Sega needs to give more accessory points, having only 18 is a not enough, especially for a customise your character game. 18 points? Lol when somethings cost 3 or 5 accessory points, Sega thinks 18 is enough?
I asked the same question in the discord and it's because the engine pso2 is built on is VERY OLD ngs is on the pso2 engine and it can only handle up to 18 points of fashion
I've been requesting this for years now. In the discord and Twitter. I get the same response about the engine being old. But literally, all we need is another 3 or 4 points to increase the cap from 18 to 21 or 22. This would allow us to equip at least 1 or 2 more accessories depending on the cost of the item. I don't see how allowing 1 more accessory is going to break the game. This needs to happen though. There's a single glove item in the new scratch that's 3 points. Most shoes are 3 or 4 points. There's eye contacts, hair extensions, earrings, etc. Cost the same amount.
I also know where Nameless City very likely is, and that we'll eventually go to a very familiar looking lobby. It's going to be very nostalgic! The EX augments remind me a lot of the S-grade augments from the base game. Only difference being that they aren't in their respective S-grade slots and that you can't transfer one at a time. Armors are likely going to get one EX augment, but I do wonder how SEGA'd limit that you can't put the same EX augment on each piece of armor. Speaking of Force buffs, I think it should live more up to what it's intended to be. Namely a DPS-focused class that does pure tech (elemental) damage. Which is why in its overhaul, Force should receive a skill that let's you allocate some of that down potency buff to elemental weakness exploit. Currently you receive a 30% damage buff on downed enemies with techniques, so the skill would split this damage to something like 20% elemental weakness and additional 10% during downs. Rod and Talis should also receive a Focus skill, but it wouldn't work exactly like gunblade focus. Instead Force's focus skill for Rod or Talis would accumulate slowly via hitting enemies with techs, but getting hit would mean you lose some of that focus. Focus gauge doesn't necessarily need to give potency buffs, but instead utility buffs, such as faster tech charging, longer duration for Talis deployment and PP consumption reduction. With a full focus gauge, Force could receive an access to extra burst attack that would completely reset the focus. Potency increase can just be handled via Photon Flare, which should remain the standard 10%, but add a skill called Photon Flare After effect which would give a 5% potency boost after Photon Flare wears off, and it would last for half of the cooldown time. With above changes to the class, I don't think compounds would need a huge damage buff, but they also should play into Force exploiting elemental weaknesses. Compounds could do it by simply adding some extra crit rate if one of the elements of the compound tech matches with the target's elemental weakness. Of course, I'd love NGS to bring back elemental status ailments to enemies as well, but these above changes would not only bring Force closer to what other classes can do but also make it far more interesting to play.
I still have to say the same thing I've been saying from day 1 of NGS: I would love some beautiful, linear, maze-like levels with a boss at the end like PSO1 and PSU. The nameless city is cool, but I was over it in a week. It's essentially just a combat zone with a timer. You don't get to go anywhere. You don't get to accomplish something and say "Yes! I beat it!" I loved waking up and on a Saturday morning as a kid and fighting my way through Ruins 1, 2, and 3 to fight Dark Falz at the end. I don't care that it would take over an hour. It was fun. I want that back.
Keroppi-senpai, you mentioned that you might make a video about the interesting extra story content you get from the last patch if you completed based PSO2. Are we ever gonna get that? I'd love to hear about it. Keep up the great work!
@@AlexanderTheAverage10 No, it doesn't. You need to have completed Episode 6 in Base to see it. It's a nice Easter Egg and gives some interesting implications.
I 100% agree Kero and I’m glad other players are starting to feel the same way. I honestly think they need to bring back the RPG elements that made Phantasy Star popular previously. Sure the majority of players are still going to be trying their best to build glass cannon and end a quest with the highest dps possible. Though also having support style builds wouldn’t take away from those players if the clear conditions for quests are also adjusted in kind. The issue is that the current quest structures demand a DPS meta to clear reliably, I’m not referencing Leciel quests as much as I’m referencing Dalion here. If we get the variation in build styles the devs will need to take a page out of PSU’s playbook, as in clearing a quest isn’t strictly a timed requirement. In previous installments of Phantasy Star there were time based rewards as well as how many faints you had, how many enemies you killed, etc. Imagine if they brought back Giresta for Techter and/or Force where upon cast it would revive allies and give them a heal over time effect. There are so many things the devs could try, they just need to be willing to take the risks involved. Given their last few big updates it seems as though they are finally willing to take those shots in the dark and the game is better for it.
