The tower defense game genre is literally about dealing damage. There is only one way to win at it, and that is to deal enough damage to kill all the enemies. Defenders/blocking is there literally only to give you more time to deal enough damage. Medics are there literally only so that your operators have more time to deal damage. The only thing not about damage? Pulling/pushing if there are holes on the map. But those either neuter strategy of any sort or are useless. Most of the time, they are useless. The only things you can drop into them (if anything, as most maps with holes seem to have them in a spot that no operator at all can pull/push anything into them due to having to tile from which they can do that) are simply enemies that you can melt with a vanguard in moments. If there will be something more threatening, it's going to be a random elite or two that could as well be dealt with by any good helidrop, with said helidrop being usable elsewhere as well.
@@kikixchannelWhile true, I think the bigger issue is that the concept becomes rather reductive in Arknights. They only have two resistance types, physical and arts, and we've reached a point where those resistances barely even matter anymore. Thanks to power creep, so much of the game can just be brute forced with singular units. Rather, the whole concept should've be built out like it's a puzzle where damage dealing mechanics are more than just singular actions = damage. For instance, it's possible to build enemy types that have interactions with various other damage sources, e.g. acid that can dissolve enemy armor, or oil + ignition = burning. Ideally, you'd have a whole slew of various mechanics and then units that can create those opportunities, or otherwise utilize them or enhance them. But of course we're way too far into development for this to change now.
@@lucassatie in terms of adding new mechanics, elemental damage for enemies was added relatively late (corossion degrades def,...) I would not say we are to far, it could provide new niche for new ops, and would be in my opinion better than powercreep
@@lucassatie They've begun adding these, but there are problems with those as well. Buffs and debuffs have this peculiar issue with them that they either are too weak or too strong. Look at Skadi Alter. If you have a good spot for her on a given map and don't need the 'body count' to spread out, she's literally better than any single operator in the game. But if you can only use her to buff one unit, chances are that most units will only be elevated to a point where they can compete with a single 'top' unit...that you could simply replace them with without spending a slot for Skadi. Of course, if all your units are low-to-mid tier, this is, again, quite amazing. If even such a generally broken unit has such a wide range of 'value', what for the other units? Let's take the two Necrosis ladies. Virtuosa? Pretty bonkers for a debuffer (a support unit). The IS one? Outside of the specific IS, she sucks. Her necrosis most of the time won't even trigger on any unit that matters. If you depend on any coupling buffs (like your suggestion oil+fire) then we add the terrible effect of needing two units, or a map trait, for it to work. Holes show how being map-trait dependent works. As in, it sucks. Believe me. I understand what is your point and like most I would like it if it was really the case of all the units being comparably worthwhile. But that's just mathematically impossible with any kind of larger cast where the only way to win is through damage. Ultimately, that which causes higher damage will always be superior. Whether it's a unit with huge damage burst (Surtr, Texas alter), unit with huge damage boost (Skadi alter) or a unit that allows you to use more offensive units by mitigating threats in a one-pack rather than depending on two (depending on maps, it can be Nightingale, Shining, Eyia alter, but also Hoshiguma, Saria, and again...Skadi alter). It's the curse of the genre. We still can use the weaker units in general, so that's already a success. We just have to accept the growing ceiling, so long as the floor isn't raising too high.
I feel like part of this is the fact that whenever a new Support is released it almost always breaks the game in some way, and so content has to be balanced with that new Support in mind (For example, I don't doubt that in the future we will have enemies immune to Shu's teleportation or capable of dodging Eyja Alter's Elemental Healing), so creating Units focused on DPS is the "safer" choice in comparison.
Yeah that's the problem, HG has to be creative with support or else no one wants it, while with DPS they could just increased the red numbers and it would still sell
For now Arturia deals pure damage because no mob or boss has necrosis resist so my take is that is what the devs have in store for us next once we see another (5/4 star) operator that deals necrosis damage. Same goes with Shu, if we ever have another operator that is not limited and has the teleportation gimmick - teleport resist is next.
You also have to take into account that most team have at max 4 support based ops (Medics, Supporter and Healing Defenders) while the remaining slots or more are going to be filled by some sort of damage dealers especially when Stalling using protector defenders is just not efficient
I think that the Jesus Christ of Nazareth son of Joseph joke, is a new high for this channel. It has been a while since i laughed that much. Thank you Supah
Honestly, powercreep is not really that matter in Arknights. Unlike other games where its near mandatory to keep up with new character, its not mandatory to own every single "Meta" unit in the game. Seriously for the longest time of 2 years playing arknights, I don't have thorn, mountain, surtr, SA, Mlynar, and GG (I only recently got Mountain and Surtr which i barely used). And i found my own satisfaction of using my unit to solve the stage. Granted I have 2 specialist enemy deleter and Eyja, and even then i rarely used the specialist. I just like playing and pulling the unit I like and the game didn't punish you for it (Except for the fact that Skalter refuse to come home and i wanted to play abyssknight so bad)
while this is a good individual take, powercreep in terms of game design makes the game... boring. My interest in the newer ops has just been going down, Typhon I pulled for IS4, but then other than Hoederer, Arturia and Shu, none of the upcoming ops really appeal to me because as Supah said, they all do the same thing
@@SaurabhKhandagaleSo you got 1 new Op, and looking forward to 3 more. I say that is good design then. Having every OP that releases be a must have would be tiresome.
That's not a bad take, because Arknights is built on this philosophy, but that's not the point of the video. It's something brought up later in cosideration of the real point of the video, which is that Operator design has stagnated in terms of how long-term account and team-building works. When most of the new Operators are some flavor of damage-dealer, it means an account that has had time to develop is filled with many damage-dealers of which most do not see regular use, if ever, while the much smaller number of utility/support Operators see use all the time. It's not even much of an issue that newer damage dealers are just "better" or "do more", but that if most of them do the same job, most of them are effectively just pointless filler when a handful of different ones is good enough.
I honestly think SUPAH is one of a kind On one hand, critical Arknights enjoyer On another, *the most sane Gummy simp* He can push out videos with harsh but real opinion about the game, and then *injects anything Gummy on his veins* later in Community Post Duality of Man, truly
The other hated youtuber stopped making stuff about it. And Box2/scamming suit pulls guy have such awful luck they're hard to hate. Supah just speaks truth (and is why my gummy is maxed).
I agree with everything you said except I feel like Jessica is less DPS and more like a pure tanker + existent damage dealer. I mean she seems to kinda powercreep Hoshi anyways so yeah. It feels like every new operator is either: 1. New Boss Killer dropped, billions must pull (usually are the limited operators, or operators on non-rerun banners). (typhon, ray, the infamous degen) 2. Goofy interesting types of supports that have some bullshit mechanics sprinkled in (usually limiteds) (Eyjalter removing elemental damage, Shu teleporting bullshit) 3. New lane holder that can also be used to kill bosses as like a side hustle (standard banner, except Zuo for some reason) (Exealt, HoeD, le Zuo) 4. Complete dog ass which is usually the non limited in the limited banner (Ho'olyeak, viviana which went from the candle knight to the little match girl). I feel we've kind dug ourselves into a deeper hole because we tend to save and pull for the broken operators, which in turn makes them make harder content to keep up with with the power creep, and they also release OP operators as well, which makes us save more.
For the second point apparently someone didnt knew bout the Berries beforehand. Mulberry and Honeyberry are the same as Eyjalter, but somewhat weaker. And for "So Long Adele" Honeyberry was more than enough to counter the game mechanic. Have you seen Crownslayer going at the speed of light? Non? Watch some new CS Bully strats. And she still does what a defender does: Defende the line.
@@spiiralwya Jessica can block 5 temporarily...That's more than Hoshiguma with module. So yeah, Jessica alter can do more blocking, so long as you don't need it to be constant. Though I don't think she 'powercreeps' Hoshiguma in any way, shape or form. Hoshiguma still has the thorn effect to her name and the, more importantly, damage negation talent. Unless a tank with high defensive stats and another damage negation comes, Hoshiguma is safe for the tanky tank.
I think while it's a problem, it all comes down more to the stage designs. AK is unlike a lot of other games where you have to pull new characters simply because they dish out more damage and it more fit with the content. In AK the operators is just a tool to clear the stage and the stage matters much more due to all of the mechanics interacting with the tools. For example, let's put Mlynar and Texas alter, they are broken and trivilalize a lot of the stages yea. But against actual stages with hard mechanics they are just another unit you can use to clear, their value isn't worth more than other operators because they can all clear the same thing. Lone trail and So Long Adele are perfect examples of this, unless you have a buff squad you literally can not cheese the hard stages of those 2 eventts due to the enemies spawning and mechanics. And it's not like you need those op ops to clear them either, I did just fine without Eyja alter. Also I think a lot of people overrate a lot of ops just because they have big ass damage when they forgot that unlke normal TD games, they aren't just throwing big bosses at you but also multiple paths, stage mechanics and skill uptime. Typhon is good yes but when I tried her out she honestly isn't as busted as I thought. But ye, in the end if 2 chars are similar, just pull whoever you find cuter and prettier to look at.
I really wonder, when will hg remember that they can just mix multiple event mechanics, add more types of elemental damage and status effects. (And cold shouldn't be a status affect) Just imagine, how would it be if they mix twilight wolumonde and guide ahead or ideal city and nearl light Or a rough like mode which has long runs (like 25 floors) includes all the mecanics I don't understand why they don't do so. It's way easier than creating a new mechanic.
