I guess the thing is, I don't see how there's less flexibility when a lot of the things we're doing in NGS weren't even options in the original, especially if we're comparing them at launch. I guess if your point is just "there were more options, and more options = more player agency". But to me having more options is meaningless and shallow if those options aren't actually meaningful in and of themselves. I'm not saying I want less stuff, just that I don't want them giving us more for the sake of "variety", that could have just been tied to other mechanics or implemented into the gameplay styles of the classes and weapons.
The fact that not charging PAs and techs or only using the first half of PAs is even a valid strategic option is a step up from the "either you do the whole thing/charge it fully or it's not even worth doing" that a lot of stuff had. There was a lot of choices that didn't matter because one of the options was the right one and the other was just bad and added nothing. Outside of a few specific cases, I feel like every PA, Tech, and Skill in NGS has a use case, and I REALLY prefer that, especially as a baseline. I would rather them build up on a good baseline, and I feel NGS has a stronger baseline than the original PSO2 did.
The way subclasses and multi-weapons work also opens up a lot of options. Obviously there'll probably be meta stuff, but it feels a lot less strict in terms of doing weird combinations.
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