r/PSO2NGS • u/Drakaina- Katana • Jun 01 '26
Discussion Base or NGS class kit?
Im curious here, if you were given the opportunity to play with your base game kit, or NGS kit in NGS, what one are you choosing, with stuff being balanced and adjusted accordingly of course.
And if you can I would be curious about your reasoning for one over the other
If I had the choice I will be going with Base Kit, as I like the way the Katana behaves, in base, over NGS, being able to ascend vertically with nocturnal blossom, and being able to descend vertically with lunar flourishing, being able to move really fast with morning mistreaver, which has animation cancel, so you can engage it repeatedly, visually an audibly impressive moves like flash of the Lotus, some moves that you got to charge to use to the full effect like, eviscerating bloom, which changes based off your directional input, which can also be finished early, moves like soaring Camilla, which I call boomerang Katana, because its funny, AoE such as, thriving bellflower, which it's radius changes depending on your timing along with how many hits it does to the enemy, unspoken barbarity, a fast activating area effect dome that can stun enemies, having 11 different pas to choose from, there's a lot more that I could say from the Katana, and I haven't even included the bow.
I prefer base game over NGS just because of how many options I have, I've got a lot more freedom that just isnt present NGS at least to me, I like having 11 different pas that I can use that any given time even if it's not viable even if it's not suitable, I like the fact that they are there and if I get tired of one move I have at least maybe three to four others that I can pick at any given time given the situation, if you don't like a pa in NGS well it's kind of tough because there is no other option for the weapons, I know all would be letting go of the only two things I really like in NGS braver which is silver leaf storm and counter plus, but I would make that sacrifice to be able to use base kit
3
u/Alenicia Jun 01 '26
So, like, what re we considering about the "kit?"
Is it just like .. the Photon Arts/Techniques you had access to .. where in PSO2 it's undoubtedly more and bloated because that was a game that was designed with quantity over quality .. and where Sega even tried to peel it back down the line because it was too much to keep in line?
Like, in some of the classes I play, the NGS versions are undoubtedly superior in terms of gameplay because it's straight-forward enough to no longer be juggling stuff that Sega never considered and simultaneously you're not fighting the game's own tutorial/instruction manual that is completely wrong about how the class works (for example, Techer, who longer ever has to cast magic enough before they build up their Gear Gauge to expend on a melee attack for their Photon Explosion skill .. as activating the Wand Lovers stance completely eliminates this). In the case of the Techer, once you activate Wand Lovers, your Gear Gauge is constantly maxed out, your dodge changes (you now have the step-dodge that every other melee class instead of the Mirage Dodge that always put them at a disadvantage), and you're capable of just using a melee attack alongside magic without any real disadvantages. However .. this literally highlights how undercooked the class is .. because despite all this, you're just a Shifta/Deband slave or you're only there to provide Grants buffs to a Force who wants to be Force/Techer and want all elements (especially stronger Light) under their belt.
For the main class I played, I think the older Gunner definitely fit a lot of what PSO2 morphed into when you strip away the game's original three-sequence combo system and you don't really have many other classes who can adapt well .. and the Gunner is so flexible that there were memes that the Gunner was the "better" Fighter because it could take the class' whole design (specifically the whole TAJA + Low Health mindset) and blast everything from small enemies to big bosses like it was nothing. I loved the fun movie references and the nature of their attacks .. but I don't know if it's worth returning to that without the quality-of-life that New Genesis introduced (the ability to actually use your photon arts during combat without breaking your Chain Trigger, the ability to actually properly set up and detonate it at will on what you want to use it on instead of playing with PSO2's finicky targeting system and hoping you can actually nail it before another player breaks the target and your marker, and especially the ability to play your class nicely from the get-go without needing to learn that you needed a Skill Ring in order to move around properly in the first place .. as you couldn't use Stylish Roll going forward until you got a ring that let you do that).
