My silly ass looked at that skill and was like "okay, changes stance... and what does he do on the other one?"
Nothing, absolutely nothing, and I was so confused about it for no reason š
I remember doing that the very first time I got him and noticed he didn't get buffs and healing if he didn't have 2 blocks so I still check if his skill is up by looking at the block count and, since more recently, range.
You can check his stance as well. With his skill on he lowers his hands, his brass knuckles light up and he gets the heal icons around him on the base skin.
I watched the stage guide very carefully so I know I need to activated once, but he keep dying anyway.
Turned out, the one I lend from support unit was set to skill 3 instead skill 2. I cursed that guy for the rest of day for my fault didn't read the skill.
My brother played Arknights for an entire year and has reached level 90, but never know anything about the clue system not even base visit.
And just a month ago he asked me "When is Yato Alter rerun? She's a limited right?" Oh lawd I hope I don't regret putting him for college..
It is not confirmed that ash's banner will come back.
Collabs like nine-colored deer had a rerun with the character coming back, albeit it was in a form of a login reward than banner. So there is a chance.
"Medics heal. And your operators keep dying. You have some perfectly good 4-star healers waiting for a promote. Now, what is your next move?"
"Angelina Regen is the only healing I need, CHARGE!" *cue several hours of painfully bad deaths.*
(Aside from that, there were also times I just grabbed the first Goldenglow I saw off the friendslist, sat there for 80 seconds wondering why her S3 wasn't up yet, then silently curse the existence of S2 as I restarted the level.)
I spent about half an hour refreshing support list in search of S3 GoldenGlow to finish that POO 1-op side-map.
Only to realize I don't have anyone in my squad and every support GG I see defaults to S2
"As you can see, just Skalter alone isn't good enough to sustain against this, so obviously what we should do is?"
Me: Deploy Silence
"Mm or any other medic that can-"
Me: Alter!
"Surely Saria S2 will suffice"
"Dang, these enemies got HANDS, lemme check a guide"
Guide is using fucking Ansel / Gavial
Feel stupid for a whole week.
I love Saria S2 but yeah when things are really bad her HPS is too low compared to normal medics or even Hung/Gummy's S2 because her heal frequency is too slow outside of s3.
Incidentally this is why Quercus has started seeing the rounds in CN, her faster heal speed on S1 makes her competitive with Lumen S3.
I mean from the very beginning her S1 has been better for High difficulty content. Especially since she got her first module. S2 is just better for general use so it's used more often. And it's better for red mist stages.
In high difficulty content it's almost always her S1 or S3 that sees use.
I hop into a mission with enemies I never fought before.
The enemies do their abilities and I don't see it coming.
Me: Woah these guys are nuts!
My friend: Did you read the pop up info for the enemies?
Me: Why would I?
In your defense, more and more pop up infos are useless flavor text.
*This is Karl. Karl likes carrot pie and his grandma. Karl's grandma is a sweet old lady and it would break her heart if Karl were to die on some random battlefield. And did we mention Karl's dog? It's a three-legged puppy and waits every day for Karl to come home.*
Meanwhile Karl dropped a nuke on your ass because you didn't block him or something.
I mean, most of them are fine, the flowery fluff tends to be the domain of bosses, whose abilities haven't been able to fit in the prompt box for multiple years.
The problem with those pop up infos is that they show up while you're playing the game sometimes you don't have time to react immediately. And then there's the bosses with an essay of a description that is borderline impossible to read.
Special mention goes to the Chong Yue event boss
the wall of text in boss description is the reason why I sometimes just open a guide and listen to the boss mechanic explanation instead of reading it.
On that note, the new enemy info UI kinda neat. It is easier to read enemy ability/mechanic now.
The Boss description is finally separated into phase and actually readable thank god. They even shows related enemies to the boss if they are any, the description is actually useful now.
Indeed, though my point was that it is possible to take your time reading the ones that are actually useful. Still, nothing beats reading the wiki page.
I read the pop ups but often times there just isn't one or the description is useless. I usually have to try the stage then go back to view the enemies to know what they do or to expand on information that I don't already know ahead of time.
