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  1. #11

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    If you don't want to be invincible for 2 full seconds teleporting then use a Talis from a safe distance. If you are dying in Mine Defense maybe it's because... you are zondeeling the enemies to you and not teleporting away? other than that... I've mostly Gifoied/foied in MD and maybe died 5 times total in... two months?

  2. #12

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    I'm not really having any trouble from a gameplay standpoint. This is just an observation about the stat growth in this game. It seems very imbalanced in favor of the enemy. (I'm not talking about enemies having huge numbers of HP, as we can do huge damage.) I mean that enemies are getting stronger faster than players in general. This either has to:

    A. Eventually come to a stop, or
    B. Reverse in favor of the player.

    The game will eventually become too time consuming for the average person to approach if there's a perception that success cannot be achieved with a reasonable amount of time / expense.

    Anyone who posts on a PSO enthusiast message board does not have a perception of a "reasonable" amount of time spent on this game; think of average people who just want to have fun. It IS possible for a game to become too grindy and lose the element of fun. What percentage of your PSO2 time is actual fun, and what percentage feels more like work?
    Last edited by MidCap; Jan 31, 2014 at 06:49 PM.

  3. #13
    Curiously attractive for a fish man Zorafim's Avatar
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    I don't know, I don't feel too much weaker now than I did before. With crafting, I feel stronger. Yeah I die in three hits, but that's always been the case. The only difference was the first difficulty, where both I and the enemies took forever to die.

  4. #14

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    Yes, you're right. Forces really do need more HP. Long distance or not this game has so many bullshit hitbox moments that you get 1-2 shotted easily.

    No one is good enough to defend everything. Everyone gets hit, everyone still dies. Anyone who says otherwise is full of shit.

    Force dodge sucks. The faster things get, the worse it became.

  5. #15
    Using the Force Shadowth117's Avatar
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    Quote Originally Posted by GuardianGirth View Post
    Yes, you're right. Forces really do need more HP. Long distance or not this game has so many bullshit hitbox moments that you get 1-2 shotted easily.

    No one is good enough to defend everything. Everyone gets hit, everyone still dies. Anyone who says otherwise is full of shit.

    Force dodge sucks. The faster things get, the worse it became.
    This, so much. ^

  6. #16

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    I agree.

    Not only Forces, but every character's defence is reduced to "how many hits it can take" and by that, tanky characters can take 3/4 hits and survive, Rangers/Gunners can take 2/3 hits and Forces/Techers are always 1/2 hits and this with top equipment.

    This is poor game-design. I know people bash a lot on Sega and I don't want to sound negative, but this really bothers me in this game, where the idea of difficulty= OHKO. It's easier to make monsters hit harder rather than adjust the AI.

    I'm not sure if we're going to move away from this, only when Ultimate arrives we'll know, with hopefully higher defense units that up the ante against the higher level monsters.

  7. #17

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    Not being able to survive more than 2-3 hits isn't really the main problem. That's how it works in higher rank hunts in Monster Hunter, and it's pretty well balanced by several game mechanics that prevent getting combo'd to death near instantly.

    Dying in Monster Hunter in three hits is failing to dodge two big attacks twice in a row, and then getting KO'd. Maybe one of those was caused by a trash mob running up and flinching you for minor damage but allowing you to get hit the first time. The second attack, you had the ability to dodge so it was pretty much all you there. Congratulations, enjoy your ride on the kitty cart- you earned it.

    A typical death in PSO2 is more like a sudden burst of damage as getting hit leads you to not being able to do anything about the next couple incoming ones. You're about to dodge a ragne shockwave, get hit by a predicahda doing a teleport strike from far away or a dagash running into you from behind your camera, causing you to lose a good chunk of health and get flinched long enough to not dodge the shockwave, taking you from 100% to 0% in half a second.

  8. #18

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    It's linked to a ton of fundamental problems with the game that have only become more glaring in Super Hard, namely:
    -Flinch is absolute bullshit and will lead to a fair number of deaths just through flinchlock. Walkure's example is a perfect representation: I can dodge Ragne lightning spam, but I can't dodge it if I literally cannot move my character. Lightning hits so insanely hard that the precursor hit to it likely put you in range to get killed by it.
    -Knockdown deaths. Why in the hell is the invulnerability so wonky on this? You can sometimes be down for a full second and still get hit and other times you can get hit almost immediately after landing. Getting knocked down in a dangerous situation is almost guaranteed death. And that along with this:
    -Juggle deaths: Super bullshit. All it takes is the right combination of things alongside getting hit while knocked down and even 1000HP won't save you from this garbage. Considering that FO has to actively build for good survivability at a loss for T Atk, this is ridiculous when even HU mains are getting killed with their more easily achievable 900+ HP.

    The problem is that rarely does getting hit ever feel like a punishment. The hitboxes are all over the place in this game and have easily been one of the worst parts of the combat as a whole ever since it came out. Gwana's charge having an extremely long lasting and awkward hitbox on the backend, Mizer in general (which thank god they mostly fixed), Banthers, Malmoth maniac charge (where the hell does that hitbox even come from? And it can put you in flinchlock and hit you twice!), sword Dinians of either type (that jump slash has insanely high vertical reach), Dichadas (same as Dinians), and more all leave me saying to myself "I wasn't even near that" almost every time I get hit by any of these attacks (outside of when the attack actually makes physical contact).

  9. #19

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    There really isn't any justification for why FO and TE have so much less HP then the other classes. TE at very least should have higher HP if they're encouraging you to get up close with wand attacks since the extra striking defense isn't enough.

    I also find dying in this game to easily be the most frustrating out of any I've played, due to it almost always being a result of either flinchlocking or awful hitboxes. I almost never feel like I deserved it.

  10. #20

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    I was actually talking about his charged up slam, but lightning works too.

    TE having the same HP as FO was always odd. I'm not sure if HP buffs would be the first things I'd give those classes (techs need a lot more adjustments) but it'd be kinda neat to have.

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