12 on a map is kinda gamebreaking.
Some ennemies attacks while they spawn, Rockbear recover slightly faster. Also mobs are insanely fast, sometimes.

I can see SH being a problem in party, but not in MPA's :I

Cyron Tanryoku
Oct 9, 2013, 04:21 AM
maybe a problem solo

unless you were good at dodging then no it's basically the same

Went up against Snow Banther and it's pretty much just a level boost. Literally the exact the same.
Same times and everything.

However the exp is nice, MPAing should be a thing now and getting to 65 will be a breeze

Alma
Oct 9, 2013, 04:23 AM
Yet, Agrani still has +60 for the set bonus. Dang it, SEGA.

Actually I'm still getting +60 for King's set.

my bad it seems i missread
was seen the stat on vita without translation
it indeed still +60 after recheking at pc ^^;

sorry for the confusion

solid_snark
Oct 9, 2013, 04:23 AM
Support Partners are not gaining EXP beyond level 60. Just had my SP hand in her loot, and there is no new value for TNL.

This may prompt an Emergency Maintenance.

New value to next level was about 38k when I handed mine in. Will check again in the morning when I get up for work...

Shinmarizu
Oct 9, 2013, 04:25 AM
Is your character's highest level above 60?

Didn't think about that, but at 60 you'd still gain EXP, and my SP did not, and according to this screenshot, cannot:

[SPOILER-BOX]http://www.pso-world.com/forums/picture.php?albumid=2756&pictureid=37357[/SPOILER-BOX]

If they can't gain EXP because of the pre-condition, then I apologize. However, I still think this is something that feels like it was overlooked.


However the exp is nice, MPAing should be a thing now and getting to 65 will be a breeze

At least gaining more SP won't be an issue.

solid_snark
Oct 9, 2013, 04:27 AM
61->62 looks to be about 1.55m xp. Couldn't check when I ding'd as I was in an MPA at the time. Mobs do move faster and might be a problem soloing, party and MPA should be OK. XP on Hans' new quests are pretty insane...

TaigaUC
Oct 9, 2013, 04:35 AM
SPs can't level past your highest level.
As far as I know, they won't gain EXP either.

I just solo'd Super Hard Forest as Gu/Hu 55/57, Yasminkov 9000 +10/50%/latent 3, 1768 RATK (without drink).
Enemies aren't much tougher, they die in around 2 Infinity Fire rounds.
They don't seem to hit much harder, either.

Enemies rush up to you quickly and then usually stand there before attacking.
It feels intimidating, but I think it actually makes things easier, because you don't have to waste time chasing them down.
Gulf close range attack is much faster (they don't pause before striking), but their leap seems the same.
Zaudan lifting rock is faster, but they still pause before swinging and then throwing the rock.

Code Avoid may be one second faster before it moves again.
Not sure though.

Saw several of the new boosted enemies. Maybe around 7 in total for the entire run.
They are light purple with a bright insectoid? (ie. moth or centipede?) attached to their boost section.
They seemed easy to deal with. Just lock onto their core.

Rockbear doesn't seem faster to me. He's level 65.
I got hit by a punch and a dive, but they didn't kill me (757 HP, 1022 SDEF)
He dropped a perfect meseta ring totalling around 150 meseta. Yay.

Didn't check how much EXP I gained from the run.
I didn't see a single person even though the MP was 11/12 when I started.

Haven't tried any SH with my 60/60 Gu/Hu yet, but it has to be even easier.

SakoHaruo
Oct 9, 2013, 04:48 AM
fought vol twice. this fool dives for armor like the ground is his enemy.

Shinmarizu
Oct 9, 2013, 04:51 AM
SPs can't level past your highest level.
As far as I know, they won't gain EXP either.

Duly noted. Thank you for that.

mommy_cornelia
Oct 9, 2013, 05:07 AM
Big Vardha is a lot more challenging now.

Shinmarizu
Oct 9, 2013, 05:35 AM
Agreed. The Vardha EQ is a lot more fun.

TaigaUC
Oct 9, 2013, 05:38 AM
The new EQ is kind of interesting. Party moves forward together.
Didn't get that much EXP at level 55, though.
And the two Transmizers/Transexias at the start don't drop much because we don't get enough time to rack up kills to increase drops.

Niagara
Oct 9, 2013, 06:12 AM
I did Lead Border Breaker,, with 5 Tranzexias, no Cougar NX ACE :[

LVL 16 discs are ridiculous.

Gifoie lvl 15 = 301
Gifoie lvl 16 = 361

Foie lvl 15 = 285
Foie lvl 16 = 342


I seriously hope this doesn't apply on every photon arts...

Z-0
Oct 9, 2013, 06:13 AM
It doesn't, Safoie only gets a 3% boost for example.

otaku998
Oct 9, 2013, 06:23 AM
Yea not, Asagiri Rendan only from 301 to 303

TaigaUC
Oct 9, 2013, 06:27 AM
Wouldn't be surprised if the tech damage boosts are their attempt at balancing.
Maybe they didn't like that most fire users were mainly using Na Foie to kill everything because its damage is so much higher.
Sa Foie's damage probably wasn't increased as much because it already hits hard.

Edit:
http://mmoloda.com/pso2/image.php?id=19199
^ Yeah, that looks like an attempt at rebalancing to me.

o0Kais0o
Oct 9, 2013, 06:34 AM
Played a little before work, SH is kinda meh, what I want to know is have they tweaked status ailment proc rates? Everything was catching on fire much quicker than normal it seemed.

gigawuts
Oct 9, 2013, 07:34 AM
I did Lead Border Breaker,, with 5 Tranzexias, no Cougar NX ACE :[

LVL 16 discs are ridiculous.

Gifoie lvl 15 = 301
Gifoie lvl 16 = 361

Foie lvl 15 = 285
Foie lvl 16 = 342


I seriously hope this doesn't apply on every photon arts...

I was just thinking that fire FO is trash, cool.

[SPOILER-BOX]I wasn't thinking the jesus what the fuck[/SPOILER-BOX]

Z-0
Oct 9, 2013, 07:36 AM
Rabarta got a 60 point boost, as far as I know. Couple that with the Talis boost and lol.

Sp-24
Oct 9, 2013, 07:48 AM
Rabarta's range is garbage, though. I used to joke about it, but now I seriously think Zonde has better AoE than it.

Alma
Oct 9, 2013, 07:55 AM
ok just checked the title reward...

for weapon collector... i got 3 - tier3 XQ stone
each 3 is different XQ stone

anyone else got the reward?

Z-0
Oct 9, 2013, 07:59 AM
I got it too.

Zenobia
Oct 9, 2013, 08:01 AM
ok just checked the title reward...

for weapon collector... i got 3 - tier3 XQ stone
each 3 is different XQ stone

anyone else got the reward?

I did as well.

solid_snark
Oct 9, 2013, 08:07 AM
My SP is indeed gaining XP, but then again, I'm already lv61.

Lostbob117
Oct 9, 2013, 08:16 AM
ok just checked the title reward...

for weapon collector... i got 3 - tier3 XQ stone
each 3 is different XQ stone

anyone else got the reward?

How do we get this title? :o

otaku998
Oct 9, 2013, 08:32 AM
I did as well, suddenly now i am 4/5 o-o

Fleur
Oct 9, 2013, 08:44 AM
How do we get this title? :o

The titles need 200/250/300 different weapons in your weapon encyclopedia thing.

otaku998
Oct 9, 2013, 08:46 AM
Wtf? This? 10*?Wtf, Sange is barely 787 and this thing is 889 o_o

[SPOILER-BOX]http://i.imgur.com/Sy6Qohd.jpg[/SPOILER-BOX]

gigawuts
Oct 9, 2013, 08:50 AM
I called it. I totally called it. People actually said I would be wrong. I said there would be common stuff that rivaled our existing items and rare items that blow everything we already have out of the water, rendering the XQ allclass 11*s good only for their allclass status. I said everything would shift into 10*s but the piddlyshit budget items for people that can't get 10* purchase passes.

That is all.