I get the point of this video but I would argue this has been true since year 1, its just becoming more and more noticeable. There's really only 5-6 'True Archetypes' in Arknights and then many sub-niches within them Arts Dps, Physical Dps, Tank, Sustainer, Crowd Control, Amplifier (Buffs/Debuffs) Any character can be broken down into 1,2 or maybe 3 of these Archetypes depending on their Skills and Kit. All the Branches and Classes are doing are trying to tell you what each is supposed to do baseline. Like Fortress Defenders - These are Tank/Physical DpS with an interesting Range gimmick So it kind of makes sense that two Sniper Archetypes focus highly on the same thing - Physical DpS. They just exchange small benefits in their Kits/Skills. After 5 years and 290 Operators (on Global), it kind of makes sense the overlap is so much more noticeable, but it's always been there. Lord Guards and Fortress Defenders just exchange ranges and AoE but their both ranged Physical DpS Melee tile units at the end of the day. The honest failure in all this is Modules, those have so much room to breathe life into older Ops and except for a very few (Mostima, Firewatch etc), they've failed to give new niches or double down hard enough to match new operator niches. If the Module system was overhauled and they tried harder to give Operators what they needed from them, this problem would be a lot less notoceable.
I agree on the modules. That was such a wasted opportunity for so many operators. I will forever die on the hill that the only thing keeping Hellagur from being a truly decent character is his block count. This could have been super easy to fix via a module too. But nope! He'll forever be left in the trash pile.
While nothing in the video is wrong, it also needs to acknowledge that the Tower Defense genre has always had this problem. There are essentially 4 roles, though they may have sub-categories. Staller: Exists primarily to block or slow enemies. Includes Decel Binders and most Defenders. Damage Dealer: Has 8 sub-categories - Melee/Ranged AoE/Single-target DPS/Burst. Support: Makes others work better, whether by debuffing enemies or buffing allies. Sustain: Keeps others alive; can be done by healing, shielding, or increasing def/resist. Now, some operators can fill multiple roles or are hybrids, but will necessarily be sorted into one of these roles. With how long Arknights has been operating, they essentially have to start releasing operators that overlap. What they've done to try and keep things fresh is to release different hybrid variants and/or hyper specialize. Surtr and Mlynar are a great examples of hyper-specialization, being ranged AoE burst damage dealers that literally can't maintain good DPS. That isn't to say that older operators going obsolete isn't an issue, but given the limited design space the devs have to keep coming up with ways to make people want the newer operators.
I think part of the problem is also the fact that we have so many operators in the first place. We have, quite literally, hundreds and while there's a good number of roles to fill, there's only so many ways you can reimagine a tool kit on what is essentially a monthly basis.
the worst part of stage design needing to keep up with operator power creep is that it completely fucks over new players... it's frustrating as a new player to have started this game four years too late to actually keep up with said power creep, especially knowing that some of the power creep is in the form of _limited operators_ like chalter - who I don't even like but I worry that I'll eventually hit a point where I'll feel like the game wants to force me to spark her also supha I love your videos thank you for the hard work
nah i think it is easier, i started 2 years late just to find ling on my account and beat the entire game with 1 op XD, the old stages are still there mate.
Most if not all stages are designed with low star operators in mind. It does require brain power, so it depends on the player how much brain power they are willing to expend on the game. As long as niche channels like "I love Amiya" (3-star only player) and guide channels like KyoStinV and Eckogen still pump out low rarity guide videos, the difficulty design should still hold. :)
@@thisissuxdon't forget 6 ops is overkill, 4 star only sivergun, But for real only having started a yearish ago I think it's fine... I'm more annoyed that I'm averaging 4 new units a week but still lack old mainstays like Mountain, Thorns, and Surtr.
not sure what u talking about, we have a lot of similar ops to Chalter dmg nowadays, theres nothing Chalter can kill that Mlynar, Typhon, Ray etc cant either. I myself barely use my Chalter because theres barely any reason to do it.
What are you even talking about...She was't great at any point in time...Not even when she released. I Swear to god people comparing W to SA back then had brain rot.
@@doktahsnotes3436 i mean... she was useful as fuck back when we had space to put her down and s2 could make a metric fuckton of mines all close to one another, or detonating tons of enemies with s3 was viable because def values hadn't been increased all that much. Now that almost every enemy resists all the previous gimmicks to one extent or another, dealing more damage than previous units becomes the only thing that ends up mattering :(
Yea nowadays you have 2 types of operators: - Absolutely broken DPS that trivialize the content. - Supports that break the game or just ignore mechanics completely (Cough Cough...Eyja Alter)
ironically even with all the classes going into damage normal defenders and healers are more viable now then ever cause we get hard content that basically forces staling both classes were basically memes by the end of year 1
Problem is that hoshi isn't being powercrept enough considering that some bosses can kill any defender without ludicrous amounts of support faster than you can say "Arknights has a powercreep issue". So basically, we're just waiting for a wall of a defender so immovable that the game won't let you place them because you can't block all the routes.
Pure Defenders/Protectors have been dead in the water for a while. Elites and bosses are too dangerous to block these days, even for Hoshi/Cement (and Cuora isn't even in the running any more). If you're talking about stall, CC is now the meta - Slow, Bind, Sleep, Freeze. Mostima is meta not for her damage (still bad) or her DP cost (still bad) or her cycle time (still bad), but for the 99% slow with her module. As for healers, other than DPS medics like Kal'Tsit and ReedAlter, medics are more needed for Elemental Damage than pure healing for a while now, with healing defenders outhealing them, and Nightingale keeping her niche for Res.
ima just here to report that my gummy is officially maxed now, i only missed the the module but after watching the tier list vid last time i decided to get and max it
Maybe when her alter version comes out,as a Medic DPS,boss killer,generates DP and has tokens that deal TRUEST PURE damage(Damage truer than true damage that cant be possibly reduced by nada,then next month release a boss that resists this kind of damage)
The end actually made me remember a thought I had a while ago - Arknights bosses. I remember back in the day when FrostNova was the only boss with a 2nd phase and it was terrifying. I remember being stuck on Patriot for like a year until I got Kal’tsit, and even then it was still difficult because I didn’t have Surtr yet. Heck, does anyone even remember the last time we had a proper boss without a 2nd phase (on NA, because I’m not familiar with bosses that are currently CN-only)? The last one I can remember off the top of my head is Bishop Quintus from Under Tides, which (if there’s nobody I’m forgetting) was a really long time ago.
im totally agreed with all of your points on this video! i still remember back when Ines comes out everyones are trashing her out bcs she cant kill Patriot, turns out she is like one of most important unit for me!
The Ray thing was really annoying to see cos a friend of mine and I were joking that a 6 ⭐ Hunter would prolly get the Mountain treatment and just ignore the drawbacks of their branch entirely and I hate that we were right about that. If they were going to make her ignore it, why bother adding it in the first place??? And you just know the module most likely won't fix that either, so if you're not Ray and you're a Hunter (Coldshot), you suck. Also the stunt they pulled with Degenbreacher. I'm not even mad that she has more damage than Irene and Ch'en, I fully expected that, but making her s3 auto recovery just felt like they went out of their way to powercreep them. Like they really had no reason to do that, her s3 is literally the only Swordmaster skill that's auto recovery. They just ignored the one gimmick of the archetype for her.
I really think it's more that they know they fucked up with those archetypes in a lot of ways, so they had to add characters that can just ignore those archetypes because changing characters after releasing them seems like some kind of poison voodoo shit that only happens once in a blue moon in these gacha games xD. Of course they don't care about fixing the lower rarities of those archetypes with future releases, but that's because those rarities don't make them neaaarly as much money :'D
@@narius_jaden215 I see a distinction between adding an obvious drawback to balance a powerful tool, and working-in a method to ignore the drawback by default. Attack-recovery is the former, and the whole "let's ignore our class gimmick" is the latter. I agree with SUPAH when he says that if you have to do the latter, you simpy shouldn't have bothered to begin with, and it's never a good thing when the 6* is the "only good one" because they do just that. Incidentally, I see combining different Operators to work around a drawback as fair game because that involves strategy, such as pairing Stainless S3 with any Attack Recovery skill.
i kinda dont care about most devs decision for now but that degen is so true, why even bother makes other swordmaster offensive recovery when degen somehow got auto recovery lmao so stupid
Fair enough, there are better defenders (unless you play low-star operators then Gummy has no real replacement lol. Spot doesnt count, hes way worse). However they are also worse defenders, hope you didn't built them! :D
Honestly, the recent influx of "everyone's a boss killer" has really disincentivized pulling on the new banners, for me at least. I already have amazing laneholders and boss killers built, I don't need more operators that do the exact same job. I want Hypergryph to make more operators like Shu with unique roles and funky gimmicks that let you change up your strategy in interesting ways.
Funny how Mostima is an amazing unit with support to casters, map-wide slow and big ass range true aoe that basically stalls everything in it for half a minute. But why bother when any new op just kills everything in range.
i just think there should be a reason to chose them for high def enemies instead of chalter, they can create new interesting mechanics, i dont like that so many non casters can blow through armor, it feels like arts lost its meaning.@@lilmagi
There are a lot things that HG can do in designing operators. Faction buffs can be implemented. Arms race of gimmicks like elemental damage. Of how the enemies got it first then the operators got it then enemies got elemental resistance. They also should design ops to be high risk, high reward (not rng). Ops with high difficulty curve but very broken when used correctly.
