New Genesis PSO2

So that was an unexpected surprise during the XBOX show wasn’t it? I’m not even sure I’m going to be able to put together a cohesive blog post sharing the news and my thoughts/speculations on things, but heck I seem to be in the mood for it so why not? Let’s talk about New Genesis.

Now I will lead this article by saying anything I speculate on is really just my own thoughts. I don’t know much more about this game than anyone else! I’m just some guy that likes to write about this game every so often, I’m not involved in anything official nor have the developers/staff ever reached out to me or anything. I do want this post to be informative as well, however, so I’ll try to keep information and thoughts as clearly separate as I can. To that end, let’s summarize the factual information that we know so far about the game:

So What Actually IS New Genesis?

Is it PSO3? Is it an expansion to PSO2? Well… turns out it’s both.

This video came with a blog post on the official site giving a brief rundown as to what’s what.

It should be noted that as this game is still in development some of these points could change! They make a particular point about this with regard to items that may or may not be transferable.

Information Summary

  • New Genesis is a massive update and overhaul to PSO2, both graphically and in terms of gameplay/game systems.
  • Unlike PSO2, it supports massive open fields instead of just smaller segmented maps.
  • Set 1000 years after the events of Oracle (current PSO2 story), so it takes place in the same universe. We’re still ARKS, even!
  • The game is 100% Free to Play with some monetization features. They haven’t said what these are yet.
  • The game will co-exist with current PSO2.
  • PSO2 will be uplifted with New Genesis. This means it’ll gain the graphics and Character Creation overhauls (though the exact details are sketch)
  • PSO2 and New Genesis will have very different game systems. The PSO2 you know will stay the same!
  • NGS will be released on all current and future platforms that PSO2 will be on. For NA this means Xbox and Win10, for JP this means this means PC(Win10 by now), PS4 and Switch. PSO2 is still set to arrive on new platforms (strong suspicion that a Steam version is on its way) and they assured us that NGS will follow suit.
  • NGS is set for a global release (in both JP and NA). They didn’t say if this meant global servers, however!
  • Arks Cash and Stargems are transferable/usable in either game
  • FUN, Meseta, Materials and all other currency items are non-transferable.
  • Characters and their cosmetics are transferable. You can swap back and forth between either game. Cosmetics includes costumes, hair, lobby actions, accessories, etc.
  • Character gear is kind of transferable but will go through substantial changes to fit in with New Genesis’s systems. So stats, potentials, affixes/augments etc will be different to suit the new game. As far as I know the reverse isn’t true? As in gear from NGS may not transfer to PSO2.
  • Character progression does not transfer between either game. This means EXP, classes, skills, Photon Arts, anything like that.
  • Certain items don’t transfer – Includes things like Skill Rings, furniture, consumables.
  • Mags are in, but this time they are cosmetic only. Your current PSO2 mags and their appearances will transfer, but will only have cosmetic function in New Genesis.
  • Units are invisible including the ones you transfer.
  • High rarity gear transferred from PSO2 may be unequippable initially – Either because they have a level requirement you need to meet first or because the classes that equip them aren’t released yet.

To my understanding that’s all the actual information we currently know. The rest of this post I’m gonna go over my thoughts and speculations so if you were just here for information alone, you’re pretty much done here! We’re about to get way less factual with a mix of the above and some trailer analysis.

Reveal Trailer – My Initial Reaction

So this is the trailer that they dropped during the show. At the time, I was kind of half tuned in so I wasn’t really sure what this Xenoblade Chronicles X looking game even was until I saw the character weapons and the UI popping up….

It dawned on me that this is indeed a Phantasy Star, but it looks completely different to the PSO2 I know so this can’t be an update, right? It has to be PSO3? That’s when the title card dropped.

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This is a PSO2 game!? I’m so confused! Is this like a Phantasy Star Nova deal where it’s a side-story?

Anyway so that was more or less my initial reaction. After that video dropped the community kind of exploded and frantically clawed at all sorts of possible explanations as to what exactly it was that we just saw.

Phantasy Star Online 2: New Genesis will be coming in 2021! PSO2: NGS will surpass Phantasy Star Online 2 in every way, offering players limitless adventure and unparalleled character customization. The game has been redesigned as a best-in-class online action RPG experience!

Xbox Youtube channel

So we’d hit up the descriptions on trailer uploads; “newest game in the series”, “surpasses PSO2”, “redesigned”, “massive update”. The terms from official sources were all so confusing, they seemed to contradict each other.

These wide open fields for whatever reason immediately made me think about Xenoblade. It’s possible it was the sci-fi like tech and the animals they showed at the start of the trailer that did it.
They even have the weird faces from Xenoblade! Well OK maybe they look a bit less freakish than that..
I was so half at the wheel that I somehow failed to notice this bit of exposition text at the start… that would have made the penny drop far sooner than it did!

The North American version of PSO2 has only just been released, so the announcement of a sequel so soon caused a bit of an uproar. People had spent real money, afterall! Was PSO2NA just a quick cash grab before they released this game? Because of concerns similar to this I think the developers knew they had to clarify things quickly. The trailer at the top of the post as well as the official blog were released within a day possibly precisely because of these concerns. I’m glad they did that.

The Big Update to PSO2

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So back in March, during the PSO2 Station Plus #5 broadcast it was revealed that instead of a new episode later in the year we’d get a major update instead. It was teased with the comical “NOT EPISODE 7” seen above.

Was this referring to New Genesis? Peronsally I’m not sure. Originally it was teased that this’d happen after August but they didn’t specify precisely when, it was kind of implied that it was happening this year.

Now naturally, a certain worldwide event may have delayed that! Perfectly understandable, of course! But see, if this is in fact the update they were referring to the fact its set to have a global simultaneous release presents a bit of an issue. NGS is going to happen after PSO2NA is all caught up to JP, which isn’t scheduled to happen until early next year.

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Content road-map on PSO2NA.

To me, that left two possibilities as to what the “major update” for PSO2JP was going to be:

  1. NGS is the update.
  2. This is something different, but it was delayed due to world events

It also made me wonder if the big update for PSO2 was just whatever it is that makes it across from NGS, as in the character creation and graphics system overhauls. That, in principal, could still happen this year on the Japanese servers right?

Well later on we got a more detailed content road-map for the Japanese servers. This added some details for things happening between August and November. After which is a section simply labelled ??? with the (google translated) text “An unprecedented super-sized update that replaces the new Ep[isode]”

So I don’t know. It sure seems like NGS is indeed the major update the developers were being coy about the last three months but there could still be some surprises in store for regular old PSO2.

On Characters

So I have a few short thoughts on various parts of characters and how they’ll work between the two games…

First off, I’m thrilled that we’re getting a character creation uplift. Particularly with regard to accessories because I know I’ve bumped into the limitations of the current system way more than I’d like. While this does increase the likely-hood of seeing cocks in the lobby, it also means we could see some real interesting creatures and super-sized casts like we’ve never seen before.

The info trailer made sure to proudly announce that finger animation will finally make it to player characters. However, they did also state that older cosmetics could be used in NGS. I don’t expect them to go back and re-rig every single costume they’ve ever done because well, there’s just way too fucking many of them at this point. But the possibility exists that they could

They demo’d character transfers by showing PSO2’s Ash in-game. Conspicuously, his fingers are not moving…

So costumes, accessories and weapon models will make it over. Cool! But I mean, aren’t they gonna look a little dated in the new engine? The new rendering tech will take some of the edge off them being models made back in 2011 but I still worry a lot of the old stuff is just gonna look out of place and weird in a next-generation game. It’s possible they could just re-export higher resolution models but I don’t expect them to go to that amount of effort somehow… Maybe up-res the textures?

Also how are old cosmetics going to work with the new character models and vice versa? It’s possible they won’t. The info trailer suggests you can “choose which system you prefer”, PSO2’s or NGS’s. To me this could indicate that old cosmetics are incompatible with new character models and new cosmetics in NGS are incompatible with old ones. They don’t show PSO2 Ash wearing NGS clothes nor do they show new Ash wearing PSO2 clothes, so it’s hard to tell.

They do however show what looks like old accessories being used on the right there though. I can’t tell if its a remake of the clinging rappy accessory or if it just looks nicer with the new rendering tech however so I can’t draw anything conclusive from this image personally.

This also begs a huge question regarding collaboration cosmetics. Those are certainly bound by licensing agreements, so will all of those make it across? Which ones won’t?

I am also deeply amused that it turned out that fashion was the true end-game all along!

On Character Classes

Well the classics are in at the very least. We see a sword user which is presumably a Hunter, a rifle user which is presumably a Ranger and a rod user which is presumably a Force.

They did indicate that transferred gear wouldn’t be usable if their class isn’t released yet. So clearly they’re going to stagger the release of the classes as they did for PSO2 but sound like they’ll all make it across eventually. Will this also apply to Hero, Phantom and Etoile? How the heck is summoner gonna work in this regard? I guess we wait and see.

One part of the trailer also showed the character switching from a Sword to a Rifle. That might just be cutscene magic, but maybe it hints that classes are fundamentally different in NGS? Maybe the classes are more fluid in what they can equip like in PSU? Maybe it’s that there is just some base class that can use those weapons? Maybe it’s something like your weapon determines your class and you can always freely swap? Or maybe its just a demo class for the sakes of the trailer. I don’t know, just speculating.

While MAGs may be gone, Photon Blasts are still with us but now they seem to function more like ultimates that our characters use. Well I mean I guess functionally speaking Photon Blasts were always ultimates? Well either way it’s coming from our character now instead of our mags and also has a cooldown applied to it after use (in this case 2 minutes). Unknown if these will replace class-based ultimates or what of course.

Both the “Ranger” and “Force” demos show a grey icon on their weapon pallets. Force’s looks like some kind of shield, but it’s never used in the demo so no clue what that might do (aside, presumably, some form of protection). The one on the assault rifle meanwhile makes it do some kind of elaborate sliding attack. I wonder if the spinning attack that Sword was using multiple times in the trailer is Sword’s equivalent of one of these moves? They never show an icon for it if so.



I’m not entirely sure what the special function of these actions are, all I can tell is they don’t use PP and they don’t appear to have charging or cooldown mechanics applied to them?

Also sword gear is missing! Is this finally the end of that ball and chain for Hunter sword? It’s that or for whatever reason they didn’t take the skill yet.

On Gameplay

Still got good old Just-Attack circles!

So it’s definitely different but also when you look at it pretty closely it’s still largely the same game we know. The action is more or less happening at the same pace, its using the same kinds of attacks we know (although clearly with significant modifications). More or less, it feels like they took the lessons they learned with the later classes in PSO2 and applied them to the older ones.

There is however a completely different sense of scale in NGS – not just due to the size of the map, but the sizes of the enemies they showed and the much greater verticality present in the game.

The game boasts a day/night cycle and even evidently provides an in-game clock to let you track it. The red tick appears to be the current time, the icon in the middle might indicate the weather (though its only ever sun/moon in the footage I’ve seen) and the yellow portion of the bar indicates when it’s day time. Exactly what impact day/night and weather will have on gameplay or if its just for immersion purposes isn’t clear.