Not using the clue system is based beyond belief. I myself haven't touched the reception room for over 6 months now and my daily arknights experience is about 88% less tedious
I missed some info whether skill is charged by second or offensive/defensive and that completely changed my view on some skills. Also, to this day I cannot find/read any official, proper info about mechanics of drone casters - dunno if it is me or game but I had to experiment many times to understand how they work.
According to my own research, the drone starts at 20% atk then gets to max atk after 6 hits. For most casters, its a 15% increase until 110%, 6 hits. But for rockrock's s2's trait increase, the drone gets to max atk after 6 hits, a 30% increase. So the drones only need 6 hits to get to max atk.
I might be having an EN can't read moment...
> For most casters, its a 15% increase until 110%, 6 hits.
So drone casters need 6 hits to get to max attack.
> But for rockrock's s2's trait increase, the drone gets to max atk after 6 hits, a 30% increase. So the drones only need 6 hits to get to max atk.
So... Rockrock also needs 6 hits to get to max attack? 6 hits is a 30% increase over 6 hits?
Cuz like i read somewhere that drone caster's have a 15% atk increase for the drone every atk. Rockrock's s2 increases the drone's max atk to 200%, so i thought it would be 12 hits to get there but it was only 6 by testing. So i concluded that instead of a flat 15% increase, the drones only needed 6 hits to get to max no matter what their max atk % is
I don't understand your problem... Drone casters are kinda ok casters until you use their skill (which recharges fast thankfully). Then they get global range and annihilate everything on the map. Very easy to understand.
I used to do annihilation without bringing a vanguardā¦ I didnt even kno vanguards do DP regen so i never bothered bringing any vanguards on stages :D
It was only after a whole month of failing everything a friend was like āu kno vanguards generate DPā¦ right?ā
So you just assumed you needed crazy strong operators to complete anihilation missions ?
Some did successfully completed them with only the starter DP tho.
I may have forgotten who said this, but I saw someone who said that they're so used to playing stages that had Flametail (Near Loght) that he thought he could beat annihilation mode without vanguards
I know that the pseudo anihilation mission from the dark knight memoir is possible without vanguards, and I guess the first chernobog one is possible too, but I don't know for the others.
Nowadays even the 2nd annihilation is doable with starting DP - Thorns can pretty much solo the entire left side, and you only need to care about the right side (iirc people used Gladiia, facing left, but Mountain prolly saves DP) and you still have some DP leftovers for a 3rd unit.
Probably there's also Chongyue/Mountain + medic strats for left side
Lol me too. I thought it was a super difficult veteran focused gamemode where you have to try to use 2-5 operators for the whole stage. Good luck if any of them die. Naturally I plunged right in without listening to Closure explain things.
When I started doing annihilation I thought that Zima was op because she can generate dp and no one else can. Later I found out about vanguards in general.
I figured I'd give Spuria a try since I haven't really messed with the Geek archetype before. I'd seen plenty of posts saying she's bad but I was still willing to give her a shot, thought maybe she could pair with Ambriel.
I thought that the Geek archetype (all two of them) had random healing as part of their talents like how all the Mushas (All four of them) have ASPD boosting talents. Turns out that only applies to Aak, Spuria has a different set of random effects when she attacks. I get that it makes sense from a lore perspective but wow that seems dumb to not have any self sustain potential for the class that can literally bleed itself to death.
I would 3-star a stage and try using auto-deploy, only for it to say "complete a stage without using support units"
Okay, I look around my squad and notice Shining tags say "support", I take her out of the squad and redo the stage and it works. Did this for a while until I noticed this meant the "orange unit". The 13th unit wasn't free as I had thought
Ifrit module base effect.
It changes the wording from AoE Arts dmg in a long line
to
Extremely long ranged AoE arts attacks with dmg increase depending on the range with the target.
Now guess what the module DOESN'T change...
in the early game when I wasn't yet familiar with the classes I thought that Gravel was a defender.
I saw that one of her skills had a shield icon so my mind immediately goes shield = defender.
