I genuinely honest to god to not know how the censor sounds and chibi heads got misplaced??? They look fine in the Premiere project and I couldn't fix it The discord server discord.gg/superincorporated
I have idea for duelist def. very cheap skill. If this 3-5 cost or something problem don't exist. But this is the same problem that we have with any other working examples of bad archetype, we ignore problem by adding something that erase archetype.
I have an idea aply the Mountain solution to it give a togable skill that just says now you are an aoe guard include other effects as neccesary and you are good
fun fact about duelist, back on jessica alter event I tried stalling the ex cm boss and duelist still get outclassed at tanking by skadi, granted skadi have gladia mod and her Y mod for more HP but still to be losing at the thing you are supposed to be good at is freaking bad
Dunno. But I like my Eunectes. I don’t even like feet. But fitting her in a Unga Bunga build feels reaaly good. Btw. Supah, where is the Pyrolysis video at?
@@Xephyranth chances are that gummy alter might be drawn outside Supah's expectations. Also, gummy alter will be aged up, and idk if that will be a good or bad thing to Supah
and then there's the mystic caster archetype where the operators in it double down on their archetype gimmick (whether it be a good thing or a bad thing (delphine))
Almost like HG needs to stop making up random archetypes that are debuffs in disguise It's like being born crippled, and that's not something I'd wish for my enemies' favorite operators
@@Hells7rom She kinda technically does because her skills boost the archetype's average ATK stat to compensate for the low ATK SPD (and also her S3 blatantly ignoring ATK SPD altogether)
i think he's tryna say that one operator doesn't define the whole archetype (???) edit: i haven't watched the video when i made this comment. so that's that. my bad
Are you perhaps believing the pugilists work simply because mountain and Chong yue work? Because that's also not the case, it isn't too hard to make a good 6* to redeem an archetype, but that doesn't mean the archetype is suddenly fixed
Ray is good not because she deals big number damage, she's good because she reloads the whole mag while on skill, and very quickly too. She just ignores the one thing that makes the archetype bad, that's not "making it work"
You know why these archtypes are bad?? It's because either - No one ask - It serves no purpose - It serves ONE specific purpose The best operators in these archetypes such as Mountain, Aak, Ulpianus, Ray, NTR Knight, etc. All of them serves OTHER purpose that either everyone asked/want or an important/useful/wide purposes That's why, most of the 5 stars & below for these subclasses are genuinely quite awful. Because they need more skills/talents to make them atleast useful
After the rules segment I thought to myself: "oh, so he's probably not gonna mention duelist guards, they're not inherently bad" Number 10: Dreadnought guards. *Proceeds to die of laughter in front of my mom about something she wouldn't understand.*
@@daxfer2945 They can be thrown outside your medic's range and do fine. Dreadnoughts other than NTRK s2 and Matoimaru s1 can't, and it's iffy even with Matoi.
@@vallar57 I guess, but without considering talents which this list is built off of. 70 points of healing is not enough to be worth it. Especially with higher enemy scaling enemies, Musha's who rely on the base class trait tend to suffer more
@@vallar57 there's nothing in the juggernaut trait that talks about healing, their healing comes from skills and talents, their trait only says can't be healed by allies.
@@higorgabriel2598 Archetype isn't limited to trait. it's also a general stat spread, and common functionality. *All* jusggernauts, as well as guards with a similar trait, have a way to self-sustain, and it's clearly by design, so it's included in the functionality of the archetype.
Crushers could have been decent if they had high res as a trade of for their 0 defense but know they just get to be destroyed by anything that looks at them
Crushers are good with a Tenacity trait since they attack slow. A Crusher's second attack, which is after the enemy's first hit, will be stronger given the enemy is a melee unit. Ranged enemy will deal a substantial amount of damage but will also get a substantial amount of damage upon getting into the Crusher's range. Since Crusher's HP pool is so big that most healers won't be able to heal them completely, their attack will almost always have buffed damage. At low health, they can clutch a big hit to the enemy.
That still won't help at all. Almost all operator have 0 res and they aren't any fragile than anyone else. It's defense that they need most since it's physical enemy that have more attack speeds and attack stats than arts enemy do while most of melee enemy are physical. Otherwise defender would already been benched if that a case since they don't have res while having worst hp than Crushers
Crushers are litteraly pseudo centurion with a negative native gimmick, sometimes I can't help to think that HG is out of ideas same for the new subclass eartshatter they are also pseudo centurion.
@@oturan9728 totally wrong. Earthbreakers're actually AoE snipers on the ground: splash damage to all enemies around main target instead of attacking enemies equal to block count, with skill that increases splash radius
while quartz might be terrible.. hoederer is surprisingly good, all of his skills are worth upgrading and he has quite interesting niche, for example during current CC, the tag that debuffs defense -200 doesnt affect hoederer at all, while he keeps his big hp, and his S3 is quite powerful boss killing as well i believe, not meta like surtr but good enough
Fixing duelist archetype is actually super easy. You just give them module that decreases their dp cost and their attack by 50% while their skill is not active.
My idea is a module that gives maybe 5sp per kill, but it goes down -1sp per kill per second that the operator blocks the target, or something like that might be hard to code tho
how about, "blocks 1 enemy". They do not have 1 block count , they block 1 regardless whether their block count is 1 or 0 or 2. They ignore enemy block requirements, blocks wraiths and 3-4 block enemies, but only 1 enemy whether they have 0 or 10 block count from buffs. But also [gain sp per second] or [gain atk/def/dmg reduction] per block count.
geek archetype is bad cuz it never supposed to exist, it was always just Aak, and that's it, the hp drain balanced out by RNG healing. Geek only exist after HG decide to further categorized classes into archetypes, Aak is a glorified AA sniper with a talent that drain health and RNG HP regen somewhat like Fiametta, you can't convinced me otherwise.
Feels like they were playing a drinking game where they put halves of abilities on cards and then pulled them out of a box. "OK, block...one! SP on...block! ATK...really high!" (Loud cackling) "No, no, I'll have that one, I can make that one work!" (Later at desk) "And that, son, is how I learned humans aren't supposed to drink brake fluid."