While the maps are open, much more open looking than PSO2’s, it doesn’t seem like the game is as open as the likes of FF14 or WoW. There’s a pair of numbers in the top-left corner of the radar. It’s always x/4 in the shots I’ve seen. The x appears to indicate the number of players around, with it turning orange at 8. In PSO2, that number turning orange indicates that the Multi-party is full. That to me says the game is still instanced, so these large fields probably work more like Guild Wars and Monster Hunter World than World of Warcraft. It could also be tied to the encounters themselves of course.

As for the number on the right? I’m not sure. At first I thought it was the number of people in your party (making the number MPA/Party) but it seems to always be 4 even when the player is solo. It could be that this is just an indicator for the maximum party size or it could have some other meaning.

Honestly? I’d prefer it to be instanced for various reasons but I’m not against the idea of it being truly open either. I’m also fine with them reducing the MPA size from 12 to 8, cause it should result in slightly better scaling/balancing. Basically an issue PSO2’s had since the start is it’s hard to balance things for the widely varying firepower that 1-12 people can bring to an instance. The more people you add in a game like this as well, the less of an impact an individual player feels like they have which has soured many a quest for me. So if reducing the cap from 12 to 8 reduces the amount of times I have a strong feeling of “why am I even here” then it’s definitely for the better.

I also hope this isn’t the end of corridor dungeon crawling because for me thats where some of the most fun content is in PSO2. The hand-crafted dungeons anyway, not the random MPA run-in-circle murder trains.

On Enemies

Gilliam giving some stellar advice.

They’re big, they’re glowy, they’re stretchy. Not an enemy type we haven’t seen before in the series by any measure.

They’re called “DOLLS” as if the Xenoblade comparisons didn’t need more fuel and they seem to be NGS’s main antagonistic force akin to Darkers/Falspawn in PSO2, SEED in PSU and D-Cell monsters in PSO.

Bujin
Nagrus

They don’t actually show us many enemies but they do only show big ones which makes me wonder if the emphasis is on larger encounters rather than waves of lesser monsters like in PSO2. It could also just be that those were the only ones they wanted to demonstrate (the original PSO2 trailer focused pretty heavily on Dark Ragne). They did show some endemic life, so I’m sure we’ll be murdering some of those too!

It seems like every DOLL shown so far has a calm and enraged state, incidated by the color of their er, jelly parts? Nagrus above gets considerably more swole when red but it seems like all “enraged” DOLLS may gain new attacks in this state.

At least they’re keeping enemy names short and sweet, so I guess they learned from their mistakes in Episode 3.

Unknown DOLL on the left from NGS. SEED Venas from PSU on the right

This last paragraph is mostly for fun. I couldn’t help but notice the similarities between how some DOLLS look and the SEED and Stateria from Phantasy Star Universe. Does this mean there’s a connection between PSO2 and PSU? Of course it doesn’t. I’m pretty sure all it means is the same designers from PSU are still working for the team.

Final Thoughts

True adventure starts now (in 2021)!

It almost feels like the PSO2 developers played Xenoblade Chronicles X one day and were like “Man remember when we wanted to make PSO2 like this? Maybe we should do that..”.

So it’s a sequel but it’s also not a sequel and monetization currencies count in both games. I’m not sure how to feel about it being a kind of non-committal version of PSO3 but I’m still on board for now. It’s a little concerning that it seems like a kind of “have their cake and eat it” sort of deal I guess.

I still think NGS looks like it could be really good! After playing Monster Hunter World I tended to feel like that was a game which got Free Fields “right” where PSO2 didn’t. Similarly, a friend of mine was hoping for PSO2 to be more like Xenoblade and it looks like we both may have gotten our wishes. Of course we don’t know if our ideas for dream versions of PSO2 will be as fun as we imagined but…

Some of that is just gonna depend on how well they pull off the function of an open world. Is it going to feel good to move around in? Will it have enough things to do to justify the size of the maps or will it feel barren?

There’s plenty of remaining questions concerning the itty gritty of what transfers between the games and what overall impact this is going to have on PSO2 moving forward. Is that it for new PSO2 stuff or is it also going to get an Episode 7 anyway?

Some stuff I’d like to see

While it’s indicated that all of PSO2’s classes may make it across (though how exactly Summoner is gonna work is a huge question) I kind of want to see them come up with new classes and weapon types all the same. There’s a few weapon types from PSO and classic PS that they still haven’t done in PSO2, like claws, slicers, handguns, shotguns, whips, the piles and halos from Nova, sabers and possibly other things I’m forgetting. With the exception of slicers and shotguns (mostly), most other types got re-imagined into other weapon types which is mostly fine as PSU’s large array of weapons resulted in a lot of redundancy. That said, it’s an area they could expand into and definitely something I’d like to see them do.

Other major things I’d like to see them do is to abolish the server structure they have in PSO2, or at least limit the old lobby system to just the social lobbies and have everything else act a bit like their PVP matchmaking system.

I’d also like to see them finally add a re-join match feature so that disconnecting randomly isn’t so devasting!

Also no more Urgent Quests. I hate them.Make the game worth playing and progress-able at all times rather than randomly selected half-hour segments of the day. God do I love putting together a group to run specific content only to have the group fall apart to a UQ announcement because there;s no way to complete what we want to do before it starts… Admittedly this will create a design/incentivization issue if they want to do raids in NGS and honestly for that I don’t have a good answer. I liked the way FF14 handled it that’s about all I can say.

There’s probably other things I wanted to say that I’ve forgotten about but this blog post is far too large as it is. If additional things come up that I can’t just summarize in a twitter post then I’ll do then in future blogposts. I anticipate we’ll hear a few more tidbits about NGS in the upcoming August 7th PSO2 Station.

Also who is gonna be the great great great…. great great grandson of Dudu?

Well Now What? – PSO2NA and PSO2Blog

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So in case you’re unaware, the PSO2NA beta period has begun. Right now it’s in an intermittent “Closed Beta Test” phase (although the word Closed is doing some legwork there..) and is slated to enter an “Open Beta Test” phase soon. You can find out more about it on their brand new official site here. This may have re-invigorated my interest in covering some things but… well.. this post is going to talk about the future of this fan-site generally.

For those who’ve never seen this blog before; Hello! This is a fan-blog by one guy who is not remotely associated with Sega of Japan, Phantasy Star Crew, Sega of America/Europe or anyone who works for them. It was set up as an independent opinions blog to cover various bits about the original Japanese PSO2 release which dates all the way back to late 2011. Frankly it kind of terrifies me that that was nearly 9 years ago! Aside opinions, this site has also gone over some guides and speculations into future content.


Did It Ever Really Die?

See, while the main blog certainly went silent for the last couple of years I have been keeping the twitter account going in that time; mostly micro-blogging and reporting server maintenance.

During the initial waves of hype around the PSO2NA beta (of which I was absolutely a part!) I gained a small surge in followership but a pretty large boost to activity generally. Even this blog’s traffic raised a fair amount. All the activity seems to be centered around the NA version of the game primarily, so I believe it may be worth it to re-purpose the account around that. Note that I still wish to talk about the Japanese version of the game, but it just may be more useful to have some unofficial NA resources about.


The Main Plan – For Now

While this might be a revival of the blog in a sense, it won’t be the same as it was in the old days. The days of regular giant opinionated semi-news posts are probably done and the primary vector of information is likely to continue to be through Twitter. As such, I expect PSO2Blog to be mostly a micro-blog via Twitter whilst using the blog for longer pieces which are inappropriate for social media.

I don’t expect the posting schedule to be like clockwork, particularly as the contents of my most recent blog post are still kind of true! I have passions now that I didn’t have during this blog’s heyday; I do a lot of art and other creative stuff that’d be inappropriate to promote here but those endeavors are going to remain my primary passion.

Content

In terms of what I’ll actually be covering? Well see, the official site itself has an awful lot of useful information on it as it is. There’s pretty much no point in my covering things that they already do; such as game-play basics, Urgent Quest schedules, news posts.

That said, there’s definitely room for some more in-depth guides on classes, class-subclass combos, gearing, raid bosses, progression paths and elaborations on subjects that the official site either doesn’t fully cover or is straight up incorrect about. There also might be opinion posts and possibly data-mine-y stuff, though that stuff has gotten increasingly difficult to do.

Additionally, I expect to make some posts for any divergences between the Japanese and American versions of the game which might be helpful for anyone wishing to transfer between either version (though primarily from Japanese to American).

Existing Guides

I honestly don’t know what to do about existing guides… Some of them are hugely out of date or are really annoying to check if the information in them is still valid. Additionally, there’s a chance now that people googling issues with PSO2 NA are going to end up landing on one of my guides which is for a different version of the game. So yeah, I’m not sure what to do about these.

The Community

The NA version existing might drastically alter the nature of the PSO2 community! I’ve always liked supporting community efforts to support the game where I can, which is why I have links to other fan sites at the top of my side-bar. That thing is going to need re-organizing, pruning and I may have to add new links to whatever community resources might spring up now.


Towards the Future

So yeah, even if this blog is “back”, it won’t be the same at it was. I expect it to primarily be an extension to the micro-blogging site that is the PSO2blog twitter.

While I may still talk about PSO2JP stuff, it seems like it might be more useful to people to cover the North American version of the game primarily. We’ll see! I’m not entirely certain what’s going to happen here.

Oh also still gonna RT any PSO2 meme-posts I stumble on that amuse me.

Calling it Quits

DontHugMeImScared

There was a time I enjoyed writing and maintaining this blog, but those days are clearly behind me now. I haven’t posted in nearly a year, but held off from officially calling it “just in case I’d be back”. I don’t think there’s any chance of that now, hence my making this post.

Things change, life changes and my interests have simply moved on from attempting to be some kind of community resource (even if ultimately, it was just my opinions).

It was fun while it lasted. I have fond memories of working on this thing (some less pleasant memories too).

For any regular readers, I apologize I wasn’t able to keep this up in the end. Thankfully, the community continues to have people dedicated to making the game accessible outside of Japan and with keeping the player-base up to date with what’s happening with the game. It frequently is not the nicest community to be a part of, but some aspects of it I’m still enamored with.

As for PSO2 itself? Hm… well, let’s drop some final thoughts for old time’s sake I guess.

One Last Pile of Thoughts

Episode 5 has been a mixed bag for me. Buster Quests and the way the developers have decided to handle progression leave a lot to be desired but the game has seen some great improvements to class play-ability, has introduced some genuinely fun quests and some good fashion as well.

Buster Quests were a clumsy attempt at coming up with an alternative to the Emergency Quest system that I’m sad didn’t work out in the end. This is ultimately a shame, as the Emergency Quest system remains one of my least favorite aspects about the game, like it actively makes the game less enjoyable to play for me.

The way the developers handled the release of Hero was fucking hilarious in the end. Releasing an advanced class system the developers apparently intended the player-base to move on to, but then only release the classes at a rate of one per Episode was one of the stupidest decisions I think I’ve ever seen the developers do. The silver lining to the backlash they got from this however meant that a number of genuinely annoying aspects about how the old classes played got rectified in a series of balance updates. Unfortunately, as part of that they decided to buff everyone’s power rather than reduce Hero’s, which only made the power-creep situation worse.

