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  1. #1

    Default Yet another idea to make maining Techer more interesting

    Exactly what it says on the tin. Techer is a great idea but very poorly executed.

    Edit: PLEASE people. I have been playing PSO2 since EP3 came out. YES I know Techer is currently god-tier levels of OP. But lets agree on this one thing: Its boring. This thread is about interesting and fun ideas to make Techer... well... more fun. So if you agree read on, if you disagree, i respect your opinion, but please keep it to yourself to avoid derailing this thread any more than it already has been. Anyway...

    So here is my ideal changelog for a patch to Techers


    "Wand gear now has 5 stages and is built up by normal Wand Attacks with each stage increasing your attack speed, the length of your combos and the range of your normal attacks by 20%, 1 stage and 0.5 meters respectively. With all 5 stacks you attack at twice the normal speed, your combos have 8 unique animations and your range extends to an additional 2.5 meters, complete with a 'lightsaber' effect the color of your weapon's current element.

    Wand Gear charges do not decay, they can only be spent and are lost on an area change.

    Wand Gear now also allows for Charged Wand Attacks (just hold the attack button until the 'ting' just like with techs.) Wand Gear Charges increase the Charge Speed and the speed of the attack animation. Charged Wand Attacks cost PP to deal double damage, generate substantially more Wand Gear, and cause the wand explosion we are so familiar with. Except for balance Wand gear explosions are now pure Tech damage that no longer get bonuses from Satk stuff like Fury Stance. The reasons for that will become clear when you read the new Wand Reactor.

    The Wand Lovers skill is renamed Photon Combat and is made a passive (As in not a stance anymore.) It increases your basic attack damage by its normal amount, and enables the use of Step, Step Attack and the wand's new pallet ability (see below.) Photon Combat will also change your weapon's element to that of the last used offensive tech and at max level will give you 0.15 seconds of extra I-frames while Stepping (The usual cap of 0.20 seconds still applies.)

    Wands themselves cannot have Techniques bound to their pallets until you have chosen the Photon Combat skill. Shift will cycle between the three bound techniques, meaning you will always have Attack bound to the left mouse.

    The reason for this is that techniques cast from the wand's pallet no longer require charge times, and instead spend Wand Gear charges and cost 150% the normal amount of PP to cast in exchange for casting at full charge at uncharged speed (The casting animation is also sped up by your Wand Gear charges before the charge is spent at the end of the animation.) If you have no Wand Gear, you cannot cast a tech from the wand's pallet, just like if you lack the PP. Techs can still be cast from the sub-pallets as normal. The techs cast from the Wand's Pallet count both as a Charged and as a Uncharged tech (Just to keep Elysion relevant, yah know ;3)

    Wand Reactor now (at max level) causes 50% of ALL bonuses to Striking Damage to also apply to tech damage, and 50% of ALL bonuses to Tech Damage to also apply to Striking Damage (This means things like Fury Stance as well as your Satk stat will provide bonus Tech Damage, and vice versa for things like Elemental masteries and charged tech bonuses (a charged Wand Attack is considered a charged tech for example. This also includes relevant Weapon Potentials, such as Elysion which would increase the damage of normal wand attacks)

    A new passive called Chain Reaction will have 5 levels and will allow you to strike up to 4 additional hit boxes on the same target. The additional hits will not cause damage with normal attacks normally, but will trigger with Charged Wand Attacks, causing Tech Explosions on all the additional hitboxes for massive damage to large targets.

    Because these skills are so build-enabling, Wand Gear, Photon Combat, Wand Reactor and Chain Reaction are now their separate part of the tree that can be taken in that order without having to spend points in anything else.

    Wand Gear, Photon Combat, Wand Reactor and Chain Reaction are also Main Class Only skills.

    Territory PP Save also reduces the cost of techs cast from the Wand Pallet by twice as much as it normally would, to maintain it's effectiveness."


    There, that's how, with minimal amount of work needed on SEGA's part, you can make Techer much more interesting than it is.

    At-least that's my opinion. What do you guys think? What would you do differently?
    Last edited by Drazn42; Nov 15, 2014 at 08:22 AM.

  2. #2

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    I think with EP3, Techer is much more in the right direction. With the annoying fist pumping gone, the class became a lot more enjoyable to play. Also support is now pretty good as a Techer, with 3 minutes Shifta and Deband in a single cast, Shifta Strike, Deband Toughness, Deband Cut and Super Treatment, without sacrificing anything in the melee multipliers.

