Totally just leaked from a reliable source I swear
I was really bored today waiting for Dark Falz to not show up so I made my own balance fixes and skill tree cleanups that Sega will never do.
Mostly separating static stat skills and removing SP scaling, but I tossed in some ideas I've had/seen too.
Hunter
Spoiler!
"Fury" Combo that makes sense, penalty removed from Guard Stance, and the worthless status ailment guards all rolled up into one skill. Hefty penalty on Fury, too.
Eased up SP sinks for Just Guard and Step Attack, plus anyone subbing Hunter can't skip essential Hunter skills in order to get more mileage out of the tree than a Hunter main. You can now get one or more defensive abilities without being totally gimp!
Fighter
Spoiler!
Slayer skills made useful hopefully. What it means is that, at lv1 Deadline, you get no bonus until you are under 10% of your max HP, from 101% damage at 9% HP to 109% at 1%. Maxed DS and you'll get at least 101% any time you're not at full health, up to nearly double damage when nearly dead.
PP Slayer gets better with a higher max PP, so if you get 160 from units and skills, then a PA leaving you at 0PP means 260% damage. Only 116% with lv1 PPS, however.
Stances reduce the penalty as they level up, but Stance Ups provide more of a damage boost.
And big jumps! Too bad it doesn't increase how far your PAs lift you, though. I kind of blanked out thinking of something useful for Daggers.
Ranger
Spoiler!
New Shot Mastery provides extra bullets for every debuff shot except Stun Grenade which is always unlimited.
Tool Mastery allows up to 20 of each trap to be held! Wow! Amazing! Well, traps should be better, with double damage on Upper and double status infliction on Poison, plus stat scaling for the both of them.
Gunner
Spoiler!
lmao where are gunner skills go?
*ahem* Accessible Showtime (is it worth the SP?), and Aerial Advance that makes sense.
Force
Spoiler!http://i.imgur.com/3Frs113.png
Obviously I had more ideas for these guys. Useful (perhaps) status boosters and passives. Burn spreads more, Freeze Ignite is now a passive damage boost to frozen enemies (you can use any weapon, PA, or Technic to get the one time bonus per freeze effect, which obviously breaks on damage), and Shocked enemies hurt themselves if the status prevents their attack.
The Ice modifier is along the same lines as Flame/Bolt which doubles their effectiveness in different ways. This will make Gi/Ra/Sabarta stay out twice as long and hit twice as much over time (basically the animation plays twice back-to-back off of one cast when maxed). Probably also give Deband up to 8 ticks, too. Dunno what to do for Barta... larger hitbox? Shotgun Ice?
But my favorite is PHOTON FLARE! Basically the new Fury Stance, but cranked up to eleven but fizzles out quickly. Further levels in PF only increase the duration, whereas PFA increases your damage and reduces the penalty. Photon Burst isn't just a secondary and inferior PF, but rather an entirely different beast with a unique penalty. Whatever PP you had before you trigger PFAB is all you'll get for the next 30s no matter what you try. If you can't handle taking extra damage, maybe you shouldn't have popped a (90s) 60s liability that you can't cancel without gimping yourself in some other way. Letting PF run out won't trigger the Burst.
Oh yeah, and (600%) 400% uncharged tech damage because why not. They're still not very good because the range, area, and number of attacks are still reduced. Some techs that hit only once even when charged will get the most use out of this skill, but you still have to watch your casting animation and eat the high PP cost. Also you have to take PP Charge and Charge Advance anyway so suck it.
Techer
Spoiler!
Techer elements with cool abilities?? That's right, you can now cast Zan, warp to your target, and then bash its head in with a full Gear Gauge.
Take over your enemies' minds as they rip apart the victim of your choosing, including forced suicide.
And Poison Ignite... Well it's a 1SP skill now, and triggers multiple enemies from a larger distance. Still bad? I'd like to see for myself.
Wind Assault makes Zan hit the same target up to 12(!) times, and might make Gizan worth something (haha). Sazan doesn't last any longer, it just hits more for its duration, but maybe the damage would be there. Definitely has a use for breaking boulders and flipping switches, at least.
Dark techs like (Sa)Megid fly faster and turn sharper, and Gimegid starts sooner (imagine like when it was bugged, only it doesn't do it twice).
Extra damage boost for Wand melee, since the dinky explosion doesn't make it better than any other weapon except for style or some silly reasoning. Plus a hybrid class eats twice as many enemy Def stats and has to split their damage somewhere so this only really evens it out.
Attack PP Revival will allow a Techer on its own to regain PP while casting Technics! Or any other non-Force subbing Techer to make use of Techer's PP skills during everyday use. Coupling with Force's PP Charge Revival means even more PP regenability.
TB is now passive, yeah. When maxed it doubles your support range. Shifta/Deband Advance are combined into one AND doubled in effectiveness. Maybe now the buffs will be worth applying (40% base stats could be good). Shifta Crit now increases the damage of crits instead of the frequency. And Extend Assist is what it always should have been. With 1SP, you get the previous full buff with only 3 ticks, but waiting for all 4 gives you an extra 15s over vanilla. lv3 is double the old value per tick, and maxed is 65s with a max duration of 3.5m.
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