OK, I’ll admit it, I whined a bit about stone collections back in the day but good lord I think it was preferable to the system of pure RNG nonsense they’ve engineered for the game right now. The Ares NT, Lumiere, Austere NT (a future weapon series requiring you to get Invade NT, Nemesis NT and Slave NT weapons all of which are random drops) and Phobos series are all either themselves RNG or are based on trades that depend on at least one layer of it. I can only assume Collection Files were really unpopular with the player-base or something, because that’s the only reason I can think of for this design shift to go from progression based to pure fucking luck. Whatever the real reason is, this insistence to depend on multiple rolls of dice feels absolutely awful and is something I hope changes in the future.

To be clear on that last paragraph, I’m not saying Collection Files were perfect; the time-sink some of them required was maddening and their temporary nature an unnecessary design choice (except of course when they’re tied to temporary content).

While we do have material storage now, mitigating some of the issues I had with collecting stones back in the day (though it costs Star-gems to purchase…) I also remember how much of a piss they took with that. They’d require you to gather an absurd number of them for how few you’d get from time-gated or randomly available quests. With that all said, both are preferable to depending on pure dumb luck to progress.

Oh and unit affixing is still terrible with no indication that they’re ever actually going to address that aspect of the game.

Anyway, that’s enough vaguely coherent ranting. Despite the issues I have with the game and the way it’s being handled, I still do enjoy playing it. The combat still feels good and I generally like the aesthetics of the game. I’m still interested to see how Episode 5 ends, what the lv90 class skills will end up being,  what’s in store for us with Episode 6 and what the Villain class will be like (if it turns out the data-mining was true!).

Anyway, that really is it. As it has ever been, this is really just my thoughts and feelings on the game. If you disagree, that’s fine! Enjoy the game as you see fit! I know I’ll be trying to as long as I care about it and as long as it’s around (maybe into private servers and beyond, who knows!).

Enjoy, and farewell!

later_nerds

Red Dragon Infodump

Note: Post is heavily work in progress right now, it’s only public in order to get feedback and error correction more easily. Please let me know if information here is wrong or confusing.

I won’t publicize the post through Twitter until it’s in an overall better state.

Note that some info in this post is still really volatile and may turn out to be wrong later. I’ll try to correct it but I may end up missing stuff..


Red Dragon Raid: The Crimson Castle Crusher

Winged Dragon Guardian of the Fortress #2

Phase 0

Not a lot to say about this phase. You’ll have to fight your way through a few waves of Omega’s demons while the dragon bombards you with flame attacks. Compared to other raids, this phase is over really quickly.

Phase 1

The Erythron Dragon will fly back and upon landing will stand perfectly still as it uses various flame attacks. At this stage, it has no actual weak points however its toes have the lowest resistance to damage overall. So for now, you’re just beating on its toes with whatever attacks you can.

Phase 1.5

Eventually, smashing its toes will cause Erythron Dragon to flinch, at which point Laconium Swords start spawning.

The dragon’s chest will begin to glow blue. This is a guard point which can be broken to reveal a weak-point. Once broken, it\ll glow bright orange. This mechanic is key to the rest of the fight.

It seems any attack can actually break these guard points, but by far the best way to do it is to land a charged Photon Art with a Laconium Sword as it’ll break it in one hit (regardless of how much damage it actually does).

During this phase, once you break its chest weakpoint one of its wings will become targetable. Break the guard-point on it and do as much damage as you can before it flies off and starts the next phase.

Laconium Sword

There will always be 3 Laconium Swords available (until the final phase), as whenever someone’s sword breaks, times out or is unequipped a new one spawns in its place.

Laconium Swords function much like a vehicle or turret, in that it has stats independent of your own as well as its own attacks. Laconium Sword only has 3 actions, however; a regular attack that sends out a shockwave, a photon art and a guard.

The regular attack does decent damage and has an enormous reach, making it a reliable way to attack the boss if your regular attacks are difficult to use.

The photon art is a chargeable attack, with slightly different functions for un-charged and charged. The uncharged version does a small amount of damage but homes in to whatever you’re locked on to quickly and from considerably distance. The charged version do a lot of damage and does home in a little but not nearly as much as the uncharged one.

Guard functions just like guarding with a Hunter weapon,  except it can block attacks from any angle and seems to have a considerably longer Just-Guard window. Laconium Swords are quite fragile, so it’ll help to get used to guarding with it.

Phase 2

For this phase you’ll need to use the cannons. Shoot out any of the meteors that fly your way as if any hit you you’ll be knocked off your cannon. For the first few flybys this isn’t too much of an issue but you’ll need to stay on for the next part.

After a while, Erythron Dragon will stop and charge up a really big meteor. You’ll need to shoot the large meteor while also defending your cannon from waves of smaller meteors it’ll fire at you. On doing enough damage, the meteor will explode and Erythron Dragon will land on the wall. Otherwise, it’ll fire the meteor and do a massive amount of raid-wide damage (though you can block/dodge this attack).

Once landed, you’ll need to do as much damage as you can to whichever wing is vulnerable. If you break one wing you should move on to the next, break its guard point and do as much damage as you can. If you do enough, you’ll break that wing too and it’ll move on to the next phase, otherwise you’ll have another round of meteors to deal with.

Phase 3

In my opinion, it’s not a good idea to target the head while other points can be attacked, as from this point on Erythron Dragon becomes very mobile, with its head being its fastest moving part. Instead, prioritize attacking its legs or tail if they’re up as breaking them will stun the boss and allow you to freely attack its head.

Phase 4

Everybody gets a sword


Atra Series Trade

A new exchange was added to Zieg that lets you turn your Val weapons into Atra weapons as well as exchanging Atra weapons for other Atra weapons. Be aware that you can only have 1 Atra weapon per account, mind.

Atra Upgrade

  • Requires 1 +35 Val weapon, 999 gold materials and 999 Saphard and 1 Chronos Stone.
  • The gold material is Goldnia for striking weapons, Goldest for ranged and Goldgrimo for teching.
  • Chronos Stone is obtained as a Title Reward for getting any Val weapon to +35

Like with other upgrades, the resulting Atra weapon will retain the Val weapon’s grind, element and ablities (including S-class).

Atra Exchange

You can also swap your current Atra weapon for another one, the shop provides a couple methods of doing so.

  • You can exchange 1 Atra weapon for 1 Chronos Stone

Naturally with this you can then exchange for an Atra the way you originally did

  • An Atra weapon, 999 gold materials and 999 Saphard can be exchanged for any other Atra weapon
  • The exchanged weapon will retain the original’s grind, element and abilities (including S-class abilities)

It should be noted for that last point that this includes S4 abilities, which could be really useful if you want to obtain a different weapon’s S4 (either for build reasons or because the one your weapon has by default is kind of crap).

So Are They Good?

Well the Atra weapons are so far the weakest 14-star weapons in the game, with a pretty limp potential to boot. They still have more attack than any 13-star however and the S-class ability system allows you to customize the weapons in an entirely unique way.

Now, unfortunately I’m terrible at using the damage calculator myself so I’m refraining from doing my own calculations as they may be inaccurate. However if the results in this calculation (by Mr Chills over at PSO-World) are any indicator it’d seem that if you use the 2% damage boost that Val Gunslash provides as its S1 ability then an Atra weapon just about matches a Nemesis NT weapon. That’s pretty respectable, seeing as Nemesis (and Slave too really) are both far and away the best 13-stars in the game but clearly it seems they’re outperformed by drop-only 14-star weapons for the most part. That seems fair to me, honestly.

That said, the functionality you could gain with the right combination of S-class abilities could well out-strip the slight power difference between Atra and other 14-stars. It’s something to keep in mind, in any case.

The jury’s still out on Val weapons and whether they’re worth using for anything other than feeding into an Atra weapon for now.


S-Class Abilities

Introduced with the Val and Atra series weapons (and later with the Sungod-NT weapons) is a brand new affixing system where you’re essentially building your own weapon potential. It’s really nothing like anything we’ve had yet and it’s early days so I haven’t really got an opinion on it yet. I just hope this isn’t a brand new system that’s going to be used once or twice then forgotten about forever and I also hope that they do something about Unit affixing some day seeing as this is the 2nd new system for weapons…

  • Each of these S-Class Abilities occupy a specific “slot”, marked by “S1” to “S4”.
  • You can only have one of a given kind of S-class ability per weapon (so only one S1 for example).
  • Weapons display which abilities they can have socketed into them
    • Val series weapons can have S1, S2 and S3
    • Atra series weapons can have S1, S2, S3 and S4.
  • They always transfer at 100%, even when up-slotting!

Getting an S-Class Ability

There’s two ways to get these abilities. One is exactly the same way you get a Special Ability Factor; you get a weapon to +35 and either use that ability on the weapon itself or use it to pass that ability to another weapon (which of course consumes it in the process).

The other is by the ability being on an item that drops, in fact there are a number of S-class abilities that can only be obtained via drops.

Unlike Special Ability Factors however, the S-Class ability can be re-applied to the weapon any number of times.

Note to search for these abilities on the player shop, you need to include “S#:” at the start of the term, where # is the slot number. For example, “輝勢の恵” would be “S1:輝勢の恵”.

S1 Abilities:

  • 輝勢の恵 – Increase natural PP recovery by 20% – [Val-series weapon – Drop Only]
  • 妙技の巧 – Boost critical hit rate by 15%- [Val-series weapon – Drop Only]
  • 光子縮減 – Reduce PP Consumption by 7% – [Launcher, Twin Machinegun and Assault Rifle]
  • 剛撃の志 – Boost damage by 2% – [Gunslash]
  • ??? – Recover 5% hp at regular intervals – Might not exist?

S2 Abilities:

  • 光子縮減 – Reduced PP Consumption by 10% – [Val-series weapon – Drop Only]
  • 時流活与 – Recover 60% HP at regular intervals*  – [Val-series weapon – Drop Only]
  • 妙技の巧 – Boost critical hit rate by 12% – [Twin Daggers, Double Saber and Knuckles]
  • 輝剰の撃 – Attack PP restore boosted by 17% – [Katana, Dual Blade, Jet Boots and Bullet Bow]
  • Attack PP restore boosted by 15% – Might not exist?
  • Boost damage by 3% on successful Just-Attack with a different Photon Art – Might not exist?

* Recovers HP every 40 seconds. Operates on a separate timer from the equivalent S3 ability and stacks with it. The timer starts counting whenever you are below maximum HP (same as Summoner HP Restorate).

S3 Abilities:

  • 妙撃の志 – Boost critical hit damage by 4% – [Val-series weapon – Drop Only]
  • 輝剰の撃 – Attack PP restore boosted by 20%  – [Val-series weapon – Drop Only]
  • 時流活与 – Recover 40% HP at regular intervals* – [Sword, Wired Lance and Partizan]
  • 輝勢の恵 – Increase natural PP recovery by 17% – [Rod, Talis and Wand]

* Recovers HP every 40 seconds. Operates on a separate timer from the equivalent S2 ability and stacks with it. The timer starts counting whenever you are below maximum HP (same as Summoner HP Restorate).

S4 Abilities

S4 abilities are so far unique to Atra weapons and are unlocked in the same way you unlock S1-3. However, once unlocked you can actually transfer them to a different weapon through Zieg’s exchange, which is handy if you want another weapon’s S4 ability or the one on the weapon you want is kind of lame.

