@Melforne said in did Braver did the job?:
I acutally like to use Knuckles against Oruq since it spam that shockwave aoe a lot so that's a lot of chance to nail the counter. As fighter I can weave in both Twin Daggers and Knuckles attack or even Double Saber if I can maintain whirlwind.
That's what I like, when all the weapon can shine even in the fight that seem unlikely. I could chop a plane down from the sky in base PSO2 mining base with Shunka, I could chase Sodam around without having to keep jumping with Asagiri. I could adjust altitude with Tsuki and Gekka.
All of that have been reduced to what....?
'Just use bow'
Sure, I could shot that plane down with bow instead, I could just never bother chasing Sodam weakpoint and spam Master Shot, I don't have to worry about altitude since everything will hit anyway...
...but where's the fun in that?
Let remove Phantom Katana's quick cut and make them use Rfile instead.
Let remove Luster's swift slash because they already have Baran style.
Let make Bouncer's Soaring Blade only good for ground combat because they also have Jet Boots.
Let ruin Techter's Heavy Hammer because Talis is fun.
but well, I'm probably at fault for wanting the class to be fun like it used to.
maybe it's already perfect and everyone loved it.
and I'm just being selfish and stupid.
You can like and feel however you want. And again, they may add all that stuff back eventually. But braver as it exists now does not work the way you want it to. And it happens, classes change every time there's a new game. As mentioned before, you look at psp2 braver (braver's first game, a game where katanas were not a weapon type) and you have no idea how they took that concept and turned it into katana and bow only. I don't agree that the class is bad, or lacking atm, the general vibe I get is that people don't like katana because it isn't what they wanted it to be.
@starryeyedgiant said in did Braver did the job?:
a gap-closer may not be totally necessary, but isn't it frustrating that katana is one of the only (if not the only) melee weapons to have zero air movement in its normal strings, that it has tiny range on those normals, huge amounts of pp consumption that make it easy to run out in midair as an enemy repositions, and a crucial mechanic that fails if you try to use it while slightly airborne? simply adding a little floatiness after PAs and letting the normal actually move you forward would massively improve its feel.
As far as normal strings go, sword and wand don't move you forward either, and partisan only moves you farther on the third attack. PP consumption is also not unique to katana, and it's usually a weakness that people fix by selecting force as a subclass. While it isn't a full on gap closer, silverleaf is a great low cost repositioning tool that keeps you airborne, and doesn't animation lock you the way IG and LL do. As far as the crucial mechanic goes, I'm assuming you're talking about the dodge counter, but the guard counter is actually the better choice as far as countering in the air goes. In fact, you can do stuff like this, I'll link it to the exact moment;