I will never understand why most Gacha games would rather explode than slightly buff bad units. I understand that most Gacha games have a "out with the old, bring in the new" mentality to maximize profits, but what most are asking for is slight buffs to be more viable, I doubt something that minor would ever affect the sales of new units.
I think it has to do with legal issues. As in, people buy lunacy to buy the character that is advertised; so if the character is changed down the line, someone may sue? I'm not sure, prolly speaking out of my ass.
@@Diana-ny4bc yeah but the game is still in its infancy so there is no telling if Rabbit will still get to keep his spot as the best unit in the game, also all the other 000 IDs that were there from the start have been power crept with the only ones still able to hold their ground for now being TingTang and W Don. also, Rabbit is a 000 and Chef Gregor was a free 00, so comparing the two is like compering an old rich bodybuilder to a young normal guy who has never set foot in a gym, age won't matter much in that equation.
@@aname6794 I think that's only an issue when the character receives a nerf, as you paid for something and (eventually) got less than what you paid for. A character getting a buff is essentially just you getting free stuff.
@@aname6794 if it's a nerf then maybe I can see that happening, but in the case of buffs I highly doubt someone can sue over a product getting improved and becoming better. also fighting game dlc characters get nerfed all the time and I have never heard about anyone being able to sue over that
I love your zwei Sinclair buff, but I'd maybe change the "no more than 7 protection" on the passive to instead redirect protection to a random other ally if Sinclair has 7 or more - this would still stop him from becoming literally invincible when soloing, while also adding a new niche where he could be used alongside one other ally to protect them both, as all protection over 7 will be redirected to them
One thing to note is that all your changes made each skill more complex, sometimes by quite a bit. There's something to be said for simplicity and elegance in design, especially in a game with as many moving parts as Limbus Company.
Always a shining light in the youtube community for this game. Appreciate the massive amount of work you dump into this stuff man. Also getting stomped on by Hong-Lu ASMR when?
I cannot possibly tell why, but the fact how those little edits you sneak here and there are just subtle enough that they don't sear eyes and are just funny enough to underline what you're talking about instead of overwhelming it. These are very enjoyable videos, even if I already have my faves C: It's Heathcliffs, they're all heathcliffs. If one could make AEDD passive trigger upon taking damage instead of being hit, this would skyrocket Shi-cliff to high heavens.
I think LCCB Rodion was designed to be a sort of "Breacher" ID, who does lots of damage verses defensive units. She was a release ID and its possible she was designed to be used in canto 3 which has a lot of blunt weak enemies that use defensive skills (in particular the K-Corp guards are a major roadblock to players who have just finished canto 2 and probably have levels in the mid teens). Defense power down could be fixed by making it apply on skill use rather than on hit.
chef greg needs those buffs, because currently he's literally just "replace LCB gregor on the bench if chef ryoshu is on the field" and LCCB rodion seems to have a straight-forward gimmick explained in a very roundabout way: anti-defense her gimmick is being against the very concept of defensive units with that defense power down and paralyze (mostly because evades have usually low floors but great coin power)
Wow the concept of ID designs where you “grow” them over time by getting through its gimmicks is actually a very cool idea to give Sinclair in general considering his character. Right now a lot of sinners have something going on for each of them across their IDs and Sinlair’s… identity seemed to be a little lost. If they could give this sort of growing over time mechanic to more of his IDs, it’d be a great way to have a different gameplay style of being his “mentor” in a way, guiding him to become better at what the ID wants to do. Getting Crits on BL sinclair’s S3 maybe grants permanent 2 haste (up to 4) to eventually be able to utilize his S3 to help the team win their clashes. Getting the 5 sheets on the enemy gives Red Sheet Sinclair permanent damage up (up to 2). When another sinner dies LCB Sinclair gets a permanent offensive power bonus (up to 1) etc.
I think that "Growing IDs" being a gimmick specific to Sinclair would actually fit really well, as that's a lot of what Sinclair's core character concept is. Not only is the "character information" given to Dante in the intro chapter very explicit about him having incredible growth potential, saying *"this is a hopeful sign that he has the potential to grow into an expert of our company's profession with the right stimuli."* But also in the same vein, that's the core concept of his source book, Demian: The Story of Emil Sinclair's Youth. The story is basically, Sinclair gets tormented by Kromer so hard that he ends up running into Demian, who helps him along the path of growth and self-realization as he literally grows from being a child and enters the world of adulthood. I'd change his base ID like this to better reflect that. Passive: Adds, When Sinclair wins a clash, gain 1 attack power up next turn and permanently gain 1 offense level up to 10 max. Counter: Adds, On Use, when above 70% HP, gain 1 protection, when below 70% HP, gain 1 permanent defense power up, max 3, and gain 2 defense power up this turn S1: Adds, on clash win, gain 1 attack power up next turn, on clash lose, inflict the enemy with permanent -1 offensive level, inflict enemy with 2 damage down this turn. S2: Adds, On clash win, one coin on this skill permanently gains 1 power, max 1 coin power. On clash lose, permanently gain 1 protection, if permanent protection would go over 2, instead gain regular protection. S3: Adds, On clash win, increase all numbers on this skill except power by 1(+1 rupture and rupture count for all 3 coins, +2 attack power up on clash win, but base and coin power remains the same). On clash lose, heal 10% max HP for each won coinflip against the enemy and permanently gain +5 defense level up to 10 max. Really going all in on "Growth", the more he wins clashes, the better he gets at clashing. The more he loses clashes though, the more durable he gets, meaning he can take riskier and riskier clashes away from the rest of the time. His passive now gives him power on clash, since it was basically useless the entire rest of the time as it needed an ally to die to do anything. But importantly, the more he wins clashes, the better he becomes at winning more clashes in the future thanks to the offense level up. Alongside that, his counter now supports it. At high HP, it lets you take a few more hits, while at lower HP, since it's a counter, that lower HP defense power is basically "attack power up but only for counters", meaning even when he's going Tank-clair, he can still put out some damage. For S1, he swings downwards so powerfully, if he wins the clash he get's hyped for the next turn with attack power, and if he loses, the sheer force of the swing throws the enemy off guard and makes them unable to really put their all into it. S2 is his main damage skill, getting the most benefit from growing better over time. Perma-protection on clash lose makes him far tankier, and a gaining random coin power on clash win means you can't reliably control his growth, but by the end of 6 clashes, you know exactly where he'll be. Lastly, S3, Ravaging Cut, really has him *ravage* the enemy on clash win, and being the rarest skill he has, it can stack infinitely(or if it must, caps at 5 stacks). It's power doesn't really go up since he's already gaining a ton of attack power from his S1 and passive, but just in case it somehow loses, you get a strong heal based on how long he struggled in the clash for, and defense level up so that future enemies won't hit quiet as hard.
Great video as always! I liked seeing your approach to buffing IDs because me and my friends have the habit of talking a lot about them and buffing them up. To me the buff for Gregor was really creative, but my favorite was your approach to buffing the glass canon mold Rodya has. Loved the video!
