Phantasy Star Online 2 New Genesis

Phantasy Star Online 2 New Genesis

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so it's Monster Hunter but....
all bosses have Nergigante hit boxs

if you dunno what i mean...skip to 0:22 https://www.youtube.com/watch?v=Bt4oPOHJB7E
Last edited by lightmagician; Aug 28, 2020 @ 6:20pm
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Showing 1-15 of 29 comments
Kitemay Aug 28, 2020 @ 6:21pm 
i recall final fantasy explorers being called a watered down monster hunters game, i played monster hunters, and while the basics are similiar never seen customizable skills in monster hunter, among a crapton of other things final fantasy explorers did better, or hunters didn't do at all.

what is it with people seeing minor similiar details then calling the newer game a copy?
lightmagician Aug 28, 2020 @ 6:28pm 
Newer? lmao

PSO2 release dates
Microsoft Windows
JP: July 4, 2012
NA: May 27, 2020
WW: August 5, 2020
Mistfox Aug 28, 2020 @ 6:32pm 
Originally posted by lightmagician:
Newer? lmao

PSO2 release dates
Microsoft Windows
JP: July 4, 2012
NA: May 27, 2020
WW: August 5, 2020
Monster Hunter was 2017 wasn't it? 5 years after the JP release of PSO2?
lightmagician Aug 28, 2020 @ 6:34pm 
which one? Monster hunter world was 2018
lightmagician Aug 28, 2020 @ 6:46pm 
i guess i should have lead with hitboxs and put in the Monster hunter comparsion after
AN BIFFED ELF!!!! Aug 28, 2020 @ 6:48pm 
Deep down, they're all knockoffs of HACK in the end.
Last edited by AN BIFFED ELF!!!!; Aug 28, 2020 @ 6:48pm
Nope Aug 28, 2020 @ 6:48pm 
Remember, standing behind Nergigante during his dive bomb is just asking to be killed due to the spikes
lightmagician Aug 28, 2020 @ 7:29pm 
"Spikes"
and if you watch the clip the guy is standing over a Nergigante away from Nergigante to it's right
Nope Aug 28, 2020 @ 7:33pm 
Originally posted by lightmagician:
"Spikes"
and if you watch the clip the guy is standing over a Nergigante away from Nergigante to it's right
That's the thing, the spikes hitbox behind him is a cone shape, not a rectangle box :lunar2019piginablanket:
lightmagician Aug 28, 2020 @ 7:47pm 
a 120~140* angle cone?
Vivianite Aug 28, 2020 @ 8:29pm 
terrible comparison considering you "hunt" things in MHW while in pso2 you're not really "hunting" so much as running a generated layout of a location and cleansing falspawn influences.
Houseki Yarisuke Aug 29, 2020 @ 12:44am 
Honestly, I'd compare it to Destiny of all things. There's a hub area with bounties and even a soccer game. You go through missions which aren't open world but are in fact sectioned areas, and you kill random enemies while cleaning up random special events along the way (sometimea even facing a miniboss or three). You gain skill points as you level up, and you spend those skill points on a skill tree. Also this game is more loot-based compared to MH's craft-based system.

Sounds like Destiny to me. >.>
Last edited by Houseki Yarisuke; Aug 29, 2020 @ 12:45am
McFluffybutt Aug 29, 2020 @ 2:02am 
People who complain about Nergi Hitbox are just not aware of his Bodyslam-Cone and mostly never heard the term lingering Hitbox.

Or... now hear me out there...
Stop sucking at games and then go on forums to vent, instead of trying to figure out what you are doing wrong.

