Komentáře •

  • @RagnarokMaster
    @RagnarokMaster Před 2 měsíci +9

    Boy...I felt that FO line in my soul. I knew Techters were suffering, but, being a Force main is ROUGH. I just hope that the dev team will actually listen to feedback and work on fixing the issues with Techniques, outside of just giving us a potency increase.
    Great video, as always!

  • @Syngrafer
    @Syngrafer Před 2 měsíci +9

    Let's hope Sega acts sooner than later. Techter is falling behind too much right now. Great vid!

  • @wandererchannel9953
    @wandererchannel9953 Před 2 měsíci +3

    Very clear and concise explanation on the problem Cathy! I enjoyed watching it!

  • @jecbunsoPG
    @jecbunsoPG Před měsícem

    Present! 🐼🥰🐼🥰🐼 i hope the rework for the techter wand and talis will be awesome, not only visual improvements but also making techter class stand out like other class... Thank you so much for addressing all issues of techter, Soon it will be a super amazing class too 🥰🥰🥰

  • @DulksVenee
    @DulksVenee Před 2 měsíci +3

    I used to think that Compound techs did not need any buffs, but after discovering that Slayer can do the same amount of damage by just doing one PA (Flowing Sirius) twice as a single compound. Sure you can stack up two compounds, but then Slayer also has Unleashed Rage skill that not only does almost the same amount of damage as a compound, but it also increases their crit rate. This essentially makes that a Slayer can do the same amount or more damage than two compounds together with 2.5 - 3 of one PA and an UR. This flipped my thinking around and I now wholeheartedly think compound techs need a big buff to justify their long charge and cooldown times.
    Techter isn't my main, but I have played it from time to time whenever my party needed a Techter. I definitely agree with the points made in this video, which is why I haven't even bothered to take Grants Glitter skill for Techter. My main is Force and we have been definitely benefitting the most from the TA customizations for the techs, but even with these Force is still not even close to the top classes in the game, the above paragraph about compounds being one of the reasons.
    Force suffers from very low damage throughout the normal rotation, and is the main reason Forces are lacking behind in DPS, especially in solo runs. Contributing to this is that downs get harder and harder to proc subsequently, making Technique Domination, the 30% damage buff during downs, useless as fight progresses on. This is why I wish Sega would add a skill under Technique Domination that moves some of that potency over to elemental weakness exploit. Perhaps something similar could work for Techter's Shifta. That's right, I wish Force would play more into exploiting the enemy's elemental weakness. Additionally, since Sega has been incorporating base PSO2's scion classes' mechanics into NGS classes, I really hope they'd take a few pages out of how Rod worked with Phantom. Add focus gauge for Rod that increases slowly and gives buffs such as reduced PP consumption and charge speed. Once focus gauge is full, it can be expended for an additional burst damage attack. Perhaps something along the lines how Matoi used to throw her Rod like a spear at an enemy to protect whoever they were hurting.

  • @SupaSnupak00pa
    @SupaSnupak00pa Před 2 měsíci +5

    I’ve always wondered why in NGS techter and force are so tied to one another when base pso2 showed us that Sega can take a certain tool/skill and completely change it based on class.
    What I mean for this is that while techter and force both use techniques. Surely techs could have been tweaked to fit their respective classes. For as much as techters are supposed to switch between close and range, simple fact of the matter is that we do our best up close. Couple that with the fact that we really don’t need more than one type of tech per element for most elements zonde seems to be the only element where having two different techs is actually beneficial. But outside of the techs seem to be for force and techter was a bit of an after thought and we just never caught up.
    I’ll be honest, I feel absolutely useless when it comes to shifta/deband. Like you said Ranger is a much better support class than techter and does more consistent dps from a much safer distance (this could be me just being terrible and not knowing the optimum way to maximize techter dps) but seeing as how we only give a 5% boost where as blight rounds start at 20% and goes to 25% after a few hits. The best we can hope for is the 10% during the down phase, which again pales in comparison to Ranger. I love techter but I really don’t know what our role is supposed to be. I don’t mean to be a Debbie downer, but I honestly don’t know what the class is supposed to do outside of maybe being the best healer (which really doesn’t mean much in ngs)

  • @Tyranitar06
    @Tyranitar06 Před 2 měsíci +2

    Techter buffs confirmed for... October.
    I guess we'll just suffer for 5 more months (if not more if the buffs aren't good enough).
    Also just in general: I really hate how shifta and overemphasis break the wand combo even though they have no animation. Landing on the ground or enemy part during a combo also breaks it. Those are the kinds of things I want fixed.

