I wonder why the Grenade bullet is Jellen Shot but the Rifle bullet ended up being Weak Bullet instead of Zalure Bullet. A DEF debuff would've gone better with the tradition of Jellen and Zalure.
I wonder why the Grenade bullet is Jellen Shot but the Rifle bullet ended up being Weak Bullet instead of Zalure Bullet. A DEF debuff would've gone better with the tradition of Jellen and Zalure.
Technically speaking both the fatalis can reach these levels but those two are the only ones so far capcom has released directly at level 9999 if you grind the other ones enough you could theoretically get something along those lines because a lot of bosses have been implemented in to the awakening conquest wars and unknown actually was released without an actual awakening conquest war quest prior. Also It's a bit unfair to compare frontier with pso2 seeing as it has been out for 7 years already it will eventually reach those levels possibly but a lot of things need to rebalanced for it to really work.
Stick with 1 SP. If you can't abuse the invincibility frames whenever you would want them, then you need to practice. Step isn't the problem, your ability to use it is.
I'd really like to talk about this stuff more, but that's completely off topic to what I was getting at, so I'll skip directly to what is on topic.
I'm not trying to compare Awakening Conquest Wars to PSO2's current gameplay, but what I want PSO2 boss fights to be like several years from now. But Frontier's been doing way better bosses than PSO2 has for ages, and PSO2's bosses could be massively improved without remotely approaching ACW levels, like the examples I gave earlier. Snow/Fang pair really should just fight at the beginning and use attacks in tandem, but they don't. Vol Dragon really should have more emphasis on its completely unique armor phases, but it doesn't. Chrome Dragon's been summoning the same darkers since VH, in every single area, instead of summoning a wider variety or ones based on the area. I don't want huge challenges now, but I do want them to work harder on the bosses (and enemies, to a lesser extent) than they do the players.
PSO2 Trivia:
Crits are bad, m'kay? Buffs/Heals ignore equipment
20 Atk ≃ 1% damage Mass WB = Instant Win
Skill Tree Priority Charts || Class Info and Build Guide
I played MH1 demo since ps2 and gone hardcore at MHP2.
What makes Monster Hunter interesting that the player can't leech or they will died along which flag ending quest. PSO2 means to attract those failure people.
And to think about pso2 players, it seems there is only 3 people I meeted outside the team know what they doing. The other are just baddies with alot of amount textys complain.
Perhaps readjusting power of titles would be needed too. If lv1 title is something like 3-4x right now - make it 2. If it lv2 title is 8-12x - make it 4. My opinion is that it is a very artificial way to balance enemies with account of number of players, so it's kind of broken in first place.
Another bad thing about this design: whether boss is going to be titled or not is still random, so you can get titled ones in 3-man party and untitled ones in 12/12 MPA and reward doesn't change. TD3 and Lead Border Breaker are the only quests in the game where lv2 titles are guaranteed (and, in fact, I have never seen lv2 titles outside of these EQs, and I played a lot).
Vibrace Yuga... I don't even understand why it exists as separate enemy. A link to Ultimate darkers? Meh...
Titled bosses are fine. They're the only thing that makes the bosses slightly difficult. If anything, they should be more common. Like as end of quest bosses. A health reduction on titles is fine if the standard bosses get buffed up to compensate, though.
Titled bosses drop stuff with Mutation I (Vinculum for level 2 titles), so there is something of a reward, even if it isn't much. Dunno if there's anything else to them or not though.
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