Midori Oku wrote:KanameChidori wrote:The best way to handle it would be to just change the techs across the board. So each tech sub-type could just have even %. Foie, Grants, and Diga should all be the same for damage and hits. Say 320% and 4 targets. Ra-techs should just have 3-6 targets level 11-41 and 200%, etc. I never understood why some skills were weaker than others when they were simply different elements. Ra, Gi, Dam, etc. Status effects in general are not that big of a deal, no run relies on them. I have never had a run change significantly because I get an extra burn or silence. An enemy that gets hit by a burn lv5 would still die on the next cast. Like how Foie is weaker than Diga for no reason. Same with Barta and Zonde the list goes on.
Sidenote: Launch is terrible, it completely destroyed Nosdiga and would most likely do the same thing to any tech. Unless it's possible to have the enemies launched above the tech and not fly away. So you could bounce them up and down a few times.
Sidenote 2: Are PAs and Bullets being looked at as well? I played mainly GM and FM, so I was wondering if they were also going to be looked at (I would be willing to help on these if needed). There were many PAs that should have been nerfed/buffed or changed.
I would say a lot of it has to do with neutral damage and status effects. In comparison between freeze and shock, freeze wins by a long shot. It would make sense for Barta to be weaker than Zonde in that situation. As for your no run relies on status effects statement, I completely disagree. I could give you many examples of them being useful. A good example of major noticeable difference would be in S4 runs, and in time attacks, or even in missions with lots of tech resistant enemies. My Snowcap Screamer S4 video(s) would be a perfect example of all three of those. Hell, burn traps were used a lot in solo/team time attack runs. Especially in time attack events such as the GGC. Maybe just I ran missions as a Masterforce in a different way? After all, I didn't really play much else, but I'm sure you know that already. :p
To each his own?
As for melee PA's and bullets, I could look at possibly doing something for them. For the most part I would say bullets were balanced. Melee PA's on the other hand were a different story. Either way all of it should be made equivalent to the online since offline PA are far more powerful than they should be. I've been in contact with Jess about this subject. He wants to help balance out the melee PAs. I'm sure gaps could be closed, but I would really like to see more of a difference between rifles and twin handguns. The DPS was roughly the same, but rifles had higher status effect levels.
I was thinking that the Melee PA's are weak though. I mean, the weapons are underpowered and if you compare the damage between online and offline, you are guranteed to cry. Though I would like the Melee PA's to gain a kind of buff instead. It doesn't need nerfing. We can only buff our weapons and it just feels different.