安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Additionally several of them having special skills that enhance their counters in a myriad of ways that make each class feel even more unique beyond just "different PAs". Rifle get's grenade reloads, rod gets photon bullets, Knuckles gets double counters, sword gets a boosted finisher damage, takt gets a 2 charge build up toss, wand gets parry explosions, boots shoots a projectile that deals elemental damage, partizan gets bonuses that stack onto it's next charged weapon action, and that's just the ones I can think of off the top of my head.
Each weapon is way more skill based to deal max DPS with counters than it ever was with "perfect attacks" they literally took less than 20 minutes to "master" and worked with exactly the same timing on a dagan as they did on primordial darkness.
As far as "Lot's of PAs" this is also a fallacy, each weapon had 4 usable PAs (if that) and a bunch of garbage PAs that were useless, massively lower dps, or were outclassed by other PAs on the same weapon that fulfilled the same role but were just easier to use and hit more targets. You'd often just spam a single one over and over for the max DPS and another one for maximum AoE, with one dedicated fully to JUST being movement with no other valid use.
Meanwhile almost every weapon in NGS has a max single target DPS PA, a PA which maintains dps while letting you reposition, a PA that does AoE, and a PA that has some kind of guard frames or super armor. This isn't even considering that EVERY weapon now has a weapon action, something many of them did NOT have before, often having MULTIPLE versions of their weapon actions (normal vs hold vs WA+attack vs countered WA), they also often have special skills tied to their weapon actions, many weapons also have special "hold" attacks on their basic attacks, or have a normal-combo-skip for using the same PA twice (skipping to stage 3) or alternating PAs (skipping to stage 4) meaning the potential actions you can do at any given moment are actually MUCH more varied than PSO2's. Several more combo variations are actually valid DPS increases or situationally better for dealing with different circumstances making combat actually far more varied.
All that isn't even considering how much more effective sub class skills are in NGS vs PSO2 (where they were basically stat bonuses + maybe ONE active and a bunch of % passives) and how much more variation and customization multi-weapons add to the game.
I still prefer base's combat again feels less mashy to me but this is exactly the kind of answer I wanted making this post I wanted an explanation to understand why people prefer NGS. This is much better than just ranting saying something is just "bad" rather than explaining what you mean.
Perfect attack:
Pretty much a system that preventet people to go auto pilot like in NGS. Why people hated Perfect attack ? Because they couldnt Auto Pilot without getting DPS punishment for it.
Movement Abilitys:
Thats a hard topic for sure. Currently just running around feels to rewarding. I mean you can simply run out of any AoE while in base you had to use your abilitys and get outta there. On the other hand spamming your skills for movement drained your PP really fast and it was annoying. So both systems have their flaw hoowever i believe the NGS running system to be completely broken.
Blocking / Countering:
Back in base that was class specific gameplay mechanic. Now in NGS its the literal game mechanic unless youre Ranger. This made the game extremely easy on top of how easy it has become because of the new runnign mechanic. If you cant run out just stay still and counter that simple. That also makes playing different classes kinda always feel the same. No matter what you play you will always result into the counter gameplay because its a core mechanic now.....unless youre a poor Ranger.
Support Gameplay:
There is none. Support players will be strongly dissapointed in NGS because all you do with Techter is hitting Shifta/Deband every few minutes. Compare that with the base game and the NGS version of Techter feels like a Beta Test.
Skills:
In NGS you mostly use 2 skills. 1 for AoE and 1 for single Target. Hell Katana Braver even has the gameplay Mechanic that you use a skill multiple times. Hell at a point the Dive skill was so broken it outperformed every skill of every class and it does not have a cooldown. On top of that Sega releases "new skills" that became pointless right the moment they released. Backhand Slap anyone ? Releasing new skills makes no sense unless Sega balances the kits first.
So yeah there is alot wrong with NGS combat. Base PSO combat isnt perfect far from it but at least it felt like a working system. NGS ? Last time my cat walked over my keyboard and killed a spawn of PSE Burst enemys.
Have fun using it. Regular Dodge is 100% more reliable.
Thats not support gameplay do you even play support in any game ? Everything you named is something that happens while you hit the enemy. And Techter aswell as Ranger just hit 1 button.
Why not just stay at the bosses face and spam your strongest ability like everyone else ? Oh.Ohhhhhh. SB Bouncer. The class Sega completely ruined in NGS. The class that gets no love like ever. Why are you a burden to the other players on purpose ?
