‘Competitively’ strong as a separate entity on it’s own. You still also have a full you to work with, and even if you don’t have a middle end Syndie ‘core’ available due to the cost, adding even basic improvised weapons takes what is already on it’s own one of the most lethal ‘weapons’ in the game into the problem that is the focus of this discussion. It hasn’t happened to me yet, but your TTK if you supplemented your buddy with an E dagger would be ludicrous. (Though I will acknowledge it to be very, VERY spooky and require decent Left Click discipline on both your parts.)
The inverse of the lost forever argument is actually why I prefer North Star and E-Sword, because they can also be lost without you dying. They’re required to be equipped and you can be slipped or alternatively disarmed, they’re something that can be found when searched, etc. Also if you’re dying with that tier of contra anyway, you’re probably never seeing again as is, so the loss on death is kinda, irrelevant?
North Star being that cheap and gibbing that fast on something that also uses generic punch sounds also sounds really bad and sweaty though. I’ve just never seen them personally to attest to the victim experience, but getting in a full on melee does generally feel better than hugged by the Stand.
While I did make the damage of Para the focus point in the title, I will say I think it’s allowed to be powerful, but it needs drawbacks because right now it has none.
‘Oh just hit the Para’ is not an adequate response due to the massive amount of reasons that people probably can’t between Pacifist, lack of armaments, lack of reaction time, lack of awareness, lack of vision, etc. Because Holoparasite is WAY too subtle. Especially since they’re usually blue and blue is usually friendly. (though I’ve also seen a red one? Not sure what determines the color but they should just always be red considering Syndi)
If you wanna keep the damage on your Option/Stand high, you could, iunno, slow or root the Para user while its manifested, put a big glowy red line or field of the parasites projector to the user so people can readily identify the high risk threat target, make it so parasite takes half a second or a second to actually manifest fully/start attacking. Implants by nature are intended to be strong stealth until revealed, but being amongst the strongest weapons in the game cause it isn’t even really a weapon, should not be allowed to be -stealthy- in activation and usage. It should be the exact opposite, in everyway. It’s a fucking JoJo’s stand, why is it perfectly silent past basic punch sounds when in use? It should FWOOSH and NYOOM and MUDA. Be active and fun and spectacle! Menace!
Instead its just a quiet, sweaty, corner gib machine and medbay slaughterer. Now, I’m not saying all people use it like that, but it seems to be the going theme. Now don’t misconstrue, I’m not saying do ALL of those things, but one or two would go a long way to making it more inline to its price relative to its competition, and most importantly, a better experience for the the rest of the players who have to respond to it.
Especially newer ones, because a strong new player experience is important for new players to develop into veteran players, and SS14 kinda sells itself on a degree of absurdity and shenanigan; big bombs, light sabers, clowns, a little Clue on the side is what the game is about, and the Stand could definitely fit in this niche if it was a little more overt, and dealt maybe 2-3 less damage per hit, bring that down a threshold, it’s still a boatload of damage, but gives a smidge more wiggle room for typing help. (thanks Changeling for getting hard numbers because I had no idea where or what they were.)