Hi Esgoo! I've been a lurker on your channel ever since your first video. Really interesting to see your process behind upgrading these IDs' kits to make them better, and you've inspired me to make my own fix for a bad ID: Los Mariachis Jefe Sinclair. Mariachi Sinclair is a tank ID who doesn't know how to tank. He has high HP numbers, but has terrible speed, an evade instead of a guard, no source of Aggro, and a weird status mix between Sinking and Poise that he really doesn't inflict much. While a simple solution would be just increasing his speed range and increasing the numbers on his skills, I felt it would be interesting to try and make him a slow tank. I'll cover his Combat Passive change first, since it's what will tie the whole kit together. Júblio Hedonista Old: (3x Gloom Res) After a successful evade, lower Stagger Threshold by the evade skill's Power at a (5x Gloom Reson.)% chance. New: (4x Gloom Owned) At the start of the combat phase, automatically prepare this unit's defense skill. On crit, inflict +1 Count and gain +1 to the used skill's skill slot next turn. Explanation: Inflicting Sinking Count on crit ties together the Poise and Sinking statuses he uses. Prepping an evade automatically also means he doesn't have to worry about enemies going before him as much, ESPECIALLY in human fights. And extra aggro means more enemies target him for attacks. Changed it to 4x Gloom Owned because that's much more achievable. Now then, onto the rest of his skills, in order. Baile y Rola (Sloth, Blunt) Old: 〔Base Power: 4〕 〔Coin Count: 2〕 〔Coin Power: +2〕 〔Offense Level: LVL - 3〕 If target has 4+ , Coin Power +1 《1》 [On Hit]: Inflict 4 New: 〔Base Power: 4〕 〔Coin Count: 2〕 〔Coin Power: +3〕 〔Offense Level: LVL - 3〕 If target has 4+ , Coin Power +1 [On Use]: Gain +2 to this skill slot next turn [After Attack]: Gain +2 to this skill slot next turn 《1》 [On Hit]: Gain +2 ; Gain +1 Count 《2》 [On Hit]: Inflict 2 Explanation: Adding +1 Coin Power allows him him to roll a 10/12 max, which is pretty standard for most 2-Star skill 1s. Also gave more Poise since he was really missing out on it with his original kit. Finally the added Aggro makes enemies target him more often. The After Attack effects gives him a bit more Aggro next turn after winning a clash or doing an unopposed attack, of which the latter will happen often. Danza de Pasión (Envy, Blunt) Old: 〔Base Power: 5〕 〔Coin Count: 3〕 〔Coin Power: +1〕 〔Offense Level: LVL - 3〕 If target has 6+ , Coin Power +2 《1》 [On Hit]: Gain 2 ; Gain +1 Poise Count 《2》 [On Hit]: Inflict 2 ; Inflict +1 Count 《3》 [On Hit]: Inflict 2 New: 〔Base Power: 5〕 〔Coin Count: 3〕 〔Coin Power: +2〕 〔Offense Level: LVL - 3〕 If target has 6+ , Coin Power +1 [After Attack]: Gain +3 to this skill slot next turn 《1》 [On Hit]: Gain 2 ; Gain +2 Poise Count 《2》 [On Hit]: Inflict 2 ; Inflict +1 Count 《3》 [On Hit]: Inflict 3 Explanation: A 11/14 max is much better than an 8/14. Also gave a bit more Poise Count to help him keep Poise going, along with inflicting a little more Sinking. Finally, more Aggro gained after attack for the same reason as his skill 1. Pañata Party (Gloom, Blunt) Old: 〔Base Power: 8〕 〔Coin Count: 1〕 〔Coin Power: +11〕 〔Offense Level: LVL - 3〕 If target's SP is below 0, boost crit chance proportional to target's SP If user has 5+ Count, +30% Critical Damage 《1》 [On Hit]: Lower user's Stagger Threshold by 50% of damage dealt New: 〔Base Power: 8〕 〔Coin Count: 1〕 〔Coin Power: +11〕 〔Offense Level: LVL - 3〕 If target's SP is below 0, boost crit chance proportional to target's SP If user has 5+ Count, +30% Critical Damage 《1》 [On Hit]: Lower user's Stagger Threshold by 50% of damage dealt [On Crit]: If target has -45 SP or 20+ , reuse this coin and the target heals 10 SP or loses 10 Sinking. [On Crit - Reuse]: Inflict 8 Explanation: Reusing coins is cool, and also allows his s3 to do some good damage, provided the enemy has low SP/high Sinking. Also allows him to lower his Stagger Threshold even further and just not get staggered at all. Evade (Gloom) Unchanged from original: 〔Base Power: 5〕 〔Coin Count: 1〕 〔Coin Power: +10〕 〔Defense Level: LVL + 5〕 [On Evade]: Gain +1 Count Explanation: This skill is already really good, especially for a 2-Star. 15 max evade is more than every 3 star currently in the game, with the exception of TT Hong Lu. No reason to change this skill. Jugar con Enemigos Old: (4x Gloom Owned) 1 ally with the most SP deals +10% damage to enemies with lower SP. New: (3x Gloom Owned) 1 ally with the most SP deals +10% damage to enemies with lower SP. Explanation: Base Outis does essentially the same thing but better, so lowering the amount need to activate by 1 seems like a good change. And that's everything. Hopefully he doesn't seem super strong with these changes to him. As a side note, if you somehow read this comment as well as this far down: your content is amazing. Seriously, you put so much effort into your videos and make me want to watch every single second of them. Great job, hope you reach 20k subs and beyond.
Some personal notes/ideas I had while watching: 10:40 Brilliant change, but should probably say something along the lines of "gain +1 coin power for every point of speed faster user is than target", since your example wording works when RBGregor's slower than his target. 15:47 She's not the only one with a 1:1 same name, SevenFaust and SevenOutis share *Predictive Analysis,* SinnerFaust and SevenRyoshu almost share Upward/Upper Slash, WFaust, WDon, WRyoshu, share Leap, WFaust, WMeursalt, and WHong Lu share *Energy Cycle,* WDon and WMeursalt share *Rip,* ZweiSinclair and ZweiGregor shar *Your Shield,* ShiHeathcliff and ShiIshmael share both *Flashing Strike* and *Flying Sword,* ShiIsh and ShiDon share *Catch Breath,* and there's probably others but this list is too long.
Wait, we’re fixing things now? In which case, don’t mind if I throw my hat in to the ring. Poise: one of the most underwhelming status effects within the game, more or less requiring U4 BL Yi Sang OR Poise related EGO gift(s) in order to be somewhat usable, even then being able to do a whopping 20% extra damage when landing a Crit isn’t very impressive. So, I propose a rework, a very simple one at that which is; Old: (5%xP)xC=Chance to do 20% more damage New: (5%xP)xC=Chance to Bypass/Apply x0.25 Resistance to an enemy What do I mean by this? Well assuming the victim as x1.00 Res(Normal), when you land a Crit it now becomes a x1.25 Res(Weak). You can see how busted that can be right? It essentially becomes a minor Defense Mitigation, which is just plain helpful, especially if you have Poise related ID (cough BL YS cough). Anyway that’s my two cents, excellent video as always!
I think one of the ways an ID could be buff is to give sin chaining more importance outside of passives, ego gifts, and damage. More skills should have effects that activates after chaining certain sin affinities. Another buff is to make it so that skills get a direct increase in clash power when sin chaining instead of just buffing offense level.
pretty cohearent and clear video! great job Esgoo! also for "FBI" (LCCB) Rodion, i thought maybe addind "[on clash lose inflict one 1 pralyze next turn] and [on clash win inflict 2 paralyze next turn]" on her guard, since she tries to block attack with electric stick, it would makes sense to be "pseudo-thorns" that while defense is still luck luster, it at least punish enemy when push comes to shove by tiny margin (once again im not a game designer and have small knowledge on how to balance shit so yeah)
Honestly, I feel like Lob EGO Sinclair is in need of some sort of fix, because while he's great for helping rupture teams stack up, that mechanic of "Get exactly 5 talismans for the Skill 3" feels clunky, especially when in focused encounters. And I think the best way to make it happen would be an addition to his passive: "If at 1 skill slot and over 5 talisman, reduce to 5 talisman at turn end".
The proposed changes to Zwei Sinclair are perfect except I would tweak only one thing. His passive could have a further caveat: If Sinclair is NOT one of the recepients of the passive buff, Protection is +2 intead of a +1
I do a ton of balancing work for Limbus RP, and I must say, your suggestions are spot-on! What I would change is: 1) Der deutsche Panzer should have AT LEAST Kong Lu's speed values. That would fix his existing passive straight up. Protection-based Sinclair looks interesting, especially considering that you accounted for Protection being oh so OP when you stack 10 of it (MFE intensifies). Although I woukd make some coin power-ups based off of his "Perma-Protection". Imo conditional +2 coin power is a bandaid fix for most of the IDs - simple yet not too effective 2) RB Greg having yet another 4(+2)x4 S3 devalues my previously beloved G Gregor, which is... sad to think about :/ But that's a tested skill archetype, so I suppose that's just a subjective matter. Him being based off of bind made it so peculiar to me bc they obviously implied on multiple occasions that he should be used in tandem with RB Ryoshu (esp after Red Eyes were made into a thing), so... Maybe him being a niche support is fine, so long as we get more Binders later down the line? I don't know. 3) I was a fan of LCCB Rodya back in the days of struggling with Kromer (and persevering through Aida) because she had that exceptional niche of literally breaking down impenetrable walls of Dodge skills. Now that less and less enemies have these (and our skills roll too much), Rodya got power crept heavily. Or, more like, sent into oblivion because nerfing Counter skills in human encounters is a niche of a niche in itself, so... It made sense why she'd have such interesting coin power conditions. In terms of damage, +50% when all stars align is... Sufficient :) Gaining haste is a nice addition, but I would argue she's speedy enough (4-7 was it?), maybe some speed floor raising condition would be a nice sidegrade Other than that, keep the content flowing! Your uploads are always appreciated in the community. This comment ends... *N-*
I still cant accept their treatment for KK hong lu, it's very unfair for him to get 0 offense level stat as a dps. Since they added +2 defense level instead, let's just buff his guard skill to [Prep Up] [On Use] Gain 2 Offense Level next turn, or strength, coin power, whatever. Or just simply fix his nonexistent offense level to normal value and adjust his 2nd skill instead if you dont want him to be a broken 00
I like the idea of Chef Greg reusing coins. Reminds me of the boss from Chicken canto. I don't know if he reuses coins or not but I remember him bonking my poor Rodya until she became a paste.
I think, you can give to BL Outis BL Yi Sang's passive, but instead of coin power, let it be final power, and make her s1 give 2 poise count on use, and s2 3 poise count on clash win
I know Zwei is normally about defending, but my first thought on buffing Zwei Sinclair was actually making him a bit more offensively focused, making him deal more damage to targets with tremor, and his skill 3 dealing extra damage on tremor burst based on the tremor potency on the enemy. I know it doesn’t exactly fit the Zwei style of being a shield, but I think it would still make him an interesting id.
Aight let's do some game design PhD going atcha For Sinclair, if solo runs are a concern, we can do what some other units already done, and instead of capping the total amount of protection, we could cap, how many times it could be applied from a source, that would be less of an overall "This ID has a innate debuff" which could become a mentality to bully him further to an "Oh, it's a failsafe mechanism" Same result, different feeling to it as for special protection related effect, it could be "Protection Retention" "If you endured damage while having at least X amount of protection, gain Y amount of protection next turn" Chef Gregor was pretty clean , except of the fact that you forgor Rhino Meursalt applying limbillion bleed count As for Rodya, I think you could've gone for a bit higher clashes with her condition, it's not like we don't have 00s that roll oddly high, but at the same time, since she is the "Punish defense coin" archetype, I would be a bit confused with what to do a swell
I would love to see a status contention called something like Fear were it forces The Effected target to use their defense skill, ID would probably also apply Defense Power down as well.
Slight problem, a lot of abnormalities in focused encounters do not have defense skills, and bosses have fixed skill cycles/conditions. So, the ability would become entirely pointless on bosses or focused encounters, which is... a lot of the game.