Z-0
Oct 9, 2013, 08:54 AM
XQ weapons are still the best though if you can grind them up to 50%.

otaku998
Oct 9, 2013, 08:54 AM
This katana is equippable by Hunter/Braver/Force too. Not all class, but lol still

UMVC3_Wolverine
Oct 9, 2013, 08:55 AM
I called it. I totally called it. People actually said I would be wrong. I said there would be common stuff that rivaled our existing items and rare items that blow everything we already have out of the water, rendering the XQ allclass 11*s good only for their allclass status. I said everything would shift into 10*s but the piddlyshit budget items for people that can't get 10* purchase passes.

That is all.

I thought this was common knowledge?

It's NEVER a good idea to make new gear right when a new difficulty is about to be released. The new stuff will always out classed the old shit.

gigawuts
Oct 9, 2013, 08:55 AM
XQ weapons are still the best though if you can grind them up to 50%.

Oh! That's good then. You just need to 50% an 11* to stay on top. Maybe when we get more than 2 new 10*s per weapon type that'll be surpassed.

This katana is equippable by Hunter/Braver/Force too. Not all class, but lol still

I asked for exactly this, so I'm happy it exists. I'm just not happy it's going to be so rare.

I thought this was common knowledge?

It's NEVER a good idea to make new gear right when a new difficulty is about to be released. The new stuff will always out classed the old shit.

You would think, but no. People actually argued with me about this. It was painful, to say the least.

otaku998
Oct 9, 2013, 08:59 AM
Well all the fuzz aside, i am glad it looks cool and multi class and farmable.

UMVC3_Wolverine
Oct 9, 2013, 09:00 AM
I remember I sold like 80+ XQ passes to some guy here I even told him are you sure? You do know that SH is just around the corner right? Making the 11* weps useless?

He replies "i'll take my chances..." lol

pkemr4
Oct 9, 2013, 09:01 AM
is there any new TMG's from SVH out yet?

Reiketsu
Oct 9, 2013, 09:09 AM
I wonder if they'll upgrade current 11* stats in a future update, otherwise there really is no point in having 11*s anymore lol

jooozek
Oct 9, 2013, 09:34 AM
http://mmoloda.com/pso2/image/19233.jpg
wow what the fuck
i've got samegid 16 but didn't bother checking yet, gonna check it in sec
edit: samegid goes up only 3 points

Bellion
Oct 9, 2013, 09:36 AM
I remember I sold like 80+ XQ passes to some guy here I even told him are you sure? You do know that SH is just around the corner right? Making the 11* weps useless?

He replies "i'll take my chances..." lol

I don't regret it much. =w=b

Z-0
Oct 9, 2013, 09:36 AM
Would that make Sazan useful though? Maybe...

I should probably re-iterate that the 11* stone weapons ARE STILL THE BEST WEAPONS ok, although I think some of the JA stuff might outclass them such as the Talis.

TaigaUC
Oct 9, 2013, 09:48 AM
I called it. I totally called it. People actually said I would be wrong. I said there would be common stuff that rivaled our existing items and rare items that blow everything we already have out of the water, rendering the XQ allclass 11*s good only for their allclass status. I said everything would shift into 10*s but the piddlyshit budget items for people that can't get 10* purchase passes.

That is all.

I don't think I could ever say you're wrong, gigawuts!

Personally, I didn't think they'd phase out the XQ items this quickly (considering how difficult they are to get and how few people have them), but I did expect there to be a flood of 10 stars.
I'm expecting them to eventually start introducing lots more 11 stars, and then allow people to trade them using premium whilst removing the premium requirement from 10 stars.

By the way, Orchestra rank 16 is like 903% or something. I think the previous value I had was around 400%.

Freshellent
Oct 9, 2013, 09:59 AM
Holy CHIT those new CAST parts. FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU

Shinamori
Oct 9, 2013, 10:10 AM
http://mmoloda.com/pso2/image.php?id=19241

What soul is this?

jooozek
Oct 9, 2013, 10:10 AM
cougar + ability 3 + vinculum + something (mutation i think?)

Kietsu
Oct 9, 2013, 10:44 AM
http://mmoloda.com/pso2/image/19233.jpg
wow what the fuck
i've got samegid 16 but didn't bother checking yet, gonna check it in sec
edit: samegid goes up only 3 points


"Hey guys, Sazan is garbage compared to zondeel, we should fix that."
"Yeah, let's increase the range or something."
"Nah, better idea, let's double the damage. That always fixes things right?"

gigawuts
Oct 9, 2013, 11:04 AM
I can't wait to find out gizan got 2% stronger.

Emp
Oct 9, 2013, 11:05 AM
So anyone know the set bonuses for the 10* unit sets? Theres a new Hera, Fen and Fegali(new fegali is tdef)

Meta77
Oct 9, 2013, 11:16 AM
How do you cut on automatic mesta pickup. As some of you know I do not use the patch haha

Emp
Oct 9, 2013, 11:19 AM
How do you cut on automatic mesta pickup. As some of you know I do not use the patch haha

Options, Options, basic settings, last option.

jooozek
Oct 9, 2013, 11:56 AM
new vraolet (ディオブラオレット) is apparently still 9* and has 656 R-ATK at +10 lol

Arkanoid
Oct 9, 2013, 11:58 AM
So what are the set bonus changes? What are the defense stats for 11 star armor? Why does shifta premium drink exist and what does it do?

Meta77
Oct 9, 2013, 12:03 PM
Options, Options, basic settings, last option.

Woot! Thanks.

supersonix9
Oct 9, 2013, 12:22 PM
seems like they're trying to balance PAs. gj sega

Shinamori
Oct 9, 2013, 12:31 PM
http://mmoloda.com/pso2/image.php?id=19266

Dragon Ex Gunslash.

Houten
Oct 9, 2013, 01:05 PM
Wow this "Katana" looks awesome!
http://mmoloda.com/pso2/image.php?id=19254

Zyrusticae
Oct 9, 2013, 01:24 PM
..Goddamn, that is indeed a sweet-looking katana.

Btw, lol @ this katana http://pso2.swiki.jp/index.php?plugin=ref&page=%E3%82%AB%E3%82%BF%E3%83%8A&src=%E3%83%87%E3%82%A3%E3%82%AA%E3%83%A9%E3%82%AF% E3%83%AB%E3%82%A4%E3%82%B3%E3%82%A6.png (http://pso2.swiki.jp/index.php?%E3%83%87%E3%82%A3%E3%82%AA%E3%83%A9%E3% 82%AF%E3%83%AB%E3%82%A4%E3%82%B3%E3%82%A6) having only 10 more S-Atk than the previous katana of the same model http://pso2.swiki.jp/index.php?plugin=ref&page=%E3%82%AB%E3%82%BF%E3%83%8A&src=%E3%83%A9%E3%83%A0%E3%83%80%E3%83%A9%E3%82%AF% E3%83%AB%E3%82%A4%E3%82%B3%E3%82%A6.png (http://pso2.swiki.jp/index.php?%E3%83%A9%E3%83%A0%E3%83%80%E3%83%A9%E3% 82%AF%E3%83%AB%E3%82%A4%E3%82%B3%E3%82%A6)

Also wtf, that purple color scheme is UGLY. Glad I got the black and blue version...

gigawuts
Oct 9, 2013, 01:25 PM
Don't you go dissing purple and lime green. Damn it's hot, and way cheaper than the lambda variant.

H.Miku
Oct 9, 2013, 01:29 PM
Quick question:

Somebody can confirm the exact % that the new Ranger Skill that increases the PB gauge when attacking weak spots, actually gives?

I need to know if it's good enough to use the reset ticket or just leave my build as it is.

Kietsu
Oct 9, 2013, 01:35 PM
Quick question:

Somebody can confirm the exact % that the new Ranger Skill that increases the PB gauge when attacking weak spots, actually gives?

I need to know if it's good enough to use the reset ticket or just leave my build as it is.

I'd like to know this too.

I'm one of those weird people with a Gu/Ra and having somewhere to dump SP would be handy - if the cost is justified.

Zyrusticae
Oct 9, 2013, 01:41 PM
Holy shit, Vol Dragon is WAY more aggressive. He'll actually interrupt his own animations to start the next attack. Soloing him is a real bitch now...

H.Miku
Oct 9, 2013, 01:42 PM
I'm one of those weird people with a Gu/Ra and having somewhere to dump SP would be handy - if the cost is justified.
Is really that rare? I find it natural lol since these two are like sister classes, and Weak Bullet is always useful in parties.

