jokes on u biiiish i been playing on jp since 2013 XD personally counter should not be a thing for every class. Te main here i guess they had to put that lavis cannon potential wave hit somewhere i guess... they could have just made it a skill on the extra normal attack but nope part of the counter.
Hindsight from only just seeing this great video: Yes countering is a problem, yes many weapons should be based on doing their best damage by something other than countering, no there's no indication Sega will fix it, and yes it's hilarious how much the obvious katana players in the comments of this video are stretching to try and excuse how busted their weapon remains even after the October update. Listen people, most other classes have to WORK to do what they do. Hunters have to time their PA release to enemy hits - one factor of which being somewhat out of their control - to get comparable damage output to katana just countering whenever it wants instantly. Gunners' Stylish dodges are inopportune and barely give any bonus, and they have to juggle that with Chain Trigger buildup. Poor Bouncers have an unholy number of incompatible no-synergy mechanics to juggle especially if they try to play both weapons, and some of their counters don't even do direct damage in NGS. Katana just gets good sandbag damage for low effort. But better than that Silverleaf, Fearless, PA Combo Finish AND every counter have 100% counter input uptime which is frankly nuts, every counter gives a ton of PP, a massive high-damage AOE piercing shockwave and a free hitscan followup. Moreover, katana has one of the most lenient guard windows in the game (beaten only by the 0.4 second duration of partisans and rods) AND you can hold it for 90% damage reduction so even if you guard too soon you're still safe! I tried playing other classes for a year and then switched to katana full-time in Stia for an instant undeserved performance boost that let me start doing things like soloing GeoLab S ranks after months of higher-effort failures with other weapons. Denying how much EASIER it is to play katana effectively is the act of a fool. The most difficult thing any katana user needs to learn is how to count to three. That's why these people are suddenly saying "Don't nerf!!" after spending the better part of a year screaming at Sega to nerf and neglect jet boots (which were never in the position katana is now in the first place by the way). They know that nerfing is the only sensible reaction here, because the amount of buffing (in particular streamlining the complexity) other weapons need is extremely unrealistic and as long as Sega are obeying their demand to chase that rainbow katana will continue to fare very well.
Countering also creates a balance issue between melee n range weapons. Melee should be the ones that excel in countering to do more damage. But when u have to counter with range weapon like Bow to get its maximum dps going, now that “range” weapon becomes also a cqc weapon since u are force to get as much counters. Range weapons needs PA damage buffs.
Balancing classes in a ultra fast paced game is a hard thing to do, as every new mechanics that are added to them will either make or break the class as NGS is a very DPS reliant kinda game especially with so much HP Sponge enemies present. However Braver Katana came from a weird start where it is clunkier than most other classes before Radiant Lilac and Counter hitscan arrived. So Braver Katana mains are like very happy but then it caused the 'Hero' effect back in Base PSO2, where every other classes got outdpsed by just one single class in this case it's Braver Katana, not only does it has the flexibility of cancelling their animation by just a tap on the guard button, they can spam that guard precisely too whereas other classes can't really keep up with infinite counters like Katana, therefore the Hero effect. The devs at least had addressed the issue of class balancing and unfortunately they had to stick to the same October schedule so that they don't make it wrong as it is a very delicate issue apparently. So sadly we gotta wait till October for now and play with the new PS4 Players instead.
Nice video! I personally think that coutering with some classes is easier compared to other,i main techter but parrying with it is so dang clunky,you cant parry during a good chunk of the PAs duration and its pretty annoying getting hit due to using a pa in the wrong moment
I don't know how to feel about that, to me there is 2 things to take into account. 1st Braver is an anomaly, because it didn't get balanced around the other classes, it got balanced around the expectation of the community which is always a bad idea to have a balanced game. Well before the community was mad and the class honestly wasn't much fun to play so it's not bad either. But due to that and the fact that is a class which is especially designed around counters, it makes it's counter totally broken. The 2nd thing is, at least to me, it totally makes sens to have stronger counters for melee classes than for range classes, the range classes are supposed to play from afar and having constent damage while (TMG should be an exception since the playstyle makes you come closer, but I haven't played the class enough to know if it's counter should be buffed according to my logic) Other than that my feeling for the melee classes is that each counter is quite different from the other. Hunter's counter isn't that strong compared to avenger art so you mainly focus on charging attack to unleach big counters. Fighter's counter have way shorter frame than Hunter (and Braver) but are quick with high potency. Bouncer JB is close to fighter but still has it's specificities of being a tech weapon and I think the counter is still easier to do than the fighter's. Techter Rod... really needs a up... like really. Bouncer SB is... yeah no this one is wierd since it's based of step dodges counter so no one enjoy it comming from another class but it's actually my favorite weapon by quite a lot. The isn't long but you can almost always cancer your PA and when you can't you have to rely on the weapon action which enable to ignore damage without stoping the PA but has a CD... Anyway it's a lot of fun when you're used to it. As I said, to me Ranger, Force and Techter talis should be ranged dps, not counter based so if the classes are too weak (which I don't really know if it is the case tbh) it's simply their damage that should be buffed, not their counter. As for waker... I have no idea what that class does so I wont talk xD
The balancing of classes other than braver does need to happen, but people tend to have this invalid opinion on how braver should be nerfed, which is extremely idiotic since nerfing in PvE games makes no sense. On the other hand, melee classes should always boast more overall DPS than mid-long range support classes. Wand techter, soaring blades bouncer and twin daggers/double saber fighter should be the first classes getting buffs, in my opinion.
