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what is it with people seeing minor similiar details then calling the newer game a copy?
PSO2 release dates
Microsoft Windows
JP: July 4, 2012
NA: May 27, 2020
WW: August 5, 2020
and if you watch the clip the guy is standing over a Nergigante away from Nergigante to it's right
Sounds like Destiny to me. >.>
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.
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.),
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.