I'm sorry, but making a class much worse off than the others does NOT constitute challenge. That's called a lack of proper job/class balancing. I agree that magic users in general, whatever RPG you play, should be physically frail, BUT if their magic doesn't deal significant enough opposite-element damage to something compared to a melee or gun weapon, or doesn't do something COMPLETELY unique that no other class can do, then something is very wrong. Technics run off of a completely different stat, for Christ's sake; their damage output should be on a COMPLETELY different scale, especially if they're having to consume more PP, their attacks are SLOWER, and you have to decide split-second which spell to use for which range, which element, etc.
Monsters that can only be killed in a certain way, or finding your way out of a labyrinth-like area with traps at every turn before time runs out, or fighting off a really badass boss that simply can't be beaten unless you have a full party that cooperates together, so you can earn some of the rarest and best equipment in the game for your class?? THAT'S challenge.
Right now, I don't see ANY such thing in PSU, and that bugged me to the point where I finally just decided to quit because I wasn't being entertained with anything to really test myself. Sure, you can do time attack runs, or gimp yourself by using C-rank equipment or something, but you shouldn't have to resort to that to make the game challenging - the game should PROVIDE that for you in the first place. If the game wanted you to do time attack runs, it should give you an option to do so, and reward you accordingly based on how well you did. Hell, some of the rewards could be unique, like faster attack animations specifically for the class you used, rather than binding it to specific classes by default. Likewise, a "challenge mode" (lol) of sorts could also be implemented. You could do a certain level over again, like you do all the time on PSU, but you could only use C rank equipment, or couldn't use any opposite-element attacks on the enemies, etc; and if you beat each challenge - BAM, another unique reward that's yours and YOURS ONLY. You shouldn't be able to trade it to some noob who never accomplished the same feat, imo (another thing that bugged me about PSU).
If Sonic Team would just implement something similar to my examples in PSU, you wouldn't have to constantly lolzergspam the hell out of a mission just for one item, and you wouldn't get so bored of that particular mission all the time. PSO (Episode I, anyway) accomplished this well by only utilizing FOUR AREAS, but gave you the option of what missions to undertake, so the gameplay was kept fresh and interesting, while still keeping the player in a familiar environment. I don't see why PSU had to take this simple concept away.
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