I hope somebody knows about the skill ~

Zyrusticae
Oct 9, 2013, 01:47 PM
What an odd-looking sword.

http://www.pso2-uploader.info/uploda/src/up73506.jpg

Ohmigawd, for ONCE they release a double saber that I actually WANT.
http://www.pso2-uploader.info/uploda/src/up73455.jpg

Edit: YES HOLY SHIT YES
[spoiler-box]http://www.pso2-uploader.info/uploda/src/up73416.jpg[/spoiler-box]

gigawuts
Oct 9, 2013, 02:05 PM
I like vol a lot more now. I don't know about his sky fireball, but his ground fireballs are less OMGWTF than they were in the other difficulties with semi-decent gear. This definitely felt like a more balanced fight.

Then again, his fire spires never hit me so those might be crazy I dunno. I just prefer this setup, with individual attacks not being prone to 1shotting or nearly 1shotting the player, but the boss also being actually challenging with its movements and attack patterns.

Zorafim
Oct 9, 2013, 02:30 PM
So how common are the new items? Can I go into a multiparty and like, actually get something?

Sp-24
Oct 9, 2013, 02:34 PM
I got Vjaya and the new weak 9☆ katana with relative ease.

Generally, if it's 200k at the market, you can find it.

It's weird to admit, but I may actually like this update. Gonna see how does affordable gear show itself in harder fights.

H.Miku
Oct 9, 2013, 03:01 PM
Quick question:

Somebody can confirm the exact % that the new Ranger Skill that increases the PB gauge when attacking weak spots, actually gives?

I need to know if it's good enough to use the reset ticket or just leave my build as it is.

Bumping self question ~

jcart953
Oct 9, 2013, 03:06 PM
Bumping self question ~

Why not get it and try...

Remz69
Oct 9, 2013, 03:14 PM
Why not get it and try...

he answered that in his first post, you don't get reset passes all that often, you don't want to burn it, find out the new skill sucks and then be stuck with it

H.Miku
Oct 9, 2013, 03:14 PM
Why not get it and try...

I ruined my build the last time trying to check how much was the (back then) new skill of PP cost reduction while a special bullet was loaded on the rifle. I just want to know if somebody knows the % already so I don't waste a pass to find it's non worth it.

strikerhunter
Oct 9, 2013, 03:19 PM
Just check the numbers shown on the skill tree, shessh people no need to argue.

If you just hit the skill but not invest SP (basically look at it) in the skill tree, it'll tell you the numbers. Can't tell you the numbers atm since I'm not at home.

Zenobia
Oct 9, 2013, 05:01 PM
Wow this "Katana" looks awesome!
http://mmoloda.com/pso2/image.php?id=19254

Where does this Katana drop ffs anyone know?

Kietsu
Oct 9, 2013, 05:04 PM
Just check the numbers shown on the skill tree, shessh people no need to argue.

If you just hit the skill but not invest SP (basically look at it) in the skill tree, it'll tell you the numbers. Can't tell you the numbers atm since I'm not at home.

They buried it two points under DEX Up 3, so you'd have to waste 2 SP to even be able to check it like that.

H.Miku
Oct 9, 2013, 06:06 PM
A friend just told me about the new skill, it gives 130% at lvl 1 and 170% at lvl 5, in case somebody else want to know too ~

GALEFORCE
Oct 9, 2013, 06:10 PM
That's not too bad for a 7 point skill. I think I know where my new cap SP will be going.

Even though I was looking forward to Trap Vision :( Speaking of traps, are they dropping players left and right yet?

Shinamori
Oct 9, 2013, 07:48 PM
So, how many of you expected Super Hard Falz to be Lv60 Falz? O/

pkemr4
Oct 9, 2013, 07:50 PM
So, how many of you expected Super Hard Falz to be Lv60 Falz? O/

ask the people that just did dark falz 10 minutes ago

Zyrusticae
Oct 9, 2013, 07:55 PM
Interesting that SH Dark Falz functions pretty much the same as Profound Darkness Falz.

I should have figured as much, though, considering every other boss gets additional changes for SH (except for banthers, for some reason).

TaigaUC
Oct 9, 2013, 08:25 PM
So, how many of you expected Super Hard Falz to be Lv60 Falz? O/

I did.

Zenobia
Oct 9, 2013, 08:27 PM
Interesting that SH Dark Falz functions pretty much the same as Profound Darkness Falz.

I should have figured as much, though, considering every other boss gets additional changes for SH (except for banthers, for some reason).

What do you mean Banthers get no changes?

What I mean is are you saying there is nothing new to them in their atk patterns?

Cause I soloed them and I noticed a lot.

I noticed with Vol dragon once he goes into his last form and does the pillar of fire exploding everywhere it will not go away till he does his death form above move.

TaigaUC
Oct 9, 2013, 08:31 PM
Don't you go dissing purple and lime green. Damn it's hot, and way cheaper than the lambda variant.

I find it ironically amusing and typical that they added such a weapon after people just spent weeks farming the other version.
It's like they're laughing in our faces all the time.
They really know how to make people feel shit about any kind of "achievement" this game offers.

Zenobia
Oct 9, 2013, 08:37 PM
I find it ironically amusing and typical that they added such a weapon after people just spent weeks farming the other version.
It's like they're laughing in our faces all the time.
They really know how to make people feel shit about any kind of "achievement" this game offers.

Which is why I was telling ppl "Not 2 buy it' I am loling though that they threw that in their as a kick in the face.

Cyron Tanryoku
Oct 9, 2013, 08:42 PM
I soloed Banther and it wasn't any different

But that's to be expected
Since I'm in the face 100% of the time

Zyrusticae
Oct 9, 2013, 09:16 PM
Well, Vol has EXTREMELY OBVIOUS differences from his VH version, but through several fights against the banthers I honestly couldn't find anything noteworthy in their SH versions. Seemed pretty much the same as always to me.

Banther might come down faster in the actual boss fight, but that's the only difference that I actually noticed.

Cyron Tanryoku
Oct 9, 2013, 09:18 PM
The only thing I noticed about Vol was that he instantly dived into the ground into his second form. Other than that, still the same.

But to be fair we didn't give him breathing room

TaigaUC
Oct 9, 2013, 09:30 PM
I fought the rare Snow Banthers once yesterday (Gu/Hu solo), and I didn't notice anything different at all.
Also fought Dark Agurani and Dark Ragne. Agurani seems to have way more HP than Ragne.
Agurani kept throwing projectiles and spamming lightning AOE at the same time. Not sure if Ragne does that too, but didn't seem like it.


Which is why I was telling ppl "Not 2 buy it' I am loling though that they threw that in their as a kick in the face.

Yeah, I'm glad I didn't bother, but it's still annoying that SEGA gets away with this crap.
They should rename this game to Phantasy Sadist Online 2.


Where does this Katana drop ffs anyone know?

This one, right? http://mmoloda.com/pso2/image.php?id=19254

It's called ビューレイオブス and according to http://butatogame.blog.fc2.com/blog-entry-955.html it drops from Super Hard Kartagos (the ridable laser Darkers).


The only thing I noticed about Vol was that he instantly dived into the ground into his second form. Other than that, still the same.


He used to do that all the time back in the old days. Not so much recently.
I guess they just removed the limiter on that again.

pkemr4
Oct 9, 2013, 09:40 PM
Fought big Varda on SH. that was not a fun battle even with a party.

Zyrusticae
Oct 9, 2013, 09:58 PM
Like I mentioned earlier, Vol will now interrupt his own attack animations to start a new one. He'll do his basic fire breath attack three times in a row, dives sooner and more frequently, and generally has much shorter recovery on everything he does.

His attack damage, on the other hand, hasn't changed much at all, which seems to be a theme in SH (most things just get more aggressive, rather than seeing much higher numbers), which is a good thing in my book. Feels much more balanced than VH, for sure.

Bellion
Oct 9, 2013, 10:38 PM
Impact Slider lvl 16: 660% modifier, it's great for damage now.

Maninbluejumpsuit
Oct 9, 2013, 10:45 PM
So enemies don't hit that much harder, they're just extremely relentless. I never thought I'd be afraid of seeing a pack of set sadinians chase my ass down across a map with a sprint.

