Granblue Fantasy Relink Critique | Part 1

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  • Опубліковано 8 чер 2024
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    #granbluefantasyrelink #gbfrelink
    Chapters
    00:00 - Intro
    00:34 - Combat and Gameplay (Some of the Good)
    07:19 - Story (Brief)
    09:00 - Some Systems (Some of the Bad)
    20:47 - Conclusion and Some More Good
    Music Credits:
    Granblue Fantasy Relink Soundtrack: Tsutomu Narita
    Title: Mob Battle by Silent Partner
    Genre and Mood: Alternative & Punk + Dark
  • Ігри

КОМЕНТАРІ • 10

  • @tjedwards7360
    @tjedwards7360 Місяць тому

    Great reveiw

  • @veliona8920
    @veliona8920 2 місяці тому +4

    The sad reality of playing characters that provide more team utility vs just playing a character that is entirely damage oriented is that a lot of the team utility skills end up falling off really hard in the endgame due to diminishing returns and the way damage cap functions. The same goes with characters that have a healing field like Io, you'll almost never see an Io taking this skill due to the vast benefits the other provide her and the fact that the way the healing scales is really wonky. You provide far more team wide healing by just running a maxed out potion hoarder and using the blue aoe heal potions.
    The only exception to this honestly is Vane's rampart skill since it's honestly is in a league of it's own as far as what it provides and no other character has utility that even comes close. Outside of that characters with hard cc skills are probably the only real useful source of team wide utility like Io/Eugene's paralyze but even that has limited value given that we are seeing more and more bosses like Lucilius that are completely immune to CC. It's really a shame because if the scaling wasn't so weird in GBFR and damage cap wasn't the way it is, there would be way more avenue when it comes to team utility. It would be nice if we saw some balance changes that buff those skills.

    • @ronelm2000
      @ronelm2000 2 місяці тому

      No, the real reason Io's heal never gets used is it's Heal over Time. Compare that to Cagliostro which has instant heals is just way way better. She also has instant revive. The real function for Io was always Stun and the massive power provided by her Charge Attack.

  • @Leisli
    @Leisli 2 місяці тому +4

    They need to change the buffs support characters provide. My Main is Rosetta but her Regen and Attack buff are pointless. Everyone is running with capped Attack. Now if they changed her buffs to Defense SBA gage gain (instead of Regen) and Suuplemantary Damage she might actually be a support character

    • @Aberfflur
      @Aberfflur 2 місяці тому +2

      As a former Rosetta main (now Yodahara, due to the issues youve raised), I firmly agree with this. With Rosetta's damage being reliant on burst windows, the supportive capabilities she has make up the majority of her kit and maintaining those buffs is clearly what the devs intended, evidenced by the buffs being the easiest to access part of her kit, with her damage combo being the longest and rather lengthy.
      Her buffs seem oriented towards early game/story mode, where those buffs can undoubtedly help when the player doesn't have access to Potion Hoarder, Guts, and Autorevive. But that falls off quickly with how easy it is to reach damage cap upon story completion and how early Potion Hoarder is given to the player.
      Like you said, in the late game these buffs are negligible (regen is too slow and attack up is useless). I do agree that increased SBA Gauge Gain could replace Regen, but disagree that Supplementary Damage should be so easily accessible, as every other character that can access that buff innately must do so through a show of skill (parry), or at the cost of an extremely long cooldown. I reckon that it should instead be that: if Rosetta performs the final combo finisher in her combo whilst the AoE of all three roses intersect in some way, then the damage from the roses applies a Supplementary Damage debuff that grants Supplementary Damage and increases pre-existing Supplementary Damage to enemies hit by the additional rose thorn attacks.
      This essentially creates an Atk Up buff that doesn't have the potential to fall off, but as Supplementary Damage is so rewarding, integrates an additional level of skill (reading boss movements to ensure they won't leave the roses, monitoring the spacing of the roses, and including as many enemies as possible within the AoE so the debuff hits all targets) risk (Rosetta is stationary during her combo), and isn't as broken as an automatic party wide Supplementary Damage buff.

  • @NovaStrike118
    @NovaStrike118 Місяць тому

    FYI you can notice you hit the damage cap when there's a yellow streak behind your damage numbers. The game should've made that VERY clear, considering how important it is. The lack of a tutorial or a warning for it is a failure on the developers' part.
    Also, they should've made it clearer that you can mash to revive faster. They said it exactly once the entire time and I missed it, along with many other people. They should've had something like buttons around the revive gauge.

  • @Judasz696
    @Judasz696 2 місяці тому

    Will they fix this and balance the progression and roles? Is the combat deep and strategic or only Flashy button masher?

  • @candycommander
    @candycommander 2 місяці тому

    So its not like path of exile which lets you melt bosses after super chadmaxxing your party?

  • @ladiesman2138
    @ladiesman2138 2 місяці тому +1

    First