I personally do want to see overall class balance to better. We will have to wait and see what they do Edit: I think the way is to make classes that have been left behind stronger, instead of nerfing current strongest classes :) and improving on some other flawed mechanics some weapons have
reminds me of Vindictus, except countering leds to everyone just being some differnt flavor of dps and there's no such thing as really a tank or healer as much and everyone is some kinda solo player in a way, kinda lame
I just drop the game there is no point tot learn all boss timing to perfect counter when I have more fun when able to read and counter other player. There have same problem whit shump that some developer tried to solve if we force player to graze all the time that will drive many player away we have to make player who not doing this feel rewarding as well.
Braver Katana is pretty busted... If you know who can still get carried like hell while playing like shit while playing katana then yeah, the class might be broken.
...is that a Lappland cosplay? No I don't think it is judging by other vid thumbs I like counters like any guy, but being a Gu player it's kinda sad, especially cuz you still have to dodge counter if you want some semblance of damage out of it. Back when I played TD Fi it wasn't as but still pretty bad cause their counter damage is awful too and you're better off blocking with pa guard frames if you have pp for that and with a TD cycle you most likely do
Nothing new, every class went through same bs in Pso2 when people figured out how broken something is/was until it got nerfed. My favorite was how people shit on summoner until they figured out they could delete bosses but then butt-hurt sega came in(eventually) and added a damage cap and screwed over every class. Give up complaining about anything in this game because they're going to screw everybody/class over in some way or another.
Lol no. braver gets buffed, because all the braver players cry their weapon is weak despite being consistently the strongest weapon in the game. then you look at classes like techter, which seems to be segas hated step child that does not rescieve any worth while buffs ever.
Remember where you just played a class for fun? Not caring if it's the strongest or not? Nowadays we got all these meta-slaves, always chasing the maximum highest damage potential, rubbing their e-peen over it because they feel like it's an achievement they can show off to other people. What a drama.
Ranger be like: Yo... you guys can counter?
jokes on u biiiish i been playing on jp since 2013 XD personally counter should not be a thing for every class. Te main here i guess they had to put that lavis cannon potential wave hit somewhere i guess... they could have just made it a skill on the extra normal attack but nope part of the counter.
remember that one time when everyone was GU/HU on jp ship 2 hahaha lv 65 cap days "o the ragol memories"
Hindsight from only just seeing this great video: Yes countering is a problem, yes many weapons should be based on doing their best damage by something other than countering, no there's no indication Sega will fix it, and yes it's hilarious how much the obvious katana players in the comments of this video are stretching to try and excuse how busted their weapon remains even after the October update.
Listen people, most other classes have to WORK to do what they do. Hunters have to time their PA release to enemy hits - one factor of which being somewhat out of their control - to get comparable damage output to katana just countering whenever it wants instantly. Gunners' Stylish dodges are inopportune and barely give any bonus, and they have to juggle that with Chain Trigger buildup. Poor Bouncers have an unholy number of incompatible no-synergy mechanics to juggle especially if they try to play both weapons, and some of their counters don't even do direct damage in NGS.
Katana just gets good sandbag damage for low effort. But better than that Silverleaf, Fearless, PA Combo Finish AND every counter have 100% counter input uptime which is frankly nuts, every counter gives a ton of PP, a massive high-damage AOE piercing shockwave and a free hitscan followup. Moreover, katana has one of the most lenient guard windows in the game (beaten only by the 0.4 second duration of partisans and rods) AND you can hold it for 90% damage reduction so even if you guard too soon you're still safe!
I tried playing other classes for a year and then switched to katana full-time in Stia for an instant undeserved performance boost that let me start doing things like soloing GeoLab S ranks after months of higher-effort failures with other weapons. Denying how much EASIER it is to play katana effectively is the act of a fool. The most difficult thing any katana user needs to learn is how to count to three.
That's why these people are suddenly saying "Don't nerf!!" after spending the better part of a year screaming at Sega to nerf and neglect jet boots (which were never in the position katana is now in the first place by the way). They know that nerfing is the only sensible reaction here, because the amount of buffing (in particular streamlining the complexity) other weapons need is extremely unrealistic and as long as Sega are obeying their demand to chase that rainbow katana will continue to fare very well.
Countering also creates a balance issue between melee n range weapons. Melee should be the ones that excel in countering to do more damage. But when u have to counter with range weapon like Bow to get its maximum dps going, now that “range” weapon becomes also a cqc weapon since u are force to get as much counters. Range weapons needs PA damage buffs.