Look, I felt physical pain when you said that Ray is the cuter one when Typhon has for me one of the CUTEST voices on the game. Like, I liked her design and her kit and all, but when I pulled for her and was met by that little voice of hers my heart just got sold. Still gonna pull for Ray because I like collecting waifus, but I refuse to accept that Ray is the cuter one. She's the one you'd do despicable things with 😭😭😭
I agree, though I think the changes are good overall, I think it's actually a really bad thing that caster Eyja hasn't been powercrept at all (GG is a sidegrade), powercreep is needed and healthy and I enjoy the gameplay of the current game design more because it's more interactive and engaging than just dropping two flagbearers and then setting up Mountain, Blaze, Saria, Thorns, Skalter and Mudrock within the first 15 seconds of the stage and then going to make Carbonara while the game plays itself, the fact is these units need to deal decent damage because in AK the older operators are still kind of insane in a lot of instances, it's difficult to directly powercreep Hoshiguma in terms of stats or efficacy as a pure defender because she's still genuinely fantastic at that role, so when designing a defender they kinda have to provide more damage, or be unique in some niche. I think the best way to go would be to release more unique game modes that demand something different from units, for example - Goldenglow is WAYYY better than Eyja in SSS. That kind of thing is really helpful, we could lean more into Irene being anti-seaborne giving her a huge role in IS3 over Degenbrecher, that kind of thing is the best way forward imo :D
Powercreep is not healthy, but I do agree it's needed for gacha-games because the only way a gacha game stays interesting is generally by pushing the envelope. (I do not consider it healthy because it inherently damages the peace of mind of the community and damages perception of the game, devs and gacha games as a whole)
@@tsf9600 Slow and carefully implemented power-creep is necessary and healthy for any on-going service game. Magic the Gathering is still going strong after more than 25 years of power creep and its really only been the last 4 or 5 years when they cranked it up to 11 that people have wanted it to stop. (Which I do agree its getting out of control) Arknights has generally handled power creep well, there's several Year 1 Operators that are still relevant in Year 5 for the 'meta' and outside Risk 20+ and such, nothing is really 'required' above a solid roster any account can obtain. Modules are the only real fuck up, they should have been something akin to an equaliser between old and new operators or at least brought the 15% differences of Year 1 & 5 Ops down to more like 5% but instead they've been more of a rich getting richer situation. I do question the logic of some of them a lot. (Ceylon's is a prime example, wtf were they thinking when she has to try compete with someone like Whisperain at the same Rarity/Branch)
I mean every time hg adds unique effects or features to operators insted of just more funny red numbers they gotta make everyone and their dog immune to said feature into upcoming content, so the only time you can see some funny shenanigans is with ls-4 slugs or something other old stage that nobody gives two fucks about
I think stage difficulty creep is the real kick to the all's. Like I love using my non meta team but then you get to late event stages and good luck you need like 30 retries
Liked and subscribed for the accent (100% Italian), the irony and clear BRAINS Anyway we all still play Arknights to some extent regardless. Maybe once the game completely dies I'll switch to Endfield or whatever else Hg has cooked up hmm
Isn't that inevitable in gacha games? They need to keep new units interesting meta wise so there is a constant power/feature creep, i feel like it's fine as long as the power creep doesn't go crazy making old units impossible to use(that's what killed Tower of Fantasy).
gotta say, the focus on DPS units has made the decision on which banners to skip much easier. I already have a ton of DPS so I'm usually only pulling on the support units since they tend to do things that are actually unique
Can't agree more that's why lately I'm just doing completing specific groups within the game like abyssal hunters and sui siblings soon. Everyone does pretty much the same with just a bit of difference in gimmicks
This was also how I perceive on both of operators, they basically have the same output design wise, and ppl can't seem to get over not getting Typhon in this banner. I just used two 10 rolls ticket, and if I got her its great, and If I don't it won't be end of the world like how many meltdown I see ppl spending on her.
You spit out the facts, man Nowadays i am often catch myself thoughts like: "Oh, that one brand new operators seems cool and powerful. But where i can place them, if my squad already completely full by cool and powerful operators?"
I think it because in a team, there's going to be at max 3 support while the remaining 9 slots are going to be damage dealer. In the end, the sniper role is a damage dealing role and archetype are just different ways of dealing damage.
I like using Kreide and a little bit of Kristen as my damage sponge boss now instead of Patriot. Much tankier but needs more preparation to not leak the mobs
I genuinely hope that the day that Trapmaster Specialists end up with the Ling treatment as she did for Summoner Supporters doesn't come. I love Trapmasters a lot and I'm glad to have both Frost and Dorothy, to say nothing about the fact that Robin is a welfare. There is a genuine set of drawbacks built into the archetype like how they can't place traps on tiles where enemies are standing on and how it takes DP, time, and planning in order to make decent use out of their traps. Dorothy's S3 is wonderful because its power is accompanied by the bomb setting off her other bombs, so planning out how a bomb structure works and when it is deployed is so fun. I will genuinely be upset if they give an upcoming Trapmaster with Frost's S2, but they can do it globally and it hits as if it was Schwarz's S3.
@Immotes I wouldn't consider Dorothy to be Ling tier. Ling makes baby Mudrocks that can deal AoE arts damage and block lanes really well. And if there's anything people really needed, I guess HG thought it just had to be many baby Mudrocks that came from a single operator. When a trap is set, boom, gone, the traps have been used. You need to reset the traps, make the DP needed for the traps (not too difficult, but traps aren't cheap in certain cenarios), wait for the cooldowns of the traps, remember what pathing your trap targets are going to be taking so that they walk into the traps, make sure that traps support each other rather than interfereing with one another (very much what Dorothy's S3 sometimes feels like to me), buy time by using other operators to protect traps that haven't been set properly (which you might as well use said operators to kill the thing threatening the traps in the first place if you can) or were not meant for them, etc. It's not that Dorothy isn't strong, but I don't think that she heavily contests too many points in using Frost or Robin the way Ling does for the other Supporters, nor does her capabilities as a 6* Trapmaster release her from the weaknesses of her archetype, whereas Ling is a lower-end caster with a bunch of baby Mudrocks.
Viviana comes out and is a guard for some reason, having a kit very similar to Astesea, a character in dire need of new story content given what she’s recently learned about the sky, but the community doesn’t like low effort alters but it seems no one knows what that actually means or why. Then we have Delphine come out, who you would expect to be a guard but is a mystic caster for some reason and now I’m wondering if they just M. Bison’ed their kits for some reason. Amusingly this is actually one of my less crazy ideas
My goofy ahh let my gacha addiction take over and I already spent 70 pulls on Typhon (Got her and an Archetto dupe along the way). The post pull clarity hitting hard now, I can only hope I can get Ray and Shu when they come
I would say that the way I use surtr, and Chen alt is different. Surtr can tank and not die for a few seconds and Chen has a slow debuff which makes me interchange the operator to fit whichever suits the situation best also caveats sure as. Surtr can't hit flying targets, Chen alt struggling to burst down some bosses when I need her to and mudrock having difficulty with elemental damage, penance not having enough trash mobs to grow her shield. All of this to say a lot of them comes with a sort of caveat and it's a just choose whichever you prefer
I think the issue with every other role becoming a damage role is more due to the fact that the game isn't designed to account for everyone's niche. Take push/pull operators or trappers, unless you are some one trick who solos stages with just such setups you really aren't going to entertain these archetypes. And the few times they have tried to make these archetypes work like Break the Ice making pushing and pulling better, it was just easier to nuke enemies with more damage anyway so there was no point in entertaining it at all. I think the game would be better if the developers stopped keeping it grounded in its traditional tower defence gameplay of trying to make enemies run towards the blue box better, and instead created different win conditions for the enemies so that everything isn't a damage check. So that niche operators can thrive better. Or they need to find more creative ways to make side grades. Like Angelica vs Suzuran is a good way to showcase good side grades to an existing archetype. Except I feel that they play too safe with niche's that don't have anything to do with damage. Take Hoo'oleyak who would be dead on arrival anyway if she had more damage to compete with Ceobe and Eyja, and instead they just overloaded her crowd control potential instead of making it so tame and weak as it was now. She would not only be liked for her design but her gameplay would be actually useful for a lot of people and would not be compared to them like she is now.
There are other win conditions for the enemy such as killing civilians or not killing the boss in time (which is a DPS check in itself). A worthwhile direction.
My thoughts about this was Supah was right Arknights was going on the point of no return like what they use to be. But getting aside that Continuous Damage Dealer are release. Every banner now that they releasing was worth pulling it's up to us fellow doctors on which one we want.
To be fair, this is actually something that has amused me about Ifrit for a while. You know how she has really low attack speed, and then has two amazing skills that completely ignore her attack speed? Arknights has been guilty of this since day 1. And then Corroserum comes around and you can see how terrible the branch actually is when a unit doesn't just ignore its attack speed. Speaking of, since we've had some videos about bad units already, I'd like to see one about bad branches in general. And what could possibly be done with those bad branches to make them work better in general.
When they released the Hunter Archetype with its new ammo system, you'd expect it to be reloading for a few seconds to a full mag. But no. And then Ray came and fixed.... Herself. While my milf mommy was left dying on the side with just her body to acquire fans to build her. If they do get modules hopefully it fixes the reload to a full ammo.
I feel like it would be more accurate to say classes are losing their identity but even then it's pretty reductive. You have to ignore so many facets of these characters and focus so heavily on their damage output to make the argument that it's just kinda silly to do so.
Skadi is not useless because once you take into account the AH talents which gives her every single buff there is under the sun, she becomes unkillable at the low cost of using half of your squad slot
For what it's worth, all the ops you mentioned being designed as 'just another dps unit' all come from archetypes that are intended to be dps units, so it feels moot to draw from that the assumption that all future ops will become 'just another dps op'. Even Jessica alter is not an exception to this, as we've already seen Liskarm trying to be a hybrid defender/dps unit based on her chosen skill. If anything, the fact that we're still getting units like Arturia and Shu should prove that we're not yet in that era, and keeps me hopeful for the potential of new non-dps focused 6-star units.
I think they are trying to open up the new role of damage dealing because it is a "new" role. I believe they want to make bosses harder and new gimmicks so they are adding more operators that can have the damage dealer archetype in various flavors. I mean before mlynar and pozemka/chen there really weren't many. It was always a team effort but I feel it is becoming a bit more specialized. I am really hoping for some good 5* and 4* damage dealer archetypes.
