@Yggranya said in NGS sure is pretty, and the open world is a pretty fantastic new foray for the franchise but the gameplay/content...:
@Flowen231 said in NGS sure is pretty, and the open world is a pretty fantastic new foray for the franchise but the gameplay/content...:
I also hard disagree about the gameplay. 99% of base pso2 was incredibly easy and brainded because you could cancel most things into some kind of guard or I frame. This bit is subjective, but animation locking is a great thing because it makes you have to think about potentially getting smacked if you overextend, and it makes you really have to learn fights to do well in them compared to just always having (several) a get out of jail free card.
Considering how abundant reversasigne is and how easy and quick they are to use, you always have get back from the grave free card.
Fluid combat would mean the enemies fight back constantly rather than shuffling around for minutes in the middle of combat in an attempt to waste your time since you can't use counters if they refuse to attack (or their attack just passes through you when you try to counter). If PSO2 was incredibly easy, NGS is too, which it is. NGS combat is just plain frustrating with all this pointless extra fuckery. If the combat wouldn't work if enemies just kept attacking as they should, then it's poorly designed.
Also, the "overextend" is basically the same kind of disingenuous crap as the "combat lacks weight". If the enemy just stands there doing nothing, am i supposed to just stand there and do nothing until it stops screwing around? No, i'll attack it until it does something, and the reason you might get hit is that you're locked in an incredibly overextended animation. Use weaker, shorter attack to avoid the obvious finally happening? Pfft, since i'm immortal with enough armor to take 10-20 attacks in a row, why bother? It's pretty sad that it's more efficient to faceroll the enemies rather than fight back properly.
I've been disillusioned by this crap so hard it's not even funny.
The reversasigne thing is dependent on you playing with people though
Tbh I think enemies could stand to be more aggressive. But NGS enemies relative to their pso2 counterparts are a bit more aggressive (aside from certain situations like the nex vera EQ where for some reason they just barely attack at all). And I 100% think that in terms of difficulty, NGS currently is currently harder than most of PSO2. Compare Nex to any exploration boss for example; Nex has a move set comparable to something you'd find in an ultra field or an ultimate quest.
Overextend is not in any way comparable to "weight". "Weight" is a general, subjective feeling relating to non tangible qualities of the game's presentation. The act of overextending is the player messing up and doing more than they should have resulting in them getting smacked; It describes a player's actions, not what they feel. And no, you're not supposed to sit there, you're supposed to attack, and recognize when it's time to stop if continuing would result in a negative consequence.
The thing is, people who took part in the beta were avid pso2 players. A good chunk of people who play NGS are old PSO2 players who (especially if they've stuck with the game this far) really liked the game and understandably prefer no animation cancel. But I hard disagree with that mindset, just based off of what I want from the game. I wouldn't be opposed to removing animation cancels if enemies had counterplay to it though; Perhaps giving some enemies counters like shiva's, or making unevadable/unblockable attacks that players would have to manually avoid.
And I do think some weapons deserve more animation locking. Rod is a great exampe tbh; Talis has more animation locking than rod but is not as reliant on parries for its DPS. I think rod should have less animation locking than talis but atm I think it's way too safe. But ultimately, what I want is better balance between what the player is capable of, and what the enemies are capable of. In PSO2 base the balance was SUPER lopsided in the player's favor.