What if, instead, it makes 1 Attack Skill per count affected by Defense Power Up/Down? Maybe then you could have a debuff that works the same for Defense Skills
Well, ESGOO, you are wrong! I may be just a freemium peasant, and working with what i have, but I DO care about and use LCCB Rodion. And i noticed the "suppression" before your video too... Although it happened today, strangely enough, and i was thinking mostly about rabbit Heatclif when i did and that all three of them have it.
since you wondered about that, lcb ishmael (base ish not lccb) also inflicts defense power down on clash win with her skill 2, but just like lccb rodion that ID does not exist
Quality as always my guy! ❤ Do keep yourself safe from burnout, seems to be going around some parts of UA-cam some days. Personally…I might take a stab at Sunshower Heathcliff my beloved in the replies to this comment, he could do with being more focused between the sinking, rupture, and absolutely random Tremor Burst
I think the ID kit has to tell a story in its own right. So two buffs i came up with: Sloshing Ish: She gains shield on losing clashes as skill effect, not passive. And her new passive is: 'On losing clash, gain 1 attack power next turn (up to 3)'. Basically, she is a loser, she hates her EGO, but it is, undeniably, strong. So she wins... trough losing. I also think it would be fun if she dealt a little bit of blunt damage to the enemies who attack her while she is shielded, just as a fun little extra Zwei Rodion: This one is a bit tricky. She desperately needs better numbers. Gaining 20 shield from her passive is just not enough, it should be at least 40, or hell, make it uncapped, not like she can actually gain that much potency in relevant content anyway. Either way, thats not the point. What i think she lacks is things to do after she has enough poise count to maximize her passive. So why not start getting poise potency too? Basically, on her S2, instead of gaining more count while at 15+ shield, she now gains poise potency. Meaning what after building up her defense, she now can go on the offense, which is fitting for Zwei ID i think. And her S3 gains additional effect on coin 3 - 'At 15+ shield, spend all shield to deal blunt damage equal to shield spend' - just so she has more interactions with shield, as she should imo Of course, these not all changes to them, its more of a general idea of what i think can be done with IDs. Where are also slight changes to coins and values, but well, its a youtube comment, i cant go too in-depth here
i got two takes on mariachis sinclairs buff: make him walmart salsu or make him a more dodgey boi the first fix idea, to make him walmart salsu is simple: make him gain attack powerups with his dodge and than let him go for the clashes (and power up his overweak skills) that would solve his weakness but change his concept, to dodge all the time till he got the chance to attack, and it feels wrong to let a sinner have two identitys with resembling concepts thats why i like the second idea more: keep his concept to be a dodgey boi, but better to do that, make him gain 2 or 3 poise counts from his dodge and make him "drain" sanity from enemys with his passive at last make his overweak skills and sinking get stronger with poise count and criticals (maybe add sinking deluge to his skill 3 critical effect) and done
Sloth Ish: The only change in Sloth Ishmael I'd make is that on lose she gives Tremor and Rapture count, not potency. Talisman Sinclair: Increase Talisman count to 10. Currently Sinclair with his passive active, if he's in a rapture team, can easily rack up to 9 Talismans a turn. Without the passive, it's still 6, if the enemy has rapture. Which just makes him take a tiny amount of damage, while negating his whole gimmick. 10 would help with the problem of Rapture Potency outside of MD. Defence skill removing 1 talisman, instead of giving it. Currently there is no way to NOT stack talismans, even if you don't want to. That defence skill could mitigate some unfortunate situations and make it easier to pilot, while making his defence skill more meaningful. S3 being able to apply talisman even under 5 count. It's too hard to satisfy the condition, especially on UT4, so it would be nice, if Sinclair's skill 3 was "Spend Talisman on Self; Give that much Talisman.". Makes it easier to manage + makes it so that you can distac talismans easier. Mariachi Sinclair: S1 has [Clash Win] Inflict 1 sinking count. That way he'd have a stronger support for the sinking teams and do better what he has to do, which is "be higher sanity than an opponent". S2 REALLY needs +1 coin power buff, so it becomes +2. As of now it's REALLY hard to get the +2 coin power buff outside of the MD2. With the increasing strength of a challenge, currently Mariach Sinclair is in a dire need of being able to win some clashes. Of course, he's supposed to use his defence skills as a gimmic, but it doesn't feel good to just rely on that. This change should help at least a little bit with his clashing. S3 would also benefit the Sinking teams with [Clash Win] Inflict 1 sinking count. Blade Lineage Cuttroat Outis: Bump up passive on UT4 to be "Deal 20% damage to targets below 50% HP", just like with her S3. Skill 2 should give her +3 Poise count. With her high Potency gain on S1, it is really hard to stack poise for when it matters. 3 Poise count should be enough to improve that. Skill 1 should give 5 poise, so that its passive would be online after the first use.
It would be interesting to have a redirect mechanic for zwei sniclair passive like instead of giving protection on 3 gloom res sinclair would tank a single skill with 1 protection
I remember that in one of your previous videos you said that w mersault defense level down debuff made so the enemy took more dmg but in the description for defense level down i couldnt find anything about it, just wanted someone to explain how it works to me
I respect your work :) Unfortunately, I still can't tell left from right in this game so I can't really add something here. It's interesting to watch nonetheless.
Imo the current zwei Sinclair's intended gameplay cycle is: Trying to win clashes with s2 and s3 Gaining aggro in the process, and once the enemies are locked into him, rely on the 2protection s1 which will most likely lose clashes( and so he won't need to gain aggro with s1. I've been grinding a lot of zwei only md2h and I can see that his kit is working as intended, Except for two flaws, 1) he rolls low on both s1 and s2 but only s1 covers for his failures 2)his tremor doesn't exist. I agree with all the changes except the s1 aggro, he's tankish but not enough to take aggro every single turn.
I know that they’d only likely buff 000 tiers but I do hope some of the 00 ranks do get quality of life buffs, or at least have their errors fixed Random question: what are your thoughts on the mirror dungeon ego gifts? I feel like some of them have effects so fast it can completely alter a run, but most seem to be different degrees of weird that I’d be curious about your thoughts on
Idea for a sloshmael buff. Increased coin power on skills 1+2 for obvious reasons, they’re incredibly weak. Not too sure what to do with the attack effects, cause I don’t use her for… obvious reasons. In any case, I feel a great buff for her final skill is to remove the rupture, and keep everything else, however, add an effect that means the tremor burst doesn’t inflict stagger damage, but instead directly deal damage based on the opponents tremor. Would be a great way for tremor teams to exchange their gimmick into actual damage.
There is ONE use case for the defense power down: those enemies in MD that are like, the weird beast things? The guys that toss out huge evade dice when they aren't in aggro mode. Def power down makes those way easier to deal with. It's... Still pretty bad though yeah lmao.
I think the main issue with defense power down on Rodion is that, almost all defense skills in the game their abilities proc on use (I’d be fine if it’s something like “every time this evades deal 5 SP damage,” but some enemies will have a guard that gives a buff automatically and you can’t do anything about it. I just wish if you broke a guard the buff wouldn’t go thru.) I think it’s less of an issue with enemies either not using defense skills or evade and such, I find it more that applying it usually does not do much of anything. Which is really sad to me I honestly feel that defense power down on coins or skills should apply before an enemy uses a defense skill.