And that's why to do saving for specific operator of your choice is become easier. Still there are doctors who can't control their urge to not pull 10 times on every new banner. I've been saving so much that even there are 2 banner of R6S collab coming, i could simply get all of them without any hestitation and my squad will be fine to finish new stuff without need to get those crazy upcoming operators, because many operator from earlier still do fine enough. Arknights been a game of management your resources, if you do well, your future will be bright even though sometimes bad luck can hit you out of nowhere.
I like this take. Operators filling a similar role but in different ways means they will appeal to different players, and said players have options between them, and that feels like a better place for a dumb waifu game to be than just raw powercreep around every corner.
Great video I agree with your analysis about how crowded dps role is. I have felt it since Texas alter released that I realized my melee dps like SA, NTRK, even Surtr had to be benched because of how easy and strong Texas alter is! And now there's Typhon while I already have Exia, Pozy, and Chalter. Completely crowded Maybe I should just stick to support role for next banner
What they SHOULD have done instead of giving new enemies absolutely shit cracked HP, ATK, and DEF/RES, is lean into unique traits and attributes that require you to counter them by choosing specific operators (a good example we already have is the pots and pans where slow attacking ops are at a huge disadvantage). So for example, an event with enemies, and especially a boss, that have relatively low damage, but attack quickly and ignore a lot or all of your DEF, so even super sturdy ops will turn to mush. In order to counter this, you would have to rely on ops with dodge abilities (*cough* brawler guards) to prevent the constant blood loss But players are generally too stupid to handle complicated mechanics, so HG had to just give everyone unga bunga damage
At this point I expect my successful gacha rolls to come with a 1:1 ratio synthetic immersive sex doll that completely replicates the banner 6 star in real life in order for anyone to be worth rolling at this point. Don’t look at my Jessica Alter funds, that is besides the point.
Man I was so disappointed by Typhon's design because her reveal in the livestream made her look as one of the coolest characters in the game but then her design was revealed and LM7 did not cook, she's grimace shake Ceobe.
@@Bereigner I am thinking and hoping they will likely do a live2D skin. The popular operators do tend to get a live2D skin so I think there is a good chance we get one.
I say instead of constant power creep it's a gameplay update. The new flavor of stage clearing because DPS is pretty much the only way for the player to interact with the game. To not let this game become boring the developers have to offer new ways for the players to interact with the game, the best way to do that is to introduce new ways to deal damage. With that point of view, Ray and Typhoon are now sufficiently different in gameplay. Arknights is a good game.
yeah i kinda just dont pull the ones that just do damage, i prioritize ones that do interesting things like phalanx caster's weird role compression or footwear's (shu) sui synergy i am mixed on virtuosa, but i will probably go for them too since the idea of making a team centered around apoptosis would be fun on a weird note, a lot of the most interesting operators end up being limited or low rarity; i dont know why
Man, I remember the old days when Challenge Mode Patriot used to be a big deal. Now it seems like every new powercreep unit kills Patriot in one-cycle faster and faster. Like the new unit Typhon kills him in 38 sec without help or mines. And then the newer unit Schwarz kills him in 24 sec without help or mines, the fastest in the game.
I'm curious as to your thoughts to the proposed conundrum; In an *ideally healthy gamestate,* how does one continue going about releasing operators to the game when they are forced to either break an aspect of balance over their knee, Eyjaberry turning off EleDam, Typhon and Zuo Le butchering bosses, *or* failing that likely fall into irrelevancy due to previous competition, like Viviana to Surtr and Ho'olheyak to Eyjafjalla? Zuo Le putting Hellagur in a retirement home because he has funnier numbers is another example of an unhealthy aspect to a new addition. As described in the video the solution of more DPSers only adds bloat, not meaningful alternatives or depth. I kind of struggle to fully enjoy your videos at times because they're often very pessimistic and if this one is taken at face value it paints a bleak picture.
The homogeny of the new operators is so real. It’s just so weird that they wanted to make every damage dealer unit to be better in every general scenario which kinda just makes the designs of archetypes obsolete. Though that in of itself isn’t necessarily that bad until you remember that team building in arknights is nonexistent or just barely there, whatever remains of it is completely outclassed or just not as fun as it could be. In arknights people limit their unit choices by what RACE/FACTION they are from, not by unique effects like freeze/stuns or stats like DEF. As much of an unoriginal mess abyssal hunter modules are, they are at least something. They are playing too safe with kit designs or if they don’t they make them as invalidating of mechanics as possible, what was the last time they actually made exciting kits for 4-5* stars which is like the other half of the entire game’s roster. All of them usually have a dead/uncreative talent and then a dead skill 1 depending on the archetype because god forbid they have a unique skill 1. It wouldn’t be disappointing if the only skill they had was actually unique or not bad 😭. We could have units that gained benefits based on the amount of dp you currently have, interact with Sluggish/freeze/stuns/etc in unique ways, damage over time or stuff like shelter so you could benefit from an entire archetype of supports, but the only status effect that meets that is Sleep 😭. The only hope of future unique team building options we have right now are the elemental damage units but looking at the pace they currently release them in, it will be far from anytime soon.
yeah, i feel like every single 6 sttar op is just ''do a lot of damage'' i mean there is mytrle(and op that make the same/make her better) has a op that can block 3 or more, nightgale and a op that can heal(if needed) and all the other 8 op will be tons of damage dealers imagine something like: i can only reciev 100 damage per hit + i can only recieve damage from melee units(so no exusai), then u need to bring more fast hiters/fighter for ex or ''recieve 95% less damage if directly hit and can only be damage by ranged'' so u need to use aoe sniper/caster
in star rail they are kinda doing that himeko was a dogshit char, literaly the worse 5 star in game, and aalso, another aoe chars arent that good, so they make a new mode that u need aoe with high uptime, witch makes her and other more valuable with the last expansion there new enemies that u need dot/shilds to deal with, i mean, u can still go unga bunga tons of damage, but u itens need to be stellar to do that, so using the thing actualy couters is more likable even in integrated strategies, once u stabilize the team witch core op and size squad/deployment, u just go unga bunga tons of damage
There is something bothering with the game for a while. How it forces you to use big block numbers and AO DPS, since it shoots you floods of enemies at the beginning, and you better use Myrtle over the other flag vanguard if you don't want to mistime. However, with the new module, and adding an extra block, I've been having the time of my life using mediocre units together. But also, don't listen to me, I use Spuria on almost every mission, I guess what im trying to saying, is that some of this roles changes have made me gonna mix powerhouse units with really dumb one. Also, Im almost done maxing my Gummi, great video Supah.
It's okay though. This means we can have TWO Rays.
Or 2 Typhons
Or 2 Sarias. Guys? Guys, why the chainsaw?!
we never have enough oneesamas.
Gacha players trying to justify the fact that they spent around 150$ on literally the same character:
no. two TYPHONS
I went to just check out another SUPAH video. I did not expect to be jump scared by... me lmao, glad you enjoyed the Iceberg!
Ah yes, my favorite game genre, Tower Offense
SUPAH : "You basically roll for whoever you think is the cuter one"
Me : "So, Ray."
SUPAH : "Which is Ray, by the way"
🤝
🤝
🤜🤛
🙌
I didn't chose tyhpon because she's cute i choose her because she has the biggest personality
@@lostbread8389 she has 2 big personalities definitely.
Truly the best niche is dealing tons of damage
The tower defense game genre is literally about dealing damage. There is only one way to win at it, and that is to deal enough damage to kill all the enemies.
Defenders/blocking is there literally only to give you more time to deal enough damage. Medics are there literally only so that your operators have more time to deal damage. The only thing not about damage? Pulling/pushing if there are holes on the map. But those either neuter strategy of any sort or are useless. Most of the time, they are useless.
The only things you can drop into them (if anything, as most maps with holes seem to have them in a spot that no operator at all can pull/push anything into them due to having to tile from which they can do that) are simply enemies that you can melt with a vanguard in moments. If there will be something more threatening, it's going to be a random elite or two that could as well be dealt with by any good helidrop, with said helidrop being usable elsewhere as well.
@@kikixchannelWhile true, I think the bigger issue is that the concept becomes rather reductive in Arknights. They only have two resistance types, physical and arts, and we've reached a point where those resistances barely even matter anymore. Thanks to power creep, so much of the game can just be brute forced with singular units. Rather, the whole concept should've be built out like it's a puzzle where damage dealing mechanics are more than just singular actions = damage. For instance, it's possible to build enemy types that have interactions with various other damage sources, e.g. acid that can dissolve enemy armor, or oil + ignition = burning. Ideally, you'd have a whole slew of various mechanics and then units that can create those opportunities, or otherwise utilize them or enhance them.
But of course we're way too far into development for this to change now.
@@lucassatie in terms of adding new mechanics, elemental damage for enemies was added relatively late (corossion degrades def,...)
I would not say we are to far, it could provide new niche for new ops, and would be in my opinion better than powercreep
@@lucassatie They've begun adding these, but there are problems with those as well. Buffs and debuffs have this peculiar issue with them that they either are too weak or too strong. Look at Skadi Alter. If you have a good spot for her on a given map and don't need the 'body count' to spread out, she's literally better than any single operator in the game. But if you can only use her to buff one unit, chances are that most units will only be elevated to a point where they can compete with a single 'top' unit...that you could simply replace them with without spending a slot for Skadi. Of course, if all your units are low-to-mid tier, this is, again, quite amazing.
If even such a generally broken unit has such a wide range of 'value', what for the other units? Let's take the two Necrosis ladies. Virtuosa? Pretty bonkers for a debuffer (a support unit). The IS one? Outside of the specific IS, she sucks. Her necrosis most of the time won't even trigger on any unit that matters.
If you depend on any coupling buffs (like your suggestion oil+fire) then we add the terrible effect of needing two units, or a map trait, for it to work. Holes show how being map-trait dependent works. As in, it sucks.
