Techter definitely needs more support options. Not sure I'd like the healing of status ailments though, considering I intentionally set myself on fire to take advantage of Hysterical Strength and Endure Pain PB Boost and that would kinda negate that ability, LOL. But another way to heal other players (other than by using your own healing items) would be amazing, or Shifta/Deband at the start with no cooldown. Why is there a cooldown before you can buff anyhow?! Acrotecher from PSU was the best support, ever. I wish they had stuck with that formula. Thanks for the great video, as always, Cathy! YOU ROCK!
^ this Techter not only had a ton of support in PSO2 base, but a massive amount of utility as well. And you didn't even need a subclass to do it. Just a bonkstick, some already baked in abilities, techs and the brain to use them for things other than just "hahaha dmg go brrr". It didn't matter how much damage you were dealing as a techter because you could literally just scale the damage of the entire raid while pulling mobs together That being said, it's not just the support that is missing. There is a severe lack of player expression when it comes to how your class plays by simply adding onto classes overtime instead of just giving us options. This is why I quit FFXIV. Instead of doubling down on crossclass and builds, they removed it altogether because they don't want to balance it even though they can and even if they didn't balance it, just look at Warframe. It's not gonna stop players from having fun. People literally do 30+ hr long endurance survival runs for fun after unlocking everything. If you care more about players breaking your game than them having fun, then that is exactly why your playerbase holds you and your game in contempt. Just look at Destiny and Helldivers. They're not bad games. They're just handled poorly and PSO2NGS is no different. If they added back some real class customization or at least gave us choices like we had in PSO2, this game would explode even with a content drought.
another small thing is to make shifta/deband compatible with mars. rangers blight rounds stays even if they enter mars, why not do the same for techers? also making wand lovers a passive would help solve full palette issues. if not, just please buff it any meaningful way, i find myself forgetting it exists because of the massive cooldown and lackluster effect
1 change i hope Techter gets its Auras , Bouncer had them in base PSO2 and was irrelevant for them . but for techer it might be useful as a passive like and aura that increase crit rate , or another one that reduces status effects duration ( a joke compared to ranger pasive ) but still something. i know you can think something :)
I like the ideas listed here! All the changes would make wand significantly better. An addition for Techter I'd like to see is a temporary elemental damage shared with the party that takes the element the Techter has imbued for photonic fury. It could activate when Wand Lovers is active. Although the problem with that is that Talis would not be able to do it, so perhaps Overemphasis would be a better candidate for that buff. In my opinion Overemphasis should stack more times than just twice with the reduced cooldown. Maybe up to 5 times, but that skill should also kinda nerf it. Like it doesn't fully heal someone anymore. Really like the idea of Techter having a regenerating Restasigne. This skill would fit really well for a support oriented tech user! Compounds definitely need a big buff, and I like the idea that matching the element would matter, however a bit differently, in my opinion. I'd like that the damage is increased significantly across the compounds equally, but matching one of the elements with enemy's elemental weakness increases its crit rate, rather than damage. Say 10% crit rate increase. If the cooldown is reduced, then I don't think the compounds would need a damage buff. Only the crit rate buff instead. This is because I'd like the compounds to be useful still regardless of the elements, but matching with the elemental weakness was encouraged.
I just want what everybody else has: some goddamn SYNERGY. Techter right now is 4 completely disconnected skill trees. Shifta, Element blots, Wand, and Talis all have nothing to do with each other. Then there's the PB and healing skills which are also totally isolated. It's a disconnected mess of a class. Photofury building up the blots would go a long way toward that, even if it's only during wand lovers. Speaking of, would changing wand lovers from a duration to a toggle (like in base pso2) even be that broken? I kinda doubt it. Another wild pipedream I wanted for techter: being able to build up a 2nd stock of Photon Blast, but that is much less important now that Hydra is here. Using a PB as soon as there's an opening, rather than holding it for a Break, doesn't make you look like a scrublet anymore. Hydra also removed the dependency on Jetboots and Bo subs, so hooray for that, I guess. As for compounds: the only reason I kinda like the compound techs NOT having 20% element boost is because I like having the choice of shape against all enemies compositions, rather than it being chosen for me. Damage up and cooldown reduction are always welcome regardless. Cooldown reduction would be mandatory if they do get element weakness boosts. God knows what Sega has planned, but there is no way in hell they're able to address all of these issues in just this expansion. Not releasing Te and Fo expansions together is also very... on-brand for them, is the nicest way I can put it.