  • Sword – Restore PP on Just-Guard (+10pp on recovery?)
  • Wired Lance – One time per quest, protect the user from a lethal hit (you’ll keep 1 hp)?
  • Partizan – PP efficiency improves based on your max PP*
  • Twin Daggers – Boost Frontal Critical hit rate during Brave Stance by 30%
  • Double Saber – Tornado duration boosted by 4 seconds
  • Knuckles – Boost frontal damage during Wise Stance by 15%.
  • Gunslash – 1% of damage dealt is absorbed as HP (limit of 30 per attack)
  • Katana – Slows down Katana Gear’s depletion once activated (Reduces it to 66% or by 66%?)
  • Dual Blade – Weapon attribute changes depending on which R/Guard ring is equipped. (Example, R/Panic Guard would change the weapon element to light).
  • Assault Rifle – Resist knockback and launch after Standing Snipe has been active a while.
  • Launcher – Increase Tactics Trap PP recovery by 20%
  • Twin Machinegun – Gain invincibility for 5s when activating Chain Trigger
  • Bullet Bow – Damage increased by 3% while Rapid Shoot is active while wielding a Bullet Bow
  • Rod – Boosts Element Conversion**
  • Talis – Reduce Photon Flare cooldown by 20%
  • Wand – Boosts attack speed of Wand normal attacks by 10%
  • Jet Boots – Extends Shifta and Deband time to 120s

* The amount is based on the formula (maxPP – 120) * 0.1. This number is applied to passive regen, active regen and PP cost reduction. For example, 150 PP would be (150 – 120) * 0.1 = 30 * 0.1 = 3. Every 10 PP above 120 will grant 1%.
** Boosts the effectiveness of off-element by 25% (additive), so it ends up being 50% instead of 25% of the weapon’s attribute as a damage bonus. Jury’s still out on this one. This means you only need one Atra rod (which is just as well given you can only get the one)

You’ll notice that Summoner is left out right now, apparently they’ll be getting something later on. To hazard a guess, it’ll be some gimmick around 14* pets whenever they arrive.


New 14* Weapons

New raid these days means new flavors of unobtanium to chase! But are they any good? Unfortunately, it’s too early to tell but their potentials at least attempt to keep up the trend of the drop-only 14*s being gameplay changing in some way which is cool.

Dual Bird (Twin Machineguns)

Potential: Successfully dodging or S-rolling an attack activates a buff that restores PP. The effect is cancelled if you take damage.

  • While the buff can be activated by Hero you still need to Reload to gain PP back. Details are sketchy on this one. 
  • It sounds like the buff has infinite duration as long as you don’t get hit

Gilde Girola (Partizan)

Potential: Restores PP while guarding. While gear is full, midair Partizan attacks will consume no gear.

  • It boosts damage dealt by 9%.
  • The PP regen functions a bit like Hero Twin-Machinegun’s Just-Reload in that it rapidly regenerates PP.
    • The regen speed is rumoured to be better than Orbit.

Gear Experience (Knuckle)

Potential: Summons a giant fist to crush your enemies every time you successfully dodge n attack with Knuckle’s weapon action.

  • The fist it summons is similar to the one Meteor Fist can when RNG favors you. It does some decent damage at that if this tweet is anything to go by.

 

Gilles Weihen (JetBoots)

Potential: Boosts the power of Elemental Burst and automatically activates Elemental Burst whenever you use a Photon Art.

  • The actual boost amount is unknown.

 

Lot of information here was confirmed by this post on Twitter:

Dark Blast Update Infodump

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Just gonna note down whatever useful stuff people have found out about this update. It’ll include info on new gear and Dark Blasts in particular. If any new info is dug up later I’ll probably add it to this post.

Detonation Weapon Series

These new collection files are primarily progressed through Buster Quests. You can only earn credit for Omega Hunar’s part through the Endless Belligerence Emergency Quest, which for now is also the only place in the game he spawns anyway.

Special Abilty Factor

Its SAF is Modulator, so even if you don’t plan on actually using these weapons it may be worth grabbing the files just for some useful fodder items down the road.

Weapon Potential:

The potential works a little bit like the old Ares one in that its power scales based on your Dark Blast gauge (instead of Photon Blast). It also boosts the rate at which you build your Dark Blast gauge and increases the amount of time you can use it for.

  • Lv1: Increases damage depending on your Dark Blast gauge (up to 15%), increases Dark Blast gauge accumulation rate by 10% and increases transformation time by 5 seconds.
  • Lv2: Increases damage depending on your Dark Blast gauge (up to 16%), increases Dark Blast gauge accumulation rate by 15% and increases transformation time by 6 seconds.
  • Lv3: Increases damage depending on your Dark Blast gauge (up to 17%), increases Dark Blast gauge accumulation rate by 20% and increases transformation time by 7 seconds.

It seems that the damage bonus will persist after you’ve activated Dark Blast, which considering it’s not far behind Qliphad in terms of attack power actually makes these fairly decent weapons as at full power they have a 17% damage mod versus Qliphad’s 14%.

What I don’t know yet is what resets the potential’s power, such as:

  • Does it persist through weapon swap?
  • Does it persist through area change?

If the answer to both of these is yes then these are actually good weapons even if they do take some warming up to get to full power. Outside of low-attack weapons these ought to be competitive with Clifford weapons in overall performance (at max power, of course).

For now it only covers a few weapon types, but it feels like a safe bet that we will be getting other Dark Blast types at a later point. The weapons released so far are based on the current Dark Blast (Elder type) in appearance, so the others may be based on their respective Falz types as well. There are 18 weapon types in the game, so 13 more to cover which could easily be spread out among the remaining three Falz types.


Alta Barrel

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A brand new weapon that has a low chance of dropping from Advance Quests included in the current Arks Boost Road (which is Skyscape, Ruins and Facility). It’s essentially the Twin Machinegun version of Altacray, complete with the same Hero-focused potential.

Weapon Potential:

  • Lv1: Boosts power by 5%, additional 12% power increase for 10s after a successful Hero Dodge
  • Lv2: Boosts power by 7%, additional 12% power increase for 10s after a successful Hero Dodge
  • Lv3: Boosts power by 10%, additional 12% power increase for 10s after a successful Hero Dodge

Considering it has slightly more attack than Qliphad, this is a pretty powerful weapon if you’re able to pull off a lot of Hero counters in a given fight.

Special Ability Factor:

Its SAF is Spirita VI (+7 PP), the same as Altacray.


Elder Pain: Omega

The brand new 14-star sword which you’ll probably never see. However, unlike Elder Pain in its day, which was more a gimmick than anything, this weapon is actually solidly practical. Also, unlike Elder Pain, you don’t need to break Omega Hunar’s sword to get a chance of it dropping.

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Its Special Ability Factor is Ability IV, like the other 14*s so far.

Its potential is the classic Vampiric Blade, which recovers 4/5/6% of damage dealt in health. That alone isn’t what makes it practical; it’s the massive 2,201 S-atk the weapon boasts at +35! This is 221 attack higher than Demonia Saber and 224 higher than Akatsuki, the other 14-star swords.

Now the thing with S-atk that high on a weapon is it benefits from elemental bonuses much more than lower attack weapons. For example, Qliphad Calibur at 60% element gains an additional effective 997 S-atk before applying modifiers (element only includes base attack, it doesn’t include affixes so Antithesis Trainer has no effect here) where as Omega gains a whopping 1320.

Below is a chart made with the damage calculator (with credit to RoboArks for the original chart. I’m trusting their numbers on this as it worked out similarly to calculations done by a friend).

OmegaPainDamageChart

So it slightly beats out Qliphad but also has the benefit of making you near immortal while using it. I’d call that a practical weapon! So unless you’re lucky enough to be sporting a Demonia or Akatsuki then Elder Pain: Omega is definitely worth using if you manage to get one.


Weaponoid Potentials

A few old weapons gained Weaponoid potentials with this update; Ideal Scissors, Astral Riser NT and Avenger NT.

Ideal Scissors

IsealScissors

  • Lv1: Increase damage to bosses by 18% and attack PP recovery by ?%
  • Lv2: Increase damage to bosses by 19% and attack PP recovery by ?%
  • Lv3: Increase damage to bosses by 20% and attack PP recovery by 20%

Remember Ideal weapons? I do, I have fond memories of Challenge Mode at its prime.

Anyway, the new potential makes it a sort of decent weapon if you don’t have a Zeinesis or Qliphad but it’s weaker than them overall mostly due to Ideal weapons having the lowest attack power of all 13*s. The damage comparison works out to something like this (with thanks to NextTime000 for running these numbers). So it’s helpful if you don’t have a 13* Wired Lance already and have the weaponoid stones to spare.

Astral Riser NT

AstralRiserNT

  • Lv3: Increases damage dealt by 13% and reduces PP consumption by 13% while special bullets are loaded

Not at all convinced by this potential, seems kind of garbage.

Avenger NT

Avenger

  • Lv1: Increase damage on non-weak points by 22%
  • Lv2: Increase damage on non-weak points by 24%
  • Lv3: Increase damage on non-weak points by 27%

This potential is sort of curious but perhaps not that useful on a Rifle. For the most part, Rifles tend to hit weak-points on enemies but I mean if you’re against enemies that don’t have weak-points and you also don’t have Weak-bullet loaded that is an awfully meaty damage boost (since the rebalance, a weakbulleted hitbox counts as a weak point regardless of the resulting damage modifier). It just might be too awkward to satisfy its condition with this particular weapon type.

Incidentally, Avenger NT is the only new weapon out of this batch and much like Yamigarasu NT its Special Ability Factor is Soul Receptor. So even if you don’t plan on using it, it might be worth getting to help with affixing future weapons.

Bluesy Requiem NT

BluesyRequiemNT

  • Increases power and PP recovery for every successful Just-Guard. Bonus is lost when you take any damage.
    • Lv1: ?% Power and PP recovery for every Just Guard, max of ?%
    • Lv2:  % Power and PP recovery for every Just Guard, max of ?%
    • Lv3: 5% Power and PP recovery for every Just Guard, max of 15%

An interesting potential mechanically but one that has to be maintained actively. On the plus side, if the enemy has lots of multi-hitting attacks you could actually max this potential out quickly though Charge Parry as each hit counts as a Just-Guard. Overall, due to Bluesy NT’s low base attack even if you keep the potential up this weapon is a little wimpy compared to other options.

Like Avenger NT, its Special Ability Factor is Soul Receptor.


Dark Blast: Elder

I’m not going to make a comprehensive guide on Dark Blasts as you can already find that over on Bumped here, but I can go over some quirks about it that might not be immediately obvious.

DarkBlastElder.jpg

Overall

It functions essentially like Nanoblasts did in Phantasy Star Universe, only anyone can use them and you’re limited to using it only once per quest. Unlike Nanoblasts however, if you’re defeated while transformed you just lose the transformation instead of dying.

To unlock it for your characters, either clear Episode 5 Chapter 2 or clear the Endless Belligerence quest on Super Hard or above at least once. This unlocks it for your account.

EXP Gain

Dark Blasts gain a portion of your EXP in a similar way that Skill Rings do. They will only gain EXP from enemy kills which is totaled up and added to your Dark Blast’s total EXP at the end of a quest. As such, don’t bother chugging EXP tickets.

