I agree with most of what's said because there just ain't enough ways to make interesting challenges for players flying out of enemy range and doing massive damage from 10 years of invincibility, but I think you're proposing some wrong workarounds here. The strongest healing effects in the game sure need to be nerfed, even resta or megiverse are a bit OP, not even mentioning Automated Halfline, but suddenly having a gigantic HP jump will yet again leave a whole lot of content in dust without a big rebalance. I would just love me good nerf and telling people to suck it up.
Undodgeable attacks are a type of bullshit, it's really really easy to make enemies hit players more often by taking a few skills/PAs giving millions of iframes for nothing, and no floating in the air out of enemy range either. You want more? More enemies cluttering the screen will solve problems with any player that's a bit too good at timing things. Then you make the boss attack faster while increasing timing requirements on successful defensive actions. Better yet actually add more enemies to the boss in the form of appendages acting on its own or simultaneous projectile attacks independent of boss' main body actions. Look at Anga bits which never fail to put some actually not really scratch damage on me during solo.
PP management currently isn't a problem either. PAs are extremely spammy, but it's a good thing since PAs are more unique than normal attacks. You're really chaining singular actions into each other more akin to a slow and simple Fighting game rather than doing dial up combos, but it's all good. Do we really need to make everyone play just a bit closer to a Techer?
lol. That's nice imagination you've got, but you should actually play the game. First of all Extreme Quests besides the solo ones and quickly repurposed for 4 man party one are all balanced for around late SH difficulty, all 3 times about 70 floors or so of them. The only up-to-date XQ we have is 5 floors of solo + almost the same 5 floors in a party of 4 with a few small changes. Similarly LQ were just nerfed into ground. XH level LQ has SH level HP because newbie players grinded them too slowly . EQs should be done by all players since they take a limited timeslot with usually much better rewards than any full availability quests. The only exception would be rematches which we have 3(?) as I am not counting the one done entirely in the AIS and the other one done almost entirely in Luther form. Ultimate Quests are outdated all the same with enemies balanced for EP3 with random chance of bigger hp mobs.
Now compare it to Free Field called Enchanted Forest which houses actually the toughest mobs in the game hp wise as even latest Buster EQ has lowered hp on their level 85 mobs compared to level 80 most for EF. We have a difficulty setting for a reason, and we should've had a new difficulty much earlier that would separate level 75 XH mobs for players who barely hit their own level 75, and level 85 or tougher mobs put on that new one. Just look at Enchanted Forest levels of HP/mob aggressiveness and compare it to Kuron Free Field while saying they are the same level of difficulty. Fuck veteran players might not just want to play a Time Attack simulator with different name all the time and actually go into a properly balanced Free Field while having semi-random adventures instead of set in stone stage spawns.
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