The problem is the enemies don't do damage in the first place then all that shit is irrelevant. As it is, getting hit barely matters in any content. It's like if failing a mechanic could be healed off with a Medica II in XIV, then the mechanics are irrelevant because you're not actually punished for failing them.
This boosted content is actually killing people for getting hit and these complaints more or less boil down to "why am I dying for getting hit."
Allowing for some additional zoom out capability with the camera might be a good idea, but there's nothing wrong with the damage values. This is what it takes to actually kill players in PSO2, any less and we're back to the "let me just ignore everything and only focus on vaporizing the boss before it can physically act" gameplay.
As for your suggestions, less hitstun is not even an applicable thing to bosses which are never designed to be stunnable outside of scripted occurrences nowadays.
I'm assuming you think a stacking HP cut is like a vuln stack in XIV, but it's not, because it's completely is irrelevant unless it cuts your HP immediately to extremely low levels (like 50%) off the first one or two hits, which would end up being more or less the same as the boosted situation we have now.
Otherwise, it takes too many hits to matter unless the player is intentionally getting hit. It's not the same as a vuln stack where you end up taking tons of unavoidable damage that will easily kill you - all damage is avoidable in PSO2 because everyone has multiple ways to nullify damage.
Connect With Us