Force needs an Ability to focus spells on single target with no AOE effects. More Bow DPS would be nice & a redesign of using that bow! Right now it looks totally goofy
They should add a class that uses hp to enhance their abilities/skill with a skill tree that could depending on what weapon type to lean towards fill a dps, tank, healer/support role with multiweapons letting you be hybrid roles if players wanted to. I wouldn't know what class it would be called or bare resemblance to but i Would like to see a necromancer Class that weapons Could be Sycthe, Tomes Aka a Book that would have the attack come from portals and being cool cyber skeletons or bones and something else to fill the third role but that's just my take on it and one of the things i would like to see from pso ngs
Would like to see NGS home on class identity like sega did in base. The recent update to fighter was a pretty solid push towards that. Would love to maybe see traps and other things for ranger again
Utility augments are really helpful like the Tri-Shield and Tough Mind. You reduce the pressure on yourself to parry/block/dodge enemy attacks constantly. If Sega ever implement utility augments that help the whole party/room, it will be in units. (BUT PLEASE SEGA NOT NOW COS NO MESETA LMAO) anyways, thanks for the vid kero~!
Very noice detailed sharing kero bro. I really liked the nameless city and the addition of EX Augments in this patch. Hopefully, next time we can transfer EX Augments individually so we can have easier time to get X or P variance on the EX we wanted. Yus!
LongRange Advantage needs a big rework... its more a penality if u get aggro just by doing more dmg like others even with stealthstrike skilled -_- but well SEGA dont care about this
PSO2 : NGS Gunner main here, I really wish the devs reworked building Chain Count and Gunner Photon Arts as a whole, because spamming Bullet Rave is just boring, because I want to use my OTHER Photon Arts, but the devs won't let me because they would keep designing bosses that basically give any close range class the middle finger and Bullet Rave is THE ONLY GOOD Photon Art to use on Gunner given how reliable it builds Chain Count...
I dont think Eredim weapons are that bad. 38% potency, 5% crit rate, +5% PB gauge when attacking and -10 PP usage. Sure, the potency could be a little higher but if you have maxed add-on skills and a lv3 or lv4 Fixa, you could make a viable build with it. For example, I'm a Fi/Hu that's using a sword/DS multiweapon Eredim. You can easily hit a 50% crit rate with fixa fatale lv4, the Slayer and Braver add-on skills.
Pretty sure I replied to you with the link... Anyway, the guidemaker said you don't have to worry about using specific weapons and fixa anymore. So guide isn't needed.
highest dps not max pot and floor pot 50% no they not highest dps in game , A dps of 215% pot with 83% floor pot will beat one with max pot because of math so class cannon not highest dps if die only have 50% out 100% floor you only hit 50% of time with max compare to 83% floor pot and 215% will beat you cause of 17% different between max and min with termial fix will destory class cannon in dps. people got get there mind out off max pot mean nothing with out min and max floor being there
So true. Better to have consistent/gradual dmg than inconsistent/max dmg. Sl, for example, is strong in PA and counter dmg, but the gap between min to max is ridiculous, lol. Players really don’t get it.
I kinda just want a sort of FF14 dungeon mechanic where you do need certain classes to better your chances of getting through it. Special dungeons with some challenge to it and a unique boss at the end. I don't mean those lame VR cocoon dungeons. Real dungeons with unique looks to them. Like FF14. The game still lacks good reasons to really team up and do stuff.
Sega needs to give more accessory points, having only 18 is a not enough, especially for a customise your character game. 18 points? Lol when somethings cost 3 or 5 accessory points, Sega thinks 18 is enough?
It might be for the engine.
I asked the same question in the discord and it's because the engine pso2 is built on is VERY OLD ngs is on the pso2 engine and it can only handle up to 18 points of fashion
I've been requesting this for years now. In the discord and Twitter. I get the same response about the engine being old. But literally, all we need is another 3 or 4 points to increase the cap from 18 to 21 or 22. This would allow us to equip at least 1 or 2 more accessories depending on the cost of the item.
I don't see how allowing 1 more accessory is going to break the game.
This needs to happen though. There's a single glove item in the new scratch that's 3 points. Most shoes are 3 or 4 points. There's eye contacts, hair extensions, earrings, etc. Cost the same amount.
@@Fade2BlackSS the limit is likely the engine.
What they need to do is another audit and change how much a lot of what the accessories are worth.
