isCasted
Feb 12, 2014, 05:13 PM
Everyone knows that subclassing system in PSO2 was supposed to hybridize gameplay, but in the end it became less about mixing class abilities and more about multipliers. Main thing that stands in the way of actual hybriding is requirement to have a multiclass weapon of your subclass. While at the beginningg multiclass weapons weren't that common, lately SEGA puts more and more different multiclass weapons for specific hybrids. While it's much better than before, there still can be problems with certain class combos. Here are my thoughts on how weapon system should work (a little wall of text following):
Melee
Hunter's weapons for Fighter can sometimes be improtant. Sometimes you want to hit hard when you are sure you don't need to be quick, so Swords and Partizans for Fighter should be available at any level. While wielding 8*s in VH was fine, in SH we don't have good available option (read: not 11-12*). I also want to mention that there's only 1 11* Partizan and it's outclassed.
Fighter's weapons for Hunter should be rare but available at the endgame due to "pro mode" feel, because you get quickness of Fighter without losing defensive capabilites of Hunter. Right now [S]we can have there are Kamui, Xerc and God Hand, which is quite OK.
Melee/Tech
Since Quarry release we have Amun series, which shows that SEGA knows that Fo/Fi is a thing. There are Rod and Talis for Fighter in SH too, so we know that it's supported. But they seemingly don't understand why it's a thing and why Hu/Fo is not... Luckily they switched attention from Hu/Fo to Hu/Te now (Traitor weapon series), but I don't see any love to Fi/Te. Wands that are equippable by Fighter is a must, but currently our best options are Rappy 8* and outdated XQ drop. Te/Fi right now can use Marie Nails daggers, but don't expect great damage output. Knuckles would be a much better option because of bigger natural S-ATK. Anyway, Fighter doesn't even need Rods or Talis - Wand would be ok even for Fi/Fo, there's no need in strong teching option, and Wand still lets keeping accent on melee.
Ranged
Sometimes as Gu/Ra I'd want to use Launcher. It's not essential, but some people might want to use those, so why not?
Multiclass TMGs shouldn't be a thing unless they are weak (see: Lambda Radeigle, H10 Missouri T). I don't know why would you need those in endgame either - Hu and Ra are used as subs for Gunner and are not effective vise versa, so having 11* like Guld Milla kinda doesn't make much sense. Many people may see Ra/Gu as Gu/Ra with extended weapon choice... Launcher? Well, your main weapon still would be TMGs, so for rare cases when you'd want to use Launcher you'd better have a multiclass one, preferably not as shitty as Flame Visit. And if you want to play Ra/Gu for lifesteal latent of Guld Milla... I'd rather do 2x damage as Ra/Hu than have a lifesteal myself.
Ranged/Melee
Rifle for Hunter? Launcher for Hunter? Yeah, there are... And there should be, because everyone knows that Hunter needs more safe options that its default weapons.
TMGs for Hunter? Gu/Hu is super strong, so you should suffer in order to get that strenght.
Ranged/Tech
Rifles for Techer are a must, because Ra/Te is pure support, lack of good Rifle to keep WB on makes Te/Ra a shitty support.
Gu/Te doesn't need a wand, but Te/Gu needs TMGs. Yeah, there are TMGs with T-ATK for Techer, but surprisingly those TMGs also have Zero Effort latent, which makes them so wanted you can't even joke about playing Te/Gu with them.
Tech
Even though I believe that Techer has to use wands, you don't have to. There is always some Rod for Techers and any Talis can be used too.
Wand for Force is pointless unless it has some important latent (like Elysion).
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I never mentioned Braver before, so I could put everything in one place.
1) Melee. Katana is a universal melee weapon, so classes that have multiple melee weapons don't need Katana. Katana was _specifically_ designed for Braver class to be adaptive, so having Katana for Hunter and Fighter breaks purpose of other weapons. There's also no point in having Hunter and Fighter weapons for Braver for the same reason. Maaaaybe we could have a Katana for Hunter if it's 13*. Katana can be OK for Ra/Br, but why would anyone want to play like that if...
2) Ranged. Bow was designed as a universal ranged weapon, so classes that have other ranged weapons... Yeah, I can't really say the same thing as I said about Katana, primarilly because Bow's PAs aren't as fluid and controllable. However, Ra/Br with a bow is just a stronger Br/Ra, but Braver is already strong enough. Yet again I think Bow for Ranger should be 13* too. For normal gameplay I'd rather say that it's Braver who needs fine Rifles. Also, Bow for Hunters and Fighters may be OK because it's exact purpose is being a ranged option for melee class.
3) Tech. Br/Te is a popular combo for some reason, so Wand for Braver would be good. And currently we have it. Having a Rod for Braver would be kinda pointless then. About Katanas and Bows for Force and Techer: why not? Braver has less natural S-ATK than Fighter and Katanas have more natural S-ATK than Fighter weapons, so Katana for Fo/Br would be more viable than Fighter weapon for Fo/Fi. It's important for those Katanas to have decent amount of T-ATK (not like Susanoguren) or else idea of hybriding breaks and Force Katanas lose gameplay value. Also Bows for Tech classes were a thing in PSU for a reason, so in this game tech Bows should be too. Right now we have a Bow for Force with great T-ATK but there isn't an alternative for Techer.