Anyone have a nice comfy HP amount reccomendation? I think I'll drop the glass cannon style on my XQ units as FI/HU. I don't think I can get away with ~700 hp on SH like I used to.

BIG OLAF
Oct 9, 2013, 10:46 PM
All SH seems to be is enemies that are a bit faster, a bit stronger, and those new 'cores' that are of no consequence anyway because of how fast enemies still die.

They didn't address anything that needed to be addressed. Probably just went right into the code and upped to damage and speed modifiers by another 20%, maybe. Then, BOOM, there's your SH.

The bosses, on the somewhat contrary, are a bit more fun now. I know Vader was more fun. Vol Dragon was a huge dick with his nonstop lava pyres everywhere. Didn't really notice a difference on any other boss.

Maninbluejumpsuit
Oct 9, 2013, 10:51 PM
The bosses, on the somewhat contrary, are a bit more fun now. I know Vader was more fun. Vol Dragon was a huge dick with his nonstop lava pyres everywhere. Didn't really notice a difference on any other boss.

Well chrome can spawn with his wings, and does not hesitate to call darkers when he shows up.

Zenobia
Oct 9, 2013, 10:55 PM
I fought the rare Snow Banthers once yesterday (Gu/Hu solo), and I didn't notice anything different at all.
Also fought Dark Agurani and Dark Ragne. Agurani seems to have way more HP than Ragne.
Agurani kept throwing projectiles and spamming lightning AOE at the same time. Not sure if Ragne does that too, but didn't seem like it.



Yeah, I'm glad I didn't bother, but it's still annoying that SEGA gets away with this crap.
They should rename this game to Phantasy Sadist Online 2.



This one, right? http://mmoloda.com/pso2/image.php?id=19254

It's called ビューレイオブス and according to http://butatogame.blog.fc2.com/blog-entry-955.html it drops from Super Hard Kartagos (the ridable laser Darkers).



He used to do that all the time back in the old days. Not so much recently.
I guess they just removed the limiter on that again.

Thx for that link looks like I know why Desert free field is a bit popular now, don't think I saw the stats on it but I'll find it.

EDIT: I see the stats now I over looked it lol.

Zyrusticae
Oct 9, 2013, 11:20 PM
Damn. I can't beat Vol anymore.

I'm having way too much fun dueling this guy right now, even if it is kind of frustrating to have him spawn as a Burn Draal and fail to kill him. The whole fight is extremely intense, especially when he hits phase 3 and the fire bursts are just popping up everywhere. You literally CANNOT STAY STILL during that entire phase; you can't use a single trimate, only dimates and monomates (and even dimates are risky).

I'm curious as to whether or not Quartz Dragon has any changes as significant. It'd be a real pain in the ass if he starts spamming his light rain attack more frequently. Or, heavens forbid, is able to do that while using another attack simultaneously...

hoangsea
Oct 9, 2013, 11:22 PM
the only thing which is much harder is vardha
i don'st see any problem with other stuff

Zenobia
Oct 9, 2013, 11:41 PM
Damn. I can't beat Vol anymore.

I'm having way too much fun dueling this guy right now, even if it is kind of frustrating to have him spawn as a Burn Draal and fail to kill him. The whole fight is extremely intense, especially when he hits phase 3 and the fire bursts are just popping up everywhere. You literally CANNOT STAY STILL during that entire phase; you can't use a single trimate, only dimates and monomates (and even dimates are risky).

I'm curious as to whether or not Quartz Dragon has any changes as significant. It'd be a real pain in the ass if he starts spamming his light rain attack more frequently. Or, heavens forbid, is able to do that while using another attack simultaneously...

Quarts does he actually tries to fient you when he does a couple of thrust then flies up into the air and comes down upon you.

Ofc he does this when he is enraged he also shoots more Beam Missiles at you in volleys. All in all he doesn't compare to Vol at all.

I will say this though I met Falz Hanar in SH forest going to Rockbear and man i'll just say he does not play at all its pretty much how I wished for Falz hunar to be.

Rakurai
Oct 9, 2013, 11:46 PM
The only real noticeable difference the Quartz Dragon seemed to have is that it launches three volleys of light missiles at the same time instead of just one, and the third volley is fast enough that you can't avoid by simply running away unless your weapon is sheathed.

It also appears to create a damaging light field around its head after it faceplants so you can't get free hits on it there anymore.

TaigaUC
Oct 10, 2013, 12:21 AM
When Rockbear is enraged he cancels his punches into a flip.
I don't think that was possible before.

Also seems to be possible to encounter bosses outside of codes.
I started a fresh passworded 4-person Forest run and saw a Rockbear wandering around by itself.
Unless it was the second of a dual capture, but it was pretty far away from the first (which we intentionally failed).

TaigaUC
Oct 10, 2013, 01:15 AM
Well, everyone seems to just do the start of the new EQ and then leave.
Nice design, SEGA.

Walkure
Oct 10, 2013, 02:02 AM
Does Vardha still have a period of being completely vulnerable and unable to attack you after you break all his parts?

I want a punching bag for some testing in SH.

Arada
Oct 10, 2013, 02:08 AM
Now some Gilnas Core can pop up to heal some of his parts.

Kondibon
Oct 10, 2013, 02:30 AM
I give it like a month before people go back to complaining about how easy the game is again.

Stormwalker
Oct 10, 2013, 02:36 AM
My SH Observations, from soloing and duoing:

Most mobs have much faster ground speed now. Hard to stop things from despawning if you don't clear them all before a code ends, for example, because they run away faster than you can run them down. Also, you can't turn your back on a distant enemy before because he'll be on top of you real quick.

Enemies have more HP, but not so much more that a multiparty is going to notice any difference. Which is fine by me, because I don't multiparty much.

Enemies hit harder, but not vastly harder.

Most bosses can cancel attacks into other attacks now. It's not a problem if you're on your toes, but if you're not paying attention you can get walloped.

I actually found Rockbear EASIER, because his attacks are no longer so painfully slow that I end up parrying/stepping/guarding too early.

Got a random Fang Banshee in forest, didn't notice any real difference except she's faster, but she didn't live very long.

Vol is very different. He will shoot multiple fireballs in a row now--I got three in rapid succession a couple of times, and two frequently. He'll sometimes do the tail sweep twice back-to-back (he could do this before, but there was usually a long lag between. Now the second one comes out almost immediately). The flame pillars come out faster and hit pretty hard if you get caught by one, which makes it harder to use mates. He also, as others have observed, is quick to go to ground for armor. Once he went under before I could finish my first combo. He is a hell of a fun fight now.

De Malmoth will do his trunk sweep twice in a row now. Sometimes twice in the same direction, sometimes one direction and then back the other way. He also jumps farther and with less warning (and more accuracy--if you don't move, he'll land on you pretty consistently now). His charge is MUCH faster and comes out with very little warning, so don't stand in front of him. That said, he's still pretty easy.

Ragne is pretty much the same, except he's faster. He moves around more, which is actually good--less hiding his legs in the walls.

Gwan's tentacles pop up from the ground with less warning, and do so more accurately. If you stand still, you are likely to get hit--but you shouldn't be standing still anyway. Didn't notice any other real differences there.

Fought two Tranzexias at once with a cadre of Signo Blues in a parallel area. They attack faster now, with less warning, but other than that are not terribly different.. There seemed to be lots of missiles, but that may have just been from two at once.

That's all the bosses I've fought in SH so far.

The thing I have found is that when soloing or duoing, the intensity level has definitely been turned up a couple of notches. I'm sure in MPA it's the same as always simply due to overwhelming damage output, but... that's why I don't MPA. For my solo/duo heavy purposes, SH is a whole lot of fun.

SakoHaruo
Oct 10, 2013, 02:39 AM
As of right now, I don't care about tweaking anything other than AI. gonna drop a few ideas here.

introducing AI Smart Cancel for Super Very Hard or whatever >.>

Smart Cancels will give the mob/bosses some form of cancelable attacks instead of forcing them to commit to one attack at a time. for example, when a Rockbear in rage mode uses his three hit rage combo, Smart Cancel will allow it to cancel that attack to use his command grab or belly flop attack, them AI mind games/mix ups :O

So.. how do I balance this? Well, each boss can only SC twice per string of attacks. but, each boss will also have a Smart Cancel Reset tied to an certain attack that allows them to continue using SC. for example, if Rockbear did.. 3hit combo> smart cancel > belly flop > smart cancel (it'll lands on its feet) > Backhand fist (SCR here), since his backhand fist has SCR he could/can SC into moves again. Also, mobs can only use one Smart Cancel per attack and don't have any Smart Cancel Resets.

so.. here's my idea of buffing Rockbear using AISC >.<

Super Very Hard mode only.