  • @_Ikelos
    @_Ikelos Před 29 dny +1

    I agree with the Gizonde take on paper, but in practice it's not really usable on any enemy that moves around at all, which is most Lightning-weak enemies.
    A large issue with techniques is that they're tied to Boots and Rod as well, so you can't simply fix it by, for example, introducing Rabarta because then you're also buffing Boots by a lot and you're forcing Rod to play in melee range.
    Wand needs its own specific way to deal with techniques being DPS losses, which isn't available to other weapons.
    Currently, the best way to get around this problem is to use Compound Techniques, and that really only works out for Ice, Dark and Lightning, while Light, Wind and Fire are just too weak to really make a difference, and you also can't do this on every Pursuit even with Fo sub.
    For Light, Wind and Fire you could give Techter a 50% CD reduction and Gauge Generation on Compounds and I think Light specifically would still come out at a loss or neutral.
    You could even give Wave Crash a mod that turns it into Gimegid-0 and stacks blots like Boots currently does, and Light would still be bad.
    The easy way out of this conundrum would be "Your first Charged Technique after Element Pursuit deals 50% increased damage" and that's functional but boring, they could also introduce Techter's specific compound techniques from PSO2 and have those be tied to Element Pursuit and that would be more fun IMO, but we already have way too many buttons and I wouldn't know where to put 3 more, or even just 1. There's options and at this point anything is better than nothing.
    But DPS-wise the real problem with Wand right now isn't even Pursuit or reapplying the element, that's a DPS loss yes, but it's a very small DPS loss that happens every 10~15s in a fight. If you do ARKS records, how many times do you use pursuit really? 4 or 5? And on at least 1 of those you'll have a compound so it'll be DPS positive.
    What really kills Wand's performance is its weapon action, it is so bad it's crazy.
    The s on it are generous, but sometimes it doesn't register hits, it doesn't work if used after a move with iFrames (4th attack is the biggest offender), the counter with or without Wand Lovers active misses the target entirely so often, and when it doesn't it often snags on non-weak spots. Fighting Dalion there are some moves that I will parry and then wait half a second before countering otherwise I know it will just miss.
    If you were to simply replace the WA Counter on Wand with Skip Beat and adjust its damage accordingly to other Counters and fix hit detection on the WA itself, Wand would see a massive performance increase.
    With Swift Smash type2 resolving all of the issues that Wave Crash had, this is bar none the biggest obstacle in the way of Wand performing at the level of other weapons, with element reapplication after Pursuit being a close second which is more than anything crucial to achieving good gamefeel.
    Also there's really no reason ShiftaDeband should be so weak and on a 30s cooldown before you start a fight. The whole meme with S/D was that it feels cool to buff your allies before a fight starts.

    • @Cathy5614
      @Cathy5614 Před 28 dny +1

      Oh yeah, absolutely. Another thing that's broken about wand counter is that if you only hit with the shockwave you dont even generate a photonic fury. So that's 1/6th of a Revoke gauge lost.
      Another thing is that WL is just not a good active ability. On twitter i gave the devs the suggestion of changing the skill to Wand Impact and instead of only having 30s windows where Wands are tolerable we now have charges we can use whenever we please.
      The S/D cooldown is especially problematic now that we have Customs that increase down factor. T2 Talis for example just downs enemies before you even have S/D ready which is just absolute cringe.

  • @StormCrusher94
    @StormCrusher94 Před 2 měsíci +3

    Ugh, wished i found your channel sooner, considering how much i still have to learn. Techniques definitely need an update. Maybe add so we can charge two elements on wand and after doing a combined tech it automatically charges those elements on it.
    I despise using most of the AoE Tech, because higher cost and charge time for wand element charge. The AoE isn't that ground breaking either (i mean we can literally call a blizzard with charge Gibraltar in base). So I think the secondary effects of elements would be a good start to be transferred to NGS.
    Now I am probably not optimized correctly and don't play the class to the fullest, but i can't believe that we have the same DMG output as other classes. Yeah the initial jump thst is shown in the DPS counter is similar, but don't think we can keep it up, as that counter record the initial spike and then lowers it (just today I did a Fury rrlease on the dummy and then continued with a mix of different attacks, be it normal, charged tech, charged swift smash...). Br, Sl and even Hu seem to have much higher DPS numbers with same augments. BUT AGAIN, THAT MIGHT BE JUST ME BEING BAD!

  • @lenerlink
    @lenerlink Před 2 měsíci +1

    When I saw that Wand and Tails was not getting anything for the customization ...yet jetboots were (who uses charged PAs more than Tetcher) I felt that in my soul. Rangers feels more like a support class these days than Tetcher ...especally with our best support moves having STUPID long cooldowns to the point of being only used less often than our PB during runs.

  • @shadowlazers
    @shadowlazers Před 29 dny +1

    To add to the previous comment Juan is the only weapon I've broken 5K DPS for a full boss fight in the a Leo purple trigger

  • @alucard002
    @alucard002 Před 2 měsíci +5

    Nice video... Im FO main on Ship 4. Its realy bad experience. Sometimes had bad feeling that others caring my through the battle.
    Technics overal need some change.

