I guess. But to be fair I don't think the way ranges worked in the Sora games was that interesting. If anything this is just one of the many changes that closes the game between the effectiveness of Phys attackers vs casters.
and ranges and positioning are still effective. Like Gaius is one of the best people to have Insight on because his range allows him to get counterattacks off of any enemy attack, vs Fie who can be attacked from outside of her attack range, and thus not get a CA.
I mean, counter-attacks have extremely little strategic use.
Even in CS2 where you can attach a quartz which increases counter-attack damage, it's still not worth using a slot for.
In Sky you had to take characters like Agate, Tita and Zane and make sure that they had good enough MOV to make sure they could be effective anywhere with their different ranges. All that balance has just been wiped out. There's nothing "effective" remaining; pretty much the entire cast has options to attack at all ranges even if they don't move.
This is ok to me, because outside of stealing dangerous turn bonuses and seeing the cinematics, I don't really use S-Crafts because they've always been too powerful.(Especially the support crafts that are gone for the most part) Instead regular craft diversity is WAY up and that's way more impactful on how fun the game is.
I guess it's cool that you don't use S-Crafts outside of their optimal usage of stealing turns, but that doesn't mean the diversity of them should have been removed.
And it's not like Sky characters didn't have diverse and interesting crafts.
Characters that have crafts that have too much utility and firepower (and build too much CP by using them) is also a major problem with Steel games.
I'm not sure what you mean here.
In Sky you could pick specific accessories and armor that were very volatile in terms of stat assignment, like the cat suit that could heavily increase speed at cost of defense or armor that heavily increased defense at cost of movement. That's gone.
I think some Master Quartz make certain characters less desirable choices, but otherwise I think everyone is fun and viable and pretty unique. This has been true in every sky game. It's just more true now that there are alot more viable options.
I wasn't arguing about viability but redundancy.
Every character in every Trails game I've played is viable. But Steel has the most redundant characters in terms of attacking/defending playstyle.
This is mostly because quartz assignment is too lenient now, and character stats can be manipulated this way too easily.
Yeah, but the old system favored arts users over attackers waaaaaaaaay more. The most important thing now is that regular crafts are better than ever, and that's where the flavor of each party member really comes from.
I won't disagree that Arts are more powerful than physical attackers in Sky. However if we're talking crafts then it widens the gulf between physical attackers and arts users even more. Take Rean and his multiple delay crafts and crafts that allow him to strike at pretty much all ranges. It's like everyone in Steel was suddenly turned into Joshua.
I don't like how one balance problem was fixed by adding more problems I guess is what I'm saying.
Yeah Chrono Burst is pretty ridiculous lol
That's just one example too, the battle system gives the user too much strength.
And the strength is amplified in CS2.
S-Crafts were always easy mode. If you're abusing them in any Kiseki game you're gonna get bored. I don't think it's worth comparing S-Craft balance between games because they've never really been balanced.
S-Crafts in Sky were not "easy mode".
The damage on them was much lower. And you had to choose between single and multi-target with multi-target doing less damage.
Besides I'm arguing over character swapping... which allows you to switch in characters with maxed S-Crafts. That gives you way too much firepower and flexibility in comparison even if the damage was the same.
I don't think it was wise to make the strongest attacks in the series even stronger and more faultless in comparison.
It's sad because in CS2 the trend continues with all S-Crafts doing the same thing. Only Elliot gets one that's different. But by then it doesn't matter anymore, you're an unstoppable braindead killing machine.