The proportion of your EXP gained depends largely on what enemies you’re killing. It’s 10% for most enemies in the game while it’s 30% from Aquatic Darkers (of all types, aside Phantom), Dark Falz and any enemy in Buster Quests taking place in the Verun Empire.

This means aside catching Endless Belligerence or any Falz raid the most effective way to level up this particular Dark Blast is by hitting up the Ruins Advance Quest on either difficulty.

Dark Blast Gauge

So how do you progress the gauge? The short of it is “no one seems to know”.

The gauge seems to have a different rule set to the likes of Compounds, Hero Gear and Photon Blasts. As far as is known, it’s based on the amount of damage you do to enemies (but it may not be relative to their max HP as is the case with other gauges like this).

It also seems like there’s a timer that has to expire before you’re allowed to make progress, as often you might see your Photon Blast is full before your Dark Blast even has its first bar.

Ultimately, this gauge isn’t actually that well understood for now. Hopefully it’s worked out soon and I’ll replace this section when we know for sure how it works.

Other Tidbits

Exp you earn will go into an account-wide EXP pool. Note that this the total amount of EXP that each of your characters gets to spend on their respective Dark Blast skill trees, so you won’t have to earn more to cover your alts. The displayed amount of EXP in the Dark Blast skill menu is that particular character’s unspent EXP, not your total.

You’ll need a total of 225,555,190 Exp in order to max out every Dark Blast skill, which works out to earning 2.25Bn-751M real exp from enemies and quest clears depending on which enemies you kill. Swiki works this out to be the equivalent of getting 9 classes to lv80 + another class to lv34 to 27 classes to lv80 and one class to level 65. Considering there’s a chance that other Dark Blast types might be released in the future these seem pretty darn insane requirements, but at least they had the mercy to make this account-wide.

Thoughts

It’s nifty but it feels kind of weak compared to my regular attacks, at least in the early levels. Between that and only having a minute every quest to learn how to play it has made exploring this feature awkward. It gets some crazy air with its double-jump however and between its jump-kick and Physical Dash it can cover an enormous amount of ground quickly.

My early impressions are that Tyrant Strike is your gap-closer with pretty respectable AoE to boot. Infinity Rush is for wailing on single targets, like bosses and raidboss weakpoints (particularly if they’re static as its DPS raises over time). Punishment Knuckle is a pretty good frontal AoE attack useful for dealing heavy damage to piles of enemies at once. So I mean, in terms of Photon Arts it covers what it needs to and as its Photon Arts keep you airborne combined with its incredible jumping power aerial targets shouldn’t be an issue either.

One thing to be aware of is even though it has a lot of HP, Dark Blast: Elder is surprisingly fragile, with a meager amount of defense stats. It really can’t take a lot of punishment, so be wary about going gun-ho against particularly dangerous enemy attacks (such as Omega Hunar’s ground slam attacks) and from going too deep into a pile of enemies.

Towards The Future

As I said earlier, it seems pretty obvious to me that they’re going to release additional transformation types in the future. We have 4 Falz types afterall, the 4 kingdoms of Omega are all based on the different Falz types and so much of the current Dark Blast’s aesthetics, moves and mechanics are based on one of the Falzes.

That said, there’s been no official confirmation that that’s the plan and so far all we’ve had is that Dark Blast colours will be customizable at a later date. There’s also nothing in the data that supports additional blast types yet, aside inferring it via the internal name specifically referencing Elder.

Whatever their plans are, they’re keeping their lips sealed for now so we can only speculate.

Ultimate Naberius Campaign Quest

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Just a small tidbit from the update site, but it seems that Ultimate Naberius will be getting a boost event starting on the 8th of November and lasting until the 6th of December.

Enemy power will be greatly boosted, but new drops will be added to the quest as incentive. So far, this is all they said about it. We have no idea how much enemies will be boosted or what drops will be added.

Essentially, it sounds like it’ll be the same treatment that Amduscia got so presumably 14* weapons will be added to the pool as well as some other stuff. If I were to hazard a guess, it’ll probably be Akatsuki, Jupiter Tullus and Quelle Windea (the Yamato 14-star weapons as we got the EscaFalz Mother 14-stars for Amduscia). If I’m right of course, this leaves Lilipa to gain Deus Esca’s 14-star weapons at some later date.

Unfortunately, they probably won’t be restoring the old AI and spawn rules so we won’t be able to re-live the days when Ultimate Naberius was new. For those who joined after that, back then you could have up to 4 mini-bosses and a boss at once at one point. It was a mad cluster-fuck of a quest but I sort of miss it.

I am sort of curious as to how it’s gonna work out, because unlike Amduscia this quest isn’t gated by a teleporter and you can even bring Partner Characters. I suspect they’ll at least disable Partner Characters for the duration of the event but otherwise you ought to be able to just hot-join and get straight into the action. For me that’s a good thing, I don’t really care how many people are about as I prefer to play uninterrupted, but for those who like to wait for a full party this might be an issue.

There is also the worry that they might make it so only Anga can drop the 14-stars, resulting in the revival of Anga farming but there’s no way they’d make that mistake again, right? Right?

9th PSO2 Station: You Are The Hero

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The 9th PSO2 Station went out this last saturday and it was one that was highly anticipated by the community as it was to reveal the first details about Episode 5. In this post I’m going to mostly be going over my reactions and thoughts to what was shown and ponder some of the implications this has for the game going forward. I’m just gonna be focusing entirely on the stuff that directly affects the game, so the GP and other events that happened during the station won’t be covered.

This post is huge, as such I’ve added links so you can jump to the parts you’re interested in.

Contents:

As you may be aware, Sega are taking down trailers so the only way I can really share the trailers is by linking to the full streams from the official channel:

Part 1:

  • Final anniversary content and Yamato content at 37:11

Episode 5 Trailer

Part 2

  • Hero trailer at 29:18

Yamato 2: Nice Boat

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The last major update in Episode 4’s lifetime will see players going up against an upgraded Yamato. I can’t really pick out any new details that we didn’t know already; that it’s got a bunch of new attacks and that it spawns considerably more missiles during the raid-wipe phase.

They did confirm that a “rematch” quest would be happening for it, however. Much like with Deus Esca, you’ll need to clear the new Yamato raid before you gain access to it. It’s also a 4-man quest but unlike with Gracia it seems the only real change is you have a tighter time-limit to clear the quest. The fight otherwise seems largely the same, which is going to make the missile phase interesting as it doesn’t seem to spawn any fewer missiles than the full raid…

niceboat2

The upgraded version of Yamato is set to appear in early July while the rematch will arrive a little later on the 19th.

Drops

The re-designed Yamato will come with new drops and give you shots at some older ones too; with the classic Tokyo, Seiga and Quartz weapons returning. Additionally, you have a (remote) chance of getting one of 3 new 14* weapons.

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Dual Blade

Looks like it fires lightning effects whenever you use a Photon Art.

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TMGs

Seemingly wind-based Twin Machineguns that have a wind effect on firing.

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Before I move on to the third weapon, it does appear that these two may be a part of a series of what I’m going to call “elemental weapons”, in addition to the previously released fiery Double Saber from Deus Esca.  I’ve posted their icons below so you can make a comparison:

The Double Saber released with Deus Esca was a fire-based weapon, while the Dualblades are lightning and the TMGs are clearly wind based. I guess we can expect 3 more elemental 14* weapons in the future…

Akatsuki

14sword

The gimmick of this classic sword appears to be when you land a successful Just-Guard the weapon unsheathes. What happens after that is anyone’s guess, but presumably the effect is similar to Guard Stance Advance in that it boosts your power for a short time.

Collection Files

Collection files for Seiga, Quotz and the military series will be returning, which interestingly includes things like the Valkyrie TMGS, which were unique to the Kagaseo stone exchange last time around. They’re also reviving the AIS and Yamato files as a separate collection.

Ether Fuses

You’ll also earn a new currency item called an “Ether Fuse”. You can use 20 of these fuses together with a Tokyo, Seiga or Quotz weapon to upgrade to a new weapon or to unlock a new potential on your old ones. So it works a little bit like the Zeinesis/Qliphad exchange, only this offers you the chance to turn old-type weapons into new-types!

Here’s the few upgraded weapons they showed off, two of each of the Quotz, Seiga and military series:

Unfortunately they haven’t actually detailed how the OT to NT exchange will work out. Like what does a +40 exchange into? What-about a +37? To hazard a guess I’d like to say that each level beyond a lv3 potential would translate to half a level in NT (so a Lv3 +5 would be +32.5) but who knows what they’ll actually go with.

Interestingly, rumour has it that the Special Ability Factor of the upgraded weapons will be Power, Shoot or Tech VI. Yes you read that right, VI. We don’t know at this time how much stronger VI will be than V.

I actually also don’t know what the Ether Fuse potentials are for the Quotz, Seiga or Military weapons, so it’s hard to tell if these weapons will be worth going for. They look good, though! As we don’t know the potentials yet its hard to judge their true worth, but if we use the upgraded Sword’s attack power we can see it’s a little bit weaker than Astra though only by 6 s-atk. Depending on the potential these could be decent endgame weapons.

The AIS weapon Ether Fuse potential appears to be similar to Aura’s Battle Coin potential, only it also reduces PP consumed by PAs while the Yamato weapon Ether Fuse potential works much like their regular potentials, only they build up power over time instead of requiring you to get killing blows. So AIS may be pretty good depending on their overall power while Yamato weapons remain pretty bad.


Episode 5 Reveal

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They did it, they finally showed something about Episode 5. So who was right in the end? Was it a Phantasy Star classic revival or did it turn out to be an isekai?

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Turns out the answer was closer to isekai, overall. Though don’t worry, it doesn’t look like our player characters will be killed or forcibly transferred into the new world. Episode 5 will be releasing July 26th, so only around 6 weeks away!

blackhole

Episode 5 sees us travelling through a black hole to a medieval land of war, where the villains torment the er… the other guys.. with evil flowers that can summon demons. If you think this sounds dumb, don’t forget we just got done with Earth where the enemies were ghosts created through the power of imagination.

So yeah, we’re off to a land of knights, princesses, goblins and orcs in a land that does battle over flowers called “Ephemera”.  As you can see, the alternative world has faces both new and familiar, with Xierra as a fairy and a certain someone donning a cravat, but more on him in a moment…

Now for those who are a little disappointed that we’re not really going back to a sci-fi setting, don’t worry I feel your pain. It is a little disappointing, really, but at the very least it does seem that this episode will be more closely tied to the main plot. At least in spirit, anyway. The Profound Darkness still looms over the navigation deck and the black hole itself occupies the space that Xion used to take up. Additionally, the flowers in this new world share the same title as the Profound Darkness, namely “Non-Fruit bearing Flower”.

In these four images we have Matoi showing up top-right, so its nice to see her potentially playing a more major role again. Xiao bottom left has grown up and now looks more Harry Potter than akashic record. Bottom right we have the first sighting of Alma; who was the original Claris and one of the first three Heroes of the Arks along with Regias and Casra. Interesting that she should show up again, even if she’s presumably just a ghost, as the alternative universe has what appears to be the first Casra in it.

