The first in the successor to the old PSO2 Broadcast aired earlier today. With it, they released a few new trailers and otherwise kind of dicked around doing a lot of nothing for 2 hours. Not sure I’m a huge fan of the new format, but if I’m honest the old one had a lot of the same faults too.
As usual, I’ll be going over the bits I found interesting or had any real thoughts on. The complete summary is on Bumped as per usual.
November updates: Famitsu Cup
- Necky in the lobby, with Client Orders and Exchange shop
- Event specific gathering tools
- Gravity Daze collab and various outfits.
- Annette from PSO2es making her way to PSO2.
- Vehicle lobby actions for casts.
- Story stuff
- Phantom Darkers
- Various quality of life changes
Early November: Famitsu Cup Event
All-star Mining Base Defense
In a new twist to the event-specific all-star quest the enemies from far and wide will be being hurled at towers This takes place on the first Mining Base Defense map; Invasion. This will be the main focus of the Famitsu Cup, though as will soon become apparent the event permeates quite a lot of the game’s content.
Nothing really new could be gleaned about this quest that wasn’t already known as far I can tell.
Throughout this event, you’ll be collecting “Gavas Tickets” from various sources. They’re the currency that’s used in Necky’s exchange shop for a variety of items.
You can obtain Gavas Tickets by:
- Clearing the special Mining Base quest
- Clearing the Rideroid quest
- By using Gathering nodes with Famitsu picks and fishing rods
- Not sure if it was explained exactly how you get these tools, mind.
- By playing certain content in PSO2es
Included is Necky’s costume as well as some Famitsu shirts (which are notably outer-wear) among other cosmetic items. Somewhat interestingly it also includes two 12* units; Rear / Heavenly Ring and Leg / Mini Nyau (not sure on the Kanji).
While that makes these the first 12* units obtainable via currency it does seem that much like the 11* units Xie supplied before their stats are awful. At least their base defensive stats, anyway. Their bonus stats are unknown as well as any set bonuses they may have.
Orbit collection files
For many, this is likely the really interesting stuff. With the Famitsu Cup we’ll see the addition of a large number of Orbit weapons. Sighted are:
- Wired Lance
- Double Saber
- Assault Rifle
- Jet Boots
A weapon for every class, pretty much! There are no collection sheets for the currently available Orbit weapons however.
It seems they come with Ability III, Vinculim, Spirita III and Mutation I. This means they have 45 attack in affixes. Judging by that then, Orbit Wired Lance has 977 S-atk at +0. This puts it behind Seiga Shield in terms of raw attack, but the potential is slightly stronger in terms of a damage bonus. This makes these weapons fairly average although Orbits typically aren’t taken for their power in any case.
Their chief use is as a method for quickly refilling your PP bar, which can be useful for certain classes that have trouble regenerating PP or for those whose mechanics prevent the from doing so normally (such as Ranger with weak bullet loaded). Assuming they still have this latent, that means that for a lot of people they may be good just completing a single file once and being done with it. For a lot of people this may well be Orbit Gunslash, though Ranger may want to consider Orbit Rifle particularly if they never got themselves an Orbit Launcher. In fact, the Rifle may be decent enough to use an attacking weapon, though it will still be some way behind Gix in that regard.
Of course, there may be other reasons you might want to +35 these weapons. If you want to find out about that now, skip ahead to the “New Type Affixing” section.
Late November Content
Aside waifubait Annette joining the lobby with partner card and accessories, the 2nd Update trailer was a particularly interesting one with a lot of things to go over.
They were data-mined a while back but they were finally revealed with the 2nd trailer. Phantom Lanz Vareda, Bonta Bearadda, Dagacha, Goldrahda and Decol Malluda. They’ll be arriving along with Episode 4 Chapter 6.
As well as appearing in the story mission, these Phantom Darkers seem set to appear on Earth fields in general.
In addition to looking different (Phantom Goldrahdas in particular!), it seems Phantom Darkers will also have unique moves. Phantom Bonta Bearadda for example appears to summon tiny versions of itself which it then commands to explode. Pretty nice to see that they’ve gone this far with them rather than just do a recolour (I know a certain someone who still hasn’t forgiven them for Caterdra’nsa).
