@Aumires Well yes, me either because it is completely irrelevant to the farce of an argument you have posed. That's the last thing I have to say to you, ever.
Converse with fellow players
@VanillaLucia I've been playing Gunner and I know what exactly what you're talking about. That said, I've play a lot of MMOs and I can't say I remember anything of them taking the task of keeping the public informed of bugs significantly more seriously compared to NGS' current protocol of announcing the existence of a bug and then keeping track of which bugs were fixed, and the ones they were aware of in maintenance notes. Of course, it's great when it does happen, and apparently, Apex Legends has a Trello board with the bugs they're trying to squash. I just don't think such a thing is industry standard at this point. But it should be.
I do also feel like in some other games, the director would have by now tried to directly address the playerbase and at least try to come to some kind of understanding.
Yeah, fixing the SG Scratch artwork so that it shows pretty instead of the other glaring ones just shows the priorities.
This bug, right here? https://ngs.pso2.com/news/maintenance/maintenanceend20210630 "Banner images such as Scratch Tickets selection screen for PSO2:NGS does not appear correctly on Xbox One." There are sixteen bullet points in this page and only three of them have anything to do with scratch tickets, and two of them are practically the same issue. Your interpretation of the data is flawed and insincere, but not disappointing.
"SEGA had been focusing at fixing the existing bugs on release". I asked on Discord, and I ask now: Which are these so-called bugs you have solved? Because I would say that the state of the game, bug wise, is worse than at the start. Lag has come back too. You just can't tell me that with a straight face and expect me to believe it.
I am by no means happy about the projected state of the game but they've been working on bugfixing, I will give them that. https://ngs.pso2.com/news/maintenance?page=1 https://ngs.pso2.com/news/announcements
Bugs that get fixed during a maintenance are recorded in each maintenance's End of Maintenance announcement. Also, if you believe that the game is worse bug-wise than the start, do you sincerely believe that the game was in a more playable state on June the ninth?
I want to add that I have a good measure of faith in NGS' ability to be a widely cherished game, but a lot of that faith is contingent on the developers' ability to make more modes of play that are enjoyable and reusable. Like, Defense Quests being a separate mode players could play whenever they wanted with more Defense Quests being added with time would have worked out splendidly. In contrast, I don't care about most of the program being scratch tickets (Vast portions of the earlier PSO2 stations being dedicated to the mobile games, merchandise, and scratch tickets seems to be the norm.) but announcing the Defense Quest as an urgent was tremendously disturbing. I didn't think I'd be saying this but I'll be watching the next stations cautiously. Man that was horrible.
@SalutexMO I'm guessing that director left after 6? Why have we got the one who did 5 again?
What I'm confused about is that the director for 5 made Busters something you could access off a menu instead of it being an urgent. Why back down on that?
Might I suggest we start a separate topic for the present usefulness of War Cry, and potential adjustments it might warrant? I think that one has some good discussion mileage in its own right.
Yeah, I forgot to mention this in my previous post but I've bought some Hunter gear and I'm getting the class to 20. It's going to be more comprehensive than the usual forum post.
EDIT: Also yes I have a very small bone to pick with Blight Rounds.
Erm...? I wasn't asking. Just making it pretty clear that with no MCB in play it'd be plainly advantageous to fake-main classes that have the best damage output benefit and fake-sub the one with the weapons you wanted to use.
Well, yeah. I am saying that for Ranger weapons, the class that provides the most benefit for damage output is Ranger, because the raw damage from Blight Round shots very quickly adds up. Actually, with the Fo sub, I seldom think about how I'm running out of PP . Usually it's how to spend the PP I have so that I don't waste any overcapping from the sticky bomb that's about to go off. I can only spend PP so quickly so it's not like more PP immediately translates to more damage.