Balancing classes in a ultra fast paced game is a hard thing to do, as every new mechanics that are added to them will either make or break the class as NGS is a very DPS reliant kinda game especially with so much HP Sponge enemies present. However Braver Katana came from a weird start where it is clunkier than most other classes before Radiant Lilac and Counter hitscan arrived. So Braver Katana mains are like very happy but then it caused the 'Hero' effect back in Base PSO2, where every other classes got outdpsed by just one single class in this case it's Braver Katana, not only does it has the flexibility of cancelling their animation by just a tap on the guard button, they can spam that guard precisely too whereas other classes can't really keep up with infinite counters like Katana, therefore the Hero effect.
The devs at least had addressed the issue of class balancing and unfortunately they had to stick to the same October schedule so that they don't make it wrong as it is a very delicate issue apparently. So sadly we gotta wait till October for now and play with the new PS4 Players instead.
Nice video! I personally think that coutering with some classes is easier compared to other,i main techter but parrying with it is so dang clunky,you cant parry during a good chunk of the PAs duration and its pretty annoying getting hit due to using a pa in the wrong moment
I don't know how to feel about that, to me there is 2 things to take into account.
1st Braver is an anomaly, because it didn't get balanced around the other classes, it got balanced around the expectation of the community which is always a bad idea to have a balanced game. Well before the community was mad and the class honestly wasn't much fun to play so it's not bad either. But due to that and the fact that is a class which is especially designed around counters, it makes it's counter totally broken.
The 2nd thing is, at least to me, it totally makes sens to have stronger counters for melee classes than for range classes, the range classes are supposed to play from afar and having constent damage while (TMG should be an exception since the playstyle makes you come closer, but I haven't played the class enough to know if it's counter should be buffed according to my logic)
Other than that my feeling for the melee classes is that each counter is quite different from the other.
Hunter's counter isn't that strong compared to avenger art so you mainly focus on charging attack to unleach big counters.
Fighter's counter have way shorter frame than Hunter (and Braver) but are quick with high potency.
Bouncer JB is close to fighter but still has it's specificities of being a tech weapon and I think the counter is still easier to do than the fighter's.
Techter Rod... really needs a up... like really.
Bouncer SB is... yeah no this one is wierd since it's based of step dodges counter so no one enjoy it comming from another class but it's actually my favorite weapon by quite a lot. The isn't long but you can almost always cancer your PA and when you can't you have to rely on the weapon action which enable to ignore damage without stoping the PA but has a CD... Anyway it's a lot of fun when you're used to it.
As I said, to me Ranger, Force and Techter talis should be ranged dps, not counter based so if the classes are too weak (which I don't really know if it is the case tbh) it's simply their damage that should be buffed, not their counter. As for waker... I have no idea what that class does so I wont talk xD
techter rod? umm rod is force my dude XD
@@IndyAlexander yeah meant wand, my bad, rod is fine
The balancing of classes other than braver does need to happen, but people tend to have this invalid opinion on how braver should be nerfed, which is extremely idiotic since nerfing in PvE games makes no sense.
On the other hand, melee classes should always boast more overall DPS than mid-long range support classes.
Wand techter, soaring blades bouncer and twin daggers/double saber fighter should be the first classes getting buffs, in my opinion.
I personally do want to see overall class balance to better. We will have to wait and see what they do
Edit: I think the way is to make classes that have been left behind stronger, instead of nerfing current strongest classes :) and improving on some other flawed mechanics some weapons have
Nice skit reading
No more pso2/ngs vid?
reminds me of Vindictus, except countering leds to everyone just being some differnt flavor of dps and there's no such thing as really a tank or healer as much and everyone is some kinda solo player in a way, kinda lame
I just drop the game there is no point tot learn all boss timing to perfect counter when I have more fun when able to read and counter other player. There have same problem whit shump that some developer tried to solve if we force player to graze all the time that will drive many player away we have to make player who not doing this feel rewarding as well.
Braver Katana is pretty busted... If you know who can still get carried like hell while playing like shit while playing katana then yeah, the class might be broken.
Yeah and Katana has always been the "counter" weapon so don't really see the issue. PSO2 has never been balanced.
...is that a Lappland cosplay? No I don't think it is judging by other vid thumbs
I like counters like any guy, but being a Gu player it's kinda sad, especially cuz you still have to dodge counter if you want some semblance of damage out of it. Back when I played TD Fi it wasn't as but still pretty bad cause their counter damage is awful too and you're better off blocking with pa guard frames if you have pp for that and with a TD cycle you most likely do
Nothing new, every class went through same bs in Pso2 when people figured out how broken something is/was until it got nerfed. My favorite was how people shit on summoner until they figured out they could delete bosses but then butt-hurt sega came in(eventually) and added a damage cap and screwed over every class. Give up complaining about anything in this game because they're going to screw everybody/class over in some way or another.
Lol no. braver gets buffed, because all the braver players cry their weapon is weak despite being consistently the strongest weapon in the game. then you look at classes like techter, which seems to be segas hated step child that does not rescieve any worth while buffs ever.
Remember where you just played a class for fun? Not caring if it's the strongest or not? Nowadays we got all these meta-slaves, always chasing the maximum highest damage potential, rubbing their e-peen over it because they feel like it's an achievement they can show off to other people.
What a drama.