MimiChan
May 30, 2014, 09:27 AM
With all the buzz about Shunka being nerf followed by S-Roll arts, I ask myself, is there anyway to balance the PA other than nerf/buff some damage values? Sega did a decent job with Tech crafting but you can't really apply that to PA as there are only a few parameters you can adjust, limited to damage,execution, and PP cost.
And the thing is, once the favored PA, what I call 'Flavor of the Month' is nerfed then another just switch it's place making the whole cycle repeat itself. People just using the most cost effective damaging PA while leaving the rest untouched.
So this is why I thought about PA Combo System. At first, Sega planned this 'PA Combo thingy' the one where you cycle thru three PA that you set on your weapon to create a combo, but since most people just spam one PA anyway, they found it tedious and would just put three of the same PA anyway defeating the purpose.
So what I did is this, but before that, let's classify the skills into different categories:
Knockback: PA that can knockback enemy away from you.
Ex. Nova Strike, Backhand Smash, Slide Shaker.
Gap Closer: PA that can dash to the target.
Ex. Guilty Break, Parallel Slider, Straight Charge.
Grabbing: PA that grabs the enemy and throws them.
Ex. Cruel Throw, Scar Fugue, Pick Up Throw.
Launching: PA that launch enemies in the air.
Ex. Rising Edge, Satellite Aim, Tsukimi Sazanka.
Dunking: PA that usable from air and slams the enemy on the ground.
Ex. Gekka Zakuro, Quake Howling, Twister Fall.
Ranged: PA that does ranged damage, limited to melee PA.
Ex. Sonic Arrow, Sacred Skewer, Hatou Rindo.
So the idea here is, some categories gains 10% more power if it's used after a certain category PA is used.
For example:
Knockback-->Gap Closer--Grabbing
Launching-->Dunking-->Knockback
Gap Closer-->Knockback-->Ranged
So using example two, and being a Sword Hunter.
Rising Edge-->Twister Fall (10% bonus)-->Nova Strike (20%)
And if you notice, it's the combo that the Hunter uses in the class select screen, so Sega might have planned this at some point, just didn't execute properly.
And it stacks with another modifier, every time you used a different PA you get 5% increase in damage on the next one. Making it 100-->115-->125
And...stacks with yet another modifier, using PA from another weapon class. 5% bonus too.
Rising Edge-->Twister Fall(15%)-->Additional Bullet(135%)
And you can actually link combo more than three times:
Launching-->Dunking-->Knockback-->Gap Closer--Grabbing-->Ranged
Which would theoretically put your damage to insane amounts but the sheer set up time would probably balance it all out.
All in all, I think this system would encourage building up unique combo and utilizing all available PA.
What you think? OwO
And the thing is, once the favored PA, what I call 'Flavor of the Month' is nerfed then another just switch it's place making the whole cycle repeat itself. People just using the most cost effective damaging PA while leaving the rest untouched.
So this is why I thought about PA Combo System. At first, Sega planned this 'PA Combo thingy' the one where you cycle thru three PA that you set on your weapon to create a combo, but since most people just spam one PA anyway, they found it tedious and would just put three of the same PA anyway defeating the purpose.
So what I did is this, but before that, let's classify the skills into different categories:
Knockback: PA that can knockback enemy away from you.
Ex. Nova Strike, Backhand Smash, Slide Shaker.
Gap Closer: PA that can dash to the target.
Ex. Guilty Break, Parallel Slider, Straight Charge.
Grabbing: PA that grabs the enemy and throws them.
Ex. Cruel Throw, Scar Fugue, Pick Up Throw.
Launching: PA that launch enemies in the air.
Ex. Rising Edge, Satellite Aim, Tsukimi Sazanka.
Dunking: PA that usable from air and slams the enemy on the ground.
Ex. Gekka Zakuro, Quake Howling, Twister Fall.
Ranged: PA that does ranged damage, limited to melee PA.
Ex. Sonic Arrow, Sacred Skewer, Hatou Rindo.
So the idea here is, some categories gains 10% more power if it's used after a certain category PA is used.
For example:
Knockback-->Gap Closer--Grabbing
Launching-->Dunking-->Knockback
Gap Closer-->Knockback-->Ranged
So using example two, and being a Sword Hunter.
Rising Edge-->Twister Fall (10% bonus)-->Nova Strike (20%)
And if you notice, it's the combo that the Hunter uses in the class select screen, so Sega might have planned this at some point, just didn't execute properly.
And it stacks with another modifier, every time you used a different PA you get 5% increase in damage on the next one. Making it 100-->115-->125
And...stacks with yet another modifier, using PA from another weapon class. 5% bonus too.
Rising Edge-->Twister Fall(15%)-->Additional Bullet(135%)
And you can actually link combo more than three times:
Launching-->Dunking-->Knockback-->Gap Closer--Grabbing-->Ranged
Which would theoretically put your damage to insane amounts but the sheer set up time would probably balance it all out.
All in all, I think this system would encourage building up unique combo and utilizing all available PA.
What you think? OwO