@@Grim-n-play its because he is a crusher with a +60% max hp infinite skill or an incredibly quick +90% max hp skill that gladiia's talent is so much more effective than others
In defense of Crushers, there is actually one situation where they really shine: True Damage. Where other units with various defenses will be demolished by any damage that can sneak through those defenses, crushers can shrug it off because their HP doesn't care what damage hits them, it's gonna tank it anyway. With adequate healing, crushers can actually do really well as a unique type of tank, especially Hoederer, whom I use regularly nowadays for his true damage and sheer tankiness.
You know how HG fix this Archetype flaw ? By releasing operators that has nothing to do with their Archetype at all, Degenbrecher, Wiš'Adel, Kal'tsit, ...... It is fine in some case, but for Degenbrecher and Wiš'Adel cases they are absolute disgust me that I don't even know why "Archtypes" exist anymore.
7:11 I feel bad that i forgor Phalanx Casters exist, it gotten so bad that i got Carnelian but never once built her. I did have the same though before that thier just a tank or target practice on the roof, That is when the chongus event was released with Lin as a Phalanx. I just brush it off as easy skip. But the chongus event showed, enemy's on low ground can go to the high ground Thats where it hit me. Its intentional they released Lin as a tank in that event. Like bruh they promote an Archetype for a scenario that would not be common problem I still havent lvl up carnelian on that event lol, more likely never will
Lmaooo beeswax was my first e2 fully maxed operator and favorite character (I couldn't get asbestos and she really stuck with me)... All of that to realize she was really subpar
"Imagine an FPS where you have to reload every bullet." That's just every bolt-action rifle in every shooter ever...which are commonly used by sniper tryhards on a regular basis. The point of the Hunter is to be a heavy-hitter on one specific enemy at a time, which it seems to do well enough. It also reloads all rounds when not attacking, making it great as a backup unit for dealing with enemies that slip through your main defenses, just as a tracker/hunter might actually do.
*Simplicity isn't a disadvantage. It's a strengh.* Unless you are doing flex work, most will solve, or try to solve, complex problem with simple solution. ;)
It's because they fit into the instructor category. The class is without noticeable drawback except dp, they are just all loaded with dogass hindrances (attack interval increase, rng hits, self stun). If they decide to make one aside from Mostima actually relevant, they could. They just don't want to for some reason.
The only downsides of the splash archetype, like someone said, is the insane DP costs. That doesnt make it inherently bad. The reason why most splash casters are horrible is because of their outrageous SP costs. Look at Mostima, Dusk, Santalla, Lava alter, Gitano. All of them have SP costs so high that I could take a shit, wipe my ass, play CC for 30 hours and still not get 620 points, go to school, graduate, get a job, and their skills would still be just over halfway done.
Everything said that doesn't end with a word ending on an E SUPAH adds a E. Every word that does end with a word the last letter is a E, SUPAH adds an A with hos accent. It's fascinating.
Honestly, I just wish they made it so Duelist defenders gain bonus SP if they kill the unit they’re attacking. That would be a pretty good trade off. It would allow them to generate SP way faster from lane holding and killing trash mobs, so you actually could use their skills more often.
Fixing duelist defender is simply just giving them 2 block and lower atk. Then rework the sp gain only when blocking trait to sp gain based on damage taken only. Small hits (
Or just make that for each enemies around the duelist defender(like 4x4 radius around her) that dies, provides them SP, like, even just 4-5 SP fixes them.
Imagine a dualist defender with a passive skill that gives them immortality, and a module that halves their dp cost (like aoe casters)… now you have a solution for their sp regen (because they don’t need sp anymore) and lower dp cost while doing their job of stalling bosses
@@gerorgy3000 that’s like giving juggernauts a module that says “they can be healed now”, that’d defeat the whole purpose behind the arch type, duellists description only says “one block” so I want to at least honour that
This is how I’d buff Duelist Defenders: 0) Reduce DP by 5-10 across the board 1) Bonus SP on hit&kill Talents. SP economy is their biggest problem 2) High Initial SP on Masteries or with Talents. In High End play, operators that provide immediate value on deployment are favored above others, i.e. Helidrops. Unlike true Helidrops, they would be able to recharge their skills, but you’d likely want to replace them with someone else
Eh the archtypes are bad but most of the "bad" archtypes has a broken 6 star that just ignores it all together and turns it into a benefit. Ray wih high DPH and Ulpian with massive stats for example HGs new method of making operators sucks so much
9:12 Liberators have very low attack so they stll do functionality nothing without their trait fully charged. On the other hand, Phanlanxes have a solid statline by default.
How to fix Duelist archtype: Talent 1: Extra +0.5 SP generation when not blocking that stacks with 1st module Talent 2: Damage is lowered by 50% but Block and DEF is doubled when skill isnt active, Damage is increased to 150% and gain 5% HP regen per second when skill is active Skill 3: 25 SP cost Increases ATK by +200% Every attack now deals 200% of atk as aoe damage, gains +1 block +80% DEF and +150% HP +50 ASPD and is able to attack all enemies on its range. Get 10 SP back when this skill kills an enemy If this looks to far off to you just remember Ray Mountain and Ulpian exists
I think that the Duelist Defenders could work by creating an operator that is completely something else, just like Mountain is in actuality a Centurion and not a Dreadnaught, by working on the talents and skills extensively. For example: Talent 1: while a skill is not active, this operator has +2 block. While a skill is active, this units has instead +100% of attack. Talent 2: when an enemy dies in any adjacent tile, this units regenerates a few SP. Skill 1: don’t care Skill 2: take a shitton of SP but is then infinite duration and just makes both sides of talent 1 always active, just for AFK maps. Skill 3: this operator gets +150% attack and defence and a very minor percentage of shelter. When the skill ends, the operator is retreated. If an enemy elite is defeated by this skill, the skill deactivates prematurely and you’re back at the start. It would of course have sub-par attack as a start, but I like the idea of having the last skill be an actual duel against a boss, where if you win you’re done and can go back to tanking but if you don’t manage to kill the boss you actually retreat out of shame. The main argument is that this way you just created a unit that is 90% of the time a protector defender and 10% a super dreadnaught. But was this not the point of this archetype? What do you guys feel about this idea?
tbh I don't think "just make another powerful 6-star unit" is a good way to fix an archetype, because all you've done is make another good 6-star unit however, looking at it it would be a good unit
I’d rather just have a helidrop one that is ready to go at deploy. Big ugly on demand would actually be pretty great. I just don’t want to have to have eunectes on field forever to get there.
