Originally Posted by
Dark Mits
I believe that PSO2, both vanilla and NGS, could have more "specialization" in PAs and Techs. What I mean is that each PA/Tech/Ability should have a certain case where it is more effective than average. We already have PAs/Techs that are best for single-target at range, single-target for target at melee, multi-target etc. even if they are off-element, but I think Sega should explore the following as well:
- Combos: Using an ability empowers a different ability, so that going 1-2-1-2-1-2 or 1-2-3-1-2-3 is better
- Opposite element combo: Hitting an enemy afflicted by element down with the opposite element of what it has been downed by deals bonus damage.
- Create 2 types of Physical Down: Melee down, Range down. Similar to above, if an enemy is melee-downed, then using ranged PAs deal bonus damage and vice versa. Rod and Wand physical attacks would count as melee, Talis as ranged.
- PAs/Techs that deal more damage to breakable parts. So that you use those until a part breaks, then revert to your usual abilities
- PAs/Techs that specialize on a target being right on the ground or above some certain height.
- PAs/Techs that are more powerful the farthest/closest you are to 100% HP or PP.
- Abilities that charge as you perform different actions (similar to how Spread Shot charges only when using Rifle attacks). For example, taking a lot of damage could charge an ability that when used makes you reflect a portion of incoming damage. Narrowly dodging damage could charge an ability that when used makes you immune to damage for a short period of time (so that you can turret). Counter-attacking could charge an ability that when used makes all your attacks be critical hits for a short time.
- Abilities that require multiple players to set off. For example hitting an enemy with <AbilityA> gives the enemy an inert debuff that activates when hit by <AbilityB> from another player.
- I'd like to see Burn and Poison return, but not in their vanilla implementation. I think it's better design, and easier to balance, if the amount of damage was dependent only on the user's Power and not on the enemy's max HP. At the same time I don't understand why they didn't allow multiple debuffs to be applied to an enemy.