If you want to see me talk about things I want to add to Sonic Robo Blast 2 Infinity, check out the workshop page for Sonic Robo Blast 2 Infinity.
The rant was written before 2.1 so maybe they changed some things that I don't know about. Thanks for reading... I guess.
this is so much work just for copy and paste graphics and code, what are you thinking?
There's only one weapon with no potential and it's 9 stars I guess.
see above, also these modifiers should just be combined into weapon potentials.
have you thought about how potentials interact with each other??
see above, also phantasy star portable 2's chain system was not built with non chain breaking in mind.
prototype units have a limit one but are still frustrating like including pso2 new genesis's 100% critical hit rate potential as a unit.
that unit just funnels interesting build planning into a black hole. seriously what are you thinking???
people were impressed with the AIS section but it looked like so much work for not much interest besides creating a quest for a simple hard mode farm.
there's appeal in the simplicity of phantasy star zero and phantasy star portable 2 infinity where you can smash your head into situations
then plan for element damage and resistances without taking 1000 years to make rainbow equipment and enjoy the rpg part of the game.
how much work did you spend on the monster hunter double saber
the only interesting new feature is force status effects, every other new feature is a mod conflict ready to happen and the new class type is a very high chance of just exploding
you are not a large company who has to withhold information for dramatic effect just say what it is
i can't read your mind
put twin sabers back in the box i don't want it
come on now