I can be glad that Swordmasters aren't on the list and are all actually really good (except Tachanka) and not just the 6 stars. Now let me point out all the Cutters seen in this video: 2:49 7:15 12:55 Thanks for your attention. What do you mean this has nothing to do with the video?
In terms of duelist defender either they should make a remake or make some changes for the archetype like for example What if instead of sp on block they will get sp per amunt of hp loss could be in 1:1 ratio when in each ho loss they get 1 sp and they will also had increased taunt and 2 blocks with the same humongous attack but their range is only 1 tile and they had low def and res but huge hp like crushers And for some operators like eunectes if her skills is focused towards boss killing she will get -block but incread def/res +attack +aspd and can only block elite/boss
I think a good way to fix hunter archetype, it's making every bullet a extra attack accumulative like mistic casters. But while mistic casters only stacks with no anemies, the hunter should still attacking but reloading the ammo at the same time. Or put the ammo system with the skills but with the plus of "if the operator already have a max mag, you can use it with skill too". And with some gimmick of switching between weapon like Ash, Jessica alter etc.
When you were building up to the final archetype i just already knew it was gonna be duelist defenders. Like I remember when I got Eunectes, she proceeded to be the only 6 star operator i left at e0 lv 1. Like, where and when will I ever need a block 1 defender???
That's the thing I notice about dreadnaught guard, they are with exception of NTR, doesn't have an actual use case beside standing on the side of a blocking defender and help kill enemies. Both the 6* are borderline not-so-fast fast-redeploy. Duelist on the other hand, with their defense would allow a drop and forget kind of play. I remember when we use to call dreadnaught duelist guard, but with their defense being so low they can't duel. Now duelist defender kit from my perspective can be made to be good, have a talent that regenerate shield like Mudrock but instead of healing on pop, grant sp to the duelist defender. Now we kinda got rid of the sp problem in most situation, give the duelist a talent that slow enemies in a certain range except for one kinda like with Lee S3 to allow them to queue up enemies to kill easier. Also if needed be, give the caster Amiya gain bunch of sp on kill talent?
I mean AoE casters work as an archetype but it just has alot of bad operators, its decent on clearing multiple trash mobs and high def enemies that are being blocked by defenders but it is clunky.
@@ThaDude am thinking a concept that it will be a melee unit, fast redeploy, and it heal allies instead of attacking just like allerdale (that unit that gives barrier in episode 11)
Duelist defenders have one really cool thing and a bazillion flaws. I would love a defender with their effect of generating sp whenever they take damage but without at least three of these flaws. 1-Higher sp cost because why not 2-block 1 3-actually having to block an enemy (let them supercharge if poisoned) Imagine one of these guys with a push-stun and sp needed like 20. There's still another flaw tho and that's it... This kind of gimmick is a reward for playing bad, as you would've rewarded for letting a big group to accumulate instead of killing them quicker.
I think a duelist defender with somewhat more bloated stats and either passive skills and/or a talent that basically gives them offensive recovery could work if the sp costs were right, also just lowering sp costs for future characters in the archetyp could potentially work, but those would likely make them an exception that proves the rules more than anything else. Only getting sp when blocking really kils the archetype.
I think a simple solution is to make one a helidrop. Just have skill active on deploy so don’t have to interact with the charge mechanic unless you leave them out. A helidrop big ugly would actually be pretty great.
I think duelist defenders are how dreadnoughts supposed to be. As a "duelist guards" they should be able to 1v1 the enemy. So having high attack, hp and defense should be their kits. But them having really low defense kinda make them contradictory, while Lord guards having wider and longer range,, can target drones but having even higher defense than dreadnought. Like it's so not balance at all.
well the problem is they already have TWO module that one of them kinda remove the sp charge condition and it's not that good since it still generate sp slow while not blocking so even hg decide to release 3rd module for eunectes i don't think it's gonna fix it also...
I like the idea someone preposed here in the comments that Duelist Defenders should regain SP via kills or via any enemies that die within their 4 adjacent tiles. That way their _asininely high Atk stat_ be no longer a hindrance to their SP gains. And yea I do agree they need a _steep_ decrease in DP cost. I think 25 DP should be a nice, comfortable spot for Duelist Defenders to be in. Not too low, not too high but that's just me personally ya sees.
How to fix duelist defenders: just give them a talent that puts there range to zero and gives them like 4SP for killing an enemy. Then give them Slayers mega punch from GGS as an S3 to just 1 shot actual god.
I feel like another solution would be to make them a helidrop. Just don’t worry about charging as you get the skill on deploy. Basically like how skadi used to be mostly used, but now with better defense.
Might be wrong and even remember wrong but it feels like duelist defenders were released together with Nian, sort of remember Nian's banner being close to Eunectus, and with her S3 giving +1 block count + more def made Eunectus + Nian seem like a very good pairing, and probably make ppl pull for both.
Imagine shooting game loading one bullet at a time. Snowbreak shotgun users : How to make Eunectes work : All of her skill SP cost reduced to 10% of the original.
Yo supah this can fix duelist defender trait: gain +1 block whenever this unit kills an enemy, when blocking more than 1 enemy: give "tremble" to all other blocked enemies. That solves the dp and sp problems while still keeping the idea of being a duelist since only one enemy actually attacks them 😂
Abjurers are weird because one of their most annoying things, the HP conditioned shelter that they all have, is technically a talent not a trait of the branch itself. Their trait is just switching between dealing damage and healing.
