For reference, I mostly think about AQ gameplay with 4 players. As mentioned above I explained why Nazan wasn't really supportive all that much. Throughout all of my gameplay, shifta has never really made much of a notable difference either.
In emergency MPAs, the only time most Fo or Te cast resta is when they get hurt themselves. It's nice because when they heal then, they heal others. I myself try to keep my teammates healed, however, this is often negligible or even useless because they already keep themselves healed quite well and oftentimes I'm wasting a cast healing while they drink a dimate at the same time. I could've just killed a group of mobs instead.
Megiverse is more or less the same as resta. At lower level gameplay it's much much much much worse than resta because people do like 300 damage with PAs. But that's like level 20-40 stuff. In AQ, there is no reason to cast megiverse instead of resta. Let's say during a good exit burst, there's monsters with ranged attacks pecking at us. There's no difference with what you use to heal usually. Resta will give the caster a more immediate heal however, over the Fo who casted megiverse and died because they then had to attack again to actually gain the benefit. There are many situations where I only survived by casting resta on myself to outdo the DPS from a boss attack or mob swarm. Had I casted megiverse, I would've died because I would've had to attack to actually heal. Cast resta? It heals you more than once and can often save you from situations where you're about to get chained to death.
Agreed, one of the biggest problems is that there is only one area with enemies actually weak to ice. Its useage is negligible for this reason.
I liked the proposal a page back, to make barta chargeable for taller pillars of ice and stuff. Heck, perhaps make it a gimmick of ice spells to have two levels of charged attacks that greatly increases the chance of freezing, gives more damage of course, just are slow to cast as heck. Also, the freezing is tougher and doesn't break in one hit
How about this: A skill that makes ice attacks refresh the freeze status on frozen enemies, instead of the Freeze Keep we have now. A one skill point thing, preferably buried under other skills. This alone is good enough. Maybe make ice also a little more sturdy against non-ice attacks in-case the party is meleeing or ranging the enemies, y'know.
Explain to my why I would choose not to play in situations in which my experience rates and monetary gain chances are optimal, over a situation in which experience is lower, monetary game is lower, the game takes longer, and the game is harder?
There is no reason to tank in MPAs or exit bursts and using a tank build will be universally useless compared to killing things faster in a game where it's already very easy to survive. As a Fo I find it extremely easy to survive despite apparently being the glass cannon class. I would never invest SP in something that raises defense when it's completely unnecessary. Not to mention 5 moons per player, which has been addressed earlier in the thread's discussions.
SEGA has increased support for making solo play more viable, but only by doing things like making the game in general easier and reducing requirements for level cap increase COs (90 drops to 20 drops y'know).
What they really need to do to support solo play is make a mode for it, like story mode, where it's intended to or only possible to be played solo, that offers decent rewards. This could be important anyway, as there's much less MPAs out there anyway. Half a year ago, there was always people running the free explores. Now there's almost always nobody or just one party, 12 MPA are rare outside of EQ.
As I mentioned above, "why choose slower, less efficient, harder, less gain" over "faster, efficient, easier, more gain".
I would not actually like to be saying that "oh I want SEGA to keep everything easy and release more easy content".
What I want is something "slow", hard, with fantastic gain for the work you're doing. A mode where you have to be careful, can't just one hit everything and kill the boss in 10 seconds, where a tank build may actually be important, rather than "something you can do just for kicks at the cost of killing things slower".
Massive hunter (or whichever is the Super Armor skill) is something that I would really love to see as useful. I absolutely love super armor type berserker things, but in this game, there's absolutely no point to put SP into that at this point in time.
There are mathematically better builds than other builds. Unless you're saying that a FoGu can perform as well as a FoFi. Not to mention a lot of other trash builds that make no sense to run like RaFo or something random.
And back to what you're really talking about is skill trees. If you can play a Ra that's invested entirely in traps instead of what people generally get, as fast as another Ra, fine. If you can play a Gu without SRoll arts as well as a Gu who has it, I'd be really interested in what skill tree you're using that makes up for having half the damage of the other. If you can play a Fo with no actual investment in elemental mastery as well as those who do, go ahead and show me.
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