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“What about Luther?” you may be asking? Well as I understand, Luther is a photoner who took over the first Casra’s body. That’s not Luther’s true appearance, though it is how we all recognise him and it does at first glance seem like the alternative universe version retains Luther’s quirks a bit (or maybe the original Casra was just like that, who knows!?). Notice in the image above, where I’ve put the Luther we know against the one that appears in Episode 5. He no longer has that face marker, which presumably is the mark that its a body possessed by a Photoner, though we don’t really have any other examples of this. The lack of this marker is probably significant, though and for me makes me pretty confident that this is indeed the original Casra’s alternative universe doppleganger.

With the potential for the original three Heroes of the ARKS to re-unite, I wonder if Episode 5 might explore the distant past of the ARKS some more. It would be nice…

While talking about ARKS history, the story summary (ok, it’s a little old but as far as I know it’s still relevant) shows that in the distant past an ARKS ship encountered a black hole and was pulled into it. I doubt this is the same black hole, but regardless I’m curious how the story will justify jumping into a newly discovered black hole after what happened the last time they encountered one!

Either way, hopefully it feels a bit less like a side-story than Episode 4 did, though of course the whole alternative universe thing doesn’t bode well in that regard…

New Field and Enemies

I actually don’t know what the new field is called!

The field itself just looks so… plain to me (pun unintended). It’s dead flat, largely unsaturated tones of greys and browns, giving way to red tones once you’re inside. The field is surrounded by a thick fog, which I guess was intended to make it seem more like a battleground but it only really manages to make the field look dead and empty.

The enemies also win the award for “most unremarkable and generic designs” in the entire game so far. It’s like they went out of their way to make the majority of them look as plain as possible, though I don’t really take issue with all of them. Like I like the look of the reapers, though it’s a little bit of a shame that they’re such an obvious remodel of Luda Sorcerer.

The giant castle boss is pretty nifty at least.

Buster Quests

A hybrid of Tower Defense and Tower Attack, you’ll need to defend your own siege equipment while assaulting a castle held by demons. Like the regular Mining Base Defense quest, you’ll be collecting resources (in this case, mana) in order to trigger a mechanic known as the “Buster Pile” (gross) which can break down the castle walls.

castledarkercore

Once inside, do battle with the demons within and then face off against a giant animated humanoid castle. Neato!

So if Bumped is right, these are set to be the main quest style of Episode 5. I mean at least they sound like they might be fun; at the very least it’s nice to have a permanent Mining Base style quest available to us. On the other hand, I can’t help but be a little disappointed that this might mean we won’t get Arks Quests or Free Fields for Episode 5.

The main issue I have with the quest style is it’s designed for a multi-party. That means much like Riding Quests it’ll suffer once the content is no longer relevant. Look forward to standing around at a teleporter waiting for enough players to filter in to begin the quest. I mean it won’t be as bad as at least you’ll only be waiting on 7 others instead of 11. The lack of an Arks or Free Field would mean that this is the only way to enjoy this content though, which I find a little bit sad. Mind they’ve been messing with this formula since Episode 3 and with Vegas being the first field to not have an Arks Quest at all I guess it was only a matter of time before we ended up like this.

The lack of a Free Field would also mean no new skill-rings, incidentally.


New Class: Hero

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HeroClass

Yep, that’s the class name. Hero. In your game, you are the hero, it’s you. But remember, you are not the only hero… Really you won’t be. You know how new class releases go, raids are going to be full of them in the first week or two. We’ll see if they go through the same growing pains as Bouncer and Summoner where people would abandon groups the moment they see you!

You might expect a new class would mean new weapons but you’d be wrong! You might also be mistaken for thinking that you can play this class from the get-go but you’d also be wrong! Hero is slated as the first “Advanced Class” in PSO2. If you’re like me and come from Phantasy Star Universe you might be getting a bit of a cold sweat on but don’t fret, it’s not as bad as it was in PSU.

Also pictured above is the new class trainer for Heroes; Stratos. Stratos bares some striking similarities to Huey, I wonder if that’ll lead to something…

Unlocking

In order to play as a Hero you’ll need to have at least one melee, one ranged and one teching class leveled up to 75 on your account.

  • Hunter, Fighter and Bouncer count as Melee
  • Ranger, Gunner and Braver count as Ranged
  • Force, Techer and Summoner count as Teching.

This will unlock 3 titles on your account. From there if you want to be the hero all you have to do is head over to Koffie and turn in a Client Order. Congratulations! You are the hero!!

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Note that switching to Hero will un-equip your SubClass and Hero cannot be used as a Subclass. As Hero has no subclass, it’ll have access to more Right Skill Rings than any other class, which might create some interesting options.

Weapons

Heroes utilize three weapons that already exist in the game; Swords, Twin Machineguns and Talis. This is where the class diverges strongly from PSU tiered classes however, as these weapons will all behave very differently from their classic counterparts while wielded by a Hero. That is to say, Hero Sword will be nothing like Hunter Sword. This is great, because my main issue with advanced classes in PSU was all they offered was higher stats with the precise same attacks.

To clear up some rumours around the class; yes they do require a Sword, TMG and Talis. They do not use a unique weapon that transforms into all three.

hee-row

The reason people think it’s a new multi-weapon is due to the class’s mechanic of being able to switch weapons through certain Photon Arts. In the trailers these weapon swaps are instant, where as anyone who’s played the game any length of time will know there’s a small delay when swapping weapons. The logical answer would be an entirely new mechanic, but well…

These are shots taken during the multi-weapon combos.As you can see, the palette number changes so it definitely is a weapon swap. This does bring up a good question with regard to how the class will behave under laggier conditions, mind…

Swords

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Sword attacks will change depending on how long you  hold the attack button for. For the Photon Arts, this presumably just extends the combos and then ends on some finisher once you release the button (PP is constantly draining during some of the attacks shown).

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Unlike Hunter Sword, Hero Swords cannot block attacks however it does seem that certain Photon Arts have i-frames attached to them. Sword’s weapon action is replaced with “Spirit Bullet”, which is essentially a Ki-Blast straight from Dragonball Z. The longer you charge it, the bigger a bullet you fire!

Twin Machineguns

Twin Machinegun Photon Arts are similar to Gunner’s however they don’t seem to have the ability to rise into the air as easily (at least not from what we’ve seen so far). They may also lack the burst of classic Gunner TMGs with Chain Trigger.

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Hero TMGs cannot recover PP through normal attacks, instead normals actually consume PP! The only way Hero TMGs can actively recover is by using its “reload” weapon action. You slow fall while reloading, so if you are airborne you won’t have to worry about dropping like a stone just to recover PP.

Talis

In addition to Talises gaining Photon Arts that make them resemble Slicers from the older games, Heroes cau also warp to their thrown Talis through its weapon action. The player throws out a marker then instantly warps towards it. There seems to be a bit of a charge time to this, so I doubt it’ll compete with Guren Tessen dashing or even regular running for traversing large distances, however it might be helpful to get within melee range of vertical targets.

Talises seem capable of creating large damage fields, making it the most likely candidate for mobbing, though in the Zeshrayda demo the small disc field seemed to do really high damage even if it was hitting a weak-spot.

Techs

Heroes can cast Techniques like Force, Techer, Bouncer and Summoner. It’s unknown at this point if Heroes have any skills that augment them, however. If they don’t, their offensive techs ought to be pretty weak, but at least they’ll have access to support techs.

On top of this, Heroes use a gimmick where through specific Photon Arts they will automatically swap weapons, allowing them to chain together combos across multiple different attack types.

Class Mechanics

heroicons

Above is just as many of the icons I could extract from the trailers. As you can see, each weapon has 2 photon arts with a symbol in their top-right that indicates which weapon it’ll swap to. Red switches to sword, blue switches to TMGs and yellow swtches to Talis. I’m not sure at this point how it determines which point in your palette to switch to, but I assume it just searches down and picks the first one it finds (cycling back to the top if necessary). If it can’t find any, I assume the attack just finishes without swapping.

At the bottom-left is what seems to be Hero’s main class skill in the available and unavailable state. They never seem to use the other skill, which shares War Cry’s skill icon but with PP on it.

herogauge

For the first skill though, its the one that was used in each weapon demonstration in the trailer. The skill seems to depend on your weapon gauge; only when your gauge is full is the skill available. Once you activate the skill, the star in the center of the gauge switches off and the bar starts draining. Looks like you can activate some kind of finisher when you press the skill again, which immediately drains the bar to nothing. If the bar reaches zero on its own or you activate this “finisher” it deactivates the skill and puts it on cool-down. The cool-down shown was 120 seconds.

That’s all I can estimate based on the footage anyway, for now we don’t have any details on the precise mechanics behind these skills.

Thoughts

So yeah, that’s the Hero class. Kind of a boring name, but the class itself does look like it’ll be fun. It really looks like a hybrid between Fighter, Gunner and Bouncer more than its weapon selection would indicate. The trailers so far show it to be a potentially excellent bossing class while offering seemingly limited ways to clean up mobs compared to other classes, it depends on how good Talis is I guess.

My initial reaction to this class was pretty negative, as I detested the idea of the class simply being “x but better” as all classes up til now have brought something unique to the table. However, not only does the class bring entirely new mechanics to older weapons it also doesn’t seem like it’ll cover the niches the classic classes will cover. I’m not really sure what the functional differences will be with Twin Machineguns for Gunner and Hero aside their verticality, I guess we’ll see when we learn more about the class later on.


Class Rebalance

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We already knew that PSCrew were going to address the Chain+Maron problem, but we didn’t have any details nor did I expect them to re-balance a bunch of other things. There’s a lot of notes to go through (the full notes are here) so I’m just going to ponder the implications of these changes one topic at a time.

Maron Nerf, Slight Melon Buff

The bean brothers are gonna change very slightly.

Maron’s 2nd stage damage mod will be reduced while the number of hits it takes to reach stage 3 will be increased. So notably Maron will still do all the damage it did before but it’ll take a bit longer to build it up. It’s hard to say how much of a nerf this will be until we see the actual numbers…

Melon on the other hand just won’t randomly blow up anymore after a time limit. Now t’ll only blow up if you fail to catch it, which makes Melon only a little more practical to use. Melon’s damage isn’t that amazing however, so I doubt this will equalize things between these two pets much.

Zanverse Builds are Dead.

Zanverse has been changed so that it no longer takes skills or potentials into account. So rest in peace TeSu, TeGu, GuTe and Niren Orochi BoTe. This puts all Zanverse fields on an equal playing field, so you’ll no longer have issues with JetBoot users creating then anymore! Really this means the death of Zanverse elitism in general, so it really doesn’t matter who casts it as long as someone does.

This is however a nerf to Wand melee, as Wind Mastery no longer affects the power of Zanverse. Assuming you’re using Form Scythe, Zanverse hits will drop from 28% of your damage to 20% if I’ve done the math right (I’m not 100% sure how Zanverse multipliers work, please correct me on this if I’m wrong).

To clarify, this is not a flat 120% as people have been saying. The patch notes only say it’ll no longer be affected by skills or potentials, which means that resistances should still apply. As such, it’ll still be terrible against Dark Falz Elder and deal bonus damage to wind-weak enemies like Escafalz Mother.

TPS Sniping is Dead.

There’s going to be a maximum range placed on the techs used for TPS sniping objects across the map, including Rafoie, Grants, Sazan, Razan, Ilbarta and Sabarta. This means that you won’t be able to depend on Forces to be able to take out Darker Towers from across the map in Mining Base Defense quests, nor will you be able to snipe the jellyfish in the Vegas field. This also impacts Time-Attack strategies that depended on you being able to hit switches from a long distance.