What about merchants. They are basically executors but worse. Their gimmick doesn’t even fuck over their own kit but are actively sabotaging the team by stealing dp
I have an idea on how to fix Duelists! What if they had a talent that allows them to "block" enemies from further away? Something like slowing enemies in front of them in X range up to block count and make that count as blocking an enemy, would that work?
So kind of like with the sentinel protector's module but with slow added as well? Sentinels reveal invisible enemies in their range Could be pretty interesting for an operator
to fix duelist defenders you give them a module that takes away like 90% of their base atk until they activate their skills and then double said atk when you finally use skills.
There is once of YT who think the ways of Thorn S3 getting SP is so much worst so he put in on top 10 worst operators,for god sake he forget Zumama existence...im speechless
the only way to fix Duelist Defenders is to give them insane synergy with SP batteries. Like, maybe, a trait that says "Can't gain SP on own except when blocking but SP gained from other operators is doubled/tripled" or something less wordy than that only problem is, without modules, game designers messed up: they can't even gain SP from SP batteries when not blocking literally had to make BOTH module variants say (or imply) "oh yeah SP batteries work now"
I’m surprised mystic casters weren’t here. They are inherently massively clunky and prone to being porked. Also disagree about phalanx. They are inherently niche. But it’s a unique niche and it comes up frequently enough to be ok.
I will not stand for the chain medic slander here mate, this is ABSURD. First off, it isn't even an inherently bad branch in the slightest as they still do their role, aka heal, just in a different method. The chain mechanic is not to be seen as something to build your team around and instead just a bonus to consider, and as that is actually extremely helpful and comfy a lot of the time. It should also be mentioned, chain medics just have higher atk than aoe medics to balance this """""""flaw""""""". I used paprika as my core healer in cn for a while, and she is just extremely solid at that, and never encountered a single time where I went "man I wish I had an aoe medic". I'd say neither branch is truly better or worse, but equal, but people don't bother using 5 stars, which is understandable, so they dont get a feel of how chain medics are meant to be used, but this leads to slander getting thrown around and exaggerated to this extent until people call them "bad" when they just arent. TLDR: Chain medics are poggers, youre stupid and you should to eat an acorn or something since you got a brain the size of a squirrel >:(
because Abjurer isn't an inherently bad archetype, it's just that it's exclusively defensive units and current meta says defending is almost always inherently worse than just having higher DPS
I know how fix the duelist by giving them Lose🚫 100 HP❤️per second⏱. Enemies🥷 that have attacked🗡 and been attacked⚔️ by Hoederer🦸♂️ recive🤸♂️ 200 true✅ damage every second⏳. Attack Range🔫 +1 tile🔶, Max HP +15%🛡, ATK +30%🏋️. Attack⚔️ recover 5% HP🩹 and have 25% chance🎲 to Stun💫 targets for 2 seconds⏰
Dualist-Defender idea fix - Give them +2 Block - Reduce their DP cost to 25 - ATK stays the same, HP is lowered to 3000, DEF and RES is reduced slightly. - Trait: Gain 1 SP every sec for every enemy blocked, can only attack when skill is active, whenever attacked deal damage equal to 50% of attack. - Talent 1: Whenever attacked by a ranged attack gain +1 SP. - Talent 2: When skills are active, attacks deal x2 damage, but block is reduced to -2, ( trying to stay true to the "Dualist" part) Skill 1: SP cost: 5 Skill Activation: Manual Increase range, Deal 200% ATK to all enemies in range. ( can hold 3 charges ) Skill 2: SP Cost: 40 Duration: infinite Skill Activation: Auto +1 Block, +50% ATK, DEF, ASPD, Skill 3: SP cost: 30 Additional SP: 20 +400% HP, ATK, DEF, RES, attacks hit all enemies in range.
how to fix duelist defenders: - make their initial sp same as max sp so they can activate their skills as soon as they are deployed or - make their skills broken to the point of setting them up feels justified
Actually designing a duelist defender could be a great challenge, here is a talent idea I came up with : Talent 1 : gain +1 block for every 2 operators deployed with this operator's faction (self inclued) The goal of this talent is to make this duelist defender usable in frontline, blocking multiple units while also making the operator gain sp more consistently. It will also make planning a stage more interesting because you can deploy/retreat operators of the same faction to change the block count. So you can adapt your strategy depending on if you need more or less blocks. I added the restriction of "operator with the same faction" so the squad creation is a bit more interesting, so if you want to have at least 2 blocks you need this operator + 1 other. If you want 3 blocks you need this operator + 3 other, etc Then for the other talent and the skills, the design could go anywhere. Maybe Talent 2 could help with survivability to help the operator charge sp, then the skill could be dps oriented to kill the blocked enemies My comment isn't useful because HyperGryph do their own things, but I like the exercise of designing stuff
I think what makes Phalanx Casters really awkward is that off skill you want them to tank, but on skill they become really squishy. Mint and Linn kind of sidestep this issue with their Talent and skills but in general yeah the base archetype is bad.
I genuinely honest to god to not know how the censor sounds and chibi heads got misplaced??? They look fine in the Premiere project and I couldn't fix it
The discord server
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I have idea for duelist def. very cheap skill. If this 3-5 cost or something problem don't exist.
But this is the same problem that we have with any other working examples of bad archetype,
we ignore problem by adding something that erase archetype.
I have an idea aply the Mountain solution to it give a togable skill that just says now you are an aoe guard include other effects as neccesary and you are good
fun fact about duelist, back on jessica alter event I tried stalling the ex cm boss and duelist still get outclassed at tanking by skadi, granted skadi have gladia mod and her Y mod for more HP but still to be losing at the thing you are supposed to be good at is freaking bad
Can you do video about best new archetypes?I want to hear someone say nice things about Loopshooter like Caper
Dunno. But I like my Eunectes. I don’t even like feet. But fitting her in a Unga Bunga build feels reaaly good.