The problem with WL being a toggle is that at that point there is no reason to un-toggle it. Might as well make it a passive at that point and that was my idea with changing the skill into "Wand Impact".
As a Tech main I would love to see a boost to Shifta/Deband raised to 10%. I would also like to see Tech giving out debuffs to the enemy as well, like in PSU.
@@magic_cfw or they can make it so the boss takes less damage from elemental Downs than mobs take so that elemental downs can play a separate role than physically downs. For an example if the boss has 1,000,000 hp it will take 0.01% of its health which will equal 100 points of damage and for mobs they should take 1% of their health.
I personally would prefer shifta giving floor potency instead of crit rate because it could make a shift in meta. But Sega wants the game to be as simple as possible, and people would get mad that their termina 5 is not the solution to any question in game. Also if they give a buff to shifta they should also give a buff to deband. Can't think on anything defensively other than a small heal over time. braver can heal half it's hp every 60 seconds so it wouldn't be broken to give everyone something like 5% hp heal every 5 seconds to counteract pp burn or a increase to pb build up for the party. And the jet boots skill is a essential to add. Techter is a gish class that barely uses magic. This doesn't makes sense.
Deband having a HoT is a pretty neat idea actually! I personally would prefer if we get 5% crit because I imagine we will eventually reach 100% potency floor on BiS by the time we hit 15* weapons. And if we do that buff would lose relevancy again.
I would like to see something improving Wand Lovers, or anything related to Wand's melee actions, since I feel like it's a bit stiff as it is now. Having a bit more of a clear pattern for how to work between techs and melee actions would be nice too, even before any technique updates.
Me who remember the complaints I had about Knuckles (Fighter in general)... and saw what they did for the expansion. My expectations...Slightly higher damage on PA's. No cooldown changes at all. A move that increase PB charge rate for all under the influence of Shifta by 5%.
During the Force update, we had better get status ailments, useful ones. Burn needs to deal decent damage, and actually get inflicted frequently. Freeze needs a “shatter” damage effect. Basically, the force freezes the enemy, and when another class breaks that ice, it deals a ton of damage. Zonde needs a mass stun ability that causes enemies to be stunned when using charged, high voltage zonde, it will last 2-3 seconds with a goofy animation for all enemies. Zan could be used to create a massive tornado that damages all enemies a ton if fired into a group of enemies. In fact, if you use an uncharged Zan, then use it charged, the tornado will bunch up all the enemies, then you can use another element to imbue the tornado to an element. Fire will provide additional damage, ice will slow the entire enemy group, Zan will turn the tornado into the one from the simple compound technique from base where everyone is sucked in, then zapped. Dark will create a mini black hole for 3 seconds, and light will stun all enemies with a massive flash of light. Abusing Zan’s tornado generation will not be possible, as generating a tornado will have a cooldown, and is designed as an attack for if you’re being overwhelmed, it will also drain your PP by 65% when imbuing the tornado with another element. Dark will cause “decay” which is just poison, but with a fixed damage rate. For instance, with 200% potency, it will deal 1200 damage per tick, and has a chance to break a random enemy part, such as starless support crystals. Because it’s random what part will likely break, it’s still recommended to target the part you want to break. Light will make enemies panic, and it will act just like how it does in blue burst, causing enemies to run in circles, missing attacks over and over, but they’ll be likely to attack their friends during this, causing infighting. A sort of deal where you can make the PSE burst fight its self. All of these status ailments can only be inflicted a few times, as the enemies will gain resistance to them if overused. Techs will maintain their damage output, though.
@@beanmchocolate3900 They weren't called elemental downs, they were called Elemental reactions. Rare and didn't proc any damage multipliers that triggered on status conditions. Meanwhile Status conditions didn't exist on any of the bigger bosses where it would've mattered. I don't really think being able to poison a Pettas Sword would fix Technique damage...