- Rockbear always in Rage Mode

- increase health and attack damage

- Start up and Recovery is reduced on all attacks

- His command grab is now an "untechable" grab.

- 3 hit rage combo now tracks the character

- New Move *Shoulder Charge* - does a quick/short range dash attack using his shoulder. has very little start up.



AI Smart Cancel sheet for Rockbear

Three Hit Rage Combo

- can only be SC on the first or second hit.

- can SC from/into any attack, even perform another rage combo.



Belly Flop

- can SC from/into all attacks except for another Belly Flop, so no Belly > SC > Belly



command Grab

- not Smart Cancelable



Shoulder Change

- can SC from/into any attack, even perform another Shoulder Charge



Bankhand Fist

- can SC from/into any attack

- Smart Cancel Reset is tied to this attack



Now, here's some craziness with AI Smart Cancel

Quartz could do things like.. G.Rain > SC > Thrust Attack > SC > Rockets

Ex Drag already has some form of Smart Cancel but still.. Red ExDrag - Sword Thrust > Shield > 360 > SCR > Sword Attack > SC > Sword Attack > Shield > SC > Overend. your speed and reaction time will be put to the test against this guy.

Sega.... you actually did it. :-o

Confirmed Quartz and few other boss SH AI uses my idea that was posted back when SH was datamined and even some of you here said it was a bad idea. ha :-P

TaigaUC
Oct 10, 2013, 02:44 AM
I give it like a month before people go back to complaining about how easy the game is again.

There isn't really much gameplay depth to create difficulty out of.
It's basically dodge and attack. The rest is equipment, consistency and optimization.
There just aren't many different ways of doing things.

I mean, if you think about it, how many options does PSO2 give players that have completely different playstyle/effects, but are roughly equal in effectiveness?
The majority of classes, abilities, skills, PAs, techs, etc. are all either "completely pointless", "much less effective" or "exactly the same".
It's mainly because they're mostly designed around the context of doing or receiving damage, and not much else.

I think almost everyone uses the same optimal setup and playstyle for each class combination.
Not to mention that certain combinations are vastly more popular because they are either much more enjoyable or just that much more effective.
Did everyone see the class popularity poll? Gunner most popular, Techer least popular. No surprise there.

What I'm trying to say is... it's a waste of time to argue or boast about how easy or difficult the game is.
Player skill isn't as much of a contributing factor as the progressive itemization and stats.
Of course it's going to be easier when you can defeat things faster, with less risk.
The most they'll ever do is tweak stats/damage values, anyway.

Darki
Oct 10, 2013, 02:44 AM
What I love about Tranmizers is that new transformaton they have now (or maybe is just very rare and I never saw it before?) with a huge blast cannon that hits like a truck.

TaigaUC
Oct 10, 2013, 02:54 AM
What I love about Tranmizers is that new transformaton they have now (or maybe is just very rare and I never saw it before?) with a huge blast cannon that hits like a truck.

That was there before, but they don't use it very often.
It was a Tranzexia only thing.

Yutaka20
Oct 10, 2013, 02:57 AM
What I love about Tranmizers is that new transformaton they have now (or maybe is just very rare and I never saw it before?) with a huge blast cannon that hits like a truck.

the proton cannon atk happens after the 2nd phrase ,
when he starts shooting in truck mode.
but normally in most cases we are so op that we killed it before it even changes to 2nd mode LOL~
i only encountered it once lol where my team so too screw up in dmg that it took a long time to kill :/

Darki
Oct 10, 2013, 02:58 AM
I guessed so, but nice to see it at least once.

Yutaka20
Oct 10, 2013, 03:08 AM
I guessed so, but nice to see it at least once.

haha yea.i was quite suprise as well when it casted it lol.
and wanna know wat grinds my gear?
it shotgun me right on my face >< and i just died lol!!

Kondibon
Oct 10, 2013, 03:27 AM
What I'm trying to say is... it's a waste of time to argue or boast about how easy or difficult the game is.
Player skill isn't as much of a contributing factor as the progressive itemization and stats.
Of course it's going to be easier when you can defeat things faster, with less risk.
The most they'll ever do is tweak stats/damage values, anyway.
... That was my point. What are you even trying to argue?

Coatl
Oct 10, 2013, 07:23 AM
I fought Quartz dragon and noticed they changed his missle barrage, he does his nose smack twice now when he's not angry and can follow it up with another double nose smack. Besides that I didn't notice much else.

Vardher's parts can now be repaired by gilnach cores. This is a HUGE plus and I think was a very smart addition to Vardher. Also Vardher has his "missle storm" where you just see hundreds of missles fly in the air. They don't seem to be really aiming at anything though. Oh, and he can hit you with his lasers at the very beginning now as well.

Fun bosses. 3:

TaigaUC
Oct 10, 2013, 07:34 AM
... That was my point. What are you even trying to argue?

I wasn't trying to argue anything.
Just saying, in case someone did try to argue.

gigawuts
Oct 10, 2013, 08:01 AM
Just mentioning that gwana has a lot more flow now. It IS different, but not in such a blatant way that you'd notice it if you hadn't farmed it a lot (like vol). It now bites twice, fairly quickly too. It charges a whole lot more too. I noticed it pop up at a distance and barrel towards me a bunch of times in a row.

Over all gwana benefited from the update.

My one regret is they didn't apply any of these improvements - yes, improvements - to the lower difficulties. Maybe they should allow SH boost cores to show up in lower difficulties and give them these behaviors instead of extra hp & atk.

Keyblade59
Oct 10, 2013, 08:10 AM
The lulz I get when I see a sprinting Micda

Coatl
Oct 10, 2013, 08:41 AM
I REALLY like how the mobs come at you now. Easier to steamroll them.

RadiantLegend
Oct 10, 2013, 08:51 AM
;_; Things don't die in one slide end anymore.

Coatl
Oct 10, 2013, 08:57 AM
;_; Things don't die in one slide end anymore.

They should really. o.o
I was killing Spardan As with one assault buster lv14, with lambda patty lumiere, and iirc slide end hits slightly harder.

But I know the Spardan As don't have much HP (10k HP at lv65 now). Perhaps for other enemies 10k dmg won't be enough to one-shot them now.

Zyrusticae
Oct 10, 2013, 09:04 AM
TBH, I feel like this is how things should have been since very hard, and that SH should have made them EVEN MORE aggressive than they are now. But whatever, what's done is done. It'll be veeeerrry interesting to see what they have in store for Ultra Hard or whatever's after Super Hard. And then the 6th difficulty? And the seventh... Hoo, boy.

SakoHaruo
Oct 10, 2013, 09:06 AM
SH drop rate is too dame good o3o


My Braver can one shot them with A.Buster when I'm wearing good armor. I had to wack them on the head twice because I was using Lucky Rise units or wait for PSE Elemental Weakness Boost

TaigaUC
Oct 10, 2013, 09:07 AM
SH Elder seems even more stingy.
I brought 5 characters, and none of them got a single rare (20% - 70% boost), no useful discs, barely any units/weapons, and I think 4 out of 5 characters only got 3 crystals. The other got 6.
I was expecting at least one of the trash rares.

And what's up with his sweeping forehead laser?
No safe zone for it anymore?

Zyrusticae
Oct 10, 2013, 09:10 AM
That's been my experience as well. The one time I DID get a rare it was an Adaman (lol, still in the drop table).

And yeah, his laser no longer seems to have a safe zone for it. Gotta dodge, buddy!

gigawuts
Oct 10, 2013, 09:10 AM
I think the monster speeds are excessive, but the aggression is not. What needs to be done now is to make HU's defensive tree actually good at defense without forcing you to forego so much damage, with massive hunter having a much longer duration (or changed completely to grant you immunity to X flinch hits at a time, with a heat gauge that absorbs the flinch).