    What I would do:
    1. Not further increase the power of wand normal attacks, considering it costs no PP.
    2. Nerf the effectiveness of Zondeel by making it more risky. Currently Zondeel > Smack has close to zero risk. This could be done by either shortening the duration of the suction, make less enemies ' movable' or make enemies more aggressive so they will attack you the second you suck them in. Maybe a bit of all?
    3. Give Wand PA's to compensate for 2. For this to work, they'd also have to rebalance the power of wand normal attacks, or else there would be no point in using the PA's.


  3. #3

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    Wouldn't mind if they copy pasted the Gunslash PAs and changed the shooting parts to fire out blue gunk like Bouncer DBs do, except TATK-based.

  4. #4

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    That would be a complete waste. Plus wands do techs just fine. Don't know why people keep saying they should get PAs.

    I do love how the OP gives all these extensive changes that would require completely reprogramming wands and then says at the end that it would take minimal work from Sega. Like most fix threads, it really does not come off as something actually considering what's currently in the game. Just another thread about how a person wants the class to be like.
    Last edited by LonelyGaruga; Nov 14, 2014 at 07:14 PM.

  5. #5

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    Quote Originally Posted by LonelyGaruga View Post
    Don't know why people keep saying they should get PAs.
    Because that's all you do with wand gear,just keep using normal attacks.Basically Jet Boots are what I want for wands but since boots are out i'm not sure if they would add unique photon arts to wands.I'd just like another way to use wand gear really.

  6. #6

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    Quote Originally Posted by Touka View Post
    Because that's all you do with wand gear,just keep using normal attacks.
    There's something wrong with that? Wand damage is already extremely competent. Each hit is roughly 400 power notation, and Techer provides, by itself, a 1.84x bonus to wand damage (both strikes and WG). Hunter gives 1.76x to its weapons, for comparison.

    It's pretty easy to exceed 20K per hit on weak points, and not too difficult to exceed 30K on weak points like Vibras' rear. With the speed wands already have and the damage they're doing, the only thing PAs have to provide without making Techer even better than it already is would be range, and techs already cover that.

    To give an example, the fastest TD ARKS Grand Prix video I could find for Techer was 1:46. The fastest Fi/Bo video I could find was 1:37. 9 seconds. Very minimal difference. Techer can compete effectively with a very viable class combination without PAs.

    Of course, Attack Advance being restricted to normal attacks might actually make wand normals superior to whatever PAs they were given in the first place.

    Seriously, can everyone stop with the fix Techer threads? It's been fixed for months. Stop pretending otherwise.

  7. #7
    Serpent of Flame Keilyn's Avatar
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    Quote Originally Posted by LonelyGaruga View Post
    That would be a complete waste. Plus wands do techs just fine. Don't know why people keep saying they should get PAs.

    I do love how the OP gives all these extensive changes that would require completely reprogramming wands and then says at the end that it would take minimal work from Sega. Like most fix threads, it really does not come off as something actually considering what's currently in the game. Just another thread about how a person wants the class to be like.
    Wands are already powerful as hell.

    I run around floating continent (I know only level 63 right) killing things on Ex-Wand under normal attack as fighter/techer. With ultimate coming in, if weapons become elemental weapons and the grind rate allows for +100% ATP (I say ATP when I mean all attack) and it starts at 1000.....

    ...we are talking about players who will be willing to take a wand, grind it up to +40 for 2000 ATP, then use wand reactor to have +800 ATP added to it for +2800 ATP. On top of it there would be some killer potential and the Tech damage also will be insane...

    Then if 13* crafting came out...and people wanted an element on it (if it started neutral) they would built for 50% element using the element to start at 10% I think?) so in the end....

    We would have 4000 - 5000 S-ATK on a wand, with 50%....you can kiss all of those enemies on XH dead in one normal attack or Just attack, and we havent talked about affixes. Im im talking about over double increase...

    ...I mean shit...I practically walk up to SH bosses and just wand wack them to death. I had to learn to use Fighter Weapons to keep myself from being bored at destroying Banshees and Banthers in seconds....
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  8. #8

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    ...Like most fix threads, it really does not come off as something actually considering what's currently in the game. Just another thread about how a person wants the class to be like.
    That is EXACTLY what this thread is. Its not a 'lets fix Techer' thread. its a 'Lets make it more interesting' thread. It by definition has nothing to do with whats in the game. Its what we would LIKE to be in the game.

