sroll arts a.mode is lame because if they wanted gunner to be better at fighting crowds, they should have focused more on buffing it's AoE PAs. heck even give stuff like shift period a damage boost for hitting things outside of ZRA just to compensate for targets being outside of ZRA's range; as long as it doenst somehow become better IN zero range advance vs single targets.
a lot of pre-EP3 PAs got balance and conceptual issues just because pscrew focused on doing cool stuff with the weapons, seemingly without much thought put into overlap or practicality; not to mention how the game was much much slower back then too. That's more than likely why Bouncer weapons got fewer PAs than the other weapon types, they focused more on making sure there were as little redundancies as possible.
anyway; the one thing I can take away from s.roll a.mode is that it gave me some insight into what the original intention of the s.roll up/arts skills were supposed to be: a way for gunner to keep it'd DPS up while building chain trigger, but a lot of that idea gets invalidated when you have party members to help out; especially other party members with tmgs.
what I think they should do is just kill SP entirely and make all of the skills free but locked behind class level gates; just make sure all of the current skills are available by like level 70 or 75. sure that would invalidate people buying multiple skill trees, but it solves a lot of the "bad skill" problems on a lot of the trees. can't have a bad skill if there's no reason to -not- take it. and other benefits would include things like Fighter and hunter mains being able to actually use both of their stances
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