Originally Posted by
gigawuts
This is precisely correct, and the whole issue.
Classes aren't unique. They're about damage mods. That's it. This is due to a whole ton of factors, but mostly because the game is all about finding rares and minimal tanking ability unless you have a tank HU sub. There's no room for versatility. You need to kill as many enemies as fast as possible to try to get a rare drop.
Fixing all of that would be super easy, but probably not something Sega would go for.
1. Make enemies tankier, focus less on a dozen spawning at once and more on a handful spawning at once
2. Make drops more common to compensate for fewer enemies dying
3. Make enemies deal less damage. Right now a major part of going glass cannon is that even if you do tank up your gear you're still going to die stupidly fast to ordinary attacks. The most logical thing to do is kill or flinch an enemy before they can kill or flinch you, leading me to point 4
4. Reduce flinch significantly on both players and enemies. The "flinch or be flinched" model of combat is fucking boring.
5. PP should grow with your level (at a reasonably low rate), to permit more variety in unit affixing options (allowing tankier builds without crippling your PP pool)
6. Decide what classes should do, and then give them bonuses that do that. Focus on that. Pay attention to the game you're in charge of.
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