---------------------------------------------[/SPOILER-BOX]
I want to note that it shouldn't be possible to completely play one class as another one ignoring its primary weapons (unless we are talking about Hunter, but that's only until it's fixed). I am trying to imagine system for an actual hybriding.
Please leave your opinions and suggestions.
Melee
Hunter's weapons for Fighter can sometimes be improtant. Sometimes you want to hit hard when you are sure you don't need to be quick, so Swords and Partizans for Fighter should be available at any level. While wielding 8*s in VH was fine, in SH we don't have good available option (read: not 11-12*). I also want to mention that there's only 1 11* Partizan and it's outclassed.
Fighter's weapons for Hunter should be rare but available at the endgame due to "pro mode" feel, because you get quickness of Fighter without losing defensive capabilites of Hunter. Right now [S]we can have there are Kamui, Xerc and God Hand, which is quite OK.
Melee/Tech
Since Quarry release we have Amun series, which shows that SEGA knows that Fo/Fi is a thing. There are Rod and Talis for Fighter in SH too, so we know that it's supported. But they seemingly don't understand why it's a thing and why Hu/Fo is not... Luckily they switched attention from Hu/Fo to Hu/Te now (Traitor weapon series), but I don't see any love to Fi/Te. Wands that are equippable by Fighter is a must, but currently our best options are Rappy 8* and outdated XQ drop. Te/Fi right now can use Marie Nails daggers, but don't expect great damage output. Knuckles would be a much better option because of bigger natural S-ATK. Anyway, Fighter doesn't even need Rods or Talis - Wand would be ok even for Fi/Fo, there's no need in strong teching option, and Wand still lets keeping accent on melee.
Ranged
Sometimes as Gu/Ra I'd want to use Launcher. It's not essential, but some people might want to use those, so why not?
Multiclass TMGs shouldn't be a thing unless they are weak (see: Lambda Radeigle, H10 Missouri T). I don't know why would you need those in endgame either - Hu and Ra are used as subs for Gunner and are not effective vise versa, so having 11* like Guld Milla kinda doesn't make much sense. Many people may see Ra/Gu as Gu/Ra with extended weapon choice... Launcher? Well, your main weapon still would be TMGs, so for rare cases when you'd want to use Launcher you'd better have a multiclass one, preferably not as shitty as Flame Visit. And if you want to play Ra/Gu for lifesteal latent of Guld Milla... I'd rather do 2x damage as Ra/Hu than have a lifesteal myself.
Ranged/Melee
Rifle for Hunter? Launcher for Hunter? Yeah, there are... And there should be, because everyone knows that Hunter needs more safe options that its default weapons.
TMGs for Hunter? Gu/Hu is super strong, so you should suffer in order to get that strenght.
Ranged/Tech
Rifles for Techer are a must, because Ra/Te is pure support, lack of good Rifle to keep WB on makes Te/Ra a shitty support.
Gu/Te doesn't need a wand, but Te/Gu needs TMGs. Yeah, there are TMGs with T-ATK for Techer, but surprisingly those TMGs also have Zero Effort latent, which makes them so wanted you can't even joke about playing Te/Gu with them.
Tech
Even though I believe that Techer has to use wands, you don't have to. There is always some Rod for Techers and any Talis can be used too.
Wand for Force is pointless unless it has some important latent (like Elysion).
---------------------------------------------
I never mentioned Braver before, so I could put everything in one place.
1) Melee. Katana is a universal melee weapon, so classes that have multiple melee weapons don't need Katana. Katana was _specifically_ designed for Braver class to be adaptive, so having Katana for Hunter and Fighter breaks purpose of other weapons. There's also no point in having Hunter and Fighter weapons for Braver for the same reason. Maaaaybe we could have a Katana for Hunter if it's 13*. Katana can be OK for Ra/Br, but why would anyone want to play like that if...
2) Ranged. Bow was designed as a universal ranged weapon, so classes that have other ranged weapons... Yeah, I can't really say the same thing as I said about Katana, primarilly because Bow's PAs aren't as fluid and controllable. However, Ra/Br with a bow is just a stronger Br/Ra, but Braver is already strong enough. Yet again I think Bow for Ranger should be 13* too. For normal gameplay I'd rather say that it's Braver who needs fine Rifles. Also, Bow for Hunters and Fighters may be OK because it's exact purpose is being a ranged option for melee class.
3) Tech. Br/Te is a popular combo for some reason, so Wand for Braver would be good. And currently we have it. Having a Rod for Braver would be kinda pointless then. About Katanas and Bows for Force and Techer: why not? Braver has less natural S-ATK than Fighter and Katanas have more natural S-ATK than Fighter weapons, so Katana for Fo/Br would be more viable than Fighter weapon for Fo/Fi. It's important for those Katanas to have decent amount of T-ATK (not like Susanoguren) or else idea of hybriding breaks and Force Katanas lose gameplay value. Also Bows for Tech classes were a thing in PSU for a reason, so in this game tech Bows should be too. Right now we have a Bow for Force with great T-ATK but there isn't an alternative for Techer.
---------------------------------------------[/SPOILER-BOX]
I want to note that it shouldn't be possible to completely play one class as another one ignoring its primary weapons (unless we are talking about Hunter, but that's only until it's fixed). I am trying to imagine system for an actual hybriding.
Please leave your opinions and suggestions.