(That with the burden was a joke chill ya ballz guys)
Would be new news to me that SB deals that amounts of damage. If thats true then why do people complain about SB damage for over a year now ? Weird.
And yeh you just proved you never played Support. Techter did much more in base PSO2 then just attack.
- Healing
- Dispel
- Pulling enemys
- Creating constant extra damage fields
- Shifta Deband of course
- Even Revive people if they really f*cked up
I dont know where you got the information that Support in base PSO2 was just yeeting at the enemy. Why even pick a Techter then ? The weakest class in terms of damage unless you play Gunblade Techter which was much later.
I personally would not mind if New Genesis dropped its combat system to be just more "streamlined" to be something more akin to how games like Devil May Cry and Kingdom Hearts has their action playing out. Players who want to mash buttons can mash all the buttons they want and still do meaningfully well (considering how Rangers can just hold the Normal Attack all day in New Genesis) and players who really want to be more skillful can be more deliberate about how they play and behave in combat. I feel there's room in the game to be expressive and to have this variety - but I don't feel Sega's solution of having something like "extra damage" for following a red ring is a very good solution to forcing players to play one way over the other.
There are a bucket list of issues I have especially regarding things like controller inputs, the accessibility of the options we do have, and how lopsided the gameplay is in favor of melee combat (from a controls standpoint) that I really do feel that Sega needs a bigger redesign and overhaul of how the gameplay feels and works to make the game more meaningful. Something like having "stances/states" for photon arts for classes like the Braver and Ranger (pressing a photon art would put the user into a state where a designated shoot button will unleash that photon art as long as something like a hold-to-aim button is pressed, if it is something the player wants) would be an immediate game changer for players who actually want to properly snipe enemies or take advantage of attacks that do penetrate groups. To add to that, having a way to more easily access the subpalette (or the bloat Technique classes already have) would be greatly appreciated as the Talis in particular has a minimum of seven shoot buttons when I'm fairly convinced it could easily be condensed to just one button with something like a selection wheel (select the element, set up your photon art, and shoot away with easier controls especially on controller).
There is currently only 1 boss with a major game mechanic and thats Dark Falz. But not the regular one it has to be the 4 man Trigger version. If you dont know about his Second Phase Dive youre done. Break him so he skips it or evade his bombardement and dive or else youre dead.
So yeah the "challenging" content in the game has even been downgraded so much a 5 year old could compete in it. This game is over 1 year old now and we only have 1 Boss where you need to care about any kind of mechanic. The other bosses are just :" Hit him. Very hard."
But I don't think it's better. I think it can be fun at times, but in no way do I think it's better.
>pa circles are just timing because muscle memory
bruh what kind of smooth brain take is that answer? They're literally the same skill. Learn timing -> memorise timing -> apply timing to best of ability.
NGS combat is oversimplified and they even give you an option for the game to autopick the best PA for you in every situation. When you do that to your game you chase away anyone looking for a good action game since even stuff as simple as dmc2 is seen as awful for an action game. Hence the current situation where 90% of the remaining playerbase just wants to rp and play dressup.
On a side note, this game feels the best on controller, while simultaneously impossible to play certain classes on controller. They really should have designed certain classes better like Force, Techter, and Bouncer. The extra PA's essentially cannot be used which is sad.
Its both the same.
If an enemy prepares for attack my muscle memory will prepare the counter. Hand to eye coordination.
Also you cant say something isnt skill based when you said in the same sentence you have to "learn" the muscle memory. Muscle memory isnt something everyone learn equaly its a real skill you need to aquire even in real life. Without muscle memory you cant even participate in most sports. Muscle memory is not a rythmus game. If one Boxer wants to punch the other you muscle memory prepares the block or counter depending on what your eyes see.
The moment they removed all of these buffs, they killed the combat of the game tbh.
Bouncer could even animation cancel into Shifta / Deband + extend it with Klauz S affixes.
There was even a ring that helped you instant cast on parry and you could last stage heal all of your group members.
Casting Dark field = full heal, casting wind = more DPS etc.
The game lacks variety and roles.
Now like you said everyone have block, everyone can multiweapon whatever they want, weapons do not have unique powers like in base game.
Each freaking weapon had different unique abillity in base game, in NGS it is just "o hey get extra crit, or extra potency, or maybe a shield every 30 seconds".
Seince the release of the game you can always see the same abillities in newer tier weapons.
Where is the creativity?