Datamining does suggest there are other Phantom Darkers either waiting to be revealed or they may have been dropped. These include:
- Dark Ragne
- Vid Luda
- Pitta Wadda/Parata Picoda? (the one that shoots missiles, I never remember which is which)
As I say though, who knows if these will make it to release. Kinda want to see what Phantom Dark Ragne looks like…
Collection File Change
Collection files will now display a GET message instead of 100%. A minor interface improvement I guess, though I wish this meant you got the item at 100% instead of having to find an additional target enemy to kill, which can be irritating for certain kinds of targets.
We’re finally getting bulk Tekking! A much needed quality of life change.
13* weapons will have a different icon while they’re unidentified, which should hopefully mitigate accidentally tekking them the wrong element while mass-tekking other items.
Now you might have noticed those prices. Don’t panic, those belong to a new feature known as “Advanced Item Appraisal”.
While much more expensive than regular appraisal, it boosts your chances at getting better affixes and evidently may raise your chances at getting a high % element on the weapon.
Gathering on Hulkotron and Tunnels
We can finally go mining in the mine. No one cares abour Shironia.
But yes with new gathering spots comes new rings, so the important question is are they any good?
- L / PB Homing
- Delays the blades firing for a small amount of time, but they’ll home in on enemies after
Not sure if this ring will see much uptake as the main point of Photon Blade Fever is to spam blades as fast as possible to maximize your DPS. That delay is going to cause a significant drop in damage, even if it does mean the blades are more likely to hit.
- L / Jumping Dodge
- It makes you jump really high.
Kind of an interesting one. Could help the airborne classes get set up more easily as well as making certain bosses even more trivial to deal with (looking at you, Malmoth and Plosiorgles). There’s possibly some other gameplay altering effects this ring could have that I’m not considering (I wonder if it boosts the jump in the Magatsu fight?).
- L / Slow Fi Action
- Slows down the speed of Fighter weapon actions
I assume this will also extend the I-frames much like Slow Dive Roll does. Potentially powerful ring to aid in Fighter survivability (as if they didn’t have enough I-frames through Deadly Circle).
- L / Near Auto Target
- Pets automatically attack nearby enemies
Tired of having to press buttons as a Summoner? Worry no more! Get your normal-attack boosting Parfaits and you can just walk right on through stages.
- L / Peace Zondeel
- Prevents you from detonating Zondeel fields
Handy for those who wish to use lightning techs on enemies while retaining the suction effect of Zondeel.
Overall, a sorta interesting bunch of rings. The only one I can’t really think of a good use for is PB Homing but maybe I’m being short-sighted with it who knows.
New Type Affixing
This is an interesting change indeed. I’ll go over what I can gather from the trailer.
Essentially, getting a new-type weapon up to +35 will unlock a special ability on it. This ability can be transferred in the regular affixing process with a 100% chance of success. Now we don’t yet know all the nuances of this upcoming system but here’s what I can gather from just looking at it:
- These are only available on +35 NT weapons.
- Shown weapons are at least 11* rarity, but it may be available for weapons of all rarities…
- The usual rules of affixing seem to apply. You’ll still need to have your fodder items with an equal or greater number of slots than your target item.
- The target item’s own special affix counts towards the system, giving you a total of 6 potential high-end affixes you can slot at once.
- Each weapon has its own unique ability.
- Ray Sword gets Astral Soul at +35.
- D-AIS Saber gets Spirita V at +35
- The other weapons are unknown as the trailer skips through. Can’t even hazard a guess as there’s no guarantee they chose them in order and the affixes have shifted between the edit.
- Coat Edge Ver2, DaisyChain NT, Sega Shield and “幻創艦砲甲” (I can’t interpret this one) grant access to Power V, Stamina V, Alter Arma and Spirita Alpha.
- While all are at 100%, presumably the same rules apply for up-slotting
So yeah, this mostly just seems like an incentive to grinding out collection sheets in order to obtain high grade affixes for the gear you actually want to use. Especially as you’d have to complete a collection sheet 6 times in order to +35 a weapon.