I have an idea for how Zwei Rodion can be fixed and made better TL;DR: Generally increased her ability to gain Poise Count and gave her a bit of utility and self sustainability with Defense Level Up, scroll down if you just want to read the changes (Also make her a bit speedier, NO HASTE!!!) The first thing I thought when I first saw Zwei Rodion, even after seeing her Uptie 4, was how little she has in terms of coin effects Not to mention it takes considerable build up to finally get her to to 15 shield, and even then her Skill 3 is so milquetoast that it might as well have no coin effects at all So the idea here was to speed up the path to 15+ shield as well as leaning more into the idea of her being a higher damage, but still Zwei, tank (We are your shield and all that) First thing was giving her Skill 1 average numbers, because what were they thinking giving her an 8 total? Next was giving her Defense Level Up, I know one of the rules was to not add anything, but as you said in the video you added a different status to LCCB Rodion because it fits the lore and ID theme I added it because she seemingly doesn't care if she gets hit so she doesn't really notice the pain from the excitement of finally having something to do, and the two newest Zwei ID's have it so it works in that regard too lol Also added some utility to the second Coin of her Skill 2 not only to better align with the creed of the Zwei, the other part of this comes later (I was thinking of giving her Skill 2 a Coin Power boost based on a status threshold but decided against it as she would be a bit too close in similarity to Zwei Fause and Gregor in terms of effects, and her Skill 3 already has that so there's that too) Now for Skill 3, the one that got the most additions Is it overtuned? Maybe... Do I care? Eh..? Point is I kinda stole BL Sinclair's Skill 2 effect by adding another total shield threshold and when reached that effect will trigger Next, taking inspiration from Yi Sang this time, her Fragile count now increases when landing a crit with the first 2 Coins, 1 each On top of that the third Coin deals additional damage based on whether the first 2 Coins were crits as well as making the Fragile on hit to make it more consistent Sure she has to land crits to get that additional 2 Fragile and it will be difficult to get 20 shield to take advantage of the free crits, but at some point during a fight she will be able to outpace the amount Poise Count potentially being used Especially if you are running a full Zwei team getting a guaranteed Poise Count whenever Gregor uses his Skill 3, granted her Combat Passive is active of course I told you there was a reason for the DLU (Defense Level Up) Her passive will now have her gain additional Poise count based on how high her DLU is thereby letting her build up shield just a bit faster I also increased the amount of Wrath owned needed to activate it as even though the point was to make her Poise Count gain more consistent, having it take that little bit longer will help balance this out I would have given her Haste as well but I think it would be better if her speed was increased to 2-6, just as slow as Sinclair's minimum speed (Both are in Section 6) but itching to fight somebody (Excited at the prospect of caving some skulls) Finally, Limbus Company is my first Project Moon game and this could be wildly unbalanced, but personally I like the idea of Rodion actually doing what I think they were trying to go with PS: Keep it up with the great content ESGOO PPS: Just had a thought, if enough people post their ideas for ID fixes would you make a video rating whatever ones peak your interest the most? Skill 1 (Careful Obstruction) Base Power: 4 Coin Power: 3 [On Use] Gain +2 Aggro to this Skill Slot next turn [On Use] Gain +2 Defense Level Up next turn [Clash Lose] Gain +2 Poise Count Coin 1: [On Hit] Gain +1 Poise Count Coin 2: [On Hit] Gain +1 Poise Count Skill 2 (Focused Defense) Base Power: 6 Coin Power: 4 [On Use] At 15+ shield, gain +2 Poise Count [On Use] Gain +2 Defense Level Up next turn [On Use] Gain +4 Aggro to this Skill Slot next turn [On Use] Gain +2 Poise Count Coin 1: [On Hit] Gain +2 Poise Count Coin 2: [On Crit] Gain and apply +4 Defense Level Up to 1 ally with the lowest HP percentage next turn Skill 3 (Subdue Threat) Base Power: 5 Coin Power: 2 At 15+ shield, Coin Power +2 At 20+ shield, Do not spend Poise Count with critical attacks landed with this skill Coin 1: [On Crit] +1 to Count of effect applied by the last Coin Coin 2: [On Crit] +1 to Count of effect applied by the last Coin Coin 3: [On Hit] Inflict 1 Fragile next turn, If Coin 1 was a Critical deal +25% DMG, If Coin 2 was a Critical deal +25% DMG Defense Skill: Unchanged Combat Passive (Defensive Breathing) Wrath x4 Owned At the start of the combat phase, gain 2 Shield per 1 Poise Count. (Max 24) At the start of the turn gain Point Count equal to Defense Level Up/3 (Max 3 per turn) Support Passive (Designated Protection) Unchanged
i know this ID is good but it just bugs me: R corp heathcliff's charge implementation is just laughable, not a single skill is using it, it's only there for a passive (gain wrath resonance amount of charge, on 5+ charge gain 1 haste and attack power up) and ammo is really annoying, he's really good if it's there but once it runs out, every skill expect S3 is completely useless i'll be removing all the random stuff that fixes ammo only on UT4 (gaining ammo on wave changes, actually reloading on 10+ charge) to make it reasonable on every uptie level: replace the wackass "Raring to Graze" passive with Restocking: 2 wrath resonance on activate; turn end: spend 3 charge to gain 1 ammo S1 now adds 3 charge instead of 2 on use and S3 gets [On Kill] gain 8 Charge
I actually used Zwei Sinclair for the Chicken event. It wasn't particularly fun, but I needed an ID for Sinclair to use, his N Corp ID wasn't out yet, and the gloom skills had good synergy with Fluid Sac and W Corp Quixote. He was kind of dead weight, otherwise. Just there to provide more rewards for the run.
I like rhe Zwei Sinclair, but i feel you made his skill1 too complicated in terms of effects. Project Moon fans dont like reading jokes aside, theres something to be appreciated about IDs (esp 2 star ones) being straightforward role fillers (i.e. support or just straight dps) and leaving more hybrid or experimental (like Sunshower Heath) skillsets to 3 stars.
My changes to Zwei Rodion. Why does your shield suck? Zwei Rodion At uptie 3 Skill 1 Base: 4 | x2 coin: +2 [On use] Gain +3 aggro on this skill slot next turn Coin 1: [On hit] Gain +2 poise count Coin 2: [On hit] Gain +2 poise count Skill 2: Base: 6 | x2 coin: +4 If this skill slot has aggro, gain +2 clash power [On use] Gain +2 poise count Coin 1: [On hit] Gain +2 poise count Coin 2: [On hit] Inflict 2 damage down next turn Skill 3: Base: 9 | x3 coin: +2 If this skill slot has aggro, gain +2 clash power At +15 shield, gain +2 Final power [Clash win] Apply +5 aggro to all skill slots next turn Coin 1: [On hit] Inflict 2 offense level down Coin 2: [On hit] Inflict 1 bind Coin 3: +20% crit chance for every 3 poise count on self; [On crit] Inflict 1 fragile and attack power down Defense (guard): Base: 10 | x1 coin: +5 [On use] Gain +3 aggro to this skill slot next turn [On use] At +15 shield, gain 2 protection (once per turn) [On use] Gain +4 poise count Passive: Turn start: Gain +(poise count) shield that does not decay at the end of the turn. Max 15 shield can be gained per turn and max 30 shield can be stored from this passive. At max shield, apply this effect to the ally with the lowest hp percentage (Max 15). Prioritizes allies with no shield or least amount of shield.
I think, M Sinclair must have on 1 skill counts poise and syncing (I thinks 2 on hit with two time it's notmal). Plus coin power and base power on 1-2 skills buff into 2~3 points. 👉👈
I actually have a combat simulator that I made for season 1 and currently updating for season two id's. I can actually implement these changes in the simulator and give results of how effective the simulator believes these id's are with these changes if you are interested.
This is a bad take and there are two reasons why it is. First, it was not taken into account that every 3 offensive levels = 1 final power. Because of that 00- Zwei Rodion effectively turns into a 000 Saisu Sang or 000 Sinq Don, but with their in battle setup (that could be lengthy or even impossible) replaced with a team building condition which was made extremely trivial to fulfil by the addition of the Haste effect. Second, when making balancing considerations the paralysis status eff. was extremely undervalued, treated as almost irrelevant. Ye, the status effect that can act as a let's say 14 (not a typo) plus coin drop - deemed insignificant. With that in mind the changes of the Gregors 1st skill which would make it the most damaging S1 in the game that applies 2 para this turn + next turn, and the Rodions S1 which can clash well while almost always being first or second in the action sequence - look completely absurd especially on the 00- IDs. But let's not forget, the IDs also have paralysis on the 3rd skill, making it so that each of the two star IDs have 4 decent to exceptional skills in their kit that cripple almost every abnormality in the game. These mistakes create quite ironic situation when considering the bleed count fiasco.
A very well thought of video Larry E. Guy. Perma-Protection actually feels really fun to abuse a bit with him if Sinclair ever gets his rightful place as the peak Zwei member. Additionally, I really do like the “Hit ‘em first” approach for LCCB and could see her removing protection stacks (not inflicting fragile) to enemies with it with her S2 and S3.
If I actually had any benefits for people who would give me money, I would consider it. As of now, I would feel bad just asking people for money with nothing in return. Thank you though!
"it makes it hard to tell what this ID wants to be" re: Rodion she just wants to kill the funny Nobody There abberation and act like she don't know nobody seriously, she's just anti-counter in a game that's only fucked with counters just barely so far. But once she gets more counter enemies I think she will blossom like a violent baby, and i find your buffs make her worse for this hahahah, Bludgeon gaining that boost means that Nobody There's abberant copies that effect which I would hate, trading the S2 Blunt boost off for a raw power gain just gives more power to a clone counter, basically I would hate all of your buffs to general usability because it invalidates her specific niche 😅 she was unapologetically what carried me through that part of Kromer Chapter™ and I like the "next skill" even now that I'm past it and Uptie 4 is out BECAUSE it specifically nerfs clone counters that have very little control over what comes next. But that's my thoughts
I will never understand why most Gacha games would rather explode than slightly buff bad units. I understand that most Gacha games have a "out with the old, bring in the new" mentality to maximize profits, but what most are asking for is slight buffs to be more viable, I doubt something that minor would ever affect the sales of new units.
There are exceptions to this. Rabbit heathcliff was there from the start and chef Gregor came in much later as an example.
I think it has to do with legal issues. As in, people buy lunacy to buy the character that is advertised; so if the character is changed down the line, someone may sue?
I'm not sure, prolly speaking out of my ass.
@@Diana-ny4bc yeah but the game is still in its infancy so there is no telling if Rabbit will still get to keep his spot as the best unit in the game, also all the other 000 IDs that were there from the start have been power crept with the only ones still able to hold their ground for now being TingTang and W Don. also, Rabbit is a 000 and Chef Gregor was a free 00, so comparing the two is like compering an old rich bodybuilder to a young normal guy who has never set foot in a gym, age won't matter much in that equation.
@@aname6794 I think that's only an issue when the character receives a nerf, as you paid for something and (eventually) got less than what you paid for. A character getting a buff is essentially just you getting free stuff.
@@aname6794 if it's a nerf then maybe I can see that happening, but in the case of buffs I highly doubt someone can sue over a product getting improved and becoming better.
also fighting game dlc characters get nerfed all the time and I have never heard about anyone being able to sue over that
I love your zwei Sinclair buff, but I'd maybe change the "no more than 7 protection" on the passive to instead redirect protection to a random other ally if Sinclair has 7 or more - this would still stop him from becoming literally invincible when soloing, while also adding a new niche where he could be used alongside one other ally to protect them both, as all protection over 7 will be redirected to them
One thing to note is that all your changes made each skill more complex, sometimes by quite a bit. There's something to be said for simplicity and elegance in design, especially in a game with as many moving parts as Limbus Company.
Always a shining light in the youtube community for this game. Appreciate the massive amount of work you dump into this stuff man.
Also getting stomped on by Hong-Lu ASMR when?
yeah, when?
I cannot possibly tell why, but the fact how those little edits you sneak here and there are just subtle enough that they don't sear eyes and are just funny enough to underline what you're talking about instead of overwhelming it.
