Nuclearranger
Member
All,
I am going to try and keep this fairly short and to the point(as much as you can)
Background:
I've been around as Nuke/Nuclearranger on DC+GC+BB+ SCHT+Ephinea now for 20+ years, which is insane, so that's my perspective on this.
PSO has been a great time for many years, and I love it. That said, the end-game has always been weak in some areas along with the balance of certain phases of the game. This is understandable due to having many classes ranging from 80->200 in the same Ultimate difficulty.
The end game just gets TOO EASY, and while I love hunting items, I need a "why", "Why get so strong?"
...cont...
What I love:
Anguish mode- I love it, it solves almost everything from a difficulty perspective for me. We can argue that XYZ mechanic fails to work at ABC difficulty, but in my experience with it, A1->4 are fairly golden.
What falls flat:
Bosses, arguably one of the best parts of the game, but once you can "beat" them they are cake forever. Think about how de rol feels in Normal when your barely out of the forest. Brutal. . . and so much fun.
The issue is really 3 fold.
Boss strength: They can fail to hurt you, so they need to be stronger in that regard. I honestly feel that Anguish already gets this fairly close. Somewhere in A1-10 they begin to 1HKO you so the power to lose is in your hands!
Boss HP and Duration: This is my main gripe. Even in A10 I can down the dragon borderline instantly, I want to actually see the bosses full attack pattern.
Anguish 5+: While I want a challenge, turning the gauge to A10 for every game isn't really realistic. For one, the game becomes nearly impossible to even reach a boss, for two the boss fight itself is fairly off. They 1HKO a level 200 RAcast, and they still, in some cases, don't have enough HP.
Suggestion:
Luckily the server has the technology and methods to solve this fairly simply. I myself am a developer and would be willing to help.
Add another game modifier called "boss boost", allow the player to select some HP modifier for all bosses. Maybe have 3 levels (10x, 50x, 100x). Keeping in mind, even at 100x HP the dragon is maybe a 5-10 minute fight, you get to see his moves, etc. The bosses really do have that much of a deficit, in my eyes.
It can stack with Anguish, which would still allow the user some control over the bosses actual power. Enabling this mode COULD add another 10-50% to the bosses strength but, that's a bit harder to balance and isn't really needed in MOST cases.
It doesn't NEED any rewards but maybe a 1-3% DAR rate on the bosses drops is appropriate.
Conclusion:
Adding this brings back bosses to their rightful place as something actually challenging, something you actually get to fight for longer than .0003 seconds after the opening movie and something I actually want to try out.
Thanks.
I am going to try and keep this fairly short and to the point(as much as you can)
Background:
I've been around as Nuke/Nuclearranger on DC+GC+BB+ SCHT+Ephinea now for 20+ years, which is insane, so that's my perspective on this.
PSO has been a great time for many years, and I love it. That said, the end-game has always been weak in some areas along with the balance of certain phases of the game. This is understandable due to having many classes ranging from 80->200 in the same Ultimate difficulty.
The end game just gets TOO EASY, and while I love hunting items, I need a "why", "Why get so strong?"
...cont...
What I love:
Anguish mode- I love it, it solves almost everything from a difficulty perspective for me. We can argue that XYZ mechanic fails to work at ABC difficulty, but in my experience with it, A1->4 are fairly golden.
What falls flat:
Bosses, arguably one of the best parts of the game, but once you can "beat" them they are cake forever. Think about how de rol feels in Normal when your barely out of the forest. Brutal. . . and so much fun.
The issue is really 3 fold.
Boss strength: They can fail to hurt you, so they need to be stronger in that regard. I honestly feel that Anguish already gets this fairly close. Somewhere in A1-10 they begin to 1HKO you so the power to lose is in your hands!
Boss HP and Duration: This is my main gripe. Even in A10 I can down the dragon borderline instantly, I want to actually see the bosses full attack pattern.
Anguish 5+: While I want a challenge, turning the gauge to A10 for every game isn't really realistic. For one, the game becomes nearly impossible to even reach a boss, for two the boss fight itself is fairly off. They 1HKO a level 200 RAcast, and they still, in some cases, don't have enough HP.
Suggestion:
Luckily the server has the technology and methods to solve this fairly simply. I myself am a developer and would be willing to help.
Add another game modifier called "boss boost", allow the player to select some HP modifier for all bosses. Maybe have 3 levels (10x, 50x, 100x). Keeping in mind, even at 100x HP the dragon is maybe a 5-10 minute fight, you get to see his moves, etc. The bosses really do have that much of a deficit, in my eyes.
It can stack with Anguish, which would still allow the user some control over the bosses actual power. Enabling this mode COULD add another 10-50% to the bosses strength but, that's a bit harder to balance and isn't really needed in MOST cases.
It doesn't NEED any rewards but maybe a 1-3% DAR rate on the bosses drops is appropriate.
Conclusion:
Adding this brings back bosses to their rightful place as something actually challenging, something you actually get to fight for longer than .0003 seconds after the opening movie and something I actually want to try out.
Thanks.