    I was quite depressed to log on to see pretty much everyone who posted on this thread think that is what I meant.

    The goal here was to make Techer interesting and fun to play compared to spamming left mouse or casting techs. (at which point your basically playing a Fo/Te but with different skill trees and a different mobbing tech that just happens to involve pressing 2 buttons to win.)

    I do love how the OP gives all these extensive changes that would require completely reprogramming wands and then says at the end that it would take minimal work from Sega.
    What i meant is that if SEGA decided to buckle down and redesign the whole class, which is what would be needed to introduce enough interesting stuff to make it interesting, this is the shortest route to that being just reprogramming what is already there and/or adding some extra animations. Hell even that last bit would just be the icing on the cake.

    So please, can we get some discussion on how to make Techer FUN rather than how OP it is. And stop worrying about the balance of it all, that part can be worked out later, what mechanics would YOU want to see that would make Techer more interesting to play outside of left-click spam and normal tech casting.

    And how much did you agree with the ideas that I posted, as so far no-body has even commented on them -.-
    Last edited by Drazn42; Nov 15, 2014 at 07:46 AM.

  9. #9

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    Quote Originally Posted by Drazn42 View Post
    That is EXACTLY what this thread is. Its not a 'lets fix Techer' thread. its a 'Lets make it more interesting' thread. It by definition has nothing to do with whats in the game. Its what we would LIKE to be in the game.
    Honestly that's still the same.
    Quote Originally Posted by Drazn42 View Post
    I was quite depressed to log on to see pretty much everyone who posted on this thread think that is what I meant.
    Primarily because everyone doesn't like one player being the one "in charge" of changes. No offense, just stating the obvious.

    Quote Originally Posted by Drazn42 View Post
    The goal here was to make Techer interesting and fun to play compared to spamming left mouse or casting techs. (at which point your basically playing a Fo/Te but with different skill trees and a different mobbing tech that just happens to involve pressing 2 buttons to win.)
    Thing is, why make changes to a class that's already good enough to compete with other classes? As far as I'm concern just about every class in pressing 2-3-4 buttons win.

    Yea I understand that you want to make the class fun but your definition of fun/interesting may differ from others.

    As for redesigning the class, might as well redesign the entire game so things remain closely "balance" as possible (whatever Sega's definition balance is). All that can be really down are nerfs/buffs and new skill additions.
    Last edited by strikerhunter; Nov 15, 2014 at 07:57 AM.

  10. #10

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    Honestly that's still the same.
    No, making a class fun has nothing to do with actually making it viable, which is what the term 'Fix' in this case means. Lets please stop thinking in these terms. This is simply a wishlist thread for interesting ideas.

    Primarily because everyone doesn't like one player being the one "in charge" of changes. No offense, just stating the obvious.
    What? Who said anything about me or anyone else being in charge of the changes? I just posted a list of ideas I've had for a while now about making Techer more fun, and now i'm 'in charge?'

    I would love to be able to do SOMETHING to Techer, but...
    Yea I understand that you want to make the class fun but your definition of fun/interesting may differ from others.
    this is EXACTLY why i said at the end of my post: "At-least that's my opinion. What do you guys think? What would you do differently?" Because that's what I wanted this thread to be: Interesting ideas from lots of people, so we can find some common ground.

    Thing is, why make changes to a class that's already good enough to compete with other classes? As far as I'm concern just about every class in pressing 2-3-4 buttons win.
    And this is EXACTLY my problem with PSO2. This game has so much potential, it has a kick-ass engine, the art design is excellent, combat is fluid and satisfying even when you are just pressing one button to win. But it is let down hugely by a extremely poorly handled back-end of skills and abilities that need some serious work to improve.

    In short, I think ALL classes weapons etc need this sort of attention, but you have to agree that currently with the meta as it is that spamming one or two things until things die is NOT interesting. I mean, i don't even have a huge issue with the meta for each class being just one thing, as long as it is an INTERESTING one thing.

    I mean, look at how WoW is balanced, there is one way to play every class for each role pretty much, but that one way is varied and interesting due to the fact it involves a multitude of abilities all with different timings. I just want something like that, but in PSO2.

    So please, ideas about how to make this one class fun, and lets keep away from how OP it is, the balance of other classes etc etc.
    Last edited by Drazn42; Nov 15, 2014 at 08:17 AM.

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