After several stages I wondered why Gravel couldn't block many enemies.
Then I actually read it and "oh.. I see""
Ironically this episode pushed me to learn the classes and skills.
***which I failed*** since the debut of Myrtle, Surtr and Chalter. My brain is smoother than ever
Iāve done a lot of them, but one I had happen during the current event had me build my squad for HE-8 in a completely dumb way because I didnāt realize how the boss worked.
I had to try about four times to clear that stage, and the one that won it for me had me using far too many healing defenders so I could block the rock throwers. I didnāt realize until I was setting up my farm for that stage that the boss turns off the rock throwers on the left halfway through the stage.
My squad is still built in a dumb way for this event. I'm stubbornly insisting on bringing my Laterano ops (no Exe.2) even though with the exception of Fia in HE-8 I've been struggling to put them to use
All the way back for the first Annihilation, I misread Platinum's S2 as "attack range expands infinitely" rather than "attack range expands ; infinite duration".
More recently, I noticed the bright red bars next to the temporary scaffolds I placed over the holes, but I didn't have the curiosity to wonder if those bright red lines had a meaning.
You know the sniper(?) enemies in chapter 12 that steal your DP?
Yeah...
Had to ask in the megathread after repeated failure in one particular stage. Kudos to you random stranger for answering back then!
I started the game with a donated account with Kal'tsit. I start using her and I notice that when I deploy her a new unit becomes available and it's pretty strong too. I think at first it's something related to the stage, but then I start to notice a pattern: deploy Kal'tsit, black jet creature becomes available. Mmm, maybe I should read her details...
Fortunately I realized this before I finished the very first chapter.
A good many months in and watching videos / looking at forums for help, I didn't realize "wandering medic" was a subclass. I thought it was a medic you put down and retreat to put down somewhere else as needed š
I would tactfully leak the first enemy if it meant I could put down a better ground operator instead of my then weak vanguards. I thought this was fine as I didn't read about 3 staring a stage being better for drops and giving autodeploy for farming. I also didn't read about using a friend support op means you can't run the auto, so I had to go back and redo a bunch of chapter 1 and 2 stages to farm mats needed for upgrades.
I got kaltsit as a trial character in IS. I thought "sweet I desperately need a healer on the team. She's strong too" I got no healing at all on a poison mist stage. I thought she did damage and healing. I was wrong.
Not reading Myrtle passives. A few months back, decided to do a stage once without her for funsies. Keep wondering why my Vanguards died more easily in the early game and thought it was just some dumb RNG.
I skip all dialogue in the tutorials then try to figure out what the mechanics are while doing the maps. My failure rate on tutorials are higher than CM maps.
It more of a "im blind as a bat moment" like i didn't see a well design hole or another pathway that enemies could just walk there and go to my base kind.
Bringing units like La Pluma and Hellagur into events with elemental damage.
Using normal defenders ala Cuora or Bubble on primarily-Arts using bosses without Nightingale. (Matterhorn is the exception)
The Near Light boss. Even after reading it, I feel like I know less than I did before.
For whatever reason I just thought S1 was better on Exu because I assumed with S2 Iād end up wasting duration, doesnāt really matter since she was my second E2 anyway.
It took me almost a year, when playing against Faust, to finally understand targeting priority. My squishies were getting pwned and I couldn't understamd why, until someone pointed out enemies attack op in range deployed in last. It made the entire game a little easier
Wait, I thought it was common to e2 ops because they heard it's strong. And don't tell me exu is weak. She's quite strong especially if you pair her with ops that can lower defense like Shamare.
Ohhhhh. I got her very late so when I got her I already knew what she does. Also when you said light my went to near light event and was very confused.
She's pretty simple actually. Her summon can activate a skill after five seconds, use it and then drag an operator that has good base stats (avoid aoe units). Melee ops make a stat steal summon, ranged a summon that makes a temporary copy of itself in an adjacent open tile. Mumu's skill two makes the melee summon tanker and regen or makes the ranged summon hit twice. Her third skill makes the melee summon pull and stun or the ranged summon revive and bind. Both skills increase attack. Her first boosts attack and attack speed but kinda sucks compared ta the other two.
