I have friends that I talk to over RC on ship 10 while I stay on ship 2 (I decided not to move over, I just have a spare char I occasionally play on ship 10 now if there's nothing to do on ship 2), and during scheduled DFL EQs ship 10 typically sits at like 10-15% higher than ship 2 by the end. In all honesty, though, I don't really think the difference is anything super amazing in terms of overall skill like some people like to say. I've run quite a few painfully sad SH DFLs on ship 10 that timed out, and it took like a week for one of my friends on ship 10 to actually get into a group that managed to clear him without timing out.
...admittedly, my friend was dragging the party down (like a 50/25 Br/Hu with a really bad weapon), but still lol.
I like the Gekka Zakuro Buff, I enjoyed using Gekka and Tsukimi Sazanka in DF Arms' behind before Shunka/Hatou introduction. Being that said I'd also like a Tsukimi Sazanka buff to go along.
I'm finding weird so many people complaining about Il Megid being OP. Seriously? A decently crafted Umbral Megid 2 can achieve close results and with an AoE. Which can also exploit Zondeel. Il Megid just removes the hassle.
What's making Il Megid powerful is stacking Element Conversion with a weapon that has Demonic Smile and 50% Dark, something all other classes were doing long time ago, when Force was still behind.
The other techs that aren't Il Megid still need more love though. It seems Sega is going to leave tech balancing in our hands through crafting however.
The problem with techs/PAs like Il Megid (and Shunka), to me, are the fact that they are so utterly mindless. They don't really require any sort of thought to use and be effective with, especially for the myriad of effects they give. I'm not saying that other PAs/techs in the game require rocket science to use or anything, but Il Megid is literally just letting the game autoseek enemies to destroy for you while requiring almost nothing except for you to charge it up and let go. You could be blindfolded and still kill stuff pretty easily with it.
To me, it's not even the balance/OPness of the numbers (though that of course plays a role). It's the actual design of the ability, how they actually work.
I've used this before, but compare the design of Shunka, a quad-dashing/homing PA that both covers a decent amount of ground with each mini "dash" and sports a very respectable range on each of the actual slashes themselves, with the entirety of the Knuckle PA set, which don't really cover any ground (outside of Straight Charge, which doesn't fulfill the role of both damage dealer and gap closer anyways due to the nature of the attack forcing you to choose one or the other, and RNGFist which is lol when looking at its design).
I'm actually excited about Level 3 Techs simply because seeing as I'm a non-standard build, any tool Sega gives me to better allow me to play with the big boys is greatly appreciated.
If anything, I support any changes that allow hybrid builds, non-standard builds, and hybrid non-standard builds to better flourish because straight shot and cookie-cutter builds are waaack.
I've dealt with enough min-maxing from PSO1 to last a few lifetimes. I reallllly want things to go against the grain.
HOWEVER...when you put that last part like that, I'm now concerned I'm growing complacent with Sega's F2P RNG Shenanigans of which I'm partially circumventing with Premium/AC.
Help!
I'm falling into their trap!
But I'm having too much fun to stop!
Well, while that's cool I'm more worried that it means that some of the ones that are status effect based now might BECOME PP demerits. And that would suck as you can all imagine.
Thanks for source by the way, Zyn.
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