  • @shadowlazers
    @shadowlazers Před 29 dny +1

    As of today which is just after the expansion with the iridium weapons I do better DPS on the three boss a Leo purple trigger with wand then any other weapon I use no I could do more with Mac guns and twin daggers but I never get a texter in the group so my one DPS is equal to twin machine guns without shifter

  • @DtemplarK
    @DtemplarK Před 2 měsíci +1

    Damn, the merchants guild is really extending its grip.

  • @TheBeholder333
    @TheBeholder333 Před 2 měsíci

    you can also use talis and be fine, tho i would like to se some love for FO, keep in mind as techter your lower dps than other classes is redeemed by shifta on other party members, so in most (bad)cases you are net zero dps wise and often quite a bit on positive

  • @Xenaximus
    @Xenaximus Před 2 měsíci +1

    Kinda surprised Sega hasn't implemented the ability to add an extra offense/potency increase to the Techter itself while being affected by their own Shifta & Deband. That wouldn't help the actual issue, of course, but it would fit their MO when it comes to the way they handle these "fixes" by just simply adding more potency. Still would agree with most in saying that they probably just have no one on the team with actual experience playing the tech classes.

  • @shadowlazers
    @shadowlazers Před 29 dny +1

    Wait Texas don't have anything good for down.. it is a rare case where I don't have a photon blast one or two elemental combos forfeit minimum elemental release in a couple Swiss smashes play jazz for photon art would be nice as well

  • @cosmosofinfinity
    @cosmosofinfinity Před 2 měsíci +3

    Techter? I barely know her!

  • @NovaPlushie
    @NovaPlushie Před 2 měsíci

    I've noticed a decline in Techter players now i know why :O!!

  • @Sypaka
    @Sypaka Před 2 měsíci +1

    Te needs a complete rework.
    Shifta/Deband should no longer be an AoE, it should be tied to Cell. -> Push button, everyone gets it, no questions, freeing up a couple skill points.
    For the rest of Te, I can't speak much, as I only use Fo as Sub, but active - not passive for the PP battery.

  • @teekien98
    @teekien98 Před 2 měsíci

    The customization options released recently for the Wand and Talis suggest that SEGA might favor the caster-style rod phantom class from the base game.
    SEGA seems to struggle with defining a consistent weapon identity for Wand and Talis.
    Equipping a weapon with the ability to cast Techniques is like giving a sniper a knife and telling them to use it until a new supply of bullets arrives.
    Meanwhile, Techter coping hard, I'm so glad I stopped playing Te seriously.

  • @mongrelshadow14
    @mongrelshadow14 Před 2 měsíci +2

    The cynic in me wants to just say that no one at SEGA actually plays technique classes but given how smart a lot of the tech customs have been (along side other PA techs) directly goes against that. Unfortunately I think the real issue isn't ignorance but rather trying to work with a flawed base to begin with. In other words Bo, Fo, and Te were not translated over into NGS as well as other classes were.
    As much as I'd like to see a remake of Tech casting (esp so boots can stand on it's own) I just think that's asking for too much. It would effect 3 classes after all. Sure we could argue that just giving Fo more damage wouldn't hurt but I'd rather the Fo get better because it gets some kit changes, not just because all techs can be nukes now. Also given how JB was treated in the renewal I don't have hopes for them if tech casting became universally strong.
    As for the Dallion fight specifically I'm almost willing to believe those down phases not being downs are bugs. Even if intentional I feel like SEGA would rather just make them count as downs if people complained enough. To close I think that the encore nerf while it hurt Te, Hu, and Braver Bow the silver lining is maybe SEGA will see in the data how hard classes depended on using it and make adjustments accordingly.

    • @Cathy5614
      @Cathy5614 Před 2 měsíci +1

      I really hope it is a bug but with how obvious it is and how much time already passed i'd hope Sega would've made a post about it.
      As for remakes, i dont think Fo and Te will get any. I really think at this point Sega will just rely on Tech Arts to fix all issues and then use an expansion to iron out the remaining issues. Gotta love drip feed class balancing...

    • @mongrelshadow14
      @mongrelshadow14 Před 2 měsíci +1

      @@Cathy5614 I mean Spiral and Encore are two recent examples of things that should've been obvious but didn't seemingly show up on their "extensive internal play testing."
      We can go back further and look at the balance/systems for fixas and so on and so forth. Things that can be obvious to us doesn't mean it's obvious to them unfortunately.
      Also yeah I agree, I don't see Force or Techter getting Bouncered. My hope is that it would be similar to Ranger where they got some small but rather meaningful changes rather than Gunner that got almost nothing.
      Tbf I don't think either class needs the Bouncer overhaul, I'm just concerned on what they think the classes need. I still cannot wrap my head around how Bouncer was addressed and the Ra/Gu update didn't really clarify their mindset.
      I'm hoping how they look at Fighter will shed some light on this, but I hoped for that with Ra/Gu and it didn't help lol.