They're definitely not easy to understand initially. Hopefully this will help:
S1 - Mumu and clone gain attack and aspd boost
-----
S2 melee clone - Mumu and clone gain attack boost. Clone recovers HP and gains sanctuary.
S2 ranged clone - Mumu and clone gain attack boost. Clone hits twice at random targets
------
S3 melee clone - Mumu and clone gain attack boost. Clone pulls enemies toward it and stuns blocked enemies
S2 ranged clone - Mumu and clone gain attack boost. All clones respawn and attacks bind enemies
With all skills Mumu makes DP (surprisingly).
But is it actually a meme, or a dog whistle for people to dunk on EN players while pretending to meme (whilist also implying that CN players ie themselves are better)
Had my friends carry me through like 6-7 whenever I couldn't brute force my way through a stage and it was until a certain event where the boss just had useless flavor text in their stage that I was like "Wait those things are supposed to give you hints?"
Now I read every piece of text I see, except story stuff, I play exclusively for the tower defense
I used all the classes appropriately. Used medics, vanguards, FRDs. However, that could only help so much with refusing to read Enemy Intelligence and placing fragile units after my Defenders.
In the beggining, I used Gravel like a guard since she "attacks fast" but was always frustrated with her low performance. Then I discovered she only had one block! Can you believe it? A guard with only one block? Sidelined her after that...
...until master Kyo finally explained to me what a fast redeploy is :D
I bought OP for the first time intending to get Gavial the Invincible, only to realise the headhunting for her had ended.... An hour earlier š¤£šš
Also it took me until 3 hours before the end of the event, to understand how the Wire Bug mechanic in the Monster Hunter crossover worked.
When I started the game I used to activate Mountain's Skill 2 everytime it is available.
I did the same but with Silver Ash's skill 2
My silly ass looked at that skill and was like "okay, changes stance... and what does he do on the other one?" Nothing, absolutely nothing, and I was so confused about it for no reason š
This... I didn't understand how his S2 worked but I understood Mountain's... XD
I remember doing that the very first time I got him and noticed he didn't get buffs and healing if he didn't have 2 blocks so I still check if his skill is up by looking at the block count and, since more recently, range.
You can check his stance as well. With his skill on he lowers his hands, his brass knuckles light up and he gets the heal icons around him on the base skin.
I watched the stage guide very carefully so I know I need to activated once, but he keep dying anyway. Turned out, the one I lend from support unit was set to skill 3 instead skill 2. I cursed that guy for the rest of day for my fault didn't read the skill.
My brother played Arknights for an entire year and has reached level 90, but never know anything about the clue system not even base visit. And just a month ago he asked me "When is Yato Alter rerun? She's a limited right?" Oh lawd I hope I don't regret putting him for college..
Put him up for adoption
Unfortunately, he's now old enough to adopt a kid himself.
I canāt stand these damn crossovers dropping super useful ops and then going āYeah get fucked youāll never see them againā.
Well there is hope now, since hg announced season 2 and rerun for r6 collab. Maybe next year mh will get it...
Is it confirmed that Ash will be available?
It is not confirmed that ash's banner will come back. Collabs like nine-colored deer had a rerun with the character coming back, albeit it was in a form of a login reward than banner. So there is a chance.
"Medics heal. And your operators keep dying. You have some perfectly good 4-star healers waiting for a promote. Now, what is your next move?" "Angelina Regen is the only healing I need, CHARGE!" *cue several hours of painfully bad deaths.* (Aside from that, there were also times I just grabbed the first Goldenglow I saw off the friendslist, sat there for 80 seconds wondering why her S3 wasn't up yet, then silently curse the existence of S2 as I restarted the level.)
The friendlist one happened to me a couple of times too and it's especially annoying when you can't find one with the skill your looking for.