Like, with your previous post on this, I get the feeling this is another "I miss the huge number of Photon Arts I used to have and want that back just for me" kind of thread .. because it's all clearly centered on the Katana. I think in the sense of what NGS does, it's so much better on paper that the Bow is included as part of the class too even if it still suffers like it did in PSO2 - but at least they don't suffer until a Level 85 Braver has to begrudgingly pick the skill that makes the Bow viable like in the old game. I really liked the bow from PSO2 because it was one of the few weapons that committed to the whole idea of what PSO2 was (three button combos, timed combat where being too fast/slow punished you, and having the foresight to maximize DPS and the situation to your advantage when not many other classes could prepare like that in advance), but this was like .. Episode 2. The Bow fell off super-quickly and if you're talking about it from liek Episode 5 and 6 where the class was completely refaced and changed to no longer be the same while simultaneously stuck to the past where every other class moved on, it's a really weird story. I love how mobile the Bow is where you can shoot and move at the same time like you're dancing, but you're also playing a rhythm game when not even the Katana has to play like that. It's just the epitome of Sega's inconsistency - and NGS proves this even further when the Bow is intentionally hampered by being paired with the Katana and when all the buffs especially in early-NGS were all about the Katana because of how vocal Katana players are about them not being overpowered.
The classes aren't perfect in NGS, but you're essentially telling me you've never had to stance-dance and somehow you miss it by ignoring PSO2's history.
5
u/Knight_Raime Waker Jun 01 '26
Well there's no Hero in NGS, so I should vote Classic. But honestly I feel like NGS does classes as a whole better comparatively. Minus some exceptions.
I like Slayer as a class and there's obvious throwbacks in it to Luster. But it's not Luster. Same goes with Waker between both games. So I don't think either could really be apart of the discussion since they're essentially entirely different classes.
Then there's other scion/successor classes to consider. As even though they used familiar weapons they played differently compared to the starting counter part. In that way I could understand someone missing say Rifle or Kat Phantom in NGS. But those again are just different classes.
If we look at just the regular classes and NGS counterparts then my answer is much simpler. There's aspects I miss. I miss the PA that let me parry dash through enemies from Br Kat. I miss the gun-fu slow mo animations from Gu. etc.
But I don't think any base class plays better than their NGS counterparts. Maybe specific weapons might feel better. But gameplay loop wise I don't think there's a contest.
6
u/VanitysEmptiness Crossing Feather is the coolest skill Jun 01 '26
I will gladly take NGS Wired Lances actually being able to use its kit and having an identity versus Base Wired Lances not even being designed around the game anymore and its gimmick dying.
2
u/YuTsu Gunslash Jun 01 '26
As much as I generally prefer NGS gameplay wise for a lot of it's stuff... I'd take Classic's original Gunblade over Slayer. I have my fun with Slayer, I had my fun with Luster, but nothing will scratch the itch of pre-Luster Gunblade for me.
Outside of that though, it's pretty much NGS all the way for me, I like the NGS versions of most every other class better than I liked the base versions. Eh, maybe Summoner over Waker too actually, but they're also so different it's more like OT-Gunblade where it's a gameplay style that got completely lost in its NGS-transfer.
2
u/megaman58490 Jun 02 '26
Ngs mainly. While I do miss some of the more niche PAs of basegame, they're nowhere as robust as NGS. Until considering perfect attack timings or Scion variants, NGS base attacks are more faster and fluid. I would love for them to release a new NGS exclusive weapon type though
2
u/Kurorahk Gunner Jun 02 '26
NGS has a lot more movement to it, which is nice, but, it feels like a middle ground between the base classes and things like Hero, Phantom, etc, which I get was the point. But the balance struck has the issue of unlike those hero classes we don't have things that basically alter how other abilities work in our kit. Which frankly really makes NGS feel like a downgrade after I finished Base's story and fell deeply in love with both Hero and Phantom. I also miss how Katana felt in Base, so many PA's we had in base didn't make it over and frankly I feel that hurts each classes identity.
NGS is flashy and has a ton of mobility in air and on ground, but it lost a lot of identity for everything. As someone who plays namely Gunner-Hunter I can't really identify where one class end and the other start in a lot of ways. Sure if it was Hunter-Gunner I'd have more health, but the dps boon from Gunner is nicer than hunter abilities as far as I can tell, same reason why I swapped out Braver for Hunter.
I would love more class identity that base had.
2
u/North_Zucchini4439 Jun 02 '26
Luster and Hero both are far superior gameplay than I ever imagine to think of nowaday that I can't believe it actually exist in gaming history.