They should either a a better guard for wand and force rod or somewhat of a evasion ability for Talis like hero had in base PSO2 either that or remove the speed reduction when casting so it is easier to evade the enemies attack similar to how rangers and gunner can move with a reduction in speed when attacking.
Since some builds use status ailments for damage increases, maybe overemphasis could provide a damage buff if it cures a ailment for a time? Or just a damage boost regardless, idk sometimes I get salty thinking about how nice weak bullet is lol.
SEGA should start to give exact infos about Photonic Furie. It is a shame that the info is still missing and the player has to use google to find answers for it. I´m on fire when SEGA gives techter a "meleeRange Adventage" where you do 15% more dmg if you no Aggro! SEGA isn´t competent to change LongRange Adventage. Take out the not having aggro requirement for 15% dmg boost. In worste case and that is most likly the case, sega kills the techter. SEGA doesn´t care about pheedback from Global!
Yeah Talis really isn't in a great spot It could easily been fixed by buffing their Step Counter and Tricky Capacitor... We'll see in December I guess~
@@darkrai205 i think that is something that they perhaps should adress with Talis Weapon Action. It could mittor the element you're using. Bonus points if it also takes Aggro away from you
I'm sure it's just me being a noob at Techter but if it's a boss where they are constantly moving I feel like I am always missing my attacks and can never keep up with the movement.
@@Cathy5614 no I haven't cause I'm an altoholic who currently plays 6 different classes and I am limited on tech disk cause like I said, noob. I'll give that a try though and see if it helps.
My impression is shifta/deband is weak because its existence at all makes techter either OP in party situations or pathetic in single player content. With the buff applying to three other people you essentially get a fraction of their DPS added to yours, so either: - That fraction is very small - Techter solo DPS is terrible - Techter effective DPS in parties of four is ridiculous ...thinking about it, the easiest way I can think of to counteract this is to somehow have techter DPS be significantly higher while they have aggro or more likely against targets who are aggroing them (since in a party situation they're unlikely to get it while buffing other players). The brute force method would obviously be a class skill that's just the opposite of EX stealth wall, but it could even be baked into shifta itself; that way whoever in the party has aggro gets the bonus, but the nature of it would lend itself to providing, essentially, the same flat DPS increase regardless of the number of players buffed. This would also prevent weird things like your DPS being reliant on other players running dazzle camo which I can imagine would start to cause friction in pugs, among other things. This would then double as a buff to shifta/deband, too. Could also increase down factor/defensive boosts or w/e. Call it
I would say the best solution is to double down on support skills. Monster Hunter has Hunting Horn and it's not necessary in every hunt. In NGS Shifta and Deband are not only the same skill, they are cast instantly. I would say bring back cast times but that is already out the window, so I would think something like giving techter various skills which say tethers them with another player to split damage taken or increase their damage by % of your BP, certain actions generating stamp cards for you to unlock a special attack, etc. At the moment, support for techter is buff with a single button press and smack with hammer, with 100% time on smack with hammer. Doesn't really sound like a support class (esp since ranger has weak bullet and bouncer apply down vulnerability, techter is just kinda the heal slut but everyone has access to % heals already). For solo play they can have something similar to talis marking which repeated autoattacks build up a "wand vulnerabilty" which increases wand attack and PA damage against it (does not augment tech explosions or techs, to push a solo Techter to take greater advantage of wand lovers as opposed to Foie 3 4 combo).
To this day techter seems to have gotten worse with the introduction of the Wing guard weapons series casting shifta/deband upon photo blast. Between that and the abundance of restagsigne the class Lost all the support capability that they have and with the new skills that are about to release and no new ways to get skill points you will have to remove them from support or weapon skills for them to be used but it you take away from support then you might as well just play force instead.
Wingard doesn't cast Shifta/Deband when Photon Blasting. It applies a debuff on the enemy that lets everyone deal 1% extra damage. Realistically the only SP you'll have to subtract is from Weak Element Amplifier since that skill has the least impact for Wand.
I dunno about that one. Braver hasn't been that strong for years. Bow is pretty much in the same bad spot as Techniques. Ask any Braver speedrunner and they'll tell you the same.