These are very enjoyable videos, even if I already have my faves C:
It's Heathcliffs, they're all heathcliffs.
If one could make AEDD passive trigger upon taking damage instead of being hit, this would skyrocket Shi-cliff to high heavens.
I think LCCB Rodion was designed to be a sort of "Breacher" ID, who does lots of damage verses defensive units. She was a release ID and its possible she was designed to be used in canto 3 which has a lot of blunt weak enemies that use defensive skills (in particular the K-Corp guards are a major roadblock to players who have just finished canto 2 and probably have levels in the mid teens).
Defense power down could be fixed by making it apply on skill use rather than on hit.
wake up babe, new esgoo video came out
chef greg needs those buffs, because currently he's literally just "replace LCB gregor on the bench if chef ryoshu is on the field"
and LCCB rodion seems to have a straight-forward gimmick explained in a very roundabout way: anti-defense
her gimmick is being against the very concept of defensive units with that defense power down and paralyze (mostly because evades have usually low floors but great coin power)
Wow the concept of ID designs where you “grow” them over time by getting through its gimmicks is actually a very cool idea to give Sinclair in general considering his character. Right now a lot of sinners have something going on for each of them across their IDs and Sinlair’s… identity seemed to be a little lost. If they could give this sort of growing over time mechanic to more of his IDs, it’d be a great way to have a different gameplay style of being his “mentor” in a way, guiding him to become better at what the ID wants to do.
Getting Crits on BL sinclair’s S3 maybe grants permanent 2 haste (up to 4) to eventually be able to utilize his S3 to help the team win their clashes. Getting the 5 sheets on the enemy gives Red Sheet Sinclair permanent damage up (up to 2). When another sinner dies LCB Sinclair gets a permanent offensive power bonus (up to 1) etc.
I think that "Growing IDs" being a gimmick specific to Sinclair would actually fit really well, as that's a lot of what Sinclair's core character concept is. Not only is the "character information" given to Dante in the intro chapter very explicit about him having incredible growth potential, saying *"this is a hopeful sign that he has the potential to grow into an expert of our company's profession with the right stimuli."* But also in the same vein, that's the core concept of his source book, Demian: The Story of Emil Sinclair's Youth. The story is basically, Sinclair gets tormented by Kromer so hard that he ends up running into Demian, who helps him along the path of growth and self-realization as he literally grows from being a child and enters the world of adulthood.
I'd change his base ID like this to better reflect that.
Passive: Adds, When Sinclair wins a clash, gain 1 attack power up next turn and permanently gain 1 offense level up to 10 max.
Counter: Adds, On Use, when above 70% HP, gain 1 protection, when below 70% HP, gain 1 permanent defense power up, max 3, and gain 2 defense power up this turn
S1: Adds, on clash win, gain 1 attack power up next turn, on clash lose, inflict the enemy with permanent -1 offensive level, inflict enemy with 2 damage down this turn.
S2: Adds, On clash win, one coin on this skill permanently gains 1 power, max 1 coin power. On clash lose, permanently gain 1 protection, if permanent protection would go over 2, instead gain regular protection.
S3: Adds, On clash win, increase all numbers on this skill except power by 1(+1 rupture and rupture count for all 3 coins, +2 attack power up on clash win, but base and coin power remains the same). On clash lose, heal 10% max HP for each won coinflip against the enemy and permanently gain +5 defense level up to 10 max.
Really going all in on "Growth", the more he wins clashes, the better he gets at clashing. The more he loses clashes though, the more durable he gets, meaning he can take riskier and riskier clashes away from the rest of the time. His passive now gives him power on clash, since it was basically useless the entire rest of the time as it needed an ally to die to do anything. But importantly, the more he wins clashes, the better he becomes at winning more clashes in the future thanks to the offense level up. Alongside that, his counter now supports it. At high HP, it lets you take a few more hits, while at lower HP, since it's a counter, that lower HP defense power is basically "attack power up but only for counters", meaning even when he's going Tank-clair, he can still put out some damage.
For S1, he swings downwards so powerfully, if he wins the clash he get's hyped for the next turn with attack power, and if he loses, the sheer force of the swing throws the enemy off guard and makes them unable to really put their all into it. S2 is his main damage skill, getting the most benefit from growing better over time. Perma-protection on clash lose makes him far tankier, and a gaining random coin power on clash win means you can't reliably control his growth, but by the end of 6 clashes, you know exactly where he'll be. Lastly, S3, Ravaging Cut, really has him *ravage* the enemy on clash win, and being the rarest skill he has, it can stack infinitely(or if it must, caps at 5 stacks). It's power doesn't really go up since he's already gaining a ton of attack power from his S1 and passive, but just in case it somehow loses, you get a strong heal based on how long he struggled in the clash for, and defense level up so that future enemies won't hit quiet as hard.
You are one of the few youtubers I watch right now that I get excited for new videos, your stuff is amazing
Great video as always! I liked seeing your approach to buffing IDs because me and my friends have the habit of talking a lot about them and buffing them up.
To me the buff for Gregor was really creative, but my favorite was your approach to buffing the glass canon mold Rodya has.
Loved the video!
This is fun! Very very fun!
I'd like to toss my hat into this some time.
Just need to find something to make better...
Hi Esgoo! I've been a lurker on your channel ever since your first video. Really interesting to see your process behind upgrading these IDs' kits to make them better, and you've inspired me to make my own fix for a bad ID: Los Mariachis Jefe Sinclair.
Mariachi Sinclair is a tank ID who doesn't know how to tank. He has high HP numbers, but has terrible speed, an evade instead of a guard, no source of Aggro, and a weird status mix between Sinking and Poise that he really doesn't inflict much. While a simple solution would be just increasing his speed range and increasing the numbers on his skills, I felt it would be interesting to try and make him a slow tank. I'll cover his Combat Passive change first, since it's what will tie the whole kit together.
Júblio Hedonista
Old:
(3x Gloom Res)
After a successful evade, lower Stagger Threshold by the evade skill's Power at a (5x Gloom Reson.)% chance.
New:
(4x Gloom Owned)
At the start of the combat phase, automatically prepare this unit's defense skill.
On crit, inflict +1 Count and gain +1 to the used skill's skill slot next turn.
Explanation: Inflicting Sinking Count on crit ties together the Poise and Sinking statuses he uses. Prepping an evade automatically also means he doesn't have to worry about enemies going before him as much, ESPECIALLY in human fights. And extra aggro means more enemies target him for attacks. Changed it to 4x Gloom Owned because that's much more achievable.
Now then, onto the rest of his skills, in order.
Baile y Rola (Sloth, Blunt)
Old:
〔Base Power: 4〕
〔Coin Count: 2〕
〔Coin Power: +2〕
〔Offense Level: LVL - 3〕
If target has 4+ , Coin Power +1
《1》 [On Hit]: Inflict 4
New:
〔Base Power: 4〕
〔Coin Count: 2〕
〔Coin Power: +3〕
〔Offense Level: LVL - 3〕
If target has 4+ , Coin Power +1
[On Use]: Gain +2 to this skill slot next turn
[After Attack]: Gain +2 to this skill slot next turn
《1》 [On Hit]: Gain +2 ; Gain +1 Count
《2》 [On Hit]: Inflict 2
Explanation: Adding +1 Coin Power allows him him to roll a 10/12 max, which is pretty standard for most 2-Star skill 1s. Also gave more Poise since he was really missing out on it with his original kit. Finally the added Aggro makes enemies target him more often. The After Attack effects gives him a bit more Aggro next turn after winning a clash or doing an unopposed attack, of which the latter will happen often.
Danza de Pasión (Envy, Blunt)
Old:
〔Base Power: 5〕
〔Coin Count: 3〕
〔Coin Power: +1〕
〔Offense Level: LVL - 3〕
If target has 6+ , Coin Power +2
《1》 [On Hit]: Gain 2 ; Gain +1 Poise Count
《2》 [On Hit]: Inflict 2 ; Inflict +1 Count
《3》 [On Hit]: Inflict 2
New:
〔Base Power: 5〕
〔Coin Count: 3〕
〔Coin Power: +2〕
〔Offense Level: LVL - 3〕
If target has 6+ , Coin Power +1
[After Attack]: Gain +3 to this skill slot next turn
《1》 [On Hit]: Gain 2 ; Gain +2 Poise Count
《2》 [On Hit]: Inflict 2 ; Inflict +1 Count
《3》 [On Hit]: Inflict 3
Explanation: A 11/14 max is much better than an 8/14. Also gave a bit more Poise Count to help him keep Poise going, along with inflicting a little more Sinking. Finally, more Aggro gained after attack for the same reason as his skill 1.
Pañata Party (Gloom, Blunt)
Old:
〔Base Power: 8〕
〔Coin Count: 1〕
〔Coin Power: +11〕
〔Offense Level: LVL - 3〕
If target's SP is below 0, boost crit chance proportional to target's SP
If user has 5+ Count, +30% Critical Damage
《1》 [On Hit]: Lower user's Stagger Threshold by 50% of damage dealt
New:
〔Base Power: 8〕
〔Coin Count: 1〕
〔Coin Power: +11〕
〔Offense Level: LVL - 3〕
If target's SP is below 0, boost crit chance proportional to target's SP
If user has 5+ Count, +30% Critical Damage
《1》 [On Hit]: Lower user's Stagger Threshold by 50% of damage dealt
[On Crit]: If target has -45 SP or 20+ , reuse this coin and the target heals 10 SP or loses 10 Sinking.
[On Crit - Reuse]: Inflict 8
Explanation: Reusing coins is cool, and also allows his s3 to do some good damage, provided the enemy has low SP/high Sinking. Also allows him to lower his Stagger Threshold even further and just not get staggered at all.
