by Midori Oku » Sat Feb 07, 2015 6:36 am
I just want to point out that if I wanted to be bias and base hit effects off of a TA standpoint, I would give everything other than Regrant knockdown and call it a day. Everything in the game (to my knowledge) has a hit effect. Bullets had flinch (rifles had knockdown), and all melee PA's had some form of a hit effect. As stated before, launch is useless on techs, knockdown is way too powerful to have on a lot of techs, "blow away" is not useful on anything other than Regrant because it can knockdown large targets like Seed Ardites. Flinch is the only hit effect that does not make a tech too powerful, or somewhat nerf some techs.
KanameChidori, I somewhat agree with you that poison and infection my not be extremely useful (they are slow), but burn is far better than you think. You are correct that smaller enemies die before burn really does much (it can still make them die faster at times), however, it is extremely useful against large/tech resistant enemies. Especially large tech resistant enemies such as Jarba. Ice techs are useless against Jarba, even the fire type ones. Nosdiga is the highest DPS tech against them, but you're talking about a neutral damage type that is doing half damage. Burn gives you the option to increase your DPS against them, but you will still kill them slower than a GM/FM regardless. I do respect your opinion though, and I hope respect mine as well. Regardless of if burn are useless or not, I'm not changing burn as it wouldn't make sense for fire techs to have something else.
Yes, I did time attack, and some of my changes are related to my experience of time attacking. However, most of my changes are not time attack related at all. Especially since there is a lack of limit breaks at the moment. If Agrajag does add limit breaks changes will obviously be made. I only stepped in to help Agrajag with something that has been bothering me about the offline since the first time I ever played it. The offline PAs are far too powerful (in terms of damage modifiers) compared to the enemies in the offline, and even compared to the online enemies/PAs. To give you an idea, offline Gidiga at level 50 as a damage modifier of 570%, online Gidiga had a 210% damage modifier. Hell, Diga (the highest damage modifier tech in the online) had a damage modifier of 310% in the online. You can't tell me that's not overpowered. Trust me, I like to roflstomp enemies in games such as PSU, but that is just ridiculous. Even offline techs at level 1 are more powerful than their online counterparts at level 50. Level 1 Rafoie/Gidiga in the offline are more powerful than level 50 Diga in the online. AOE techs being more powerful than single target techs is crazy.
To my knowledge, Agrajag had no intentions of changing PA stats until I volunteered to help with it. People complained that characters in the online were too powerful. It's the same thing with the offline. Agrajag and I have talked about about testing these changes in terms of power when the project gets to that point. They may or may not be scaled down. Agrajag ultimately has the final say so in these changes, my role is only to help. So please, don't accuse me of being bias as I'm obviously willing to make changes based on feedback. I could have easily given Agrajag the list of changes without asking for feedback from everyone who is following this project.
Edit: I am eventually going to get around to making changes to PP costs. I only changed a few for obvious reasons.
Last edited by
Midori Oku on Sat Feb 07, 2015 3:31 pm, edited 3 times in total.