Post your ideas here.
I'll list off things I've thought of or have read recently.
I hit a lot on force because I play it the most so far.
1. Game difficulty.
The game is easy even at endgame. A good party can kill bosses in 10 seconds. It's easy to dodge almost everything in MPA. You can almost instantly kill anything in MPA.
Solution?
- Introduce a mode where enemies levels are 110% or +5 or +10 of the party leader's level.
If the party leader is 60, enemies will be level 66, or 65, or 10. If the leader is level 100, enemies will be 110, or 105, or 110.
Not only will it be harder to survive, but you won't have these 10 second boss kills either. This should be offset by offering some sort of good reward that's also nothing too good in the case of players farming this mode.
Doing this might also make tank/mob distract builds more viable!
- Make monsters more aggressive. Many people have suggested this before.
- Introduce more attacks that can "capture" players. Before Aculpus got nerfed, they were extremely nasty to have a swarm of them chasing you because of how aggresive and fast they were at spinning at you.
More importantly, as long as you are simply constantly moving left or right the only time you get hit by things is if you accidentally run into its attack.
We need something that anticipates this kind of thing better. Chrome dragon's red diamond attack? Make it scatter a little, be a little less accurate!
2. Techer isn't much of a support class.
- Make Shifta critical and deband cut's effects apply to other players as well. Perhaps give shifta a % damage bonus.
- As Meowwutts mentioned in another thread, make territory burst increase the time that the techs last. I've been thinking the exact same thing recently, actually.
- I'd like to see a DoT spell or skill. Essentially, the damage bonus is low at first, but after using it for an extended period of time it becomes a really good boost. This would be more important if SEGA can introduce boss fights that take an extended period of time and not 10 seconds.
3. Megiverse < Resta
- Make megiverse leach health, by damaging enemies inside of it, while still giving the bonus effect to players inside of it. Essentially, make it into a hybrid of an AoE and a support tech. Or, make it only an AoE.
4. Ice skill tree is useless.
- I think ice should be much more solid than it is, without having to put skillpoints into its solidity.
- http://www.pso-world.com/forums/showthread.php?t=212741
- An ice spell that summons a 10 second physical barrier around you, like Megaman's leaf shield, but in a ring around you like Monocero's PB. Maybe more than 10 seconds because that'd be really short, but yeah. Or a skill.
If casted from a Talis, it can essentially trap enemies inside of it. Upon enemy collision, it damages them and stutters them like Nagrants does.
- An "ice nafoie". It's not as powerful per se on a direct hit, and infact you get more out of it by letting it hit the ground. After it hits the ground, a ice bear-trap appears on the floor and any enemy that steps over it is instantly frozen. Very high freeze rate, not as much damage. Heck, don't even make it something you "toss" like nafoie. Make it a circle that appears instantly on the ground wherever you cast it, sort of like the Bow PA Torrential arrow.
- I really think we just need more universally useful ice spells. No one complains about Zan or other wind techs. It'll hard to compare to lightning with endless casting or fire with such fast casting, but hey. Did I mention that Sabarta is stupid. Misses so often.
5. Game needs more modes!
- Endurance mode! Start vs level 1 enemies, climb to level 60+ enemies, to bosses, to multiple bosses.... The farther you get, the more reward!
- "VS enemies greater than the party leader's level mode" as mentioned above.
6. Tank trees are useless!
In my opinion, the game needs to become harder first or something. Or a harder mode needs to appear. We need something where it's viable or even important for a player to take the attention of many mobs or a boss, and their damage.
7. There isn't enough ranged or tech based enemies.
Luda sorcerer was a step in the right direction. We need more things that shoot or cast spells frequently. More than that, they have to tricky to dodge.
8. Enemies are too easy
- Make it so we can't razan the bigger enemies so easily. They're supposed to be big and tanky for a reason.
9. There aren't many weapons compared to other PSU games!
- Make weapons from subclass available as well. Other than that, introduce more weapons. Some people have mentioned things like guns or swords that do tech based damage for techers for example. Things like a Photonslash/Tech slash or Techgun.
I personally want to see
Ranger >> Miniguns
Gunner >> Shotguns.
As I mentioned in another thread:
Miniguns for ranger sounds so fitting ;o;
Offering snail-pace movement while revved up, but high damage!
Shotguns for gunner, their gear doubles the effect of zero range advance on them. Builds on point blank shots (or zero range shots?). Builds faster than TMG and drains slowly over time while not attacking. Does more damage the closer you are because it has a wide spread, making it bad for anything further than sword distance, and really good for anything closer. Cannot sroll, but shotguns already have a lot of damage on their own. Not a great chain trigger builder, but a viable switch for the finish?
Locks your skill tree I suppose, but at that rate I view it as no different than fire vs lightning in the FO tree. In this case, shotgun vs TMG. Or stance vs stance on Br.
Of course, if it's only one point for the shotgun gear, since a lot of people already put a lot into zero range advance, it'd probably be easy to have both available for you.
Buying Yasminkov 9000S 90m
10. Skill trees are restrictive and most force you into one universally best build.
Mostly dependent on the skill tree. Ra and Hu is a huge problem here for example. Hu could be solved by harder game modes. But Ra, those traps are just too eh for being used anywhere at all.
11. Monetary gain
- Really, just boost the gain from selling random drops to shops again. It was both unnecessary and restrictive to change that. Before I stopped playing for half a year, I was really looking forward to the "maxed level 40 content" and the floating continent (which was the last area) where you get 1k meseta per drop.
12. Meseta linked to character, and not playerID, while AC and FUN are.
- Make meseta linked to player ID. We can already just transfer it through our storage, so why this hurdle?
13. Aerial advance on gunner should apply when the gunner is in the air ;p Not when the enemy is.
14. Whenever there's an Emergency Quest or otherwise, a bar appears at the top of the screen, which also blocks the icon for Party/Friend/Team invites.
- Their remedy is to have you press tab... when you could just move the invite box lower.
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