Believe me. I understand what is your point and like most I would like it if it was really the case of all the units being comparably worthwhile. But that's just mathematically impossible with any kind of larger cast where the only way to win is through damage. Ultimately, that which causes higher damage will always be superior. Whether it's a unit with huge damage burst (Surtr, Texas alter), unit with huge damage boost (Skadi alter) or a unit that allows you to use more offensive units by mitigating threats in a one-pack rather than depending on two (depending on maps, it can be Nightingale, Shining, Eyia alter, but also Hoshiguma, Saria, and again...Skadi alter).
It's the curse of the genre. We still can use the weaker units in general, so that's already a success. We just have to accept the growing ceiling, so long as the floor isn't raising too high.
Well, you don't have to support, defend or heal your operators if the ennemy is gone.
Because the best debuff is death.
I feel like part of this is the fact that whenever a new Support is released it almost always breaks the game in some way, and so content has to be balanced with that new Support in mind (For example, I don't doubt that in the future we will have enemies immune to Shu's teleportation or capable of dodging Eyja Alter's Elemental Healing), so creating Units focused on DPS is the "safer" choice in comparison.
Yeah that's the problem, HG has to be creative with support or else no one wants it, while with DPS they could just increased the red numbers and it would still sell
We can still see how Skalter, Suzurun, Nightingale, etc. are still really good
For now Arturia deals pure damage because no mob or boss has necrosis resist so my take is that is what the devs have in store for us next once we see another (5/4 star) operator that deals necrosis damage. Same goes with Shu, if we ever have another operator that is not limited and has the teleportation gimmick - teleport resist is next.
You also have to take into account that most team have at max 4 support based ops (Medics, Supporter and Healing Defenders) while the remaining slots or more are going to be filled by some sort of damage dealers especially when Stalling using protector defenders is just not efficient
I think that the Jesus Christ of Nazareth son of Joseph joke, is a new high for this channel. It has been a while since i laughed that much. Thank you Supah
Trust me when i feel kinda low ,i went to his rant about every arknight operators😂🎉
@@rkswl91 Well, he's a fact-spitting and angry little italian dude, it's funny by nature.
Honestly, powercreep is not really that matter in Arknights. Unlike other games where its near mandatory to keep up with new character, its not mandatory to own every single "Meta" unit in the game. Seriously for the longest time of 2 years playing arknights, I don't have thorn, mountain, surtr, SA, Mlynar, and GG (I only recently got Mountain and Surtr which i barely used). And i found my own satisfaction of using my unit to solve the stage. Granted I have 2 specialist enemy deleter and Eyja, and even then i rarely used the specialist. I just like playing and pulling the unit I like and the game didn't punish you for it (Except for the fact that Skalter refuse to come home and i wanted to play abyssknight so bad)
Based take
while this is a good individual take, powercreep in terms of game design makes the game... boring.
My interest in the newer ops has just been going down, Typhon I pulled for IS4, but then other than Hoederer, Arturia and Shu, none of the upcoming ops really appeal to me because as Supah said, they all do the same thing
@@SaurabhKhandagaleSo you got 1 new Op, and looking forward to 3 more. I say that is good design then. Having every OP that releases be a must have would be tiresome.
That's not a bad take, because Arknights is built on this philosophy, but that's not the point of the video. It's something brought up later in cosideration of the real point of the video, which is that Operator design has stagnated in terms of how long-term account and team-building works. When most of the new Operators are some flavor of damage-dealer, it means an account that has had time to develop is filled with many damage-dealers of which most do not see regular use, if ever, while the much smaller number of utility/support Operators see use all the time. It's not even much of an issue that newer damage dealers are just "better" or "do more", but that if most of them do the same job, most of them are effectively just pointless filler when a handful of different ones is good enough.
I like Arknights because it doesn't give me fomo, I can skip banners safely.
I honestly think SUPAH is one of a kind
On one hand, critical Arknights enjoyer
On another, *the most sane Gummy simp*
He can push out videos with harsh but real opinion about the game, and then *injects anything Gummy on his veins* later in Community Post
Duality of Man, truly
For the "Most hated arknight youtuber" I still think your videos are pretty enjoyable
They hate him because he tells the truth.
@@yufeng1707 fr fr
being hated and making enjoyable contents are not exclusive things : )
The other hated youtuber stopped making stuff about it. And Box2/scamming suit pulls guy have such awful luck they're hard to hate. Supah just speaks truth (and is why my gummy is maxed).
I bet the reason that you find Ray cuter is because she have the same bangs as Gummy
Duh.
I agree with everything you said except I feel like Jessica is less DPS and more like a pure tanker + existent damage dealer. I mean she seems to kinda powercreep Hoshi anyways so yeah. It feels like every new operator is either:
1. New Boss Killer dropped, billions must pull (usually are the limited operators, or operators on non-rerun banners). (typhon, ray, the infamous degen)
2. Goofy interesting types of supports that have some bullshit mechanics sprinkled in (usually limiteds) (Eyjalter removing elemental damage, Shu teleporting bullshit)
3. New lane holder that can also be used to kill bosses as like a side hustle (standard banner, except Zuo for some reason) (Exealt, HoeD, le Zuo)
4. Complete dog ass which is usually the non limited in the limited banner (Ho'olyeak, viviana which went from the candle knight to the little match girl).
I feel we've kind dug ourselves into a deeper hole because we tend to save and pull for the broken operators, which in turn makes them make harder content to keep up with with the power creep, and they also release OP operators as well, which makes us save more.
For the second point apparently someone didnt knew bout the Berries beforehand. Mulberry and Honeyberry are the same as Eyjalter, but somewhat weaker. And for "So Long Adele" Honeyberry was more than enough to counter the game mechanic.
Have you seen Crownslayer going at the speed of light? Non? Watch some new CS Bully strats. And she still does what a defender does: Defende the line.
I don't feel like Jessica power creeps Hoshi, at least not with the way her modules work now days. But she does do a lot more up front damage.
okay jessica aint tanking and blocking as hard as hoshi she has a different job
@@spiiralwya Jessica can block 5 temporarily...That's more than Hoshiguma with module. So yeah, Jessica alter can do more blocking, so long as you don't need it to be constant.
Though I don't think she 'powercreeps' Hoshiguma in any way, shape or form. Hoshiguma still has the thorn effect to her name and the, more importantly, damage negation talent. Unless a tank with high defensive stats and another damage negation comes, Hoshiguma is safe for the tanky tank.
@@kikixchannel by blocking as hard i meant it as in general tanking not literally blocking but yea the point is still there
I think while it's a problem, it all comes down more to the stage designs.
AK is unlike a lot of other games where you have to pull new characters simply because they dish out more damage and it more fit with the content. In AK the operators is just a tool to clear the stage and the stage matters much more due to all of the mechanics interacting with the tools.
For example, let's put Mlynar and Texas alter, they are broken and trivilalize a lot of the stages yea. But against actual stages with hard mechanics they are just another unit you can use to clear, their value isn't worth more than other operators because they can all clear the same thing. Lone trail and So Long Adele are perfect examples of this, unless you have a buff squad you literally can not cheese the hard stages of those 2 eventts due to the enemies spawning and mechanics. And it's not like you need those op ops to clear them either, I did just fine without Eyja alter.
Also I think a lot of people overrate a lot of ops just because they have big ass damage when they forgot that unlke normal TD games, they aren't just throwing big bosses at you but also multiple paths, stage mechanics and skill uptime. Typhon is good yes but when I tried her out she honestly isn't as busted as I thought.
But ye, in the end if 2 chars are similar, just pull whoever you find cuter and prettier to look at.
I really wonder, when will hg remember that they can just mix multiple event mechanics, add more types of elemental damage and status effects.
(And cold shouldn't be a status affect)
Just imagine, how would it be if they mix twilight wolumonde and guide ahead or ideal city and nearl light
Or a rough like mode which has long runs (like 25 floors) includes all the mecanics
I don't understand why they don't do so. It's way easier than creating a new mechanic.
And they must add local accents. No need for all actually, add Australian accent option to Amiya and all will be fine
I get the point of this video but I would argue this has been true since year 1, its just becoming more and more noticeable.
There's really only 5-6 'True Archetypes' in Arknights and then many sub-niches within them
Arts Dps, Physical Dps, Tank, Sustainer, Crowd Control, Amplifier (Buffs/Debuffs)
Any character can be broken down into 1,2 or maybe 3 of these Archetypes depending on their Skills and Kit. All the Branches and Classes are doing are trying to tell you what each is supposed to do baseline. Like Fortress Defenders - These are Tank/Physical DpS with an interesting Range gimmick
So it kind of makes sense that two Sniper Archetypes focus highly on the same thing - Physical DpS. They just exchange small benefits in their Kits/Skills.
After 5 years and 290 Operators (on Global), it kind of makes sense the overlap is so much more noticeable, but it's always been there. Lord Guards and Fortress Defenders just exchange ranges and AoE but their both ranged Physical DpS Melee tile units at the end of the day.
The honest failure in all this is Modules, those have so much room to breathe life into older Ops and except for a very few (Mostima, Firewatch etc), they've failed to give new niches or double down hard enough to match new operator niches. If the Module system was overhauled and they tried harder to give Operators what they needed from them, this problem would be a lot less notoceable.
I agree on the modules. That was such a wasted opportunity for so many operators. I will forever die on the hill that the only thing keeping Hellagur from being a truly decent character is his block count. This could have been super easy to fix via a module too. But nope! He'll forever be left in the trash pile.
While nothing in the video is wrong, it also needs to acknowledge that the Tower Defense genre has always had this problem. There are essentially 4 roles, though they may have sub-categories.
Staller: Exists primarily to block or slow enemies. Includes Decel Binders and most Defenders.
Damage Dealer: Has 8 sub-categories - Melee/Ranged AoE/Single-target DPS/Burst.
Support: Makes others work better, whether by debuffing enemies or buffing allies.
Sustain: Keeps others alive; can be done by healing, shielding, or increasing def/resist.