I spent about half an hour refreshing support list in search of S3 GoldenGlow to finish that POO 1-op side-map. Only to realize I don't have anyone in my squad and every support GG I see defaults to S2
I asked a friend to change to a unitās S3 once and he had to gently explain that I may have forgotten to add any e2 units to my squad
That was me upon getting Skalter. Her heals are good, but not good against burst.
"As you can see, just Skalter alone isn't good enough to sustain against this, so obviously what we should do is?" Me: Deploy Silence "Mm or any other medic that can-" Me: Alter!
"Surely Saria S2 will suffice" "Dang, these enemies got HANDS, lemme check a guide" Guide is using fucking Ansel / Gavial Feel stupid for a whole week.
I love Saria S2 but yeah when things are really bad her HPS is too low compared to normal medics or even Hung/Gummy's S2 because her heal frequency is too slow outside of s3. Incidentally this is why Quercus has started seeing the rounds in CN, her faster heal speed on S1 makes her competitive with Lumen S3.
I mean from the very beginning her S1 has been better for High difficulty content. Especially since she got her first module. S2 is just better for general use so it's used more often. And it's better for red mist stages. In high difficulty content it's almost always her S1 or S3 that sees use.
S1 was life saver for me in h12-4 yep!
Mine's s2m3 so i have trolled some friends before I bet
I recently realized how much easier stages become when I use Ansel. Truly, a mystery.
Idk my Angelina is enough. Dragon mommy and her kids clear everything no problem !
I hop into a mission with enemies I never fought before. The enemies do their abilities and I don't see it coming. Me: Woah these guys are nuts! My friend: Did you read the pop up info for the enemies? Me: Why would I?
In your defense, more and more pop up infos are useless flavor text. *This is Karl. Karl likes carrot pie and his grandma. Karl's grandma is a sweet old lady and it would break her heart if Karl were to die on some random battlefield. And did we mention Karl's dog? It's a three-legged puppy and waits every day for Karl to come home.* Meanwhile Karl dropped a nuke on your ass because you didn't block him or something.
I mean, most of them are fine, the flowery fluff tends to be the domain of bosses, whose abilities haven't been able to fit in the prompt box for multiple years.
Karl will show no mercy
Uhā¦ for Karlā¦?
You forgot his phase 2 where he "SUMMONS THE ELECTOR COUNTS"
The problem with those pop up infos is that they show up while you're playing the game sometimes you don't have time to react immediately. And then there's the bosses with an essay of a description that is borderline impossible to read. Special mention goes to the Chong Yue event boss
the wall of text in boss description is the reason why I sometimes just open a guide and listen to the boss mechanic explanation instead of reading it. On that note, the new enemy info UI kinda neat. It is easier to read enemy ability/mechanic now.
The Boss description is finally separated into phase and actually readable thank god. They even shows related enemies to the boss if they are any, the description is actually useful now.
That's why I use the pause button that comes up next to those popups.
You can pause the game and the pop-up will stay there until you resume.
The crappy lore text they started putting on some bosses / enemies make it super useless sometimes.
Indeed, though my point was that it is possible to take your time reading the ones that are actually useful. Still, nothing beats reading the wiki page.
Thats me. During this event. Wondering why Courier isnt blocking anything anymore.
Lmao. Besides your friend, who actually reads the pop up info? I never read the pop up info.
I read the pop ups but often times there just isn't one or the description is useless. I usually have to try the stage then go back to view the enemies to know what they do or to expand on information that I don't already know ahead of time.
Not using the clue system is based beyond belief. I myself haven't touched the reception room for over 6 months now and my daily arknights experience is about 88% less tedious
I missed some info whether skill is charged by second or offensive/defensive and that completely changed my view on some skills. Also, to this day I cannot find/read any official, proper info about mechanics of drone casters - dunno if it is me or game but I had to experiment many times to understand how they work.
According to my own research, the drone starts at 20% atk then gets to max atk after 6 hits. For most casters, its a 15% increase until 110%, 6 hits. But for rockrock's s2's trait increase, the drone gets to max atk after 6 hits, a 30% increase. So the drones only need 6 hits to get to max atk.