Evade (Gloom)
Unchanged from original:
〔Base Power: 5〕
〔Coin Count: 1〕
〔Coin Power: +10〕
〔Defense Level: LVL + 5〕
[On Evade]: Gain +1 Count
Explanation: This skill is already really good, especially for a 2-Star. 15 max evade is more than every 3 star currently in the game, with the exception of TT Hong Lu. No reason to change this skill.
Jugar con Enemigos
Old:
(4x Gloom Owned)
1 ally with the most SP deals +10% damage to enemies with lower SP.
New:
(3x Gloom Owned)
1 ally with the most SP deals +10% damage to enemies with lower SP.
Explanation: Base Outis does essentially the same thing but better, so lowering the amount need to activate by 1 seems like a good change.
And that's everything. Hopefully he doesn't seem super strong with these changes to him. As a side note, if you somehow read this comment as well as this far down: your content is amazing. Seriously, you put so much effort into your videos and make me want to watch every single second of them. Great job, hope you reach 20k subs and beyond.
I never miss a single one of your vids!.
I really like the ideia of the video, and the video is very good. ^^
Some personal notes/ideas I had while watching:
10:40 Brilliant change, but should probably say something along the lines of "gain +1 coin power for every point of speed faster user is than target", since your example wording works when RBGregor's slower than his target.
15:47 She's not the only one with a 1:1 same name, SevenFaust and SevenOutis share *Predictive Analysis,* SinnerFaust and SevenRyoshu almost share Upward/Upper Slash, WFaust, WDon, WRyoshu, share Leap, WFaust, WMeursalt, and WHong Lu share *Energy Cycle,* WDon and WMeursalt share *Rip,* ZweiSinclair and ZweiGregor shar *Your Shield,* ShiHeathcliff and ShiIshmael share both *Flashing Strike* and *Flying Sword,* ShiIsh and ShiDon share *Catch Breath,* and there's probably others but this list is too long.
Thank you for the absurdly-edited-rambling-of-a-madman great video once again, sir
Look at me, actually enjoying the use of this Rodeon and this Sinclair and thinking they are strong.
I adore what you did to rodion, it really felt like an accurate depiction of how she should play in lore
I hope this becomes a series
At least 3 parts are planned. Though the last part...I'm sure you can guess who that is for.
@@therealESGOO
Oh god, not decent sloshmael
@@therealESGOOsad we never saw more of these
@@treedude4246truly was unfortunate
Wait, we’re fixing things now? In which case, don’t mind if I throw my hat in to the ring.
Poise: one of the most underwhelming status effects within the game, more or less requiring U4 BL Yi Sang OR Poise related EGO gift(s) in order to be somewhat usable, even then being able to do a whopping 20% extra damage when landing a Crit isn’t very impressive.
So, I propose a rework, a very simple one at that which is;
Old: (5%xP)xC=Chance to do 20% more damage
New: (5%xP)xC=Chance to Bypass/Apply x0.25 Resistance to an enemy
What do I mean by this? Well assuming the victim as x1.00 Res(Normal), when you land a Crit it now becomes a x1.25 Res(Weak).
You can see how busted that can be right? It essentially becomes a minor Defense Mitigation, which is just plain helpful, especially if you have Poise related ID (cough BL YS cough).
Anyway that’s my two cents, excellent video as always!
can't believe you killed molar office again
I just kicked them out, what do you mean?
I think one of the ways an ID could be buff is to give sin chaining more importance outside of passives, ego gifts, and damage.
More skills should have effects that activates after chaining certain sin affinities.
Another buff is to make it so that skills get a direct increase in clash power when sin chaining instead of just buffing offense level.
pretty cohearent and clear video!
great job Esgoo!
also
for "FBI" (LCCB) Rodion, i thought maybe addind
"[on clash lose inflict one 1 pralyze next turn] and [on clash win inflict 2 paralyze next turn]" on her guard,
since she tries to block attack with electric stick, it would makes sense to be "pseudo-thorns" that while defense is still luck luster,
it at least punish enemy when push comes to shove by tiny margin
(once again im not a game designer and have small knowledge on how to balance shit so yeah)
Now, Sinclair may just get Aptitude Conversion on Strong Strike into Tremor that causes Damage Down and poof.
Zwei sinclair should become this channel's mascot lol
Honestly, I feel like Lob EGO Sinclair is in need of some sort of fix, because while he's great for helping rupture teams stack up, that mechanic of "Get exactly 5 talismans for the Skill 3" feels clunky, especially when in focused encounters.
And I think the best way to make it happen would be an addition to his passive: "If at 1 skill slot and over 5 talisman, reduce to 5 talisman at turn end".
I would love for these video's to go above and beyond like
Hey what would we do to change Kurakumo hong to be more cohesive
The proposed changes to Zwei Sinclair are perfect except I would tweak only one thing. His passive could have a further caveat:
If Sinclair is NOT one of the recepients of the passive buff, Protection is +2 intead of a +1
As someone who is currently attempting to make a pm ttrpg, this gives me SO many ideas for future things
I do a ton of balancing work for Limbus RP, and I must say, your suggestions are spot-on!
What I would change is:
1) Der deutsche Panzer should have AT LEAST Kong Lu's speed values. That would fix his existing passive straight up.
Protection-based Sinclair looks interesting, especially considering that you accounted for Protection being oh so OP when you stack 10 of it (MFE intensifies). Although I woukd make some coin power-ups based off of his "Perma-Protection". Imo conditional +2 coin power is a bandaid fix for most of the IDs - simple yet not too effective
2) RB Greg having yet another 4(+2)x4 S3 devalues my previously beloved G Gregor, which is... sad to think about :/ But that's a tested skill archetype, so I suppose that's just a subjective matter.
Him being based off of bind made it so peculiar to me bc they obviously implied on multiple occasions that he should be used in tandem with RB Ryoshu (esp after Red Eyes were made into a thing), so... Maybe him being a niche support is fine, so long as we get more Binders later down the line? I don't know.
3) I was a fan of LCCB Rodya back in the days of struggling with Kromer (and persevering through Aida) because she had that exceptional niche of literally breaking down impenetrable walls of Dodge skills. Now that less and less enemies have these (and our skills roll too much), Rodya got power crept heavily. Or, more like, sent into oblivion because nerfing Counter skills in human encounters is a niche of a niche in itself, so... It made sense why she'd have such interesting coin power conditions.
In terms of damage, +50% when all stars align is... Sufficient :) Gaining haste is a nice addition, but I would argue she's speedy enough (4-7 was it?), maybe some speed floor raising condition would be a nice sidegrade
Other than that, keep the content flowing! Your uploads are always appreciated in the community. This comment ends... *N-*
limbus rp?
What’s Limbus RP?
@@hugswanted7954limbus role play
I still cant accept their treatment for KK hong lu, it's very unfair for him to get 0 offense level stat as a dps. Since they added +2 defense level instead, let's just buff his guard skill to [Prep Up] [On Use] Gain 2 Offense Level next turn, or strength, coin power, whatever.
Or just simply fix his nonexistent offense level to normal value and adjust his 2nd skill instead if you dont want him to be a broken 00
I like the idea of Chef Greg reusing coins. Reminds me of the boss from Chicken canto.
I don't know if he reuses coins or not but I remember him bonking my poor Rodya until she became a paste.
I think, you can give to BL Outis BL Yi Sang's passive, but instead of coin power, let it be final power, and make her s1 give 2 poise count on use, and s2 3 poise count on clash win
I know Zwei is normally about defending, but my first thought on buffing Zwei Sinclair was actually making him a bit more offensively focused, making him deal more damage to targets with tremor, and his skill 3 dealing extra damage on tremor burst based on the tremor potency on the enemy. I know it doesn’t exactly fit the Zwei style of being a shield, but I think it would still make him an interesting id.
Can’t believe i missed Molar office being booked AGAIN
Aight let's do some game design PhD going atcha
For Sinclair, if solo runs are a concern, we can do what some other units already done, and instead of capping the total amount of protection, we could cap, how many times it could be applied from a source, that would be less of an overall "This ID has a innate debuff" which could become a mentality to bully him further to an "Oh, it's a failsafe mechanism"
Same result, different feeling to it
as for special protection related effect, it could be "Protection Retention"
"If you endured damage while having at least X amount of protection, gain Y amount of protection next turn"
Chef Gregor was pretty clean , except of the fact that you forgor Rhino Meursalt applying limbillion bleed count
As for Rodya, I think you could've gone for a bit higher clashes with her condition, it's not like we don't have 00s that roll oddly high, but at the same time, since she is the "Punish defense coin" archetype, I would be a bit confused with what to do a swell
I would love to see a status contention called something like Fear were it forces The Effected target to use their defense skill, ID would probably also apply Defense Power down as well.
Slight problem, a lot of abnormalities in focused encounters do not have defense skills, and bosses have fixed skill cycles/conditions. So, the ability would become entirely pointless on bosses or focused encounters, which is... a lot of the game.
What if, instead, it makes 1 Attack Skill per count affected by Defense Power Up/Down? Maybe then you could have a debuff that works the same for Defense Skills
I kept my eyes buttered ‘till the end
LCCB rodion passive could be interesting if it could hit THROUGH shield hp, properly breaching defenses. Might be too op tho
Well, ESGOO, you are wrong! I may be just a freemium peasant, and working with what i have, but I DO care about and use LCCB Rodion. And i noticed the "suppression" before your video too... Although it happened today, strangely enough, and i was thinking mostly about rabbit Heatclif when i did and that all three of them have it.
really hope PM will do more balancing to the uptie 4, especially for 00 IDs
Will you be doing more, because even though this isn’t real I’d really like to hear about Zwei Rodya
This series needs to come
Back Esgoo please
since you wondered about that, lcb ishmael (base ish not lccb) also inflicts defense power down on clash win with her skill 2, but just like lccb rodion that ID does not exist
Wait, did you intentionally post this during maintenance hours in Limbus? Clever...