Make enemies immune (or heavily resistant) to vacuums, and give them higher flinch & knockdown resistance (not random, but more hits required to inflict flinch or knockdown).

As it stands the game is still pretty much what it was before: Don't get hit, vacuum everything, 1shot everything that can be 1shotted, flinch everything else.

Coatl
Oct 10, 2013, 09:11 AM
BTW, supposedly enemies gained a higher elemental resistance in SH? Has any FOs noticed a big difference?



And what's up with his sweeping forehead laser?
No safe zone for it anymore?

I've stood directly infront of Falz when he does the laser. Practically hugging him. Still doesn't hit me. :v Seriously Sega, it's just not even funny anymore.

TaigaUC
Oct 10, 2013, 09:14 AM
BTW, supposedly enemies gained a higher elemental resistance in SH? Has any FOs noticed a big difference?

Haven't tried my Fo/Te characters, I converted both to Gu/Hu.
I did bring Te/Fo to the new EQ, but it was such a mess I didn't notice anything different.
If the higher resistance is true, then it's just as well I converted to Gu/Hu. Yay balance.


I've stood directly infront of Falz when he does the laser. Practically hugging him. Still doesn't hit me. :v Seriously Sega, it's just not even funny anymore.

Weird. I tried it a ton of times and got hit every time (except when I dodged).
Saw some other people get killed by it too. They were all pressed up against Falz.

But you're right, it's not a very exciting or challenging attack.

o0Kais0o
Oct 10, 2013, 09:16 AM
So in an earlier post I said SH felt kind of meh... Then I did a few more runs and actually? Its kinda fun, especially Vardha, he's cool now ^^

fay
Oct 10, 2013, 09:16 AM
I faced a infected burn draal yesterday. That absolutely wrecked havoc. I don't know if this was any different as I only faced one before, but you can't even break it's horns until the tail has come off. Then it grows a shell over the horns again. Not much opportunity to get at those horns. Only realized this when it was almost dead. Not to mention that he was shooting double fireballs and flame pillars EVERYWHERE.

Also faced an infected Crys Draal. That was even worse. 5 of us and, well, death, death everywhere. It's little spikes that shoot out come in two waves. The first wave come at you as normal, and once they finish, within a second or so the next wave hits but they come from all directions which means you can't just run forward and avoid them. I fell for this every time.

Aine
Oct 10, 2013, 09:22 AM
Weird. I tried it a ton of times and got hit every time (except when I dodged).
Saw some other people get killed by it too. They were all pressed up against Falz.

But you're right, it's not a very exciting or challenging attack.
That laser hits you if your character is tall enough. Which is kind of unfair, since all the loli characters can dodge it just by standing there.

TaigaUC
Oct 10, 2013, 09:29 AM
All but two of my characters are minimum height or slightly taller.
Was actually going to write that in my previous post, but then I forgot. Distracted or something.

gigawuts
Oct 10, 2013, 09:30 AM
Max height character with heels standing directly under the laser core checking in - didn't get it

Z-0
Oct 10, 2013, 09:31 AM
That laser hits you if your character is tall enough. Which is kind of unfair, since all the loli characters can dodge it just by standing there.
How large is tall enough? My cast is maximum height, and all my other characters are quite tall, but they don't get hit by the laser if I hug Elder, so I don't really see the problem. This is stood right at the laser's origin or to the side.

I'm going for people not doing it correctly.

TaigaUC
Oct 10, 2013, 09:32 AM
Max height character with heels standing directly under the laser core checking in - didn't get it

So we're supposed to stand directly under the laser core instead of to the side?


I'm going for people not doing it correctly.

I usually never get hit by it, that's why I'm confused as to whether they changed it.
I did the same as I always did for Profound Darkness Elder.

gigawuts
Oct 10, 2013, 09:34 AM
You can stand way in either north corner (the east corner is easiest, because of the vacuum), or directly underneath the laser's point of origin (preferably while doing a lobby action).

TaigaUC
Oct 10, 2013, 09:35 AM
You can stand way in either north corner (the east corner is easiest, because of the vacuum), or directly underneath the laser's point of origin (preferably while doing a lobby action).

Interesting. Didn't know you could stand at the point of origin. Thanks.

Coatl
Oct 10, 2013, 09:42 AM
or directly underneath the laser's point of origin (preferably while doing a lobby action).

Yes. Please when you do hug elder during the laser sweep, proceed to do a lobby action. If you are really skilled and think you can do better, combo it into a /ci7 to get the most out of it.

Kilich
Oct 10, 2013, 09:51 AM
Every time I join an mpa, at least half of the players are Gu. Did I miss something in SH that makes GU that wanted?

Coatl
Oct 10, 2013, 09:52 AM
Every time I join an mpa, at least half of the players are Gu. Did I miss something in SH that makes GU that wanted?

No. Gu has been a thing since late VH mode.

jooozek
Oct 10, 2013, 09:53 AM
Every time I join an mpa, at least half of the players are Gu. Did I miss something in SH that makes GU that wanted?

easy, cheap to get the ball rolling, great mobbing

MetalDude
Oct 10, 2013, 10:36 AM
On the topic of PA buffs, it looks like almost everything saw a buff of sorts besides the obvious (Deadly Archer, Slide End, Assault Buster, the entirety of GU's PA kit). HU's PAs saw PP consumption decreases across the board (that Ride Slasher is looking really appealing now), Orchestra and Illusion Rave saw substantial damage improvements (about damn time too) and Raging Waltz now costs 20PP (finally a real attempt to make TD's aerial play less terrible).

Most of Braver's lagging PAs got boosted relatively well, but I don't have any numbers to pull out since I don't have them yet. I sincerely hope AR and HS are actually good now.

Cypher_9
Oct 10, 2013, 10:56 AM
TBH, I feel like this is how things should have been since very hard

Like Win Vista should have been Win 7 to begin with...

I think Sega is exploiting us in this regard!

However, I do agree with this when I first experienced this - I was hoping for the MEGA-O-DOOMSDAY FML type of moments but, I expected too much from this; its just an upgrade of 'VH'.

Enforcer MKV
Oct 10, 2013, 11:04 AM
Every time I join an mpa, at least half of the players are Gu. Did I miss something in SH that makes GU that wanted?

They broke GU a while ago and made it stupid powerful. Think it was the last time they added new skills.

Jaqlou Swig KING
Oct 10, 2013, 11:42 AM
I remember when Banther and Banshee were first released, and people complained about how cheap they were. I think if SH had made them faster and more aggressive, along with having Banther jump down immediately instead of waiting for his girl to be near death (what a dick btw) it'd make for a much more entertaining fight. Which would probably be nerfed within a week.

gigawuts
Oct 10, 2013, 11:44 AM
They were only cheap at the time because our moves were so much slower and we were less mobile. Now that we have fighter with moves with autoguard, moves we can step cancel at any time, wider AOE, techs like nafoie, gunner has such strong moves, hunters have faster hitting moves that don't require a full sword's gear bar (f'in lol), etc. the playing field is more evenly balanced.

It was never about how much damage we or they did, it was about never being able to get effective hits on them. Now we can, and even with low damage the fight would be easier.

Enforcer MKV
Oct 10, 2013, 11:46 AM
I remember when Banther and Banshee were first released, and people complained about how cheap they were. I think if SH had made them faster and more aggressive, along with having Banther jump down immediately instead of waiting for his girl to be near death (what a dick btw) it'd make for a much more entertaining fight. Which would probably be nerfed within a week.

I have friends saying they made cats SLOWER in SH. Is this true? I haven't noticed much, if any difference the one time my party got ambushed in Forest.

Zenobia
Oct 10, 2013, 12:29 PM
Oh yeah they also plan to add SH versions of AQ's btw and the next Difficulties of SH for the other areas will be here in a couple of weeks.

TaigaUC
Oct 10, 2013, 12:50 PM
I was just in an SH Elder run where he stood still the entire time.
Even after shock and phase 2, he wouldn't move.

Wasn't that bug reported and acknowledged when SEGA first added Profound Darkness?
Good job, SEGA.

pkemr4
Oct 10, 2013, 01:07 PM
those red and black tmgs called: ヘレティカーリー

drops from:
Fars-Hyunaru Lv61-
Kyukuronada Lv61-
Saikuroneda Lv61-
Search throughout the city emergency SH SH

アタッシュオブス drops from Breeda lvl 61

Laxedrane
Oct 10, 2013, 02:58 PM
Oh yeah they also plan to add SH versions of AQ's btw and the next Difficulties of SH for the other areas will be here in a couple of weeks.