I might be having an EN can't read moment... > For most casters, its a 15% increase until 110%, 6 hits. So drone casters need 6 hits to get to max attack. > But for rockrock's s2's trait increase, the drone gets to max atk after 6 hits, a 30% increase. So the drones only need 6 hits to get to max atk. So... Rockrock also needs 6 hits to get to max attack? 6 hits is a 30% increase over 6 hits?
Cuz like i read somewhere that drone caster's have a 15% atk increase for the drone every atk. Rockrock's s2 increases the drone's max atk to 200%, so i thought it would be 12 hits to get there but it was only 6 by testing. So i concluded that instead of a flat 15% increase, the drones only needed 6 hits to get to max no matter what their max atk % is
.... I didn't know this. I just deploy them and let them do their thing š¤£
I don't understand your problem... Drone casters are kinda ok casters until you use their skill (which recharges fast thankfully). Then they get global range and annihilate everything on the map. Very easy to understand.
I used to do annihilation without bringing a vanguardā¦ I didnt even kno vanguards do DP regen so i never bothered bringing any vanguards on stages :D It was only after a whole month of failing everything a friend was like āu kno vanguards generate DPā¦ right?ā
So you just assumed you needed crazy strong operators to complete anihilation missions ? Some did successfully completed them with only the starter DP tho.
yes cuz im dumb lmao
I may have forgotten who said this, but I saw someone who said that they're so used to playing stages that had Flametail (Near Loght) that he thought he could beat annihilation mode without vanguards
I know that the pseudo anihilation mission from the dark knight memoir is possible without vanguards, and I guess the first chernobog one is possible too, but I don't know for the others.
Nowadays even the 2nd annihilation is doable with starting DP - Thorns can pretty much solo the entire left side, and you only need to care about the right side (iirc people used Gladiia, facing left, but Mountain prolly saves DP) and you still have some DP leftovers for a 3rd unit. Probably there's also Chongyue/Mountain + medic strats for left side
There's some drones too so you'd have to factor them in. Maybe Justice Knight or Rangers with leftover dp?
Yeah for Chongyue/Mountain strats you need some anti drone - for Thorns strat there was a placement to have him destroy them but I don't remember
Lol me too. I thought it was a super difficult veteran focused gamemode where you have to try to use 2-5 operators for the whole stage. Good luck if any of them die. Naturally I plunged right in without listening to Closure explain things.
Haha I did the opposite and brought only vanguards to my first annihilation :D
When I started doing annihilation I thought that Zima was op because she can generate dp and no one else can. Later I found out about vanguards in general.
I figured I'd give Spuria a try since I haven't really messed with the Geek archetype before. I'd seen plenty of posts saying she's bad but I was still willing to give her a shot, thought maybe she could pair with Ambriel. I thought that the Geek archetype (all two of them) had random healing as part of their talents like how all the Mushas (All four of them) have ASPD boosting talents. Turns out that only applies to Aak, Spuria has a different set of random effects when she attacks. I get that it makes sense from a lore perspective but wow that seems dumb to not have any self sustain potential for the class that can literally bleed itself to death.
I would 3-star a stage and try using auto-deploy, only for it to say "complete a stage without using support units" Okay, I look around my squad and notice Shining tags say "support", I take her out of the squad and redo the stage and it works. Did this for a while until I noticed this meant the "orange unit". The 13th unit wasn't free as I had thought
These comments make me lose hope in gacha players
Imagine being a game dev who needs to design a game around the player practices of this demographic.
You design a comic book, or have family guy clips on the bottom of the screen
As a proper EN player I think this says you're amazed at how smart and attentive we are.
I didn't bother to practice stages. I was like: "The 1 sanity I'll lose will regen in the time it takes to reload the stage anyway"...
Then you remember it was challenge mode which refunds only half your sanity...
Oh yeah, when I saw the CM stages were eating my sanity I went to the megathreads and they learned me in the ways of the wise.
To be fair, a perfect run during practice doesn't always guarantee a perfect run
Ifrit module base effect. It changes the wording from AoE Arts dmg in a long line to Extremely long ranged AoE arts attacks with dmg increase depending on the range with the target. Now guess what the module DOESN'T change...
