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  1. #41
    The Lone Gamer of the Apockalypse Zorak000's Avatar
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    oh right flame tech short charge probably got messed up a bit by photon flare rod short charge too; it was kind of a delicate balance, but the reality of it I'd say is that they'd have to eventually just remove flame tech short charge and buff fire tech base power across the board

  2. #42

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    Fo changes give me an impression that Sega doesn't know what to do with the class at all. They still can't for some reason give it enough points for maxed PF along with element-related skills, while letting Br take almost everything. Furthermore I'm not even sure if they are still going to fix any of the bigger issues outlined in the latest player survey.

    The rest of changes is nice. More Bo buffs and finally they made Hr counter restore hero boost.

  3. #43

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    HR counter by that you mean dodging stuff can recover Boost? or do you mean dodge then attack?

  4. #44

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    Quote Originally Posted by shiina View Post
    Fo changes give me an impression that Sega doesn't know what to do with the class at all. They still can't for some reason give it enough points for maxed PF along with element-related skills, while letting Br take almost everything. Furthermore I'm not even sure if they are still going to fix any of the bigger issues outlined in the latest player survey.

    The rest of changes is nice. More Bo buffs and finally they made Hr counter restore hero boost.
    Max out base T atk skills instead since you really want the fast casting the most from PF BUT Photon Flare Advance 2 should be knocked down to 5 sp too. Tri Element build with all the extras though might be too much but i can understand from the lack of dmg department if you do that. Force doesnt need to grab every single skill on the tree possible to make it good either.

    Braver SP reduction is great freedom for the class, its been stuck as a Kat (or Bow) main for the longest time, its great to see this again.

    Quote Originally Posted by TakemiShinnosuke View Post
    HR counter by that you mean dodging stuff can recover Boost? or do you mean dodge then attack?
    hes asking because he has to unblock me to read the original post which he wont do, dont let him decieve you!
    Quote Originally Posted by ZerotakerZX - the man stuck in 2014 View Post
    Kewl, I'm using double set still, since when crafted stat boosts can overcome any full 12* set.

  5. #45

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    Quote Originally Posted by TakemiShinnosuke View Post
    HR counter by that you mean dodging stuff can recover Boost? or do you mean dodge then attack?
    Most likely it'll recover as soon as Hr counter activates, so yes, just by dodging.

    Quote Originally Posted by Kril View Post
    Max out base T atk skills instead since you really want the fast casting the most from PF BUT Photon Flare Advance 2 should be knocked down to 5 sp too. Tri Element build with all the extras though might be too much but i can understand from the lack of dmg department if you do that.
    It's just weird that Sega doesn't seem to want Fo to be able to take all this stuff at the same time. I see no harm in Fo being able to have this 6-8% damage boost in form of PF ontop of Flame S Charge/Lightning PP Save. And I don't think that tri element build with all the extras will be too much, there's nothing gamebreaking in Force's skill tree at all and it needs something to set it apart from Ph, which just feels much better if you want to play a caster class. Otherwise these skills will remain unused like they were for a long time already.

    Quote Originally Posted by Kril View Post
    Force doesnt need to grab every single skill on the tree possible to make it good either.
    Yes, Force won't become good from the skill tree alone, there's a lot of long-standing issues with it, such as: long downtime, tech parry ring, poor pp efficiency and etc etc. So I wonder if these will be addressed, at least the part of them sega outlined themselves in the last player survey.

    Quote Originally Posted by Kril View Post
    Braver SP reduction is great freedom for the class, its been stuck as a Kat (or Bow) main for the longest time, its great to see this again.
    The thing is, you were already able to take all of the Katana and Bow stuff, just without the RS R-ATK boost. Which is why I think it's weird when they have no issues with Br taking +500 R-ATK, while can't grant Fo its 400 T-ATK without it sacrificing half of its skill tree. I'm excited to see the Br changes as well though.

  6. #46
    The Lone Gamer of the Apockalypse Zorak000's Avatar
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    realtalk one of the things they need to do is replace the elemental mastery skills with something else. they might have thought it would be cool for people to become elemental specialists but they didnt really design the rest of the game to support that idea. but at this point they're just gigantic skill point dumps

  7. #47
    Skilled Fighter Zulastar's Avatar
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    This situation reminds me skill trees lobotomy in World of Warcraft...

  8. #48

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    Quote Originally Posted by shiina View Post
    The thing is, you were already able to take all of the Katana and Bow stuff, just without the RS R-ATK boost. Which is why I think it's weird when they have no issues with Br taking +500 R-ATK, while can't grant Fo its 400 T-ATK without it sacrificing half of its skill tree. I'm excited to see the Br changes as well though.
    because Bow was really bad to use if you were putting SP into Kat skills etc you kinda need those extra R atk skills and w/e else that can have Bow not be at a bad dmg level. Vice Versa with a Bow main Br.

    I still dont think Fo needs to have PFA's maxed for it to be a good class or be stronger, the class works fine as is outside the few things we talked about like Fire Techs that lack general power (and a bossing tech), Lighting Techs that are almost never used, Talis is basically pointless when Rod does better etc

    Quote Originally Posted by Zorak000 View Post
    realtalk one of the things they need to do is replace the elemental mastery skills with something else. they might have thought it would be cool for people to become elemental specialists but they didnt really design the rest of the game to support that idea. but at this point they're just gigantic skill point dumps
    Real talk, YSOK doesn't know what hes doing with the game balance right now
    Quote Originally Posted by ZerotakerZX - the man stuck in 2014 View Post
    Kewl, I'm using double set still, since when crafted stat boosts can overcome any full 12* set.

  9. #49

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    Quote Originally Posted by Kril View Post
    because Bow was really bad to use if you were putting SP into Kat skills etc you kinda need those extra R atk skills and w/e else that can have Bow not be at a bad dmg level. Vice Versa with a Bow main Br.
    500 R-ATK won't put Bow at "bad dmg level". In my opinion, it's just the synergy between these weapons is bad: RS downtime is just 17s, so there's no big reason to switch to Katana for bossing. It helps with mobbing though I guess.

    Quote Originally Posted by Kril View Post
    I still dont think Fo needs to have PFA's maxed for it to be a good class or be stronger, the class works fine as is outside the few things we talked about like Fire Techs that lack general power (and a bossing tech), Lighting Techs that are almost never used, Talis is basically pointless when Rod does better etc
    No, Fo doesn't work fine, there's plenty of other issues the class has been struggling for quite a while now (like the ones I mentioned before), with no apparent intention on sega's part to fix them.

    Quote Originally Posted by Zorak000 View Post
    realtalk one of the things they need to do is replace the elemental mastery skills with something else. they might have thought it would be cool for people to become elemental specialists but they didnt really design the rest of the game to support that idea. but at this point they're just gigantic skill point dumps
    I agree, dumping 10 SP in Burn Boost for 110% burn chance is unjustified and thus many skills like this simply stay unused in Fo tree. Besides that, compounds' cooldown is very long, so limiting yourself to just one/two of them is in my opinion detrimental for general use.

  10. #50

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    I still believe the burn boost was intended to be "+10%" as in "20%+10%->30% chance to proc".
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