I'm surprised jumping is getting this much hate. Personally, I love it. As for my most favorite mechanic tweak, there's a whole bunch of things that appear on the list. Really, PSO2 is improved in a whole bunch of ways over its predecessors, even if it suffers from some flaws. However, there's one thing that sticks out at the top of the list with absolutely zero competition in my eyes.
NO MORE MISSING. Not getting fucked over by the RNG which decided a crucial part of your combo should fail, allowing the enemy to gangbang you has enhanced my enjoyment of the series tenfold. If I had to go back and play Blue Burst, I don't know how long I'd last into Ultimate while trying to get my ATA to a respectable level.
As for my least favorite, I'd say charging techniques. In of itself, it's not that bad, but the way it's done leaves barely a sliver of niche applications for uncharged techs.
That would be awesome, but...Sega.
The "level will be a random collection of different spawns" thing it's currently at now is better IMO than something like the old-school PSO map setup.
Also, I really don't get the hate on jumping. Compare it to something like GW2, where the jumping mechanics are both a thousand times worse and required for certain content.
Is it just a melee thing with flyers that go out of your range? That's not jumping's fault, that's Sega not doing a proper height limit on the things.
And this. A thousand times this:
It's cost us a lot of Fomar jokes, but in the end, it's a perfectly acceptable tradeoff.
What I mean is a few premade, memorable, intelligently designed and reasonably complex map layouts versus the randomized junk which can be from a waffle to a straight line and the areas feel totally forgettable.
Anyway, it's just meaningless to talk about. PSO2 is what it is, lol.
The problem with RNG maps is that they all turn into a boring slurry of same-y maps whose only real benefits are what codes can happen. There's this perpetuating feeling throughout the entire game of "Didn't I just do this but with slightly different enemies and different wallpaper and music?". Absolutely nothing feels unique, exciting, interesting, or well-designed. And for hunting purposes it's horribly discouraging. It is honestly one of the cruxes of PSO2's problems alongside the weapon upgrading system and pretty much any form of combat that requires getting into the air.
Moreso Fractals. Specifically Cliffside and Uncategorized. I'm bad enough at jumping that I don't even do those with non-guild groups, as I slow down the group too much.
I'd like jumping puzzles a lot more if the jumping mechanics were more like PSO2's, but I usually avoid the puzzles themselves unless they're required (like with the kites).
Those cases are why I made a lot of Mesmer friends.
This issue was mentioned back in another thread last month about the Maps being either too big or too small with nothing special about it.
Some of the posters (including me) suggested adding multiple special features for each map type and MPA.
Seriously, with the exception of Ruins, Sanctum, and Beach, all the MPAs feels just like a re-skin of the other one. What they need is something that defines the MPA/MAP rather than just scenery and texture difference.
Example: Desert/volcano--->Heatwave effect that hurts the player(s) or something along the line.
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