Yeah. They did it in a way I hope they keep on doing it. Spreading out the areas. Hopefully they give us new level sets with each area so we don't have the same thing we did in very hard. 6 areas over the spread of like 5-10 levels. Then wait for MONTHS for another area which is 10 level jump rendering all the old areas of that difficulty mute. Then have another what is it? 4 areas? sitting at the top of the difficulty range. I am even hoping they don't release seabed in SH at first. Just VH but have it at 65 and save SH for 70 or 75(depending on how long this difficulty going to be)

TaigaUC
Oct 10, 2013, 09:57 PM
Every time I join an mpa, at least half of the players are Gu. Did I miss something in SH that makes GU that wanted?

They "fixed" Gunner by adding a massive Just Attack damage bonus after flipping.
As a result, they hit single targets so hard that they don't even need AOE to take out large groups.
Couple that with Gunner's high defense, unique ability to control movement while attacking, stylish animations and relatively easily accessible gear, and you have an unsurprisingly popular class.
I remember seeing someone on the JP PSO2 Wiki say something like, "we live in good times where even the Egg Blaster hits hard".


I remember when Banther and Banshee were first released, and people complained about how cheap they were.

Banther was originally pretty cheap, though. Banshee, not so much I think.
Their hitbox was pretty frustrating too. You could be standing near their tail and get knocked down by an invisible force for huge damage when they leapt.
You had to be perfect. One screw-up = spectacular death.

I'm just not a fan of enemies designed to do nothing but dive at you 6+ times in a row with a massive collision box covering their entire body.
More variation is good. It's why I liked Ragne for a long time, because Ragne always shuffles between several different attacks.



It was never about how much damage we or they did, it was about never being able to get effective hits on them. Now we can, and even with low damage the fight would be easier.

Yeah, we literally had almost no time to react once they started spamming dives.
They always ran away after the dives, too. No real window to do damage to them.
We were doing nothing but dodging non-stop dives for several minutes until they decided to roar or cough out snow.
If they weren't "difficult", they sure as hell tested everyone's patience.
I think my strategy was to stand on top of them and hope they whiffed close-range swipes repeatedly.

It's kind of silly now. They have a bad habit of sitting there doing nothing but roaring over and over.
Especially when low on health, which is really anti-climactic.



require a full sword's gear bar (f'in lol)

Ugh. Bad memories.
For those that don't know, sword gear used to take forever to build up and then often vanished before you could do anything with it.

MetalDude
Oct 10, 2013, 10:47 PM
I still don't like the amount of work it takes to build sword gear, but the higher enemy values make it somewhat more feasible. It also helps that the charge times on Ride Slasher and Guilty Break cut back a lot after just the first bar in.

pkemr4
Oct 10, 2013, 10:47 PM
They "fixed" Gunner by adding a massive Just Attack damage bonus after flipping.
As a result, they hit single targets so hard that they don't even need AOE to take out large groups.
Couple that with Gunner's high defense, unique ability to control movement while attacking, stylish animations and relatively easily accessible gear, and you have an unsurprisingly popular class.
I remember seeing someone on the JP PSO2 Wiki say something like, "we live in good times where even the Egg Blaster hits hard".


was this a hidden buff because i dont see it on bumped.

MetalDude
Oct 10, 2013, 10:49 PM
S Roll JA Bonus. It's in the bottom right corner of the tree and you only have to spend 4 points to reach it (and 5 to cap it).

pkemr4
Oct 10, 2013, 10:53 PM
S Roll JA Bonus. It's in the bottom right corner of the tree and you only have to spend 4 points to reach it (and 5 to cap it).

ohhhh i was thinking it was a new buff to gunner. xD i allready have 2/2/5 for rolls :3

Patmaster
Oct 11, 2013, 01:35 AM
I've ran Floating Continent MPA yesterday for about 2 hours. It's nice to see the increased rate of appearing rare enemies (2 Crys in like 15 mins in between) but the movement and speed of the enemies is a bit ridicolous. In my case it was just impossible to fight the boosted Crys properly when all these Dinians jump at you like crazy. I think in some situations SH gets a bit out of hand. xD

strikerhunter
Oct 11, 2013, 01:45 AM
I've ran Floating Continent MPA yesterday for about 2 hours. It's nice to see the increased rate of appearing rare enemies (2 Crys in like 15 mins in between) but the movement and speed of the enemies is a bit ridicolous. In my case it was just impossible to fight the boosted Crys properly when all these Dinians jump at you like crazy. I think in some situations SH gets a bit out of hand. xD

You think that was out of hands? I ran into a Argni mutated in FC with an army of midca turtles. What makes it funny is to actually ssee those midcas run, Yes I said run not spin, towards following up with spinning ball of death. Couldn't get a dam hit to Argni once they clutter up on me.

gigawuts
Oct 11, 2013, 07:57 AM
You think that was out of hands? I ran into a Argni mutated in FC with an army of midca turtles. What makes it funny is to actually ssee those midcas run, Yes I said run not spin, towards following up with spinning ball of death. Couldn't get a dam hit to Argni once they clutter up on me.

Kanran motherfucker: Do you spam it?

Really though, I had the same thing. The lightning spam was fantastic. Enemies were less intent on rolling into me for 300 here, 500 there, with the boss wailing on me for 700 every time, and more like enemies ran up and made their move for 200-300, the boss hit me for 400-500. I was using a poorly affixed vader set!

It's a ton more fun. Less 1HKO for making one mistake in a 15 minute fight and more focus on avoiding a flurry of attacks. This should be retroactively applied to the rest of the game. This is way, way more fun for everybody of all playstyles (that I can relate to, anyway). Even the "don't get hit" players should be loving this, because of the increased frequency and unpredictability of attacks. I can even imagine tank hunters loving this, because they can draw aggro from all of these things with their more continuous attack spam at once.

jooozek
Oct 11, 2013, 08:05 AM
I've ran Floating Continent MPA yesterday for about 2 hours. It's nice to see the increased rate of appearing rare enemies (2 Crys in like 15 mins in between) but the movement and speed of the enemies is a bit ridicolous. In my case it was just impossible to fight the boosted Crys properly when all these Dinians jump at you like crazy. I think in some situations SH gets a bit out of hand. xD

they didn't increase rare spawn rates, you are imagining things
when you actually bother to compare % of appearances for example, lets say, forest free field you will see that that the appearance rate on vh is 0.21% and on super hard it's 0.18%

Rakurai
Oct 11, 2013, 08:10 AM
Is the Takemikazuchi like a boss in terms of its strength, or just a strong normal enemy?

I was under the impression it would only appear in multi-party fields, but it apparently can show up anywhere. I also wonder if you can get multiple spawns of it simultaneously like you can with Rappys and Mesetan.

TaigaUC
Oct 11, 2013, 08:39 AM
Did a bunch of Falzes, a bunch of the new EQ, farmed a few free SH for hours.
All I got was two Elder Rods (on the same character, 4 other characters got nothing), a Mizer Claw (the fist), the SW sword camo and the D92 gun camo.
Barely seeing any high rank discs, either.

Doesn't seem like the drop rate in general has improved or changed.
Or rather, my luck hasn't changed.
Think I'll just wait for the price to go down and then buy what I want. Again.

I did get a rare Rogbert with a boost that shot orbs at me (dropped nothing), and the rare Snow Banthers (dropped a ton of good discs).
Killed Agurani about 3 or 4 times now. Didn't drop anything special.

Limbo_lag
Oct 11, 2013, 09:22 AM
Is the Takemikazuchi like a boss in terms of its strength, or just a strong normal enemy?

I was under the impression it would only appear in multi-party fields, but it apparently can show up anywhere. I also wonder if you can get multiple spawns of it simultaneously like you can with Rappys and Mesetan.

Don't know about the strength of the boss itself, but a few of my teammates fought it. IIRC it can double spawn, and gives a ton of exp (100k+), and drops a lot of rares. I think each of them (in the party) got a full set of its lightning gear (it looks the same as the older lightning armors). Set effect is like +35hp and +40 all stats, or something, with a ton of lightning resist.