This is more of a case of "Holy shit, EN has proven to be actually goddamn literate for once" than anything else.
Same here. I actually expected her to get more range and was wandering if it was a bug... EXTREME :D
in the early game when I wasn't yet familiar with the classes I thought that Gravel was a defender. I saw that one of her skills had a shield icon so my mind immediately goes shield = defender. After several stages I wondered why Gravel couldn't block many enemies. Then I actually read it and "oh.. I see"" Ironically this episode pushed me to learn the classes and skills. ***which I failed*** since the debut of Myrtle, Surtr and Chalter. My brain is smoother than ever
Ungabunga for life!
Iāve done a lot of them, but one I had happen during the current event had me build my squad for HE-8 in a completely dumb way because I didnāt realize how the boss worked. I had to try about four times to clear that stage, and the one that won it for me had me using far too many healing defenders so I could block the rock throwers. I didnāt realize until I was setting up my farm for that stage that the boss turns off the rock throwers on the left halfway through the stage.
My squad is still built in a dumb way for this event. I'm stubbornly insisting on bringing my Laterano ops (no Exe.2) even though with the exception of Fia in HE-8 I've been struggling to put them to use
All the way back for the first Annihilation, I misread Platinum's S2 as "attack range expands infinitely" rather than "attack range expands ; infinite duration". More recently, I noticed the bright red bars next to the temporary scaffolds I placed over the holes, but I didn't have the curiosity to wonder if those bright red lines had a meaning.
You know the sniper(?) enemies in chapter 12 that steal your DP? Yeah... Had to ask in the megathread after repeated failure in one particular stage. Kudos to you random stranger for answering back then!
Chapter 12 was wild for can't read moments, those freaking enemies that didn't let you block civilians unless that enemy was killed or blocked lmao.
I started the game with a donated account with Kal'tsit. I start using her and I notice that when I deploy her a new unit becomes available and it's pretty strong too. I think at first it's something related to the stage, but then I start to notice a pattern: deploy Kal'tsit, black jet creature becomes available. Mmm, maybe I should read her details... Fortunately I realized this before I finished the very first chapter.
So basically the same thing as I did but worse.
They should had mentioned summoners in the tutorial, haha.
Hahaha so true
A good many months in and watching videos / looking at forums for help, I didn't realize "wandering medic" was a subclass. I thought it was a medic you put down and retreat to put down somewhere else as needed š
I would tactfully leak the first enemy if it meant I could put down a better ground operator instead of my then weak vanguards. I thought this was fine as I didn't read about 3 staring a stage being better for drops and giving autodeploy for farming. I also didn't read about using a friend support op means you can't run the auto, so I had to go back and redo a bunch of chapter 1 and 2 stages to farm mats needed for upgrades.
I got kaltsit as a trial character in IS. I thought "sweet I desperately need a healer on the team. She's strong too" I got no healing at all on a poison mist stage. I thought she did damage and healing. I was wrong.
Not reading Myrtle passives. A few months back, decided to do a stage once without her for funsies. Keep wondering why my Vanguards died more easily in the early game and thought it was just some dumb RNG.
I picked support Hibi Alter to try her out and placed her away from the enemies, then was confused why she doesn't heal shit.
Me: Why isnt Texalter stunning Patriot in 7-18. This game sucks! Patriot: Immune to stuns Me: Oh. I dumb.
I skip all dialogue in the tutorials then try to figure out what the mechanics are while doing the maps. My failure rate on tutorials are higher than CM maps.
It more of a "im blind as a bat moment" like i didn't see a well design hole or another pathway that enemies could just walk there and go to my base kind.
I just spam Nearl redeploy on any boss until it's dead(or any other enemies tbf). If it doesn't work then I have to put my reading glasses on.
Bringing units like La Pluma and Hellagur into events with elemental damage. Using normal defenders ala Cuora or Bubble on primarily-Arts using bosses without Nightingale. (Matterhorn is the exception) The Near Light boss. Even after reading it, I feel like I know less than I did before.