This doesn’t bode especially well for weapons that belong to collection sheets that expired, as their abilities will be difficult to out-right impossible to obtain. Guess we’ll have to wait and see what the list of affixes turns out to be on the more common weapons, but at least a few of the abilities they teased for us are on this list (Ray, AIS weapons, Seiga). For me this only further rubs salt in the wound that is the temporary nature of collection files..
It’s interesting, but in many respects I kind of just wish they’d do away with the current affixing system entirely. It’s one of the most convoluted and un-fun upgrade systems I’ve ever seen, though thankfully due to stat inflation on weapons it’s much less necessary than it used to be.
At the very least, I won’t be bothering to affix my weapons in the meantime!
Heaven and Hell 2 (Not official name)
So the promised “harder than Heaven and Hell” Extreme quest is heading our way with the late November update. There seems to be at least a couple of differences..
First is that it seems it’s only 1 pass per attempt instead of the 5 per attempt that the first one is. There’s no mention of a weekly limit either…
Second is that the enemy pool will be pulling mostly from Episode 4 enemies This includes Phantoms and the recently introduced Dragonkin Aberrations.
- 4 Emperappies
- Falka Leopard, Falka Leone and Goronzoran
- Hagito Phamut and various Phantoms
- Drago Deadlion and Dragon Ex
- Dourumble and Guar Zigmorde
- Vegas Illusia and Laplace’s Demon
- Devil Trailer and various Vegas Phantoms
- 2 x Box Buvals and Zeta Guranz
- Anga Fundarge (Beast mode)
It looks about as hectic as the first Heaven and Hell, which means it’ll likely favor classes built for durability over other things (or Fighters spamming Deadly Circle Type-0). That said, at least the lower entry fee and thus slightly lower risk factor might not put off the more fragile builds quite so much. Hopefully the floors are engineered in such a way that tactical decisions can make the floors less risky rather than it just being a case of throwing as many enemies at you they feel they can get away with.
Your prize this time, should you be lucky enough to earn it, is a material used to make a special Skill Ring which has a visual effect upon equipping it. There are no details whatsoever about what abilities this ring imparts.
Other than that, the quest demo didn’t seem to drop anything at all. I assume they’re keeping those secret for now, though I do wonder what they’d even potentially give out. It can’t be stones anymore, because they’re not utilized much at all in endgame gear now…
December Raid Boss
After what felt like enough teasing, we finally got to enjoy a trailer for the next raid boss as promised. This time, we head to the moon to take on something strongly resembling a Dark Falz…
The first part involves chasing the boss in a stage resembling a Star Fox level while the 2nd part is the usual “fighting a space god on a see through disc” deal we’ve had since PSO.
The chase section is presumably the data-mined “DPP1 Chase” that had us so baffled from a week ago. Seem pretty arcade-y, with plenty of obstacles to avoid while you’re chasing the phantom around various parts of Mother Cluster’s moon base. Seem’s the boss itself has a bunch of orbs that you’re going to need to break. Beyond that, not a lot to tell from it. I find the Rideroid controls awkward, though presumably they’re a little different in this quest.
The second phase is a chaotic mess of blue and bloom (bluem?) but other than that seems like your standard Phantasy Star Falz-like boss. It reminds me of a kind of amalgamation between Dark Falz 3 from PSO and Orga Angelus from PSP2. In fact it does seem to take some pretty strong design cues from Dark Falz 3 in general…
We know from datamining its AI that tbe boss uses a number of attacks borrowed from Dark Falz Elder, Double, Apprentice and Loser, though it also boasts some of its own unique attacks. Unfortunately due to the quality of the video and how bright everything is I couldn’t really pick out anything in particular.
Aside the excessive brightness though looks pretty good! I gotta say its pretty cool how after all this time they can still produce content that genuinely surprises me. Unlike the Profound Darkness fight, this one seems like at least the first half will be completely unique and stand out against the other raid bosses. Of course we have no idea at all how difficult it will be, so I guess we’re gonna have to wait for the inevitable play-demo down the line where they deliberately fail the quest.
That’s all for this post. These are largely my thoughts and interpretations of what I’ve seen so I may be wrong about some things. Let me know if there’s anything particularly wrong, because I don’t want to misinform people.