Now, some operators can fill multiple roles or are hybrids, but will necessarily be sorted into one of these roles. With how long Arknights has been operating, they essentially have to start releasing operators that overlap. What they've done to try and keep things fresh is to release different hybrid variants and/or hyper specialize. Surtr and Mlynar are a great examples of hyper-specialization, being ranged AoE burst damage dealers that literally can't maintain good DPS.
That isn't to say that older operators going obsolete isn't an issue, but given the limited design space the devs have to keep coming up with ways to make people want the newer operators.
"LOSING MY IDENTITY, WONDERING HAVE I GONE INSANE?"
I think typhoon is just ray at home at this point
I think part of the problem is also the fact that we have so many operators in the first place. We have, quite literally, hundreds and while there's a good number of roles to fill, there's only so many ways you can reimagine a tool kit on what is essentially a monthly basis.
the worst part of stage design needing to keep up with operator power creep is that it completely fucks over new players... it's frustrating as a new player to have started this game four years too late to actually keep up with said power creep, especially knowing that some of the power creep is in the form of _limited operators_ like chalter - who I don't even like but I worry that I'll eventually hit a point where I'll feel like the game wants to force me to spark her
also supha I love your videos thank you for the hard work
nah i think it is easier, i started 2 years late just to find ling on my account and beat the entire game with 1 op XD, the old stages are still there mate.
Most if not all stages are designed with low star operators in mind. It does require brain power, so it depends on the player how much brain power they are willing to expend on the game. As long as niche channels like "I love Amiya" (3-star only player) and guide channels like KyoStinV and Eckogen still pump out low rarity guide videos, the difficulty design should still hold. :)
@@thisissuxdon't forget 6 ops is overkill, 4 star only sivergun,
But for real only having started a yearish ago I think it's fine...
I'm more annoyed that I'm averaging 4 new units a week but still lack old mainstays like Mountain, Thorns, and Surtr.
@@absolutelypallets7378 i have 2 years in the game and still don't have siege nor saria nor blaze nor uhh. a lot of them. So ye, pretty normal mate
not sure what u talking about, we have a lot of similar ops to Chalter dmg nowadays, theres nothing Chalter can kill that Mlynar, Typhon, Ray etc cant either.
I myself barely use my Chalter because theres barely any reason to do it.
Patriot is the best punching bag
greetings from Peru, very good analysis bro.
Make La Cucaracha Great Again
Summer W alter, Ambusher, she will slow, stun and deal true damage by throwing water ballons on their targets
Summer W altuh, bard, she will wei wei enemies to death, bc best stun is dealing megatons of dmg
What are you even talking about...She was't great at any point in time...Not even when she released. I Swear to god people comparing W to SA back then had brain rot.
They went too far :(
@@doktahsnotes3436 i mean... she was useful as fuck back when we had space to put her down and s2 could make a metric fuckton of mines all close to one another, or detonating tons of enemies with s3 was viable because def values hadn't been increased all that much.
Now that almost every enemy resists all the previous gimmicks to one extent or another, dealing more damage than previous units becomes the only thing that ends up mattering :(
Yea nowadays you have 2 types of operators:
- Absolutely broken DPS that trivialize the content.
- Supports that break the game or just ignore mechanics completely (Cough Cough...Eyja Alter)
don't forget the absolute shitshows that get memed on for both the right and wrong reasons(vivianna)
ironically even with all the classes going into damage normal defenders and healers are more viable now then ever cause we get hard content that basically forces staling
both classes were basically memes by the end of year 1
Problem is that hoshi isn't being powercrept enough considering that some bosses can kill any defender without ludicrous amounts of support faster than you can say "Arknights has a powercreep issue".
So basically, we're just waiting for a wall of a defender so immovable that the game won't let you place them because you can't block all the routes.
Pure Defenders/Protectors have been dead in the water for a while. Elites and bosses are too dangerous to block these days, even for Hoshi/Cement (and Cuora isn't even in the running any more).
If you're talking about stall, CC is now the meta - Slow, Bind, Sleep, Freeze. Mostima is meta not for her damage (still bad) or her DP cost (still bad) or her cycle time (still bad), but for the 99% slow with her module.
As for healers, other than DPS medics like Kal'Tsit and ReedAlter, medics are more needed for Elemental Damage than pure healing for a while now, with healing defenders outhealing them, and Nightingale keeping her niche for Res.
I'm on that Viviana copium right now, ain't no way she's as bad as you claim her to be
I'm literally crying and shaking right now
She's the only reason why i'm not sparking that banner
If you like her ,just pull her ,no one can decide your life except yourself ~
ima just here to report that my gummy is officially maxed now, i only missed the the module but after watching the tier list vid last time i decided to get and max it
5:21 Enemy boss explains how strong and durable they are bc of S+ in def/res
Surtr, Chalter, Texalter, Mlynar: I like your words magic man
"La Cucaracha" 😂😂 you had me dead pizza man😂
2:30
REEEEE the event horizon is the proximity to a black hole where even light cannot escape gravity
Remember fellow Viviana simps, her module will fix her
*inhales an unhealthy amount of hopium*
REMEMBER!!!!
Maybe when her alter version comes out,as a Medic DPS,boss killer,generates DP and has tokens that deal TRUEST PURE damage(Damage truer than true damage that cant be possibly reduced by nada,then next month release a boss that resists this kind of damage)
The end actually made me remember a thought I had a while ago - Arknights bosses. I remember back in the day when FrostNova was the only boss with a 2nd phase and it was terrifying. I remember being stuck on Patriot for like a year until I got Kal’tsit, and even then it was still difficult because I didn’t have Surtr yet.
Heck, does anyone even remember the last time we had a proper boss without a 2nd phase (on NA, because I’m not familiar with bosses that are currently CN-only)? The last one I can remember off the top of my head is Bishop Quintus from Under Tides, which (if there’s nobody I’m forgetting) was a really long time ago.
IS3 third ending boss doesn’t have any invuln phases, and I think most of the SSS bosses don’t either
im totally agreed with all of your points on this video!
i still remember back when Ines comes out everyones are trashing her out bcs she cant kill Patriot, turns out she is like one of most important unit for me!
I bring ines to every of my is runs 😂
The Ray thing was really annoying to see cos a friend of mine and I were joking that a 6 ⭐ Hunter would prolly get the Mountain treatment and just ignore the drawbacks of their branch entirely and I hate that we were right about that. If they were going to make her ignore it, why bother adding it in the first place??? And you just know the module most likely won't fix that either, so if you're not Ray and you're a Hunter (Coldshot), you suck.
Also the stunt they pulled with Degenbreacher. I'm not even mad that she has more damage than Irene and Ch'en, I fully expected that, but making her s3 auto recovery just felt like they went out of their way to powercreep them. Like they really had no reason to do that, her s3 is literally the only Swordmaster skill that's auto recovery. They just ignored the one gimmick of the archetype for her.
I really think it's more that they know they fucked up with those archetypes in a lot of ways, so they had to add characters that can just ignore those archetypes because changing characters after releasing them seems like some kind of poison voodoo shit that only happens once in a blue moon in these gacha games xD.
Of course they don't care about fixing the lower rarities of those archetypes with future releases, but that's because those rarities don't make them neaaarly as much money :'D
@@narius_jaden215 I see a distinction between adding an obvious drawback to balance a powerful tool, and working-in a method to ignore the drawback by default. Attack-recovery is the former, and the whole "let's ignore our class gimmick" is the latter. I agree with SUPAH when he says that if you have to do the latter, you simpy shouldn't have bothered to begin with, and it's never a good thing when the 6* is the "only good one" because they do just that.
Incidentally, I see combining different Operators to work around a drawback as fair game because that involves strategy, such as pairing Stainless S3 with any Attack Recovery skill.
i kinda dont care about most devs decision for now but that degen is so true, why even bother makes other swordmaster offensive recovery when degen somehow got auto recovery lmao so stupid
What an intro lmao. I came for the meme and now I'm booking therapy
I see the joke with Vigil's 2 DP generation and I'm satisfied. However no image of Saga topping Siege, that's a shame
Hey SUPAH, just wanted to say that you're the only Arknights UA-camr i still watch after abandoning the game. You're quite cool. That's all.
My Gummy is e0 lvl 1, and im never going to build her
HERETIC
shit. I already built her...
mine is e2 60 for the two medals, I never use her.
Fair enough, there are better defenders (unless you play low-star operators then Gummy has no real replacement lol. Spot doesnt count, hes way worse). However they are also worse defenders, hope you didn't built them! :D
my gummy e1 lvl 30
I think supah represented as lapland is the perfect analogy
Honestly, the recent influx of "everyone's a boss killer" has really disincentivized pulling on the new banners, for me at least. I already have amazing laneholders and boss killers built, I don't need more operators that do the exact same job. I want Hypergryph to make more operators like Shu with unique roles and funky gimmicks that let you change up your strategy in interesting ways.
I think the most forgotten role is aoe caster, I feel like there are less than 5 of those really, I only have 3 built and use 1 once in a blue moon
I don't think it's forgotten but more like purposely being ignored due to how garbage the class is.
Funny how Mostima is an amazing unit with support to casters, map-wide slow and big ass range true aoe that basically stalls everything in it for half a minute. But why bother when any new op just kills everything in range.
@@panduvandal which is why there should be new better ops from this class
@@AgsNfzlike what do you want for it to do? Do more DMG? :P
i just think there should be a reason to chose them for high def enemies instead of chalter, they can create new interesting mechanics, i dont like that so many non casters can blow through armor, it feels like arts lost its meaning.@@lilmagi
There are a lot things that HG can do in designing operators. Faction buffs can be implemented. Arms race of gimmicks like elemental damage. Of how the enemies got it first then the operators got it then enemies got elemental resistance.
They also should design ops to be high risk, high reward (not rng). Ops with high difficulty curve but very broken when used correctly.