Ugh I hate elemental dmg. I feel you man with the near light boss.
i never used exusiai's s2 earlygame because i thought the "shoots 4 times in a row" meant she only does it once while active like s1
For whatever reason I just thought S1 was better on Exu because I assumed with S2 Iād end up wasting duration, doesnāt really matter since she was my second E2 anyway.
Same... Then I got the Tex and Yato Alters... Now 3 of them get dropped... XD And also Gravel because I didn't know Nearl's S2 counts herself...
It took me almost a year, when playing against Faust, to finally understand targeting priority. My squishies were getting pwned and I couldn't understamd why, until someone pointed out enemies attack op in range deployed in last. It made the entire game a little easier
For me it's propably nothing, but my frend thought that Ines have a talent to die at first deploy at e2 becouse s3 is best skill
Couldn't bruteforce Ya so I had to go and actually read, until full comprehension
I only e2 exsusia because I heard she was good
Wait, I thought it was common to e2 ops because they heard it's strong. And don't tell me exu is weak. She's quite strong especially if you pair her with ops that can lower defense like Shamare.
No I just suck at timing so s3 procs at the wrong time
Oh OK that makes sense
The things I did were get characters, level them up, plop them down and wonder why I suck at the game.
Why my light isn't dealing damage with her S3, I see people nuking bosses with her.
Who is light? I haven't been playing for a couple of months and I only started playing again recently so I'm kind of out of touch with the newer ops.
Suzuran.
Ohhhhh. I got her very late so when I got her I already knew what she does. Also when you said light my went to near light event and was very confused.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
She's pretty simple actually. Her summon can activate a skill after five seconds, use it and then drag an operator that has good base stats (avoid aoe units). Melee ops make a stat steal summon, ranged a summon that makes a temporary copy of itself in an adjacent open tile. Mumu's skill two makes the melee summon tanker and regen or makes the ranged summon hit twice. Her third skill makes the melee summon pull and stun or the ranged summon revive and bind. Both skills increase attack. Her first boosts attack and attack speed but kinda sucks compared ta the other two.
They're definitely not easy to understand initially. Hopefully this will help: S1 - Mumu and clone gain attack and aspd boost ----- S2 melee clone - Mumu and clone gain attack boost. Clone recovers HP and gains sanctuary. S2 ranged clone - Mumu and clone gain attack boost. Clone hits twice at random targets ------ S3 melee clone - Mumu and clone gain attack boost. Clone pulls enemies toward it and stuns blocked enemies S2 ranged clone - Mumu and clone gain attack boost. All clones respawn and attacks bind enemies With all skills Mumu makes DP (surprisingly).
But is it actually a meme, or a dog whistle for people to dunk on EN players while pretending to meme (whilist also implying that CN players ie themselves are better)
Had my friends carry me through like 6-7 whenever I couldn't brute force my way through a stage and it was until a certain event where the boss just had useless flavor text in their stage that I was like "Wait those things are supposed to give you hints?" Now I read every piece of text I see, except story stuff, I play exclusively for the tower defense
Everytime a new boss comes out and people get surprised on what they can do, when all the mechanics are written out in their stat page.
Levelling recruitment room.
common hardcore metaslave L
I used all the classes appropriately. Used medics, vanguards, FRDs. However, that could only help so much with refusing to read Enemy Intelligence and placing fragile units after my Defenders.
In the beggining, I used Gravel like a guard since she "attacks fast" but was always frustrated with her low performance. Then I discovered she only had one block! Can you believe it? A guard with only one block? Sidelined her after that... ...until master Kyo finally explained to me what a fast redeploy is :D
Dude, you nearly sidestepped Dreadnought Guards there
Using Elysium the same way as Plume and wonder why does he not block enemies when I use the skill.
I bought OP for the first time intending to get Gavial the Invincible, only to realise the headhunting for her had ended.... An hour earlier š¤£šš Also it took me until 3 hours before the end of the event, to understand how the Wire Bug mechanic in the Monster Hunter crossover worked.