Btw. Supah, where is the Pyrolysis video at?
SUPAH: Duelist defender is the worst shit HG ever created!!
HG: Oke let's make Gummy alter a duelist defender 👁👄👁
Please god let this happen it would be so funny.
lmao
Keep the stunning talent that would be crazy.
you know very well Supah is going to find a way to rationalize Gummy as a duelist defender as the best operator after her old class
@@Xephyranth chances are that gummy alter might be drawn outside Supah's expectations. Also, gummy alter will be aged up, and idk if that will be a good or bad thing to Supah
Funny how almost all examples of good Operators actively ignore their Archetype gimmick to function properly.
Mountain is centurion and ntr are executor
and then there's the mystic caster archetype where the operators in it double down on their archetype gimmick (whether it be a good thing or a bad thing (delphine))
Ifrit doesn't.
Almost like HG needs to stop making up random archetypes that are debuffs in disguise
It's like being born crippled, and that's not something I'd wish for my enemies' favorite operators
@@Hells7rom She kinda technically does because her skills boost the archetype's average ATK stat to compensate for the low ATK SPD (and also her S3 blatantly ignoring ATK SPD altogether)
Erm what the sigma SUPAH? Why are Hunters here when Ray proved they can work??
i think he's tryna say that one operator doesn't define the whole archetype (???)
edit: i haven't watched the video when i made this comment. so that's that. my bad
@@imzelone watch the video
Are you perhaps believing the pugilists work simply because mountain and Chong yue work?
Because that's also not the case, it isn't too hard to make a good 6* to redeem an archetype, but that doesn't mean the archetype is suddenly fixed
Ray is good not because she deals big number damage, she's good because she reloads the whole mag while on skill, and very quickly too. She just ignores the one thing that makes the archetype bad, that's not "making it work"
@@imzelone lol 2:02
"But Mountain is Mountain". Should have said "But Mountain is an AoE Guard". Such a wasted joke opportunity widow. I will not recover.
we all know to fix brawlers one must become ip man
Bro really forgot that Chongyue exist
He's already used that line in a previous video
You know why these archtypes are bad?? It's because either
- No one ask
- It serves no purpose
- It serves ONE specific purpose
The best operators in these archetypes such as Mountain, Aak, Ulpianus, Ray, NTR Knight, etc. All of them serves OTHER purpose that either everyone asked/want or an important/useful/wide purposes
That's why, most of the 5 stars & below for these subclasses are genuinely quite awful. Because they need more skills/talents to make them atleast useful
After the rules segment I thought to myself: "oh, so he's probably not gonna mention duelist guards, they're not inherently bad"
Number 10: Dreadnought guards.
*Proceeds to die of laughter in front of my mom about something she wouldn't understand.*
Kinda surprised Musha guards or Juggernauts weren't on here. Those are kinda more inherently bad than a pure Dreadnaught
@@daxfer2945 They can be thrown outside your medic's range and do fine.
Dreadnoughts other than NTRK s2 and Matoimaru s1 can't, and it's iffy even with Matoi.
@@vallar57 I guess, but without considering talents which this list is built off of. 70 points of healing is not enough to be worth it. Especially with higher enemy scaling enemies, Musha's who rely on the base class trait tend to suffer more
@@vallar57 there's nothing in the juggernaut trait that talks about healing, their healing comes from skills and talents, their trait only says can't be healed by allies.
@@higorgabriel2598 Archetype isn't limited to trait.
it's also a general stat spread, and common functionality.
*All* jusggernauts, as well as guards with a similar trait, have a way to self-sustain, and it's clearly by design, so it's included in the functionality of the archetype.
Crushers could have been decent if they had high res as a trade of for their 0 defense but know they just get to be destroyed by anything that looks at them
Crushers are good with a Tenacity trait since they attack slow. A Crusher's second attack, which is after the enemy's first hit, will be stronger given the enemy is a melee unit.
Ranged enemy will deal a substantial amount of damage but will also get a substantial amount of damage upon getting into the Crusher's range.
Since Crusher's HP pool is so big that most healers won't be able to heal them completely, their attack will almost always have buffed damage.
At low health, they can clutch a big hit to the enemy.
That still won't help at all. Almost all operator have 0 res and they aren't any fragile than anyone else.
It's defense that they need most since it's physical enemy that have more attack speeds and attack stats than arts enemy do while most of melee enemy are physical.
Otherwise defender would already been benched if that a case since they don't have res while having worst hp than Crushers
Crushers are litteraly pseudo centurion with a negative native gimmick, sometimes I can't help to think that HG is out of ideas same for the new subclass eartshatter they are also pseudo centurion.
@@oturan9728 totally wrong. Earthbreakers're actually AoE snipers on the ground: splash damage to all enemies around main target instead of attacking enemies equal to block count, with skill that increases splash radius
I actually forgot Duelist Defender exists
I was like "Wait, Crusher isn't number 1? Why?" and than I remembered that Duelist exist.
while quartz might be terrible.. hoederer is surprisingly good, all of his skills are worth upgrading and he has quite interesting niche, for example during current CC, the tag that debuffs defense -200 doesnt affect hoederer at all, while he keeps his big hp, and his S3 is quite powerful boss killing as well i believe, not meta like surtr but good enough
For real, if an archetype needs a broken 6* with talents/skills that let you ignore their gimmick then the archetype is bad.
Rules segment is the new 'Before we start...'
A quick guide to tell if the class is bad:
Does the best operator in the class *ignore* their centralised gimmick?
If yes, then it is a bad class.
exactly
Fixing duelist archetype is actually super easy. You just give them module that decreases their dp cost and their attack by 50% while their skill is not active.
Though I think it's better to give them more block and each enemies they blocked give them +1 sp/s
They should have a treatment like an instructor and abjurer, get the whole trait revamped
Module Delta:Blocks one enemy but gain 50% stats increase and receive 20% less damage (from everything).
How does that sound?