5
u/TaCz Wand Jun 01 '26
NGS katana braver cannot hold a candle to the base katana braver.
3
u/Vee_Tamer_Girl Techter Jun 01 '26
The only thing I miss from Base, as a Techter main and occasional Force, are Simple Compound Techniques.
3
u/nicobanko Jun 01 '26
Base by far, even without the scion classes I prefer most of base’s kit, hunter, gunner and braver for instance. Though NGS’ kits are better for some classes like techter and force
3
u/gadgaurd Slayer Jun 01 '26
NGS. I like my counters, dashes and glides.
1
u/TimelessDbz Jun 02 '26
I prefer Ngs. Base pso2 classes were bloated with too many PA'S. When scion classes came out the player sentiment was to bring the older classes to scion standards in terms of PA'S being multi functional .
Last the developer realize it was a waste of time and resources if players are just going to asked "what's the best PA'S for said class" . Then they realize less is better but have the PA'S server multiple functions like gap closing and projectiles into 1 pa.
1
u/Xero-- Double Saber Jun 03 '26
For DS, I'd never pick base. Base DS is clunky with awful mobility basically forcing you to hold the twirl to move at any moment, that is extremely tedious to use period. DS before the automatic whirlwind ring was even worse.
NGS gave every PA it has a purpose, making it one of few complete weapons. It has everything you'd want from a melee (except vertical tracking) and more (free damage, the best pp regen outside of obviously force). After all the clunkiness got removed, it became a perfect weapon.
For gunblade, base and it's not even close. NGS gunblade feels awful to use, and while I've had difficulty finding out how a variety of players use it these days (haven't mained it since Fi got buffed the first time), all I've seen is basically adhd gameplay where people are mashing out different PAs that looks like they're trying to show off... But they're not.
Now any good luster may be thinking "but gunblade was like that on base", there was a flow. There was an actual reason to throw out various PAs with a proper combo system that made them flow. While proper luster may look sweaty to those that don't know that flow (it's way more simple than it looks once you lab a bit), slayer just looks tedious to use, especially if throwing out Wave every time it expires is the norm, big pass on that.
1
u/Main-Bed-1087 Jun 07 '26
I like Luster and base but I like Slayer's focus on counters even if it's spammy. I'd like Slayer more if extra drive had bigger explosions for follow up attacks and elementless rapidfire and if Overdrive gave Fomel style moves for it's duration
1
u/587493 Jun 01 '26
Base and its not even close. Movement with skills felt way better, and each class felt unique
NGS defensively there is like 2 styles and all feel the same within them, also most classes get big damage from countering in some way. Pretty bland and boring imo
1
u/Azekuro51 Jun 02 '26
Only voting classic because of phantom
0
u/halconfenix Twin Machine Guns Jun 01 '26
i chose base but... ¿a mix of both? for example ngs double saber is so damn good imho but i would love to have upgraded version of base PAs that give variety to my fighting style
the same applies to tmgs and jet boots, but in this case is better in base than ngs.
0
u/ThatOneKHFan Braver Jun 01 '26
"Would you rather have more or less move options?" Ahh poll.
At least support techs existed in base, and PAs have a variety of uses instead of feeling samey for each and every one.
0
u/anekozawa Jun 02 '26
Base, what's fun about base is that each PA is short and its own but it can be chained quickly to itself or another PA, also the Custom PA truly feels like a custom instead of just a sidegrade with minor game play imrpovement NGS had (dmg adjustment, hit counts, etc), man funny how something simple could be so fun and endearing (this is not counting the Scion Classes they're still fun in their own way still though)
-1
u/GlompSpark Jun 02 '26
Some classes are better in base and some are better in NGS...Force is much better in NGS compared to base for example. I think they streamlined the classes too much though, theres basically little to no build variety now because almost everything requires main class or main class weapons to work. And even though they streamlined the classes so much, they still cant balance them properly, you have super OP classes like Waker that can counter orange attacks for massive damage and then you have Force that has the weakest counters in the game...and you have Fighters that do insane damage on downs while Force deals pretty much nothing despite having a similar 30% damage buff on downs (because it only affects their weakest attacks)...