Why they just don't make unique features for class-shared weapons in each class? That would make much more sense, and also would add more firepower when multiclassing those classes. Guess it's just too complicated for them, since they keep simplifying everything so much.
@@Cathy5614 Well, Force Talis have an additional class-exclusive skill, same with Ranger Rifle (ain't playing Ranger myself, so I can't tell how big the difference, but I know it's there).
Because if they did that then Techter would probably be in a even worse spot except for tali players from the lack of skill points you have. From personal perspective I play Techter Force in order to have enough skill points for support skills I supplement some of my Techter's skill tree with the Force's skill tree as much as possible in order to save points for example skipping the clad type skills in the Techter's skill tree and pick them up in the Force's skill tree instead same with talis
We should be able to use Shifta Deband during the starting phase
Techter definitely needs more support options. Not sure I'd like the healing of status ailments though, considering I intentionally set myself on fire to take advantage of Hysterical Strength and Endure Pain PB Boost and that would kinda negate that ability, LOL. But another way to heal other players (other than by using your own healing items) would be amazing, or Shifta/Deband at the start with no cooldown. Why is there a cooldown before you can buff anyhow?! Acrotecher from PSU was the best support, ever. I wish they had stuck with that formula. Thanks for the great video, as always, Cathy! YOU ROCK!
Thank you! You rock too~
^ this
Techter not only had a ton of support in PSO2 base, but a massive amount of utility as well. And you didn't even need a subclass to do it. Just a bonkstick, some already baked in abilities, techs and the brain to use them for things other than just "hahaha dmg go brrr". It didn't matter how much damage you were dealing as a techter because you could literally just scale the damage of the entire raid while pulling mobs together
That being said, it's not just the support that is missing. There is a severe lack of player expression when it comes to how your class plays by simply adding onto classes overtime instead of just giving us options. This is why I quit FFXIV. Instead of doubling down on crossclass and builds, they removed it altogether because they don't want to balance it even though they can and even if they didn't balance it, just look at Warframe. It's not gonna stop players from having fun. People literally do 30+ hr long endurance survival runs for fun after unlocking everything. If you care more about players breaking your game than them having fun, then that is exactly why your playerbase holds you and your game in contempt. Just look at Destiny and Helldivers. They're not bad games. They're just handled poorly and PSO2NGS is no different. If they added back some real class customization or at least gave us choices like we had in PSO2, this game would explode even with a content drought.
I personally think that their fear of talis overshadowing rod is moot considering Force gives the most support for Talis.
another small thing is to make shifta/deband compatible with mars. rangers blight rounds stays even if they enter mars, why not do the same for techers?
also making wand lovers a passive would help solve full palette issues. if not, just please buff it any meaningful way, i find myself forgetting it exists because of the massive cooldown and lackluster effect
1 change i hope Techter gets its Auras , Bouncer had them in base PSO2 and was irrelevant for them .
but for techer it might be useful as a passive like and aura that increase crit rate , or another one that reduces status effects duration ( a joke compared to ranger pasive ) but still something.
i know you can think something :)
Agreed, would better tie in with their Cleric/Paladin vibe as well
I like the ideas listed here! All the changes would make wand significantly better. An addition for Techter I'd like to see is a temporary elemental damage shared with the party that takes the element the Techter has imbued for photonic fury. It could activate when Wand Lovers is active. Although the problem with that is that Talis would not be able to do it, so perhaps Overemphasis would be a better candidate for that buff. In my opinion Overemphasis should stack more times than just twice with the reduced cooldown. Maybe up to 5 times, but that skill should also kinda nerf it. Like it doesn't fully heal someone anymore. Really like the idea of Techter having a regenerating Restasigne. This skill would fit really well for a support oriented tech user!
Compounds definitely need a big buff, and I like the idea that matching the element would matter, however a bit differently, in my opinion. I'd like that the damage is increased significantly across the compounds equally, but matching one of the elements with enemy's elemental weakness increases its crit rate, rather than damage. Say 10% crit rate increase. If the cooldown is reduced, then I don't think the compounds would need a damage buff. Only the crit rate buff instead. This is because I'd like the compounds to be useful still regardless of the elements, but matching with the elemental weakness was encouraged.