Graptor and Banish Trickery may be Dead

Both Vol Graptor and Banish Arrow are getting nerfed, which affects a number of off-meta or niche builds such as TeBr and FoBr.

For Hunters, they’re buffing every single Partizan PA (aside Graptor of course) so it might work out that the old Graptor-Zenith and other combos will be just as good as they are now.

Similarly, a few Bullet Bow PAs are getting buffed, but curiously Sharp Bomber 0 is getting a slight nerf by increasing its cost. Given it’s Bullet-Bow’s only practical mobbing solution I’m not sure why they felt the need to do this. They also buffed Gravity Point in every way apart from the way it’s actually useful (the suction power is unchanged).

Chain Trickery may be Dead

They’re nerfing Chain Trigger by reducing its power. In the same update, they’ll be making Chain Finish stronger but making it main-class only and only affected by Twin Machineguns dealing Striking or Ranged damage. However, even with both Trigger and Finish it’ll still be weaker overall than it is now.

Chain’s duration is increased and cooldown decreased while Chain Finish will remain 2s.

Clearly they’re trying to make it so that Chain is primarily a Gunner thing again and not a tool of niche combos such as GuFo, FoGu, the classic BrGu and of course SuGu. The death of variety here is a bit sad, honestly, because really the worst issue was with Chain Maron but I guess it does make designing encounters difficult when you have odd combos that can kill bosses that quickly in general.

Overall, the off-class combos suffer while Gunner itself will have easier to apply chains that it can apply more often even if they’re overall weaker. Interested to see how this works out for Gunners in the end, because while this is going to affect the most bursty combos in the game right now the likes of Satellite Aim into Infinite Fire 0 should still be pretty solid.

Weak Bullet Standardized

Weak Bullet will now be a 120% modifier to the target hitbox and the Weak-Bullet “jamming”  mechanic will be removed from the game.

To compensate a bit for this, Weak Bullet’s cooldown will be reduced and the maximum number of bullets loaded increased. So while it’s weaker overall, you’ll be able to apply it more often.

They’re reducing the HP of a number of classic raid bosses from Super Hard and below while Magatsu will have its HP reduced across the board. They’re also increasing the amount of time that Esca Falz Mother spends in her downed state.

Weak Hit Advance Changes

They’re changing how Weak Hit Advance works on Weak-bulleted targets. Instead of running off the modified hit-box resistance value it’ll always apply to a hit-box with Weak Bullet on it.

So really, this is an overall buff to Weak Hit Advance as you’ll no longer have issues with Weak Bullet not bringing a hitbox’s weakness to the threshold where Weak Hit Advance counts (1.2x if I recall correctly). For example, right now if you apply a jammed Weak Bullet to a 0.9x hitbox, it’ll only turn it into a 1.08 which won’t allow Weak Hit Advance to work.

This leaves the likes of Gu/Ra and Br/Ra largely unchanged.

To clarify in case there’s confusion, Sega added an ammendment to the patch notes because the old wording implied that Weak Hit would only apply to Weak-Bulleted targets which would have been a terrible nerf to Rifles and x/Ra builds.

Force and Techer Tree Rework

They plan to compress a number of the skills on both classes skill trees, with the main focus being on element masteries.

They’re going to adjust the values for Mastery 1 lv1-10 and the same to Mastery 2 while also reducing their caps to lv5. So you’ll need 15 SP per element instead of 20, which should free up a few points but it still won’t allow you to make an effective all-element build for Force.

Techers additionally have had the numbers and caps changed for Wand Lovers, Reactor and Element. Wand Lovers new cap will be lv5 while Reactor and Element will be 1. Additionally, the skill caps for Shifta Advance, Deband Advance, Shifta Critical and Shifta Advance have has their caps reduced to 5 (and numbers adjusted accordingly). Likewise, the requirements for Shifta Critical, Deband Cut, Shifta Strike and Deband Toughness have been reduced from 5 to 3.

This combined with the changes to Zanverse frees up quite a lot of skill points for Techers indeed (up to 43 depending on what your build was!). What they should do with all these spare points I’m not sure… perhaps invest into Light and Dark masteries? I honestly don’t know..

Compound Tech Nerf

Compound Techs will retain all their power (except Zandeon which is getting a buff) but will receive a 2-minute cooldown.

So really this means you won’t be able to just build up compounds and use them nearly back-to-back anymore, as was almost the case with Magical Piece shenanigans in Time Attacks.

Bouncer Will Still Be Average

Non-Weak Element will be buffed a bit. That’s it. Also Gran Wave is buffed.

They’re Still Trying To Make Guard Stance Good

Guard Stance Advance will have its power and duration boosted. Much like with other changes the potential impact of this really depends on the numbers. Fury Stance offers 1.2 ^ 1.05 ^ 1.05 ^ 1.10 (1.4553) in terms of power right now all the time. Guard Stance Advance offers 1.2 for 10 seconds after a successful Just Guard, but of course it has the additional advantage of being way more durable than Fury Stance.

So they can’t really make its power higher than Fury Stance, so I wouldn’t expect a power mod much higher than 1.3.

Note I don’t include Just Attack bonuses because they’re not dependent on stances.

Make Shunka Great Again

A number of Katana Photon Arts are geting buffed.

  • Tskukimi-sazanka, Gekka Zakuro and Fudou Kuchinashi are having their PP costs reduced
  • Hien Tsubaki will generate more gear and do more damage more quickly.
  • Asagiri Rendan has various adjustments as well as dealing more damage
  • Shunka Shunran will deal more damage more quickly.

So yeah, they’re actually buffing Shunka Shunran again. I doubt it’ll be returning to its glory days of Episode 2 (at least I hope not) but it’s still funny that it’s getting buffed in light of its history all the same.

Overall

So in summary;

  • The end of TPS sniping,
  • The end of Zanverse builds
  • The end of quickly building Compound Techs
  • A general nerf to melee Techer and a nerf to Techer casting builds (aside TeFi)
  • A general nerf to x/Gu builds that depended on Chains for heavy burst damage
  • A general nerf to builds that depended on Graptor/Banish for burst damage
  • A general buff to Partizans, Wired Lances and Knuckles
  • A buff to Weak Hit Advance
  • A buff to Katanas overall

Thats quite a few class combos suffering because of one pet!


Miscellaneous

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Just gonna cover a couple of the changes that don’t really fit anywhere else.

Multi-Block Matching

Could this be what I think it is? Is this taking the PVP matchmaking system and applying it to PVE Quests? If so that’s a huge improvement while at the same time one that I’m genuinely surprised they’re offering for a few reasons.

multiblockmatching

For one, what does this mean for Premium space? For that matter, how will Expert Block requirements be handled with this? I assume that instead of matchmaking you across all blocks it might just use a select group of blocks instead (for example, all the Extra Hard blocks if you’re currently in an Extra Hard block and all Expert if you’re in an Expert block). Hard to tell at this point as very little information has been revealed about the feature yet.

But yeah, this could solve a lot of issues aside the obvious of it being easier to form a group. For one thing, people AFKing in lobbies won’t be as big a problem and there might be less pressure to go park a spot in a good block well in advance of an Emergency Quest starting to ensure you get a group.

MY INVENTORY: Material Storage

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They’re adding a 2500 slot warehouse that can only store material items. Fucking finally, that’s all I have to say. I hope it’s account shared for convenience!

That’s All!

That’s everything about Episode 5 that they’ve revealed so far. I’ll be honest, it hasn’t exactly blown me away but I also haven’t seen anything I really hate either, just some things I kind of wish they did better with. Mostly I think the enemy designs are just a little too unremarkable and the field they showed really needs something done to it to make it look less bland. The quest itself sounds like it might be fun, but I remain a little sad at the thought of not having any more Arks Quests or Free Fields potentially.

We’re set to learn more about Episode 5 with the 10th PSO2 Station on the 16th of July.

8th PSO2 Station Writeup

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Yeah, I know this post is late, sorry about this. Honestly, I found this broadcast pretty boring to write about. Maybe it being in the shadow of an expansion doesn’t help! Speaking of which, no they didn’t say anything about Episode 5 however they did appear to announce that we’d be getting more information about it on June 10th.

Calling this post a write-up of the broadcast is honestly kind of a misnomer, seeing as the broadcast itself was mostly fluff and the real meat of the presentation was around the upcoming Arks Battle Chronicle event, so this post is mostly going over that.


Update Express

Normally this is where I’d post all the trailers, however Sega has been issuing take-down notices to uploads of footage from streams. Likewise, people caught restreaming have had marks against their accounts. As such, until Sega changes their stance I will no longer be adding trailers to these posts unless Sega uploads them themselves. It sucks, I know, but this is how Sega wants to do things from now on so we’re just gonna have to deal with it.

For now, I’ll share the official upload of the Update Express section of the broadcast which contains all the trailers.

Timecodes:

  • 7:21 – Arks Battle Chronicle Part 1
  • 17:15 – Arks Battle Chronicle Part 2
  • 24:53 – Arks Battle Chronicle Part 3
  • 35:10 – PSO2es 3rd Anniversary

Surprise trailer was an update Phantom Battleship Yamato raid

It certainly is Yamato with extra attacks. Like with previous updates to raid bosses, I worry the fight will end up a clusterfuck of effects and hitboxes however I’ve been wrong every time to far. The real question is how is the rematch version going to work? Presumably it’ll be like Gracia; requiring 80/80 and restricted to a 4-person MPA with some kind of failure condition.

I’m also pondering how it’s going to handle the old Yamato Collection Files. Will they return? Do we even really need them back? Perhaps some kind of Earth weapon upgrade system will arrive with this update allowing you to say turn your Seiga Sword in for some better version of it.

Finally, I hope that the drop rate of gear with Yamato Factor matches the rates of Escafalz Mother and Deus Esca because it’s currently pathetic. The low rates are why Yamato Factor weapons and units are so expensive which makes creating Ether Factor un-necessarily difficult.


Arks Battle Chronicle

The next major web-panel event; a large multi-stage event spanning a number of different quests. It begins with Episode 1 on June 7th and ends on July 26th. Each quest will be up for a week, with the final part presumably covering the rest of the event.

Like other web-panel events, you earn points which unlock prizes by defeating enemies (this time Bosses) in specified quests. Unlike previous events, however, from the 5th of July boosts earned will apply to both Player and Enemy alike. The higher the points, the more difficult and rewarding the quest gets!

These dates are inferred, incidentally. To the best of my knowledge they’re accurate but don’t hold me to them.

Edit: Just as I finally posted this, the update page came out. Kinda excellent timing, but I’m currently not well enough to go making the necessary fixes. Here’s a raw image of the schedule for now, when I’m better I might go and make a separate post about it or just fix this one:

chronicleschedule.jpg

Event Quest Flow:

From 7th June to 14th June – Breakthrough Training: Episode 1

The first quest in the event features enemies from Episode 1 fields and story quests. This includes Rockbear, Vol and Quartz Dragon, Banthers (of at least one flavor), Purple Sword Easy Man (Persona), Chrome Dragon, a special Falz Arms and Hunar and possibly more!