As for the matter of War Cry, we will see, but it's wrong in multiple ways to say that bosses always focus on massive area attacks. There's next to no massive attacks on Waulon, Bujin or Cragbear. Other bosses such as Pedas Vera do feature attacks with a wide range, but could still (maybe) be rendered more predictable and more easily managed by the group overall if everyone knows the one Hunter can be expected to have aggro, theoretically. As a Ranger player as well, I will say from personal experience that it hurts everyone if I grab aggro and the boss starts chasing me around, and this does actually happen. I would really appreciate someone knowingly keeping the boss' face or chest or whatever I am trying to Blight Round facing towards me. It's not fun when I am in the middle of a Multi Launch and the boss turns 180 degrees to punch me.
@Miraglyth As far as Force-Ranger goes, the best way you could use the extra 100 PP every 180 seconds would probably be Multi-Launch. Assuming base efficiency that would be about 3 and 1/3rd multi-launches with 100 PP. That translates to roughly 3367 potency. Within that timeframe, you could have fired 54 Blight Rounds, each of which is about 26% of a multi-launch salvo, and the total damage from the blight rounds from a main ranger just totally eclipses the force-ranger's, as far as my math tells me.
I'm not so experienced with Hunter, but I suspect that War Cry's overall tactical value is underappreciated, and that relinquishing it is also not a bright idea, but I will have to level the class to 20 first to determine what I think here.
@John-Paul-RAGE It really depends but soloing urgents and gigantix means you are constantly at risk of being hit, and that death becomes very unforgiving compared to being revived on the spot. I would like to work out enemy health scaling per nearby player at some point.
I can only speak from my experience playing Ranger. (Ra/Fo) From my attempts to use Tech weapons alongside my Rifle and Launcher, I cannot say I was encouraged to keep trying to multiweapon my subclass and mainclass weapons. However, I'm not sure if it's a problem with the main class bonus or with other systems.
Rangers have three cooldowns: Grenade, Sticky and Blight Rounds. Not using either explosive is squandering PP, and it's not an exaggeration to say most of my Rifle damage comes from glide-canceled Blight Rounds. Neglecting any of these is wasteful in the extreme. Between mixed-damage affixes being less potent and harder to come by, as well as the Rifle/Launcher weapon combo covering practically any situation imaginable except for the monster breathing down your neck, I feel like it's a waste to settle with anything less than a Rifle and Launcher weapon.
I am considering making a Rod/Talis weapon for the above situation, and times where I feel like I am going to need the generous frames on the Rod parry, but even at close range it would be more efficient damage-wise to just shoot them in the face. I could only really justify using this Tech weapon offensively when there was absolutely no Forces or Techters to inflict Elemental Downs. It might be hasty to blame this on the main-class bonus, and it might be appropriate to say that maybe it's those weapons' movesets that need improvement.
Regarding fake-Techters and fake-Rangers in Cocoons, the meat of this game's combat for the average player is, as of right now, spent in 8-player Urgents and Combat Areas, or fighting Gigantix in 32-player areas, and in most of those situations it's not unlikely to encounter someone who can provide the entire team with Shifta or Blight Rounds and thereby render these fakes unwarranted. Though, I suppose these encounters have player-count health scaling instead of just saying "this is meant for 8 players" for a reason. It's worth considering, but I still consider the cocoons to be a bit of an edge-case. Solo-play is good but the game encourages and favors group-play.
One could take away from this Ra/Hu video that the main-class bonus prevents people from going and FiBo-ing, but an alternative argument is that the Hunter skill-tree is possibly flawed or just misunderstood. Every other class except Hunter (maybe) and Techter (definitely) is designed such that the class gives their weapons the things they want. Gunner and Ranger have main-class only skills that TMG and Rifle would really miss, respectively, and the Rod is meant to spam charged Techs with high natural PP regen, which Force provides. In the case of Hunter, War Cry only works while Hunter is the main-class, and offensively, this is meant to make the enemy target the Hunter more, and provide more counter opportunities on a class geared toward counterattacks. Which makes sense if you look at the game from a primarily multi-player perspective. Someone who tries the Ra/Hu deal out in the wild may very well find that the combination doesn't play as well as it seems, because they don't have aggro as often and now they don't get as many counter opportunities.