The goddess anira has spoken.
Let's hope Techter gets some solid changes!
Very noice discussion and idea in this video cathy. Im sure a lot of efforts and thoughts were made while making this video. Good job cathy, big hugs!
I just want what everybody else has: some goddamn SYNERGY. Techter right now is 4 completely disconnected skill trees. Shifta, Element blots, Wand, and Talis all have nothing to do with each other. Then there's the PB and healing skills which are also totally isolated. It's a disconnected mess of a class.
Photofury building up the blots would go a long way toward that, even if it's only during wand lovers.
Speaking of, would changing wand lovers from a duration to a toggle (like in base pso2) even be that broken? I kinda doubt it.
Another wild pipedream I wanted for techter: being able to build up a 2nd stock of Photon Blast, but that is much less important now that Hydra is here. Using a PB as soon as there's an opening, rather than holding it for a Break, doesn't make you look like a scrublet anymore. Hydra also removed the dependency on Jetboots and Bo subs, so hooray for that, I guess.
As for compounds: the only reason I kinda like the compound techs NOT having 20% element boost is because I like having the choice of shape against all enemies compositions, rather than it being chosen for me. Damage up and cooldown reduction are always welcome regardless. Cooldown reduction would be mandatory if they do get element weakness boosts.
God knows what Sega has planned, but there is no way in hell they're able to address all of these issues in just this expansion. Not releasing Te and Fo expansions together is also very... on-brand for them, is the nicest way I can put it.
The problem with WL being a toggle is that at that point there is no reason to un-toggle it. Might as well make it a passive at that point and that was my idea with changing the skill into "Wand Impact".
As a Tech main I would love to see a boost to Shifta/Deband raised to 10%. I would also like to see Tech giving out debuffs to the enemy as well, like in PSU.
would it be too much to ask for 15%? considering it's tied to only one class
This might seem off topic but element down should have continues damage instead of acting like a physical down with a reskin on it.
@@jessejames361991 For bosses I kinda disagree, but I kinda agree for mobs so element downs on them deals dot.
@@magic_cfw or they can make it so the boss takes less damage from elemental Downs than mobs take so that elemental downs can play a separate role than physically downs. For an example if the boss has 1,000,000 hp it will take 0.01% of its health which will equal 100 points of damage and for mobs they should take 1% of their health.
@@jessejames361991 I assume they are playing off how bosses like DF Loser would be stunned by Mirage or Poison. Kinda working off the precedent.
I personally would prefer shifta giving floor potency instead of crit rate because it could make a shift in meta. But Sega wants the game to be as simple as possible, and people would get mad that their termina 5 is not the solution to any question in game.
Also if they give a buff to shifta they should also give a buff to deband. Can't think on anything defensively other than a small heal over time. braver can heal half it's hp every 60 seconds so it wouldn't be broken to give everyone something like 5% hp heal every 5 seconds to counteract pp burn or a increase to pb build up for the party.
And the jet boots skill is a essential to add. Techter is a gish class that barely uses magic. This doesn't makes sense.
Deband having a HoT is a pretty neat idea actually!
I personally would prefer if we get 5% crit because I imagine we will eventually reach 100% potency floor on BiS by the time we hit 15* weapons. And if we do that buff would lose relevancy again.
@@Cathy5614 WHAT? SEGA MAKING A MECHANIC AND THEN TURNING IT COMPLETELY IRRELEVANT LATER?!!!
Yeah I forgot Sega loves to do that.
Still happy for my techter bros regardless
I would like to see something improving Wand Lovers, or anything related to Wand's melee actions, since I feel like it's a bit stiff as it is now. Having a bit more of a clear pattern for how to work between techs and melee actions would be nice too, even before any technique updates.
Me who remember the complaints I had about Knuckles (Fighter in general)... and saw what they did for the expansion.
My expectations...Slightly higher damage on PA's. No cooldown changes at all. A move that increase PB charge rate for all under the influence of Shifta by 5%.
Huh guess I was sorta right...