If there's one thing I could take from this video, it's that it gave me a good laugh. Thanks, mate.
idk, I've played this game since release but I just couldn't find myself to constantly play it anymore, the feels are gone
Look, I felt physical pain when you said that Ray is the cuter one when Typhon has for me one of the CUTEST voices on the game. Like, I liked her design and her kit and all, but when I pulled for her and was met by that little voice of hers my heart just got sold. Still gonna pull for Ray because I like collecting waifus, but I refuse to accept that Ray is the cuter one.
She's the one you'd do despicable things with 😭😭😭
She's going to get a super cute skin in the future, i feel it in my bones.
I agree, though I think the changes are good overall, I think it's actually a really bad thing that caster Eyja hasn't been powercrept at all (GG is a sidegrade), powercreep is needed and healthy and I enjoy the gameplay of the current game design more because it's more interactive and engaging than just dropping two flagbearers and then setting up Mountain, Blaze, Saria, Thorns, Skalter and Mudrock within the first 15 seconds of the stage and then going to make Carbonara while the game plays itself, the fact is these units need to deal decent damage because in AK the older operators are still kind of insane in a lot of instances, it's difficult to directly powercreep Hoshiguma in terms of stats or efficacy as a pure defender because she's still genuinely fantastic at that role, so when designing a defender they kinda have to provide more damage, or be unique in some niche.
I think the best way to go would be to release more unique game modes that demand something different from units, for example - Goldenglow is WAYYY better than Eyja in SSS. That kind of thing is really helpful, we could lean more into Irene being anti-seaborne giving her a huge role in IS3 over Degenbrecher, that kind of thing is the best way forward imo :D
Very good take
Precisely how I think.
Powercreep is not healthy, but I do agree it's needed for gacha-games because the only way a gacha game stays interesting is generally by pushing the envelope. (I do not consider it healthy because it inherently damages the peace of mind of the community and damages perception of the game, devs and gacha games as a whole)
There is a reason that a gacha without powercreep does not exist.@@tsf9600
@@tsf9600 Slow and carefully implemented power-creep is necessary and healthy for any on-going service game. Magic the Gathering is still going strong after more than 25 years of power creep and its really only been the last 4 or 5 years when they cranked it up to 11 that people have wanted it to stop. (Which I do agree its getting out of control)
Arknights has generally handled power creep well, there's several Year 1 Operators that are still relevant in Year 5 for the 'meta' and outside Risk 20+ and such, nothing is really 'required' above a solid roster any account can obtain.
Modules are the only real fuck up, they should have been something akin to an equaliser between old and new operators or at least brought the 15% differences of Year 1 & 5 Ops down to more like 5% but instead they've been more of a rich getting richer situation. I do question the logic of some of them a lot. (Ceylon's is a prime example, wtf were they thinking when she has to try compete with someone like Whisperain at the same Rarity/Branch)
I mean every time hg adds unique effects or features to operators insted of just more funny red numbers they gotta make everyone and their dog immune to said feature into upcoming content, so the only time you can see some funny shenanigans is with ls-4 slugs or something other old stage that nobody gives two fucks about
I think stage difficulty creep is the real kick to the all's. Like I love using my non meta team but then you get to late event stages and good luck you need like 30 retries
Liked and subscribed for the accent (100% Italian), the irony and clear BRAINS
Anyway we all still play Arknights to some extent regardless.
Maybe once the game completely dies I'll switch to Endfield or whatever else Hg has cooked up hmm
Isn't that inevitable in gacha games? They need to keep new units interesting meta wise so there is a constant power/feature creep, i feel like it's fine as long as the power creep doesn't go crazy making old units impossible to use(that's what killed Tower of Fantasy).
gotta say, the focus on DPS units has made the decision on which banners to skip much easier. I already have a ton of DPS so I'm usually only pulling on the support units since they tend to do things that are actually unique
Can't agree more that's why lately I'm just doing completing specific groups within the game like abyssal hunters and sui siblings soon. Everyone does pretty much the same with just a bit of difference in gimmicks
This was also how I perceive on both of operators, they basically have the same output design wise, and ppl can't seem to get over not getting Typhon in this banner. I just used two 10 rolls ticket, and if I got her its great, and If I don't it won't be end of the world like how many meltdown I see ppl spending on her.
Supah I love you thank you for the upload
You spit out the facts, man
Nowadays i am often catch myself thoughts like: "Oh, that one brand new operators seems cool and powerful. But where i can place them, if my squad already completely full by cool and powerful operators?"
I think it because in a team, there's going to be at max 3 support while the remaining 9 slots are going to be damage dealer. In the end, the sniper role is a damage dealing role and archetype are just different ways of dealing damage.
I like using Kreide and a little bit of Kristen as my damage sponge boss now instead of Patriot. Much tankier but needs more preparation to not leak the mobs
The intro of the video is way more interesting than the video itself
I genuinely hope that the day that Trapmaster Specialists end up with the Ling treatment as she did for Summoner Supporters doesn't come.
I love Trapmasters a lot and I'm glad to have both Frost and Dorothy, to say nothing about the fact that Robin is a welfare.
There is a genuine set of drawbacks built into the archetype like how they can't place traps on tiles where enemies are standing on and how it takes DP, time, and planning in order to make decent use out of their traps.
Dorothy's S3 is wonderful because its power is accompanied by the bomb setting off her other bombs, so planning out how a bomb structure works and when it is deployed is so fun.
I will genuinely be upset if they give an upcoming Trapmaster with Frost's S2, but they can do it globally and it hits as if it was Schwarz's S3.
Aren't Dorothy already the Ling of Trapmasters?
I have her M6 on my twink, she's real menace.
@Immotes I wouldn't consider Dorothy to be Ling tier. Ling makes baby Mudrocks that can deal AoE arts damage and block lanes really well. And if there's anything people really needed, I guess HG thought it just had to be many baby Mudrocks that came from a single operator.
When a trap is set, boom, gone, the traps have been used.
You need to reset the traps, make the DP needed for the traps (not too difficult, but traps aren't cheap in certain cenarios), wait for the cooldowns of the traps, remember what pathing your trap targets are going to be taking so that they walk into the traps, make sure that traps support each other rather than interfereing with one another (very much what Dorothy's S3 sometimes feels like to me), buy time by using other operators to protect traps that haven't been set properly (which you might as well use said operators to kill the thing threatening the traps in the first place if you can) or were not meant for them, etc.
It's not that Dorothy isn't strong, but I don't think that she heavily contests too many points in using Frost or Robin the way Ling does for the other Supporters, nor does her capabilities as a 6* Trapmaster release her from the weaknesses of her archetype, whereas Ling is a lower-end caster with a bunch of baby Mudrocks.
im not even this far into arknights (2 days playing) but for some reason this is very entertaining
Viviana comes out and is a guard for some reason, having a kit very similar to Astesea, a character in dire need of new story content given what she’s recently learned about the sky, but the community doesn’t like low effort alters but it seems no one knows what that actually means or why. Then we have Delphine come out, who you would expect to be a guard but is a mystic caster for some reason and now I’m wondering if they just M. Bison’ed their kits for some reason.
Amusingly this is actually one of my less crazy ideas
My goofy ahh let my gacha addiction take over and I already spent 70 pulls on Typhon (Got her and an Archetto dupe along the way). The post pull clarity hitting hard now, I can only hope I can get Ray and Shu when they come
I would say that the way I use surtr, and Chen alt is different. Surtr can tank and not die for a few seconds and Chen has a slow debuff which makes me interchange the operator to fit whichever suits the situation best also caveats sure as. Surtr can't hit flying targets, Chen alt struggling to burst down some bosses when I need her to and mudrock having difficulty with elemental damage, penance not having enough trash mobs to grow her shield.
All of this to say a lot of them comes with a sort of caveat and it's a just choose whichever you prefer
I think the issue with every other role becoming a damage role is more due to the fact that the game isn't designed to account for everyone's niche. Take push/pull operators or trappers, unless you are some one trick who solos stages with just such setups you really aren't going to entertain these archetypes. And the few times they have tried to make these archetypes work like Break the Ice making pushing and pulling better, it was just easier to nuke enemies with more damage anyway so there was no point in entertaining it at all.
I think the game would be better if the developers stopped keeping it grounded in its traditional tower defence gameplay of trying to make enemies run towards the blue box better, and instead created different win conditions for the enemies so that everything isn't a damage check. So that niche operators can thrive better.
Or they need to find more creative ways to make side grades. Like Angelica vs Suzuran is a good way to showcase good side grades to an existing archetype. Except I feel that they play too safe with niche's that don't have anything to do with damage. Take Hoo'oleyak who would be dead on arrival anyway if she had more damage to compete with Ceobe and Eyja, and instead they just overloaded her crowd control potential instead of making it so tame and weak as it was now. She would not only be liked for her design but her gameplay would be actually useful for a lot of people and would not be compared to them like she is now.
There are other win conditions for the enemy such as killing civilians or not killing the boss in time (which is a DPS check in itself). A worthwhile direction.
@@kaypeeoh2781 Yeah but there ofc needs to be more than this because both scenario's are still dps checks
My thoughts about this was Supah was right Arknights was going on the point of no return like what they use to be. But getting aside that Continuous Damage Dealer are release. Every banner now that they releasing was worth pulling it's up to us fellow doctors on which one we want.
To be fair, this is actually something that has amused me about Ifrit for a while. You know how she has really low attack speed, and then has two amazing skills that completely ignore her attack speed? Arknights has been guilty of this since day 1. And then Corroserum comes around and you can see how terrible the branch actually is when a unit doesn't just ignore its attack speed.
Speaking of, since we've had some videos about bad units already, I'd like to see one about bad branches in general. And what could possibly be done with those bad branches to make them work better in general.
If they're the same then why is ray peak aussie outback bunny gf, while typhon is just a dirty sarkaz? Checkmate Supah
Supah come back down to earth
It’s scary to see him come back down to earth.