That is my schedule, at least 1 video a week during maintenance.
Quality as always my guy! ❤ Do keep yourself safe from burnout, seems to be going around some parts of UA-cam some days.
Personally…I might take a stab at Sunshower Heathcliff my beloved in the replies to this comment, he could do with being more focused between the sinking, rupture, and absolutely random Tremor Burst
Mr. ESGOO!
Thanks thee for this great content! Also, what is your opinion on RR2?
I think the ID kit has to tell a story in its own right. So two buffs i came up with:
Sloshing Ish: She gains shield on losing clashes as skill effect, not passive. And her new passive is: 'On losing clash, gain 1 attack power next turn (up to 3)'. Basically, she is a loser, she hates her EGO, but it is, undeniably, strong. So she wins... trough losing. I also think it would be fun if she dealt a little bit of blunt damage to the enemies who attack her while she is shielded, just as a fun little extra
Zwei Rodion: This one is a bit tricky. She desperately needs better numbers. Gaining 20 shield from her passive is just not enough, it should be at least 40, or hell, make it uncapped, not like she can actually gain that much potency in relevant content anyway. Either way, thats not the point. What i think she lacks is things to do after she has enough poise count to maximize her passive. So why not start getting poise potency too? Basically, on her S2, instead of gaining more count while at 15+ shield, she now gains poise potency. Meaning what after building up her defense, she now can go on the offense, which is fitting for Zwei ID i think. And her S3 gains additional effect on coin 3 - 'At 15+ shield, spend all shield to deal blunt damage equal to shield spend' - just so she has more interactions with shield, as she should imo
Of course, these not all changes to them, its more of a general idea of what i think can be done with IDs. Where are also slight changes to coins and values, but well, its a youtube comment, i cant go too in-depth here
Finally some good video
My feet are shedding like mad again.
Project moon rn: "mmmh interesting"
i got two takes on mariachis sinclairs buff: make him walmart salsu or make him a more dodgey boi
the first fix idea, to make him walmart salsu is simple: make him gain attack powerups with his dodge and than let him go for the clashes (and power up his overweak skills)
that would solve his weakness but change his concept, to dodge all the time till he got the chance to attack, and it feels wrong to let a sinner have two identitys with resembling concepts
thats why i like the second idea more: keep his concept to be a dodgey boi, but better
to do that, make him gain 2 or 3 poise counts from his dodge and make him "drain" sanity from enemys with his passive
at last make his overweak skills and sinking get stronger with poise count and criticals (maybe add sinking deluge to his skill 3 critical effect) and done
Sloth Ish: The only change in Sloth Ishmael I'd make is that on lose she gives Tremor and Rapture count, not potency.
Talisman Sinclair:
Increase Talisman count to 10. Currently Sinclair with his passive active, if he's in a rapture team, can easily rack up to 9 Talismans a turn. Without the passive, it's still 6, if the enemy has rapture. Which just makes him take a tiny amount of damage, while negating his whole gimmick. 10 would help with the problem of Rapture Potency outside of MD.
Defence skill removing 1 talisman, instead of giving it. Currently there is no way to NOT stack talismans, even if you don't want to. That defence skill could mitigate some unfortunate situations and make it easier to pilot, while making his defence skill more meaningful.
S3 being able to apply talisman even under 5 count. It's too hard to satisfy the condition, especially on UT4, so it would be nice, if Sinclair's skill 3 was "Spend Talisman on Self; Give that much Talisman.". Makes it easier to manage + makes it so that you can distac talismans easier.
Mariachi Sinclair:
S1 has [Clash Win] Inflict 1 sinking count. That way he'd have a stronger support for the sinking teams and do better what he has to do, which is "be higher sanity than an opponent".
S2 REALLY needs +1 coin power buff, so it becomes +2. As of now it's REALLY hard to get the +2 coin power buff outside of the MD2. With the increasing strength of a challenge, currently Mariach Sinclair is in a dire need of being able to win some clashes. Of course, he's supposed to use his defence skills as a gimmic, but it doesn't feel good to just rely on that. This change should help at least a little bit with his clashing.
S3 would also benefit the Sinking teams with [Clash Win] Inflict 1 sinking count.
Blade Lineage Cuttroat Outis:
Bump up passive on UT4 to be "Deal 20% damage to targets below 50% HP", just like with her S3.
Skill 2 should give her +3 Poise count. With her high Potency gain on S1, it is really hard to stack poise for when it matters. 3 Poise count should be enough to improve that.
Skill 1 should give 5 poise, so that its passive would be online after the first use.
Was thinking a "combat start defense level down" would work better for lccb rodya since defense activates in the "on use" state
It would be interesting to have a redirect mechanic for zwei sniclair passive like instead of giving protection on 3 gloom res sinclair would tank a single skill with 1 protection
HE CANT MISS
Wait idk if i got this right but BL yisang is also a +5 (he was a 41atk, same as rabit cliff before the rework)
I remember that in one of your previous videos you said that w mersault defense level down debuff made so the enemy took more dmg but in the description for defense level down i couldnt find anything about it, just wanted someone to explain how it works to me
I respect your work :)
Unfortunately, I still can't tell left from right in this game so I can't really add something here. It's interesting to watch nonetheless.
May I suggest adding the number of coins to the skill preview? Don't always remember how many coins each skill has exactly, thought it'd be nice
2:57 google translate translated it actually preety good
Will you do a livestream of refraction railway 2
maybe (If you want to) a debuff video? kinda like a opposite of this one?
get a sinking deluge to bleed call it hemorrage and give it to gregor on his skill 3
Another banger!
Imo the current zwei Sinclair's intended gameplay cycle is:
Trying to win clashes with s2 and s3
Gaining aggro in the process, and once the enemies are locked into him, rely on the 2protection s1 which will most likely lose clashes( and so he won't need to gain aggro with s1. I've been grinding a lot of zwei only md2h and I can see that his kit is working as intended,
Except for two flaws,
1) he rolls low on both s1 and s2 but only s1 covers for his failures
2)his tremor doesn't exist.
I agree with all the changes except the s1 aggro, he's tankish but not enough to take aggro every single turn.
10:07 Is it bleed count or bleed potency? 😂
I know that they’d only likely buff 000 tiers but I do hope some of the 00 ranks do get quality of life buffs, or at least have their errors fixed
Random question: what are your thoughts on the mirror dungeon ego gifts? I feel like some of them have effects so fast it can completely alter a run, but most seem to be different degrees of weird that I’d be curious about your thoughts on
Can you make a vid on best stuff to shard 1st in game for making account stronger
Idea for a sloshmael buff.
Increased coin power on skills 1+2 for obvious reasons, they’re incredibly weak.
Not too sure what to do with the attack effects, cause I don’t use her for… obvious reasons.
In any case, I feel a great buff for her final skill is to remove the rupture, and keep everything else, however, add an effect that means the tremor burst doesn’t inflict stagger damage, but instead directly deal damage based on the opponents tremor. Would be a great way for tremor teams to exchange their gimmick into actual damage.
There is ONE use case for the defense power down: those enemies in MD that are like, the weird beast things? The guys that toss out huge evade dice when they aren't in aggro mode. Def power down makes those way easier to deal with. It's... Still pretty bad though yeah lmao.
The duck approaches
…that’s…a goose. You were close though!
I think the main issue with defense power down on Rodion is that, almost all defense skills in the game their abilities proc on use (I’d be fine if it’s something like “every time this evades deal 5 SP damage,” but some enemies will have a guard that gives a buff automatically and you can’t do anything about it. I just wish if you broke a guard the buff wouldn’t go thru.) I think it’s less of an issue with enemies either not using defense skills or evade and such, I find it more that applying it usually does not do much of anything. Which is really sad to me I honestly feel that defense power down on coins or skills should apply before an enemy uses a defense skill.
I have an idea for how Zwei Rodion can be fixed and made better
TL;DR: Generally increased her ability to gain Poise Count and gave her a bit of utility and self sustainability with Defense Level Up, scroll down if you just want to read the changes (Also make her a bit speedier, NO HASTE!!!)
The first thing I thought when I first saw Zwei Rodion, even after seeing her Uptie 4, was how little she has in terms of coin effects
Not to mention it takes considerable build up to finally get her to to 15 shield, and even then her Skill 3 is so milquetoast that it might as well have no coin effects at all
So the idea here was to speed up the path to 15+ shield as well as leaning more into the idea of her being a higher damage, but still Zwei, tank (We are your shield and all that)
First thing was giving her Skill 1 average numbers, because what were they thinking giving her an 8 total?
Next was giving her Defense Level Up, I know one of the rules was to not add anything, but as you said in the video you added a different status to LCCB Rodion because it fits the lore and ID theme
I added it because she seemingly doesn't care if she gets hit so she doesn't really notice the pain from the excitement of finally having something to do, and the two newest Zwei ID's have it so it works in that regard too lol
Also added some utility to the second Coin of her Skill 2 not only to better align with the creed of the Zwei, the other part of this comes later
(I was thinking of giving her Skill 2 a Coin Power boost based on a status threshold but decided against it as she would be a bit too close in similarity to Zwei Fause and Gregor in terms of effects, and her Skill 3 already has that so there's that too)
Now for Skill 3, the one that got the most additions
Is it overtuned? Maybe...
Do I care? Eh..?