My idea is a module that gives maybe 5sp per kill, but it goes down -1sp per kill per second that the operator blocks the target, or something like that
might be hard to code tho
how about, "blocks 1 enemy". They do not have 1 block count , they block 1 regardless whether their block count is 1 or 0 or 2. They ignore enemy block requirements, blocks wraiths and 3-4 block enemies, but only 1 enemy whether they have 0 or 10 block count from buffs. But also [gain sp per second] or [gain atk/def/dmg reduction] per block count.
4:29 SUSSURRO MENTIONED!
geek archetype is bad cuz it never supposed to exist, it was always just Aak, and that's it, the hp drain balanced out by RNG healing. Geek only exist after HG decide to further categorized classes into archetypes, Aak is a glorified AA sniper with a talent that drain health and RNG HP regen somewhat like Fiametta, you can't convinced me otherwise.
Tbh I think Geek should have reduce redeployment time just like April to compensate for constant hp lost
The best way to make a good duelists is give them sp on enemy kill so they don't get punished for their high stats
Wait, you're genius. If they'll get like 3 to 5 sp per kill it will make them actually great
Actually, that just fixed it
SP on kill
How has HG not figured that shit out smh
@@ttojlhbluctott100 doesnt need to be that high. just 2 makes a huge difference, but make it so any enemy dying in the 4 tiles adjacent does it
Feels like they were playing a drinking game where they put halves of abilities on cards and then pulled them out of a box.
"OK, block...one! SP on...block! ATK...really high!"
(Loud cackling)
"No, no, I'll have that one, I can make that one work!"
(Later at desk)
"And that, son, is how I learned humans aren't supposed to drink brake fluid."
Or give them more block, and each enemies they blocked give them +1 sp/s
If only hunter reload their whole mag at once
They will never be here
The designer of the hunter archetype needs to step on a lego everyday for a whole month.
Just had to check to make sure you weren't being delusional and putting trapmasters on here
Ulpian also has ex-wife providing him with 30% DR and more than a maxed out ptilopsis s2 heal at all times
Its because Ulpian is an Abyssal Hunters not a Crushers
@@Grim-n-play its because he is a crusher with a +60% max hp infinite skill or an incredibly quick +90% max hp skill that gladiia's talent is so much more effective than others
In defense of Crushers, there is actually one situation where they really shine: True Damage. Where other units with various defenses will be demolished by any damage that can sneak through those defenses, crushers can shrug it off because their HP doesn't care what damage hits them, it's gonna tank it anyway. With adequate healing, crushers can actually do really well as a unique type of tank, especially Hoederer, whom I use regularly nowadays for his true damage and sheer tankiness.
You know how HG fix this Archetype flaw ? By releasing operators that has nothing to do with their Archetype at all, Degenbrecher, Wiš'Adel, Kal'tsit, ......
It is fine in some case, but for Degenbrecher and Wiš'Adel cases they are absolute disgust me that I don't even know why "Archtypes" exist anymore.
7:11 I feel bad that i forgor Phalanx Casters exist, it gotten so bad that i got Carnelian but never once built her.
I did have the same though before that thier just a tank or target practice on the roof,
That is when the chongus event was released with Lin as a Phalanx. I just brush it off as easy skip.
But the chongus event showed, enemy's on low ground can go to the high ground
Thats where it hit me. Its intentional they released Lin as a tank in that event.
Like bruh they promote an Archetype for a scenario that would not be common problem
I still havent lvl up carnelian on that event lol, more likely never will
Lmaooo beeswax was my first e2 fully maxed operator and favorite character (I couldn't get asbestos and she really stuck with me)... All of that to realize she was really subpar
Duelist defender: get more block (and taunt value), lower atk, higher flat atk on skills (to counter low base atk)
or just slap siege's passive on them (the sp one)
"Imagine an FPS where you have to reload every bullet." That's just every bolt-action rifle in every shooter ever...which are commonly used by sniper tryhards on a regular basis. The point of the Hunter is to be a heavy-hitter on one specific enemy at a time, which it seems to do well enough. It also reloads all rounds when not attacking, making it great as a backup unit for dealing with enemies that slip through your main defenses, just as a tracker/hunter might actually do.
*Simplicity isn't a disadvantage. It's a strengh.*
Unless you are doing flex work, most will solve, or try to solve, complex problem with simple solution. ;)
...Could you at least write the exact moment in the video you're answering to?
Hey SUPAH, when will you release the "Top 10 Reason Arknights Release Bad 6* Units"? I can't wait.
Duelist Defenders
"I genuinely cannot explain how they are so bad."
Bro, you made like 3 videos on this already.
I thought number 1 would be Splash Caster
yeah true where the hell are splash casters
I thought number 1 would be Abjurers
It's because they fit into the instructor category. The class is without noticeable drawback except dp, they are just all loaded with dogass hindrances (attack interval increase, rng hits, self stun). If they decide to make one aside from Mostima actually relevant, they could. They just don't want to for some reason.
@@theoreticallyme4548What does abjurers mainly do?
The only downsides of the splash archetype, like someone said, is the insane DP costs. That doesnt make it inherently bad. The reason why most splash casters are horrible is because of their outrageous SP costs. Look at Mostima, Dusk, Santalla, Lava alter, Gitano. All of them have SP costs so high that I could take a shit, wipe my ass, play CC for 30 hours and still not get 620 points, go to school, graduate, get a job, and their skills would still be just over halfway done.
Everything said that doesn't end with a word ending on an E SUPAH adds a E. Every word that does end with a word the last letter is a E, SUPAH adds an A with hos accent. It's fascinating.
Honestly, I just wish they made it so Duelist defenders gain bonus SP if they kill the unit they’re attacking. That would be a pretty good trade off. It would allow them to generate SP way faster from lane holding and killing trash mobs, so you actually could use their skills more often.
Fixing duelist defender is simply just giving them 2 block and lower atk. Then rework the sp gain only when blocking trait to sp gain based on damage taken only. Small hits (
Simpler solution: gain SP for each kill.
16:04 you are so real for using a CODE VEIN OST
You are based beyond reality for this
Fair enough, sleep well
fighter guards have 2 easy fixes for me.