Quite an intense looking quest, overall. In terms of drops, you have a chance to obtain a Coat Edge weapon camo which you can change the Photon Blade colour on. Coat Edge is a nice looking sword and I know a lot of people have been waiting for it to become a camo for some time. I hope I can get one cause damn I like me some lasersword.

From 14th June to 21st June – Breakthrough Training: Episode 2

The second quest in the event features enemies from Episode 2 fields and story quests. Do battle with Org Blan, Bal Rodos, Decol Malluda, Biol Meduna, Vardha Soma, Blu Ringahda, Theodore, Regias and other council members, Persona (Double Saber), Dark Falz Angel and Apos Dorios!

Somehow seems less intense than the first one, but still it’s nice to see that Apos Dorios finally gets to appear in a quest outside of its own raid. The big prize for this one is a recolour-able camo of Coat Doublis. I’m less fond of this weapon myself, but I know some people like it.

From 21st June to 28th June – Breakthrough Training: Episode 3

You get the idea, enemies from Episode 3 fields and story quests. Face off against Giguru Gunnegam, Bal Rodos (again), Nepto Cassadora and Malludarl, Falka Leopard and Leone, Anga Fundarge and Yuga Darkers, ending on a fight against Dio Hunar and Diabo Igrythys. .

The special prize you can obtain from this one is a mini Anga Fundarge Mag Device, d’aww.

From 28th June to 5th July – Breakthrough Training: Episode 4

Now comes Episode 4. Remember Episode 4? Good times.

Kick various phantoms in the face and challenge Train Ghidoran, Devil Trailers, Vegas Illusia, Laplace’s Demon , Anga Fundarge (cat version) with Drago Deadlion and Gruzoras Drago as well as Adam and Deus Hunas.

For the fourth part of the chronicle, you could obtain a camo for Adam’s Rapier (Alchemic Gene: Tact, Wand and Katana camo).

From 5th July to 9th August – Arks Chronicle: Extra Boost

This is when the aforementioned player and enemy boost starts to apply.  I’m not sure why the event boost applies after the event itself has ended though (it’s scheduled to end on the 26th of July) so there might be some extra details that need clarifying there.

Unknown – Breakthrough Training: ALL EPISODE?

We only really know about this one from the original teaser trailer(which curiously, Sega did not issue a take-down for) for the event. Presumably the final quest, it includes battles against enemies from the entire game to date; including Dark Vibrace, Aratron Tolstoy, AIS Exoda and Magastu Sai, Phantom Darker bosses, and ending on Falz Hunar, Angel and Dio Hunar at once.

No word yet on when this quest will arrive or what special prize might be available from it, though I assume it can drop all of the items mentioned so far.

Xie Exchange Shop

During the event, you’ll be obtaining 5th Anniversary Badges which you can trade in for various items from Xie. Xie will hand some out for clearing her Client Orders but presumably you can obtain some by clearing the Limited Event Quests while they’re up.

Below is a composite image of the shop stitched together from the trailer.

xieArksChronicleShop

Xie’s shop includes cosmetic tickets, Lobby Actions,  a music disk, exchanges for old Weapons Badges (2015, 2016 and 2017 badges) and a number of Parfaits. Interestingly this includes Megaton Parfait, which was unique to Challenge Mode. I guess life is going to get a bit easier for those who want to create a Maron revolver build!

Incidentally, who the heck wants Nero stones anymore? Who is still going for Austere weapons or units? Its not that they’re bad, Austere is still solid at endgame but in light of recent gear and PSCrew’s intent to force you to phase them out in favor of 12* units and 13* NT weapons I’m not sure why anyone would bother investing in them anymore.


Thoughts

Let’s face it, it almost doesn’t matter how good this event is because it exists under the shadow of an expansion. Even if there’s not much hype around Episode 5 and that PSO2 Expansions tend to be rather lackluster, it’s still significant enough to pique interest. People wanna know what it’s all about! I wanna know what it’s all about! We want to see the direction the story is gonna take, the new enemies we’re gonna fight, what the heck the new class is gonna be. Beyond that, what mechanics and gimmicks will they introduce and hopefully not immediately forget about?

As of publishing this post, we’re hopefully now about 2 weeks from getting at least a taste of what Episode 5 will offer, though in some ways the fact they’ve said so little about it when its due for release relatively soon is kind of concerning…

Sega To Revive IPs: Is PSO2 Coming To The West?

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No.

Probably not, anyway.

In case you’re unaware, Sega recently announced that they are planning to revive their old IPs and aim for global releases of their future content, among other plans for their Business Roadmap to 2020 which can be found here. 

Among the slides you might spy something familiar…

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So why might this not include PSO2? Well there’s no guarantee that it won’t, but it’d seem rather strange in the face of PSO2 closing down in Taiwan and South-East Asia.

It might just be too late to try. PSO2 is coming up to 5 years old now and the US version announcement is now nearing the same kind of age. The enthusiasm and excitement for a localized PSO2 has surely long gone.

That’s no guarantee, mind, I’m just making assumption based on the time scale for the general populous. I know from people contacting me through Twitter that there are still people out there eager for an official US release and I’m sure if it did happen they might do OK. However I feel even then they would have to release it with everything up to the end of Episode 4 and possibly some of Episode 5 in order to avoid the dreaded Content lag that plagued PSU and the SEA/TW versions of PSO2 before it. Even with all that, people rightfully have trust issues with Sega of America after their dubious performance with PSU (even if that may have arguably been Sega of Japan’s failings that ultimately caused that).

For me, I believe if this presentation means anything that it suggests PSO3 may have become more likely to be a global release. PSO3 could be another 5 years off, as Sakai planned to support PSO2 for 10 years and we’re only halfway through that (though even that’s not guaranteed!). One thing to take into account is this is their company plans for the next 3 years, so it doesn’t mean that they’re going to be acting on all the things they said right this very moment and that PSO2 announcements will occur any day. If they did act on any of these plans it’d take some time for their effects to be noticed, if at all.

It’s honestly hard to tell with a company like Sega. Remember that PSO2 did have a few hints that they were intent on an international release at one point, but for whatever reason those plans fizzled out seemingly abruptly. PSO3 could share the same fate.

Ultimately, this presentation while nifty to think about may be absolutely meaningless. It’s only a set of plans, and particularly vague ones at that. They may not deliver on most or any of it in the end.

New Expert Block Requirements

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During the recent PSO2 Station, it was revealed there’d be an additional requirement to enter Expert blocks:

A new title will be added which requires you to have 12* rear, leg and arm units grinded to +10 and equipped. This title will be required to enter Expert blocks from the 7th of June

So to recap, all the requirements will be:

  • Clear floors 1-5 of Heaven and Hell
  • Have a +35 13* weapon or lv120 pet
  • Have +10 12* units

This new requirement has created quite a stir, possibly more-so than the weapon requirement. But why?

Getting 12* Units

With a few exceptions, getting 12* units is entirely down to luck. There are no collection files for them so if you’ve been unlucky so far you might not have a full set of 12*s even if your gear is otherwise solid.

But as I said, there’s exceptions to this rule and I’m gonna go over the main ones.

2017 Badge Units

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I know, these units are absolutely terrible and no one in their right mind would wear them into a quest. However, they are a pair of units that are guaranteed to get. You’ll need 50 Weapons Badge 2017 for each one.

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If you want a unit that’s not absolutely terrible, you could head to PVP and farm Battle Coins to get yourself a Shine Red or Shine Blue unit. These units aren’t actually that bad, with Blue focusing on HP/PP and red on Attack.  However, these items are, for whatever reason, only temporarily available. You have until the 9th September to pick em up, which is plenty of time but it still feels arbitrary to me.

This will cover your Leg and Rear units so now you’re just short an Arm unit. I’m afraid the arm unit is going to be a might trickier to get…

Gix Arm Unit

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As far as I know, this is the only 12* arm unit you can “work” towards, though this may be difficult for most people gearing up to get. To get it, you’ll need to clear Ultimate Amduscia in less than 7 minutes. This is no small feat, particularly as most of the people who will be going for this title are people who don’t have great gear in the first place.

You could argue this acts as an effective choke point for people attempting to get into expert blocks on face value; Clear this difficult quest with an S-rank and you gain access! But in practice I doubt it’ll work like that, because really it’s effectively RNG. Instead of the RNG being on the drop it’s going to be on the quality of the other 11 people who happen to be running the quest with you. As hard as you could try, you’re not S-ranking this quest on your own.

You also have the added difficulty of finding 11 other people to run the quest with in the first place…

You could get lucky in your attempts and obtain a 12* Deadlion Arm but don’t count on it.

Itsuki and Rina Arm Units

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Most people who ran recent seasonal quests probably have a stockpile of these units as-is. If you don’t, you might find this is the first 12* unit you get, because they seem to be given out at a pretty decent rate whenever you come across an Itsuki x Rina or Itsuki x Soro E-trial. However, this is still RNG and probably not a viable farming target, I just figured it’s worth mentioning because you may already have some.

Itsuki’s unit (blue) is a pretty decent defensive unit, providing 150 HP. It’s good for all classes, really.

Rina’s unit on the other hand is geared more towards ranged types, so I only really advise Rangers and Gunners invest anything into it.

So aside the complications of obtaining 12* units in the first place, the next issue is the same as the one that plagued the +35 NT weapon requirement:

My Current Gear is Better!

Currently, Saiki, Austere and Orbit units are perfectly viable at end-game and for the large part are more effective than 12* units. For players who invested a lot of Meseta into their affixes, they’ve felt no pressure to go and upgrade to a full 12* set.

Add to this that 12* unit drop rates are so abysmally low that they might not have found any yet and this requirement seems set to bar players with exceptionally good gear in favor of those who just picked up whatever crap they found or just plain Xie units.

This is why it’s the same problem as the weapon requirement; a player with a crappy +35 Revolucio weapon is let in while a player with an exceptionally well affixed Austere weapon (which is still solid at endgame, though is now beaten out by Zeinesis/Qliphad and Fornis alike) is barred from entry! Heck you could just raise a pet to lv120 and enter an expert block with any old shit.

This is what makes these Expert block requirements run counter to their own purpose: They encourage cheap shortcuts for entry rather than enforce an effective test to separate novice from expert.

Thoughts

This is a difficult problem they’re trying to solve; they want to make harder content and for that they need a better measuring stick for player performance with which they can tune said content. It’s particularly difficult in a game where player performance can vary so hugely due to so many different factors (class loadout, skill trees, gear, affixes, Mag stats, access to Team Tree buffs and of course skill).

I think the main concern with this is your progress could be halted by RNG and the idea that your worth as a player is measured by the roll of a dice isn’t a comfortable one. For now, getting a 12* Arm Unit is pretty much entirely luck unless you happen to know 11 other people you can run Ultimate Amduscia with.

However, this is really just under the conditions we have currently. We don’t know what content they might add down the line that might make meeting these requirements easier but then that has the danger of running into another issue; If the expert block requirements are too easy to meet, then are they really an effective barrier to keep novices out?

I am starting to wonder if segregating the player-base like this was really a good idea in the first place. One effect it may have is to put off returning players from returning at all, because they may not meet the expert block requirements yet and to do so will require them to put up with a potentially painful grind in the regular blocks which struggles to pass the content required to get the gear they need to get.