During the Force update, we had better get status ailments, useful ones. Burn needs to deal decent damage, and actually get inflicted frequently. Freeze needs a “shatter” damage effect. Basically, the force freezes the enemy, and when another class breaks that ice, it deals a ton of damage. Zonde needs a mass stun ability that causes enemies to be stunned when using charged, high voltage zonde, it will last 2-3 seconds with a goofy animation for all enemies. Zan could be used to create a massive tornado that damages all enemies a ton if fired into a group of enemies. In fact, if you use an uncharged Zan, then use it charged, the tornado will bunch up all the enemies, then you can use another element to imbue the tornado to an element. Fire will provide additional damage, ice will slow the entire enemy group, Zan will turn the tornado into the one from the simple compound technique from base where everyone is sucked in, then zapped. Dark will create a mini black hole for 3 seconds, and light will stun all enemies with a massive flash of light. Abusing Zan’s tornado generation will not be possible, as generating a tornado will have a cooldown, and is designed as an attack for if you’re being overwhelmed, it will also drain your PP by 65% when imbuing the tornado with another element. Dark will cause “decay” which is just poison, but with a fixed damage rate. For instance, with 200% potency, it will deal 1200 damage per tick, and has a chance to break a random enemy part, such as starless support crystals. Because it’s random what part will likely break, it’s still recommended to target the part you want to break. Light will make enemies panic, and it will act just like how it does in blue burst, causing enemies to run in circles, missing attacks over and over, but they’ll be likely to attack their friends during this, causing infighting. A sort of deal where you can make the PSE burst fight its self. All of these status ailments can only be inflicted a few times, as the enemies will gain resistance to them if overused. Techs will maintain their damage output, though.
I don't think status effects are ever coming back. Elemental Downs are meant to fill that niche.
@@Cathy5614 Elemental downs were in base game.
@@beanmchocolate3900 They weren't called elemental downs, they were called Elemental reactions. Rare and didn't proc any damage multipliers that triggered on status conditions. Meanwhile Status conditions didn't exist on any of the bigger bosses where it would've mattered. I don't really think being able to poison a Pettas Sword would fix Technique damage...
@@Cathy5614 Still, techniques have next to no use cases beyond "cause some enemies to stop moving" which makes them kinda bland.
They should either a a better guard for wand and force rod or somewhat of a evasion ability for Talis like hero had in base PSO2 either that or remove the speed reduction when casting so it is easier to evade the enemies attack similar to how rangers and gunner can move with a reduction in speed when attacking.
Since some builds use status ailments for damage increases, maybe overemphasis could provide a damage buff if it cures a ailment for a time? Or just a damage boost regardless, idk sometimes I get salty thinking about how nice weak bullet is lol.
Same. Every day I'm reminded of weak Bullet Im sad.
damage buff based on hp restored and ailments cleansed would be the way to go, would prevent people using it too early for an easy buff
I'm Talis main, even with worst dps, U still preferred it over other alternative. Wish it was stronger and interact with blot.
I'm tired boss...
SEGA should start to give exact infos about Photonic Furie. It is a shame that the info is still missing and the player has to use google to find answers for it.
I´m on fire when SEGA gives techter a "meleeRange Adventage" where you do 15% more dmg if you no Aggro! SEGA isn´t competent to change LongRange Adventage. Take out the not having aggro requirement for 15% dmg boost.
In worste case and that is most likly the case, sega kills the techter.
SEGA doesn´t care about pheedback from Global!
Yeah it's really weird how there is nothing explaining Photonic Furies in-game right now...
Omg 15% weaker than rod ? ! Thats F up
Yeah Talis really isn't in a great spot
It could easily been fixed by buffing their Step Counter and Tricky Capacitor...
We'll see in December I guess~
Ide love for talis to deploy like in old pso 2 like maybe deploy do half damage but both player and deployed talis shoots elemental shots
@@darkrai205 i think that is something that they perhaps should adress with Talis Weapon Action. It could mittor the element you're using. Bonus points if it also takes Aggro away from you
For the love of god let Wand purge proc elemental stacks.
Also new motions for Swift Smash it’s so chintzy.
I'm sure it's just me being a noob at Techter but if it's a boss where they are constantly moving I feel like I am always missing my attacks and can never keep up with the movement.