1) make them deal arts damage
or
2)make them reduce defense like those lizard puncher guys that do it to you
Or something like high atk speed with Little stunts in base.
I feel like doing arts or a minor true damage like 10% atk would be great, or like mountain's random crit, that would be useful too.
@@PlatinumKrown i think characters already deal a minimum of 10% of physical attacks regardless
@@thefool8224 it's 5%
@@sidekic1109 oh, confused it with another game
The only way to fix duelist defenders is giving them a permanent duration or toggle skill that increases their block. Basically Mountain-ify them.
Or just make that for each enemies around the duelist defender(like 4x4 radius around her) that dies, provides them SP, like, even just 4-5 SP fixes them.
Imagine a dualist defender with a passive skill that gives them immortality, and a module that halves their dp cost (like aoe casters)… now you have a solution for their sp regen (because they don’t need sp anymore) and lower dp cost while doing their job of stalling bosses
also Hoshiguma module gives her extra block, so it possible to
@@gerorgy3000 that’s like giving juggernauts a module that says “they can be healed now”, that’d defeat the whole purpose behind the arch type, duellists description only says “one block” so I want to at least honour that
Sounds like the doll class with Spalter
This is how I’d buff Duelist Defenders:
0) Reduce DP by 5-10 across the board
1) Bonus SP on hit&kill Talents. SP economy is their biggest problem
2) High Initial SP on Masteries or with Talents. In High End play, operators that provide immediate value on deployment are favored above others, i.e. Helidrops. Unlike true Helidrops, they would be able to recharge their skills, but you’d likely want to replace them with someone else
Abjurers are so bad that SUPAH forgot they exists.
They are not bad. Quercus exists and her kit fixes what the archetype's role is supposed to be.
@@ThaDude Silence the Paradigmatic is really good as well(although she is extremely niche)
I genuinely didn't know chain healers existed...
Hey Supah! i've always liked your editing and music choices. I got persona flashbacks during your vid, and the conga line picture is very cute!
Duelist Defenders are so bad that I forgot about them 😭
Eh the archtypes are bad but most of the "bad" archtypes has a broken 6 star that just ignores it all together and turns it into a benefit. Ray wih high DPH and Ulpian with massive stats for example
HGs new method of making operators sucks so much
i agree, it's basically "make 5-star with obvious weakness, maybe 4-star with niche usage, and then make 6-star that ignores all the weaknesses"
Hunter module is released...now they reload an extra bullet once they run out of ammo.
I never imagined I would find Osu! mapping drama in an AK video. Supah making impossible possible.
9:12 Liberators have very low attack so they stll do functionality nothing without their trait fully charged. On the other hand, Phanlanxes have a solid statline by default.
Supah, the moment i saw ulpianus with that anchor, I immediately knew he will be a crusher
How to fix Duelist archtype:
Talent 1: Extra +0.5 SP generation when not blocking that stacks with 1st module
Talent 2: Damage is lowered by 50% but Block and DEF is doubled when skill isnt active, Damage is increased to 150% and gain 5% HP regen per second when skill is active
Skill 3: 25 SP cost
Increases ATK by +200% Every attack now deals 200% of atk as aoe damage, gains +1 block +80% DEF and +150% HP +50 ASPD and is able to attack all enemies on its range. Get 10 SP back when this skill kills an enemy
If this looks to far off to you just remember Ray Mountain and Ulpian exists
Zuo Lee and Degenbender are way worse offenders in that regard, so it's not like HG has to worry about anything anyway.
@@peterdenov4898 Oh god forgot how insane those two were. They didnt even try with degen lmfao
so basically you're saying "just come out with an OP 6-star unit to fix the archetype"
@@NikkiTheViolist Yes thats litterally what the point is
@@NikkiTheViolist *6 star unit that is anything but the core archetype itself, lol
And yes, that's how it works.
20:09 make their OP skill only 20 DP cost and while their skill is active, Def +100%, Atk +300%, Aspd +50 and the duration is 40 seconds
I think that the Duelist Defenders could work by creating an operator that is completely something else, just like Mountain is in actuality a Centurion and not a Dreadnaught, by working on the talents and skills extensively. For example:
Talent 1: while a skill is not active, this operator has +2 block. While a skill is active, this units has instead +100% of attack.
Talent 2: when an enemy dies in any adjacent tile, this units regenerates a few SP.
Skill 1: don’t care
Skill 2: take a shitton of SP but is then infinite duration and just makes both sides of talent 1 always active, just for AFK maps.
Skill 3: this operator gets +150% attack and defence and a very minor percentage of shelter. When the skill ends, the operator is retreated. If an enemy elite is defeated by this skill, the skill deactivates prematurely and you’re back at the start.
It would of course have sub-par attack as a start, but I like the idea of having the last skill be an actual duel against a boss, where if you win you’re done and can go back to tanking but if you don’t manage to kill the boss you actually retreat out of shame.
The main argument is that this way you just created a unit that is 90% of the time a protector defender and 10% a super dreadnaught. But was this not the point of this archetype?
What do you guys feel about this idea?
tbh I don't think "just make another powerful 6-star unit" is a good way to fix an archetype, because all you've done is make another good 6-star unit
however, looking at it it would be a good unit
I’d rather just have a helidrop one that is ready to go at deploy. Big ugly on demand would actually be pretty great. I just don’t want to have to have eunectes on field forever to get there.
Duelist Defender module: Caster Amiya Talent 2, with lower numbers.
I took a shot everytime SUPAH said Mountain's name
Mountain's EP being named "Tipsy" is fitting lmao (it's also a bop)
I can be glad that Swordmasters aren't on the list and are all actually really good (except Tachanka) and not just the 6 stars.
Now let me point out all the Cutters seen in this video:
2:49
7:15
12:55
Thanks for your attention.
What do you mean this has nothing to do with the video?