Reiketsu
Oct 11, 2013, 10:38 AM
So, today I saw someone with a really cool looking Katana and checked the shops for it, but there wasn't a single one in it. Searched on the JP wiki and found it: ヤテンコウガ

It says however this weapon drops from a red container... (at least I think it said that, but I can't check again because the page won't load anymore >_>)
So is this true? Can anyone confirm that containers now drop 10* weapons in SH?

pkemr4
Oct 11, 2013, 10:42 AM
day 3 and prices some for of the new stuff has dropped to 5-20 mil

angrysquid
Oct 11, 2013, 12:54 PM
So now that we can fight lv60 bosses outside of XQ can they drop the 11* units too or are they XQ exclusive ?

Arada
Oct 11, 2013, 01:21 PM
I haven't seen any 11* in the quest records.

strikerhunter
Oct 11, 2013, 01:51 PM
Kanran motherfucker: Do you spam it?

Really though, I had the same thing. The lightning spam was fantastic. Enemies were less intent on rolling into me for 300 here, 500 there, with the boss wailing on me for 700 every time, and more like enemies ran up and made their move for 200-300, the boss hit me for 400-500. I was using a poorly affixed vader set!

It's a ton more fun. Less 1HKO for making one mistake in a 15 minute fight and more focus on avoiding a flurry of attacks. This should be retroactively applied to the rest of the game. This is way, way more fun for everybody of all playstyles (that I can relate to, anyway). Even the "don't get hit" players should be loving this, because of the increased frequency and unpredictability of attacks. I can even imagine tank hunters loving this, because they can draw aggro from all of these things with their more continuous attack spam at once.

No kanran lol Gu/Hu on main...............

Like someone said before, this is what VH should had been. Now the mobs are a threat during boss fights. If SH is this fun and rightfully done, wonder how will Sega improve upon SH in future updates.

What I liked most bout the update that was all SH maps are filled so MPAs are easy to find whereas before it was just the newest area spam.

All-n-all it felt refreshing and fun to be challenged and going back to older maps on SH.

Zenobia
Oct 11, 2013, 01:55 PM
So, today I saw someone with a really cool looking Katana and checked the shops for it, but there wasn't a single one in it. Searched on the JP wiki and found it: ヤテンコウガ

It says however this weapon drops from a red container... (at least I think it said that, but I can't check again because the page won't load anymore >_>)
So is this true? Can anyone confirm that containers now drop 10* weapons in SH?

Yup it does but if it its a rare wouldn't it drop from a red container?

The images showed ever box so I assume it can drop from any of them.

Rakurai
Oct 11, 2013, 02:28 PM
So now that we can fight lv60 bosses outside of XQ can they drop the 11* units too or are they XQ exclusive ?

They're exclusive.

The drop table on XQ enemies is completely different from standard enemies.

Niagara
Oct 12, 2013, 04:09 AM
Is it just me, or the spawn rates of Zexias in Lead Border Breaker is just insane ?

Did the EQ like 12 times, and only 3 mizers. Everything else was Zexias.

Also, never saw Tagamikazuchi :[
Is it THAT rare ?

Zyrusticae
Oct 14, 2013, 12:12 AM
Holy SHIT.

I met SH Zeshrayda for the first time today. "WELCOME TO TRUE SUFFERING", he said, as he dashed around the battlefield faster than the eye could see and laid down a barrage of artillery fire that blanketed the entire field.

I couldn't stop laughing as I witnessed it for the first time. "COMPLETE GLOBAL SATURATION" is the first thing that came to mind.

Now I really want to see SH Bal Rodos and Dragon EX. Shit's gonna be HILARIOUS.

TaigaUC
Oct 14, 2013, 11:35 AM
Sounds imba.

gigawuts
Oct 14, 2013, 11:42 AM
I didn't find SH zesh any different when I encountered him. I actually forgot I was even in SH...

strikerhunter
Oct 14, 2013, 11:42 AM
Holy SHIT.

I met SH Zeshrayda for the first time today. "WELCOME TO TRUE SUFFERING", he said, as he dashed around the battlefield faster than the eye could see and laid down a barrage of artillery fire that blanketed the entire field.

I couldn't stop laughing as I witnessed it for the first time. "COMPLETE GLOBAL SATURATION" is the first thing that came to mind.

Now I really want to see SH Bal Rodos and Dragon EX. Shit's gonna be HILARIOUS.

Had the same reaction when I met a wild SH Haze and Resh as well. SOOOOOOO MUCH CHASING EVEN FOR A GU.

Can't say much for Rodos since you can't meet him in an MPA (unless I'm wrong) but can't wait to see what Ringa will do in SH with all those tornadoes of his.

Kietsu
Oct 14, 2013, 11:45 AM
can't wait to see what Ringa will do in SH with all those tornadoes of his.

Instead of pulling out his ring things to sweep the arena with those tornadoes, they're just constantly there, slowly spinning around him for the entire fight.

strikerhunter
Oct 14, 2013, 11:46 AM
Instead of pulling out his ring things to sweep the arena with those tornadoes, they're just constantly there, slowly spinning around him for the entire fight.

Oh gawd, now that's a freaky challenge for me to take on.

Now to just wait for the 2nd half of the update.

gigawuts
Oct 14, 2013, 11:47 AM
oh hi you were on the ground? not anymore you're not

Yrsofexp
Oct 14, 2013, 11:52 AM
Vol Dragon...doesn't...stop...digging...

AND NONE OF THE STUFF ON VARDHA STAYS BROKEN.

Z-0
Oct 14, 2013, 11:57 AM
When I fought Vardha I had absolutely no problems. Just knocked the Gilnach Core out of the sky and called it a day. . _.

Kietsu
Oct 14, 2013, 12:17 PM
It's funny, really. Gwanhada stops dig spamming, Vol starts dig spamming.

Kondibon
Oct 14, 2013, 12:29 PM
When I fought Vardha I had absolutely no problems. Just knocked the Gilnach Core out of the sky and called it a day. . _.

He doesn't make more?

Z-0
Oct 14, 2013, 12:30 PM
He might do (idk I killed him after I killed the first one), but you can just hit those too. . _. On my force it takes me one hit to knock it out the sky, so with something like daggers on melee and Homing Emission / something on Ranger, it can't be too hard to get them.

gigawuts
Oct 14, 2013, 12:33 PM
They have diddlysquat for hp. As far as melee is concerned sacred skewer and kanran are all you need to use to get it. SS for when it's up in the air or wherever because it hits them regardless of elevation, kanran for when it's level with you. No extra thinking require. Lock, attack.

Kondibon
Oct 14, 2013, 12:46 PM
They have diddlysquat for hp. As far as melee is concerned sacred skewer and kanran are all you need to use to get it. SS for when it's up in the air or wherever because it hits them regardless of elevation, kanran for when it's level with you. No extra thinking require. Lock, attack.


He might do (idk I killed him after I killed the first one), but you can just hit those too. . _. On my force it takes me one hit to knock it out the sky, so with something like daggers on melee and Homing Emission / something on Ranger, it can't be too hard to get them.

Lame. 3: I was expecting them to be more annoying to get rid of not even damageable.

gigawuts
Oct 14, 2013, 12:55 PM
Every time vader spits out his drone things he drops a gilnatch core. In the EQ he'll drop 2 or 3 each time he does it, and boy does he do it a lot. This becomes irritating because pugs right now don't even break the bottom level of stuff, nevermind stuff that keeps being repaired. All the remotely competent players seem to be spamming mizers.

Kondibon
Oct 14, 2013, 12:58 PM
Every time vader spits out his drone things he drops a gilnatch core. In the EQ he'll drop 2 or 3 each time he does it, and boy does he do it a lot. This becomes irritating because pugs right now don't even break the bottom level of stuff, nevermind stuff that keeps being repaired. All the remotely competent players seem to be spamming mizers.

Oh ok, that sounds more like what I was expecting. o wo I can see why people would rather fight mizers though. ;;

Zenobia
Oct 14, 2013, 01:47 PM
Instead of pulling out his ring things to sweep the arena with those tornadoes, they're just constantly there, slowly spinning around him for the entire fight.

What area did he spawn for you at?