After playing NGS Braver since it released I am not pleased with the balancing SEGA has done so far. katana has Weapon Action Counter however it is completely eclipsed by the existence of Step Counter. Why is it that a generic action that all weapons and classes have access to better than a weapon's unique class mechanic?
Imagine as an example that you're leveling a class in a game and learning skills related to its unique mechanics to make it stronger. BUT THEN there's a generic skill that is usable by every class in the game and that skill is better than the unique class skill that you have wasted limited resources on when there is no pay out for it because its obsolete. I'm not arguing that Step Counter should not be available to every class, in fact I appreciate having it as an always available option. However, when its usefulness and DPS eclipses a classes' unique mechanics that you spent SP on which is a limited resource that is where I draw the line because it is poor game balancing. Fearless Attitude also needs improvements as well because the range on it is poor and it takes too long for the guard frame to appear after an attack. The fact that the guard frame is not omnidirectional is also painful. I hope that changes are made to incentivize players to use katana and bow weapon actions more. Step Counter SHOULD NOT be the primary choice; it needs to be an alternative option.
"able to move quickly and easily" (https://www.oxfordlearnersdictionaries.com/us/definition/english/agile). SEGA do you even know what the definition of agile is? Because playing katana so far it could not be further from that definition. The fastest and most efficient option in combat for katana to move is to Photon Dash WHICH EVERY OTHER CLASS IN THE GAME IS ABLE TO DO AS WELL. Katana Photon Arts have poor mobility and struggles to chase enemies who move frequently. The chasing ability on Brave Combat is also poor however I really hope changes to tracking and chasing are made to the Photon Arts since those are what we have constant access to. Either that or we need a new Photon Art that we can use to chase enemies because katana doesn't feel very agile when most of its attacks lock it in one spot. Katana feels more like how I would expect sword to feel because there's hardly any mobility and I feel like a turret because spamming Lotus Lightning on single target is the highest DPS.
I don't like that all the guard frames on katana are only 180 degrees and leaves the back completely unprotected. I understand to an extent that the Weapon Action Counter for katana has always been like that and its unlikely to change. BUT WHY DOES THIS NEED TO EXTEND TO THE GUARD FRAMES ON FEARLESS ATTITUDE AND THE GUARD FRAMES DURING PHOTON ARTS AS WELL. I know you're trying to emphasize the "brave" idea of facing attacks head on but the hitboxes in your game can be wonky and hit from behind when they're coming directly from the front. Nobody likes having a guard frame that only protects the front of you and leaves your back completely vulnerable. This is especially noticeable on Fearless Attitude because sometimes attacks may come at an angle but trying to input any kind of action will cancel Fearless Attitude resulting in you getting hit. I honestly doubt any kind of change will be made here but it feels scuffed getting hit when you time something correctly but get hit anyway because hitbox says it hit you from behind.
The Standing Massive or "Super Armor" during Photon Arts isn't bad but its not great either. Taking damage while using a Photon Art because you can't move goes back once again to the lack of mobility on katana. This is just Counter intuitive to what I would expect to see from "an agile weapon that is ideal for rapid attacks."
"My disappointment is immeasurable, and my day is ruined" and "Look how they massacred my boy" perfectly summarizes how I feel about katana in NGS.
In regards to bow there have definitely been positive changes made to it since it no longer revolves around Banishing Arrow. Overall bow has been a better experience except for one thing. There is one point of concern I have. Why is it that bow has better mobility than katana? It's a very interesting design choice when bow can move faster than katana even though katana "IS THE AGILE WEAPON WITH RAPID ATTACKS." The balancing of katana so far has been questionable at best so I hope what I have said so far today reaches someone's ears. I just want to reiterate once more that players should feel rewarded and incentivized for using unique Class/Weapon mechanics. Step Counter SHOULD NOT be the primary choice when there are zero skills in the class tree to encourage using it. Thank you for coming to my TED Talk and I hope changes will be made to encourage learning more about your class instead of just "Step Counter go brrrrr."