Some thing about insanity yada,yada.
Last edited by McFluffybutt; Aug 29, 2020 @ 2:04am
Konachibi Aug 29, 2020 @ 4:26am 
I'd actually say the game is much more like Warframe than anything else, since it's all about running missions to collect money and resources to upgrade your stuff so you can do higher level things, urgent missions popping up that give better rewards, farming missions to get a specific piece of gear, killing hordes of enemies that come swarming at you, using abilities to gain the upperhand or increase mobility, the list goes on.
There's a lot of similarities. What PSO2 does better though is more than 4 players can be in a mission at a time which makes things more exciting, random weapon and armour drops with different rarities makes the gameplay more addictive, there's a lot more zones to explore with much more varied designs, there's significantly less bugs to deal with on a daily basis and those that do pop up are fixed within a few weeks instead of a few years, and other than the short cooldown timers on crafting lines, nothing is locked behind a timer (e.g/ warframes take 3 days to craft, forma takes 24 hours, weapons take 12 hours etc.),
Last edited by Konachibi; Aug 29, 2020 @ 4:28am
VanillaLucia Aug 29, 2020 @ 4:53am 
Originally posted by Kønachibi:
I'd actually say the game is much more like Warframe than anything else, ...

One of the things I really do like about Warframe is its customization for appearances so you can freely (after you get the color palettes) change colors on parts of the Warframes, the equipment, and even things like energy colors. There is a lot of personalization to Warframe that Phantasy Star Online 2 locks behind Color Change Passes, behind specific variants of clothing, and specific weapons. Certain weapons can use the "Photon Color" option that Monica and Dudu can go through but most cannot.

Another huge advantage Warframe has (and I would put Dragon's Dogma Online here as well) is that you can't exactly go wrong with a build to the point where you have to invest a significant amount of time undoing it or paying to fix it (or waiting for a free pass to fix it). For instance, one of the things I always tried to warn my friends when leveling up their classes was to avoid the pure stat-boosting skills and on a few occasions I've seen their trees at Level 50+ with them having completely missed or not having enough points to invest in their skill tree because they got the stat boosts first. In Warframe, you can easily swap your mods around equipment to get the elemental configuration you want, to get the sort of build you want, and then can run with it and change it up later at will. Unfortunately, Warframe hit a snag where having the essential mods makes the game simply too easy and results in it being foolish not to have those mods (like Serration/Point Blank/Hornet Strike/Pressure Point) installed.

In Dragon's Dogma Online, the progression is similar to Phantasy Star Online 2 in that you level up a single class and unlock abilities for it. But the real magic happens when you level up multiple classes and can use the universal skills (augments) to change up your playstyle. In that game, every class has three sorts of skills (Custom Skills, Core Skills, and Augments) where custom skills are your actual attacks (like Photon Arts) that you put onto your weapon palette and use during combat. The Core Skills are things are purely class-related mechanics (such as Double Jump for the Seeker, Levitation for the Priest/Sorcerer, the Air-Dashing skill for the Alchemist, and so on). The Augments are passive skills that apply conditionals (or straight-up buffs) so you can build any class to be a low-health and extremely high-damage character, or you can build up a more consistent high-health and high-damage build which results in losing some conveniences. Some augments are more useful than others as some classes have some specifically related to their functionality (such as the Hunters, the bow an arrow class, being able to equip more arrows in their quiver or the Fighter, the sword and shield class, having a more relaxed timing window on their perfect blocks). As you level up in that game, you only get "more" options and possibilities and then you have to put all the pieces together to build your character.

In Phantasy Star Online 2, you end up micromanaging this between the main class and subclass and every decision you end up making destroys the subclass being optimal as a main class or destroys the main class as being viable for a subclass. However, due to the imbalance the skill trees have, this isn't always a bad thing because classes like the Gunner are no longer viable as a subclass and the Force loses too much to be useful as a subclass anyways. But we will see this become a further issue when the Phantom and Etoile get released because players will have to decide if they want to use them as a main class, casually as a subclass, or optimally as a subclass with no room for the main class abilities for the straight-up band-aid patch buffs those subclasses provide. At that point, a second skill tree definitely sounds convenient just to be able to set up a main class and subclass version of a skill tree well., but a third might even become convenient as well for specific classes (such as the Fighter) who have abilities that apply to one class or not the other. I would really just prefer the Skill Board from Phantasy Star Nova or the Dragon's Dogma Online approach to skills and augments rather than the current system of switching stances, fully committing to a subclass, and being unable to change up a build down the line whereas games like Warframe and Dragon's Dogma Online make it extremely easy to adapt.
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Date Posted: Aug 28, 2020 @ 6:16pm
Posts: 29