@@mramisuzuki6962 I would be completely fine with that too honestly.
The Devs already stated that the Nameless City would not have a central hub area, like Aelio, Retem, Kvaris and Stia do.
I also know where Nameless City very likely is, and that we'll eventually go to a very familiar looking lobby. It's going to be very nostalgic!
The EX augments remind me a lot of the S-grade augments from the base game. Only difference being that they aren't in their respective S-grade slots and that you can't transfer one at a time. Armors are likely going to get one EX augment, but I do wonder how SEGA'd limit that you can't put the same EX augment on each piece of armor.
Speaking of Force buffs, I think it should live more up to what it's intended to be. Namely a DPS-focused class that does pure tech (elemental) damage. Which is why in its overhaul, Force should receive a skill that let's you allocate some of that down potency buff to elemental weakness exploit. Currently you receive a 30% damage buff on downed enemies with techniques, so the skill would split this damage to something like 20% elemental weakness and additional 10% during downs.
Rod and Talis should also receive a Focus skill, but it wouldn't work exactly like gunblade focus. Instead Force's focus skill for Rod or Talis would accumulate slowly via hitting enemies with techs, but getting hit would mean you lose some of that focus. Focus gauge doesn't necessarily need to give potency buffs, but instead utility buffs, such as faster tech charging, longer duration for Talis deployment and PP consumption reduction. With a full focus gauge, Force could receive an access to extra burst attack that would completely reset the focus.
Potency increase can just be handled via Photon Flare, which should remain the standard 10%, but add a skill called Photon Flare After effect which would give a 5% potency boost after Photon Flare wears off, and it would last for half of the cooldown time.
With above changes to the class, I don't think compounds would need a huge damage buff, but they also should play into Force exploiting elemental weaknesses. Compounds could do it by simply adding some extra crit rate if one of the elements of the compound tech matches with the target's elemental weakness.
Of course, I'd love NGS to bring back elemental status ailments to enemies as well, but these above changes would not only bring Force closer to what other classes can do but also make it far more interesting to play.
I still have to say the same thing I've been saying from day 1 of NGS: I would love some beautiful, linear, maze-like levels with a boss at the end like PSO1 and PSU.
The nameless city is cool, but I was over it in a week. It's essentially just a combat zone with a timer. You don't get to go anywhere. You don't get to accomplish something and say "Yes! I beat it!"
I loved waking up and on a Saturday morning as a kid and fighting my way through Ruins 1, 2, and 3 to fight Dark Falz at the end. I don't care that it would take over an hour. It was fun. I want that back.
Keroppi-senpai, you mentioned that you might make a video about the interesting extra story content you get from the last patch if you completed based PSO2. Are we ever gonna get that? I'd love to hear about it.
Keep up the great work!
Wait... does that dialogue option not pop up if you haven't beaten base game?
@@AlexanderTheAverage10 No, it doesn't. You need to have completed Episode 6 in Base to see it. It's a nice Easter Egg and gives some interesting implications.
Kinda wish I could choose what augments I want to transfer to my new weapon, not all of them.
I 100% agree Kero and I’m glad other players are starting to feel the same way. I honestly think they need to bring back the RPG elements that made Phantasy Star popular previously. Sure the majority of players are still going to be trying their best to build glass cannon and end a quest with the highest dps possible. Though also having support style builds wouldn’t take away from those players if the clear conditions for quests are also adjusted in kind. The issue is that the current quest structures demand a DPS meta to clear reliably, I’m not referencing Leciel quests as much as I’m referencing Dalion here. If we get the variation in build styles the devs will need to take a page out of PSU’s playbook, as in clearing a quest isn’t strictly a timed requirement. In previous installments of Phantasy Star there were time based rewards as well as how many faints you had, how many enemies you killed, etc. Imagine if they brought back Giresta for Techter and/or Force where upon cast it would revive allies and give them a heal over time effect. There are so many things the devs could try, they just need to be willing to take the risks involved. Given their last few big updates it seems as though they are finally willing to take those shots in the dark and the game is better for it.
I think the background dancers were great!
On the update I like how the ex augments have opened up a new market so that’s nice!
Force needs an Ability to focus spells on single target with no AOE effects.
More Bow DPS would be nice & a redesign of using that bow! Right now it looks totally goofy
Blade and Soul when good was an awesome time.