When they released the Hunter Archetype with its new ammo system, you'd expect it to be reloading for a few seconds to a full mag. But no. And then Ray came and fixed.... Herself. While my milf mommy was left dying on the side with just her body to acquire fans to build her. If they do get modules hopefully it fixes the reload to a full ammo.
Crownslayer: I'm freeee
When he says Touch Grass he means go look for more Gummy pics. SUPUH would instantly turn to ash under the morning sun.
I maxed out my Gummy.
And still Gravel is saving doctor's asses till this day. GRAVEL IS LOVE, GRAVEL IS LIFE
ahhh i see supah has the same issue as me : i can touch concrete but grass ? no signs of it
"Viviana is a disaster"
Looks like we get to complain whenever an operator has high DPS as well as when it has merely good DPS.
And now we have Walter who outclasses everyone
Not the vigil’s 2 dp zoom in😩😩😂😂 i love u supah !
i love how he used viviana as an example when we have hoolheyak just few banner ago
I feel like it would be more accurate to say classes are losing their identity but even then it's pretty reductive. You have to ignore so many facets of these characters and focus so heavily on their damage output to make the argument that it's just kinda silly to do so.
Can’t argue with these points.
Skadi is not useless because once you take into account the AH talents which gives her every single buff there is under the sun, she becomes unkillable
at the low cost of using half of your squad slot
shut up little boy, small man, tiny guy
It's a running gag don't worry
@@SUPAH_SUPAH_SUPAH 😡
For what it's worth, all the ops you mentioned being designed as 'just another dps unit' all come from archetypes that are intended to be dps units, so it feels moot to draw from that the assumption that all future ops will become 'just another dps op'. Even Jessica alter is not an exception to this, as we've already seen Liskarm trying to be a hybrid defender/dps unit based on her chosen skill.
If anything, the fact that we're still getting units like Arturia and Shu should prove that we're not yet in that era, and keeps me hopeful for the potential of new non-dps focused 6-star units.
I think they are trying to open up the new role of damage dealing because it is a "new" role. I believe they want to make bosses harder and new gimmicks so they are adding more operators that can have the damage dealer archetype in various flavors. I mean before mlynar and pozemka/chen there really weren't many. It was always a team effort but I feel it is becoming a bit more specialized. I am really hoping for some good 5* and 4* damage dealer archetypes.
And that's why to do saving for specific operator of your choice is become easier. Still there are doctors who can't control their urge to not pull 10 times on every new banner. I've been saving so much that even there are 2 banner of R6S collab coming, i could simply get all of them without any hestitation and my squad will be fine to finish new stuff without need to get those crazy upcoming operators, because many operator from earlier still do fine enough.
Arknights been a game of management your resources, if you do well, your future will be bright even though sometimes bad luck can hit you out of nowhere.
I like this take. Operators filling a similar role but in different ways means they will appeal to different players, and said players have options between them, and that feels like a better place for a dumb waifu game to be than just raw powercreep around every corner.
0:53
“Wait….what fucking grass?”
As someone who lives in Arizona, this is very relatable 😂😂😂
Great video
I agree with your analysis about how crowded dps role is.
I have felt it since Texas alter released that I realized my melee dps like SA, NTRK, even Surtr had to be benched because of how easy and strong Texas alter is!
And now there's Typhon while I already have Exia, Pozy, and Chalter. Completely crowded
Maybe I should just stick to support role for next banner
you could still bring SilverAsh as a support to bring Texas Alter out faster thanks to his redeployment buff
@@NikkiTheViolist yeah, his talent is still good as a support though. But SA never be my dps again. He is surely too old for modern content as a dps
I'm glad i subscribed for the memes, Gummy love, the accent, and just for all the sos.
Plus, the non-relevant intro.
What they SHOULD have done instead of giving new enemies absolutely shit cracked HP, ATK, and DEF/RES, is lean into unique traits and attributes that require you to counter them by choosing specific operators (a good example we already have is the pots and pans where slow attacking ops are at a huge disadvantage). So for example, an event with enemies, and especially a boss, that have relatively low damage, but attack quickly and ignore a lot or all of your DEF, so even super sturdy ops will turn to mush. In order to counter this, you would have to rely on ops with dodge abilities (*cough* brawler guards) to prevent the constant blood loss
But players are generally too stupid to handle complicated mechanics, so HG had to just give everyone unga bunga damage
At this point I expect my successful gacha rolls to come with a 1:1 ratio synthetic immersive sex doll that completely replicates the banner 6 star in real life in order for anyone to be worth rolling at this point.
Don’t look at my Jessica Alter funds, that is besides the point.
Man I was so disappointed by Typhon's design because her reveal in the livestream made her look as one of the coolest characters in the game but then her design was revealed and LM7 did not cook, she's grimace shake Ceobe.
You can always get a new skin….
@@eufrosniad994 Maybe her second skin will make her cooler I'll wait and see because the first one is just okay.
@@Bereigner I am thinking and hoping they will likely do a live2D skin. The popular operators do tend to get a live2D skin so I think there is a good chance we get one.
I really just pulled for Typhon because she looks like a second Ceobe and you can never have enough Ceobes.
Awooga Awooga Hummina Hummina Hummina *Neuron Activation*
I say instead of constant power creep it's a gameplay update.
The new flavor of stage clearing because DPS is pretty much the only way for the player to interact with the game.
To not let this game become boring the developers have to offer new ways for the players to interact with the game, the best way to do that is to introduce new ways to deal damage.
With that point of view, Ray and Typhoon are now sufficiently different in gameplay.
Arknights is a good game.
yeah i kinda just dont pull the ones that just do damage, i prioritize ones that do interesting things like phalanx caster's weird role compression or footwear's (shu) sui synergy
i am mixed on virtuosa, but i will probably go for them too since the idea of making a team centered around apoptosis would be fun
on a weird note, a lot of the most interesting operators end up being limited or low rarity; i dont know why
Man, I remember the old days when Challenge Mode Patriot used to be a big deal. Now it seems like every new powercreep unit kills Patriot in one-cycle faster and faster. Like the new unit Typhon kills him in 38 sec without help or mines. And then the newer unit Schwarz kills him in 24 sec without help or mines, the fastest in the game.
I'm curious as to your thoughts to the proposed conundrum;
In an *ideally healthy gamestate,* how does one continue going about releasing operators to the game when they are forced to either break an aspect of balance over their knee, Eyjaberry turning off EleDam, Typhon and Zuo Le butchering bosses, *or* failing that likely fall into irrelevancy due to previous competition, like Viviana to Surtr and Ho'olheyak to Eyjafjalla?
Zuo Le putting Hellagur in a retirement home because he has funnier numbers is another example of an unhealthy aspect to a new addition. As described in the video the solution of more DPSers only adds bloat, not meaningful alternatives or depth.
I kind of struggle to fully enjoy your videos at times because they're often very pessimistic and if this one is taken at face value it paints a bleak picture.
i haven't successfully gotten Typhon yet so i'm glad i still have the cuter one as an option
More Supah Videoooo🔥
The homogeny of the new operators is so real. It’s just so weird that they wanted to make every damage dealer unit to be better in every general scenario which kinda just makes the designs of archetypes obsolete. Though that in of itself isn’t necessarily that bad until you remember that team building in arknights is nonexistent or just barely there, whatever remains of it is completely outclassed or just not as fun as it could be. In arknights people limit their unit choices by what RACE/FACTION they are from, not by unique effects like freeze/stuns or stats like DEF. As much of an unoriginal mess abyssal hunter modules are, they are at least something.
They are playing too safe with kit designs or if they don’t they make them as invalidating of mechanics as possible, what was the last time they actually made exciting kits for 4-5* stars which is like the other half of the entire game’s roster. All of them usually have a dead/uncreative talent and then a dead skill 1 depending on the archetype because god forbid they have a unique skill 1. It wouldn’t be disappointing if the only skill they had was actually unique or not bad 😭. We could have units that gained benefits based on the amount of dp you currently have, interact with Sluggish/freeze/stuns/etc in unique ways, damage over time or stuff like shelter so you could benefit from an entire archetype of supports, but the only status effect that meets that is Sleep 😭. The only hope of future unique team building options we have right now are the elemental damage units but looking at the pace they currently release them in, it will be far from anytime soon.
yeah, i feel like every single 6 sttar op is just ''do a lot of damage'' i mean
there is mytrle(and op that make the same/make her better) has a op that can block 3 or more, nightgale and a op that can heal(if needed) and all the other 8 op will be tons of damage dealers
imagine something like: i can only reciev 100 damage per hit + i can only recieve damage from melee units(so no exusai), then u need to bring more fast hiters/fighter for ex
or ''recieve 95% less damage if directly hit and can only be damage by ranged'' so u need to use aoe sniper/caster
in star rail they are kinda doing that
himeko was a dogshit char, literaly the worse 5 star in game, and aalso, another aoe chars arent that good, so they make a new mode that u need aoe with high uptime, witch makes her and other more valuable
with the last expansion there new enemies that u need dot/shilds to deal with, i mean, u can still go unga bunga tons of damage, but u itens need to be stellar to do that, so using the thing actualy couters is more likable
even in integrated strategies, once u stabilize the team witch core op and size squad/deployment, u just go unga bunga tons of damage
There is something bothering with the game for a while. How it forces you to use big block numbers and AO DPS, since it shoots you floods of enemies at the beginning, and you better use Myrtle over the other flag vanguard if you don't want to mistime. However, with the new module, and adding an extra block, I've been having the time of my life using mediocre units together. But also, don't listen to me, I use Spuria on almost every mission, I guess what im trying to saying, is that some of this roles changes have made me gonna mix powerhouse units with really dumb one. Also, Im almost done maxing my Gummi, great video Supah.
Arknights peaked on roaring flame, anything after is just the spin off world building