Have tried using Type 2 Swift Smash?
@@Cathy5614 no I haven't cause I'm an altoholic who currently plays 6 different classes and I am limited on tech disk cause like I said, noob. I'll give that a try though and see if it helps.
My impression is shifta/deband is weak because its existence at all makes techter either OP in party situations or pathetic in single player content. With the buff applying to three other people you essentially get a fraction of their DPS added to yours, so either:
- That fraction is very small
- Techter solo DPS is terrible
- Techter effective DPS in parties of four is ridiculous
...thinking about it, the easiest way I can think of to counteract this is to somehow have techter DPS be significantly higher while they have aggro or more likely against targets who are aggroing them (since in a party situation they're unlikely to get it while buffing other players). The brute force method would obviously be a class skill that's just the opposite of EX stealth wall, but it could even be baked into shifta itself; that way whoever in the party has aggro gets the bonus, but the nature of it would lend itself to providing, essentially, the same flat DPS increase regardless of the number of players buffed. This would also prevent weird things like your DPS being reliant on other players running dazzle camo which I can imagine would start to cause friction in pugs, among other things.
This would then double as a buff to shifta/deband, too. Could also increase down factor/defensive boosts or w/e. Call it
Yeah but then you have Ranger who has incredible party damage *and* a super strong 25% buff and then you start questioning your own existence 😭
...okay yeah I got nothing for that. Blight rounds is a ridiculous skill.
I would say the best solution is to double down on support skills. Monster Hunter has Hunting Horn and it's not necessary in every hunt. In NGS Shifta and Deband are not only the same skill, they are cast instantly. I would say bring back cast times but that is already out the window, so I would think something like giving techter various skills which say tethers them with another player to split damage taken or increase their damage by % of your BP, certain actions generating stamp cards for you to unlock a special attack, etc. At the moment, support for techter is buff with a single button press and smack with hammer, with 100% time on smack with hammer. Doesn't really sound like a support class (esp since ranger has weak bullet and bouncer apply down vulnerability, techter is just kinda the heal slut but everyone has access to % heals already).
For solo play they can have something similar to talis marking which repeated autoattacks build up a "wand vulnerabilty" which increases wand attack and PA damage against it (does not augment tech explosions or techs, to push a solo Techter to take greater advantage of wand lovers as opposed to Foie 3 4 combo).
To this day techter seems to have gotten worse with the introduction of the Wing guard weapons series casting shifta/deband upon photo blast. Between that and the abundance of restagsigne the class Lost all the support capability that they have and with the new skills that are about to release and no new ways to get skill points you will have to remove them from support or weapon skills for them to be used but it you take away from support then you might as well just play force instead.
Wingard doesn't cast Shifta/Deband when Photon Blasting. It applies a debuff on the enemy that lets everyone deal 1% extra damage.
Realistically the only SP you'll have to subtract is from Weak Element Amplifier since that skill has the least impact for Wand.
My mistake I accidentally said Wingard when I meant to say Fluegard.
@@jessejames361991 Flugelgard doesn't give Shifta/Deband either.
SEGA always favors braver over other classes, that's why magic is so weak, sincerely a talis user.
I dunno about that one. Braver hasn't been that strong for years. Bow is pretty much in the same bad spot as Techniques. Ask any Braver speedrunner and they'll tell you the same.
Why they just don't make unique features for class-shared weapons in each class? That would make much more sense, and also would add more firepower when multiclassing those classes. Guess it's just too complicated for them, since they keep simplifying everything so much.
I think that ship has sailed away already. If they don't do it on launch it's unlikely to happen at all.
@@Cathy5614 Well, Force Talis have an additional class-exclusive skill, same with Ranger Rifle (ain't playing Ranger myself, so I can't tell how big the difference, but I know it's there).
Because if they did that then Techter would probably be in a even worse spot except for tali players from the lack of skill points you have. From personal perspective I play Techter Force in order to have enough skill points for support skills I supplement some of my Techter's skill tree with the Force's skill tree as much as possible in order to save points for example skipping the clad type skills in the Techter's skill tree and pick them up in the Force's skill tree instead same with talis