  • @FollowTheFaceless
    @FollowTheFaceless Před 2 měsíci +3

    We need parry for Talis. BADLY. You can't dodge attacks that can cover whole map without getting hit with so tiny i-frames. Cause you do see the dodged damage at first... milesecond later get hit by the same supposed to be dodged attack loooooooooool. Like, what's the point of dodge even existing if it's so inferior mechanic?

    • @Cathy5614
      @Cathy5614 Před 2 měsíci

      Indeed! I was so happy when they showed that every weapon would have a step counter but then most weapons just have a superior WA counter so wth is the point?

    • @FollowTheFaceless
      @FollowTheFaceless Před 2 měsíci +1

      @@Cathy5614 Every single weapon have some kind of parry action... except Talis. And it's not even overpowered or anything to justify that. It's just unfair.

    • @mongrelshadow14
      @mongrelshadow14 Před 2 měsíci

      @@FollowTheFaceless Launcher doesn't either. :T

    • @FollowTheFaceless
      @FollowTheFaceless Před 2 měsíci

      @@mongrelshadow14 Hmm... true. Well, at least it have better animation cancels and you moving way faster during certain attacks. But yeah, it needs parry too. Or even some lite version of dodge from Mobile Cannon V2.

    • @mongrelshadow14
      @mongrelshadow14 Před 2 měsíci

      @@FollowTheFaceless tbf most of it's good cancel windows have either come from tech crafts or it's renewal. Prior to both of those you really only had the "counter" of using the active skill once every half a century. Which doesn't even buff the SC cancel windows but rather just speeding up the SC shot.

  • @dibaterman
    @dibaterman Před 26 dny

    I think Force's DPS has always been the lowest no? It's about being able to safely apply element downs and trash mobs.
    I took a very long break from the game and came back to see techter's changes, I can appreciate if you've been playing the whole time though, the novelty probably wore off. But to me this techter is what should have been there at launch.

    • @Cathy5614
      @Cathy5614 Před 25 dny

      In Solo content Force DPS depends on which element the enemy is weak to. Light and Fire techs have access to a potent counter that is PP negative so Fo min/maxing ends up falling onto making sure you always have a good amount of PP in your reserves. In party content Force is slapping though since they get 15% extra damage for not holding aggro. At least when compared to Techter which I suppose isn't a high bar to compare to.

    • @dibaterman
      @dibaterman Před 25 dny

      ​@@Cathy5614
      TMK going back to Ep1 and 2 + Force/Tech users was always the lowest DPS, Huneweral was the weakest class in that game because it leveraged techs.
      The design choice has been the same despite Techs in every iteration being nerfed worse than the previous.
      I mean you made a point before and it's a fair point, besides downs techs overall need conditions. Fire should burn, Ice should slow, Wind should increase element down, Lightning increase physical down, Grants confuses/blinds and Megid instant kills.
      To be clear though PSO ep 1 and 2 had PVP and Force Grants was godly, but outside of PVP Force was for handling trash mobs mainly, so that trope to me just persists even as Tech users expanded to Techter and Bouncer (less so bouncer).

  • @no.notfromRDR
    @no.notfromRDR Před 2 měsíci +4

    I don't know how Sega done the same mistake, not one but twice, with the same classes.
    Elemental classes are eating pretty bad in ngs. If feels like their sole reason to exist is to do elemental downs compared to other tech classes. They kinda fixed it with jet boots but forgot to do the same with other weapons.
    I'm just praying for no one in Sega to think the solution to the problem is "just make sion classes" because remember the hero problem? Now imagine this happening now.

    • @Cathy5614
      @Cathy5614 Před 2 měsíci +1

      Yeah we don't need Slayer on stereoid. Slayer is enough in that regard right now...

  • @HoDKenji
    @HoDKenji Před měsícem

    What kind of DPS does a techter do atm for dalion? SEGA should have given the light tecs a custom for Dalion. SEGA does not think. Even Ra/Gu/bow br have their vices to carry.
    The skill LongRange Advantage needs to be changed to give a constant 15% dmg boost. LRA is useless in a party for a gunner if he plays with 3 other classes that have RA as sub but because they don't read through the skills also use stealth strike, which leads to a class that has LRA possibly being stronger than the other classes and has aggo. This means that 15% dmg is missing for Bow Br, Gu or RA.
    For ALL who take Ra as sub and do NOT play Bow br or Gunner. Take STEALTH STRIKE out of the skill tree!!!
    If LRA would give a constant 15% dmg boost, nobody in a Ra group of 4 would have to lose 15% dmg. Especially for solo content the buff is also useless.