They should add a class that uses hp to enhance their abilities/skill with a skill tree that could depending on what weapon type to lean towards fill a dps, tank, healer/support role with multiweapons letting you be hybrid roles if players wanted to. I wouldn't know what class it would be called or bare resemblance to but i Would like to see a necromancer Class that weapons Could be Sycthe, Tomes Aka a Book that would have the attack come from portals and being cool cyber skeletons or bones and something else to fill the third role but that's just my take on it and one of the things i would like to see from pso ngs
Nameless City could be a new hub-like city witn new NPC's, new quests and new dungeon raids (The Dam and the Subway Stations) with many new bosses
Would like to see NGS home on class identity like sega did in base. The recent update to fighter was a pretty solid push towards that. Would love to maybe see traps and other things for ranger again
I actually wish we had an ex aug that generated aggro
They could bring back elements as apart of the new augments.
way to keep it interesting Kero!
just want a new camp in namless city😢
I saw the place with big giant screen outside the map before and it have the some kind of city square, wonder if it become something like Aelio City.
Imagine if the nameless city is just one of the left over ships
Boy howdy are you in for a surprise!
Funny you should say that....
@@jgkitarelWait - is it?? I only got up to Chapter 4 ish in the base storyline, so I didn't complete all of it.
pso2 ngs need more real support class
Utility augments are really helpful like the Tri-Shield and Tough Mind. You reduce the pressure on yourself to parry/block/dodge enemy attacks constantly. If Sega ever implement utility augments that help the whole party/room, it will be in units. (BUT PLEASE SEGA NOT NOW COS NO MESETA LMAO)
anyways, thanks for the vid kero~!
Very noice detailed sharing kero bro. I really liked the nameless city and the addition of EX Augments in this patch. Hopefully, next time we can transfer EX Augments individually so we can have easier time to get X or P variance on the EX we wanted. Yus!
It would've be so cool if we get new Photon arts but sadly Hiro arai said tech arts is going to be a main focus on sept
-oct.
LongRange Advantage needs a big rework... its more a penality if u get aggro just by doing more dmg like others even with stealthstrike skilled -_- but well SEGA dont care about this
PSO2 : NGS Gunner main here, I really wish the devs reworked building Chain Count and Gunner Photon Arts as a whole, because spamming Bullet Rave is just boring, because I want to use my OTHER Photon Arts, but the devs won't let me because they would keep designing bosses that basically give any close range class the middle finger and Bullet Rave is THE ONLY GOOD Photon Art to use on Gunner given how reliable it builds Chain Count...
I dont think Eredim weapons are that bad. 38% potency, 5% crit rate, +5% PB gauge when attacking and -10 PP usage.
Sure, the potency could be a little higher but if you have maxed add-on skills and a lv3 or lv4 Fixa, you could make a viable build with it.
For example, I'm a Fi/Hu that's using a sword/DS multiweapon Eredim. You can easily hit a 50% crit rate with fixa fatale lv4, the Slayer and Braver add-on skills.
Yeah force needs a big damage buff
Kerropi I need the link to the meseta guide online from the last video you took down please
Pretty sure I replied to you with the link... Anyway, the guidemaker said you don't have to worry about using specific weapons and fixa anymore. So guide isn't needed.
Imagine Sega gate keeping story beats instead of just showing us context. Surely it has nothing to do with another……hidden……area……from……the…….past…….😅
Can we get a new race to choose from…..like new type of cast race a hybrid between cast and dolls 🤷🏾♂️
highest dps not max pot and floor pot 50% no they not highest dps in game , A dps of 215% pot with 83% floor pot will beat one with max pot because of math so class cannon not highest dps if die only have 50% out 100% floor you only hit 50% of time with max compare to 83% floor pot and 215% will beat you cause of 17% different between max and min with termial fix will destory class cannon in dps. people got get there mind out off max pot mean nothing with out min and max floor being there
So true. Better to have consistent/gradual dmg than inconsistent/max dmg. Sl, for example, is strong in PA and counter dmg, but the gap between min to max is ridiculous, lol. Players really don’t get it.
Still love blade and soul gameplay. I still play it for fun every so often but they took out raids so kinda sucks
I kinda just want a sort of FF14 dungeon mechanic where you do need certain classes to better your chances of getting through it. Special dungeons with some challenge to it and a unique boss at the end. I don't mean those lame VR cocoon dungeons. Real dungeons with unique looks to them. Like FF14. The game still lacks good reasons to really team up and do stuff.
Present#🐼🥰🐼🥰🐼
Second