Point is I kinda stole BL Sinclair's Skill 2 effect by adding another total shield threshold and when reached that effect will trigger
Next, taking inspiration from Yi Sang this time, her Fragile count now increases when landing a crit with the first 2 Coins, 1 each
On top of that the third Coin deals additional damage based on whether the first 2 Coins were crits as well as making the Fragile on hit to make it more consistent
Sure she has to land crits to get that additional 2 Fragile and it will be difficult to get 20 shield to take advantage of the free crits, but at some point during a fight she will be able to outpace the amount Poise Count potentially being used
Especially if you are running a full Zwei team getting a guaranteed Poise Count whenever Gregor uses his Skill 3, granted her Combat Passive is active of course
I told you there was a reason for the DLU (Defense Level Up)
Her passive will now have her gain additional Poise count based on how high her DLU is thereby letting her build up shield just a bit faster
I also increased the amount of Wrath owned needed to activate it as even though the point was to make her Poise Count gain more consistent, having it take that little bit longer will help balance this out
I would have given her Haste as well but I think it would be better if her speed was increased to 2-6, just as slow as Sinclair's minimum speed (Both are in Section 6) but itching to fight somebody (Excited at the prospect of caving some skulls)
Finally, Limbus Company is my first Project Moon game and this could be wildly unbalanced, but personally I like the idea of Rodion actually doing what I think they were trying to go with
PS: Keep it up with the great content ESGOO
PPS: Just had a thought, if enough people post their ideas for ID fixes would you make a video rating whatever ones peak your interest the most?
Skill 1 (Careful Obstruction)
Base Power: 4
Coin Power: 3
[On Use] Gain +2 Aggro to this Skill Slot next turn
[On Use] Gain +2 Defense Level Up next turn
[Clash Lose] Gain +2 Poise Count
Coin 1: [On Hit] Gain +1 Poise Count
Coin 2: [On Hit] Gain +1 Poise Count
Skill 2 (Focused Defense)
Base Power: 6
Coin Power: 4
[On Use] At 15+ shield, gain +2 Poise Count
[On Use] Gain +2 Defense Level Up next turn
[On Use] Gain +4 Aggro to this Skill Slot next turn
[On Use] Gain +2 Poise Count
Coin 1: [On Hit] Gain +2 Poise Count
Coin 2: [On Crit] Gain and apply +4 Defense Level Up to 1 ally with the lowest HP percentage next turn
Skill 3 (Subdue Threat)
Base Power: 5
Coin Power: 2
At 15+ shield, Coin Power +2
At 20+ shield, Do not spend Poise Count with critical attacks landed with this skill
Coin 1: [On Crit] +1 to Count of effect applied by the last Coin
Coin 2: [On Crit] +1 to Count of effect applied by the last Coin
Coin 3: [On Hit] Inflict 1 Fragile next turn, If Coin 1 was a Critical deal +25% DMG, If Coin 2 was a Critical deal +25% DMG
Defense Skill: Unchanged
Combat Passive (Defensive Breathing)
Wrath x4 Owned
At the start of the combat phase, gain 2 Shield per 1 Poise Count. (Max 24)
At the start of the turn gain Point Count equal to Defense Level Up/3 (Max 3 per turn)
Support Passive (Designated Protection)
Unchanged
i know this ID is good but it just bugs me:
R corp heathcliff's charge implementation is just laughable, not a single skill is using it, it's only there for a passive (gain wrath resonance amount of charge, on 5+ charge gain 1 haste and attack power up)
and ammo is really annoying, he's really good if it's there but once it runs out, every skill expect S3 is completely useless
i'll be removing all the random stuff that fixes ammo only on UT4 (gaining ammo on wave changes, actually reloading on 10+ charge) to make it reasonable on every uptie level:
replace the wackass "Raring to Graze" passive with Restocking: 2 wrath resonance on activate; turn end: spend 3 charge to gain 1 ammo
S1 now adds 3 charge instead of 2 on use and S3 gets [On Kill] gain 8 Charge
I actually used Zwei Sinclair for the Chicken event.
It wasn't particularly fun, but I needed an ID for Sinclair to use, his N Corp ID wasn't out yet, and the gloom skills had good synergy with Fluid Sac and W Corp Quixote. He was kind of dead weight, otherwise. Just there to provide more rewards for the run.
Refraction railway video?
I like rhe Zwei Sinclair, but i feel you made his skill1 too complicated in terms of effects.
Project Moon fans dont like reading jokes aside, theres something to be appreciated about IDs (esp 2 star ones) being straightforward role fillers (i.e. support or just straight dps) and leaving more hybrid or experimental (like Sunshower Heath) skillsets to 3 stars.
LCCB Rodion should have gotten the 16 on skill 2.
My changes to Zwei Rodion. Why does your shield suck?
Zwei Rodion
At uptie 3
Skill 1
Base: 4 | x2 coin: +2
[On use] Gain +3 aggro on this skill slot next turn
Coin 1: [On hit] Gain +2 poise count
Coin 2: [On hit] Gain +2 poise count
Skill 2:
Base: 6 | x2 coin: +4
If this skill slot has aggro, gain +2 clash power
[On use] Gain +2 poise count
Coin 1: [On hit] Gain +2 poise count
Coin 2: [On hit] Inflict 2 damage down next turn
Skill 3:
Base: 9 | x3 coin: +2
If this skill slot has aggro, gain +2 clash power
At +15 shield, gain +2 Final power
[Clash win] Apply +5 aggro to all skill slots next turn
Coin 1: [On hit] Inflict 2 offense level down
Coin 2: [On hit] Inflict 1 bind
Coin 3: +20% crit chance for every 3 poise count on self; [On crit] Inflict 1 fragile and attack power down
Defense (guard):
Base: 10 | x1 coin: +5
[On use] Gain +3 aggro to this skill slot next turn
[On use] At +15 shield, gain 2 protection (once per turn)
[On use] Gain +4 poise count
Passive:
Turn start: Gain +(poise count) shield that does not decay at the end of the turn. Max 15 shield can be gained per turn and max 30 shield can be stored from this passive.
At max shield, apply this effect to the ally with the lowest hp percentage (Max 15). Prioritizes allies with no shield or least amount of shield.
Doesn't base ishmael have defense power down on her skill 2?
TRUE! I didn't look too far into it, but yes, she does have Defense Power Down as well thank you
I think, M Sinclair must have on 1 skill counts poise and syncing (I thinks 2 on hit with two time it's notmal). Plus coin power and base power on 1-2 skills buff into 2~3 points. 👉👈
I actually have a combat simulator that I made for season 1 and currently updating for season two id's. I can actually implement these changes in the simulator and give results of how effective the simulator believes these id's are with these changes if you are interested.
WHAT'S THE NAMEEEEE!!! I NEED IT
That german int he Video is correct btw very good Video
2:59
I mean I would uses theses IDs but very under leveled
This is a bad take and there are two reasons why it is.
First, it was not taken into account that every 3 offensive levels = 1 final power. Because of that 00- Zwei Rodion effectively turns into a 000 Saisu Sang or 000 Sinq Don, but with their in battle setup (that could be lengthy or even impossible) replaced with a team building condition which was made extremely trivial to fulfil by the addition of the Haste effect.
Second, when making balancing considerations the paralysis status eff. was extremely undervalued, treated as almost irrelevant. Ye, the status effect that can act as a let's say 14 (not a typo) plus coin drop - deemed insignificant. With that in mind the changes of the Gregors 1st skill which would make it the most damaging S1 in the game that applies 2 para this turn + next turn, and the Rodions S1 which can clash well while almost always being first or second in the action sequence - look completely absurd especially on the 00- IDs. But let's not forget, the IDs also have paralysis on the 3rd skill, making it so that each of the two star IDs have 4 decent to exceptional skills in their kit that cripple almost every abnormality in the game.
These mistakes create quite ironic situation when considering the bleed count fiasco.
didn't even try to fix sloshmael? honestly can't even blame you
I don’t think this is possible for sloshing sorry I be doubting
RIP Thiccshmael
I will continue to use her anyways because she looks funny in that big ol' suit.
Honestly, if corrosive splash could have some way to turn tremor into actual damage, like you’d expect of a “corrosive” attack.
A very well thought of video Larry E. Guy. Perma-Protection actually feels really fun to abuse a bit with him if Sinclair ever gets his rightful place as the peak Zwei member.
Additionally, I really do like the “Hit ‘em first” approach for LCCB and could see her removing protection stacks (not inflicting fragile) to enemies with it with her S2 and S3.
Uplooadddd
Btw can't advertise this on reddit. A mod there warned me bout spamming. Dunno what's that bout.
great
Please think about getting a Patreon, I will pay for these quality videos!
If I actually had any benefits for people who would give me money, I would consider it. As of now, I would feel bad just asking people for money with nothing in return. Thank you though!
i see your finally realizing that uptie 4 was a mistake (pls no uptie 5)
So sloshing Ishmael rework when
"it makes it hard to tell what this ID wants to be" re: Rodion
she just wants to kill the funny Nobody There abberation and act like she don't know nobody
seriously, she's just anti-counter in a game that's only fucked with counters just barely so far. But once she gets more counter enemies I think she will blossom like a violent baby, and i find your buffs make her worse for this hahahah, Bludgeon gaining that boost means that Nobody There's abberant copies that effect which I would hate, trading the S2 Blunt boost off for a raw power gain just gives more power to a clone counter, basically I would hate all of your buffs to general usability because it invalidates her specific niche 😅
she was unapologetically what carried me through that part of Kromer Chapter™ and I like the "next skill" even now that I'm past it and Uptie 4 is out BECAUSE it specifically nerfs clone counters that have very little control over what comes next. But that's my thoughts
Can you fix my marriage?