In terms of duelist defender either they should make a remake or make some changes for the archetype like for example
What if instead of sp on block they will get sp per amunt of hp loss could be in 1:1 ratio when in each ho loss they get 1 sp and they will also had increased taunt and 2 blocks with the same humongous attack but their range is only 1 tile and they had low def and res but huge hp like crushers
And for some operators like eunectes if her skills is focused towards boss killing she will get -block but incread def/res +attack +aspd and can only block elite/boss
I think a good way to fix hunter archetype, it's making every bullet a extra attack accumulative like mistic casters. But while mistic casters only stacks with no anemies, the hunter should still attacking but reloading the ammo at the same time. Or put the ammo system with the skills but with the plus of "if the operator already have a max mag, you can use it with skill too". And with some gimmick of switching between weapon like Ash, Jessica alter etc.
When you were building up to the final archetype i just already knew it was gonna be duelist defenders.
Like I remember when I got Eunectes, she proceeded to be the only 6 star operator i left at e0 lv 1. Like, where and when will I ever need a block 1 defender???
Of all things, the one I expected the least was the Go Go Inspection Gadget reference
That's the thing I notice about dreadnaught guard, they are with exception of NTR, doesn't have an actual use case beside standing on the side of a blocking defender and help kill enemies. Both the 6* are borderline not-so-fast fast-redeploy. Duelist on the other hand, with their defense would allow a drop and forget kind of play. I remember when we use to call dreadnaught duelist guard, but with their defense being so low they can't duel.
Now duelist defender kit from my perspective can be made to be good, have a talent that regenerate shield like Mudrock but instead of healing on pop, grant sp to the duelist defender. Now we kinda got rid of the sp problem in most situation, give the duelist a talent that slow enemies in a certain range except for one kinda like with Lee S3 to allow them to queue up enemies to kill easier. Also if needed be, give the caster Amiya gain bunch of sp on kill talent?
Ngl, Duelist Defenders feels like HG attempt at just reworking Dreadnoughts without reworking them but they failed.
"are you the op because you are ifrit, or are you ifrit because you are the op?" - sun tzu, about ifrits archetype strength
Fighters are actually good in the one event where the enemies die when they are attacked a certain amount of time
I fully expected merchants to be on this list if we we're talking solely about archetypes.
Merchant at least have reduced redeployment time to compensate unlike archetype here that almost have no compensation for their downside
It my first time hearing an Italian Explain Arknights,
How the Siracusao??
No AoE caster? That's a news.
I mean AoE casters work as an archetype but it just has alot of bad operators, its decent on clearing multiple trash mobs and high def enemies that are being blocked by defenders but it is clunky.
@@Paul-vv5ql They cost 1/3 of your DP pull for pity output
@@ПавелВостоков-о3ч i wouldnt really call it a problem since myrtle is around. But i wouldnt use them either since there are way better wave clearers
imagine, a defender, but with phalanx trait
broken
edit: or more
executor specialist, but a healer
then called it "PARAMEDIC"
Lancet but an archetype and with OG Gavial talent.
@@ThaDude am thinking a concept that it will be a melee unit, fast redeploy, and it heal allies instead of attacking
just like allerdale (that unit that gives barrier in episode 11)
solution for duelist defender:
give them perma skill like moutain S2
charge once, and forget
Duelist defenders have one really cool thing and a bazillion flaws. I would love a defender with their effect of generating sp whenever they take damage but without at least three of these flaws.
1-Higher sp cost because why not
2-block 1
3-actually having to block an enemy (let them supercharge if poisoned)
Imagine one of these guys with a push-stun and sp needed like 20.
There's still another flaw tho and that's it... This kind of gimmick is a reward for playing bad, as you would've rewarded for letting a big group to accumulate instead of killing them quicker.
I think a duelist defender with somewhat more bloated stats and either passive skills and/or a talent that basically gives them offensive recovery could work if the sp costs were right, also just lowering sp costs for future characters in the archetyp could potentially work, but those would likely make them an exception that proves the rules more than anything else. Only getting sp when blocking really kils the archetype.
I think a simple solution is to make one a helidrop. Just have skill active on deploy so don’t have to interact with the charge mechanic unless you leave them out. A helidrop big ugly would actually be pretty great.
How to buff duelist defenders:
Lower DP cost, remove SP charge condition, become Dreadnought 2.0
I think duelist defenders are how dreadnoughts supposed to be. As a "duelist guards" they should be able to 1v1 the enemy. So having high attack, hp and defense should be their kits. But them having really low defense kinda make them contradictory, while Lord guards having wider and longer range,, can target drones but having even higher defense than dreadnought. Like it's so not balance at all.
well the problem is they already have TWO module that one of them kinda remove the sp charge condition and it's not that good since it still generate sp slow while not blocking so even hg decide to release 3rd module for eunectes i don't think it's gonna fix it also...
@@syareefurqan I don't expect them to actually get fixed to be honest, but that's okay.
I like the idea someone preposed here in the comments that Duelist Defenders should regain SP via kills or via any enemies that die within their 4 adjacent tiles. That way their _asininely high Atk stat_ be no longer a hindrance to their SP gains.
And yea I do agree they need a _steep_ decrease in DP cost. I think 25 DP should be a nice, comfortable spot for Duelist Defenders to be in. Not too low, not too high but that's just me personally ya sees.
@@fishoreoTbf HG clearly intended Dreadnoughts to be Caster killers. Tho for some reason they didn't give them any res.
Aak doesn't need a medic if you put a Stainless S3 crab in his attack range :3
you could just fix the duelist defender by making them deal 1 gummybillion damage on deployment
Me thinking of number 1 : Abjurers ? With Tsukinogi & Nine-Colored-Deer ?
Nah they have Silence alter...
How to fix duelist defenders: just give them a talent that puts there range to zero and gives them like 4SP for killing an enemy. Then give them Slayers mega punch from GGS as an S3 to just 1 shot actual god.
I feel like another solution would be to make them a helidrop. Just don’t worry about charging as you get the skill on deploy. Basically like how skadi used to be mostly used, but now with better defense.
Abjurers so bad he forgot to include them in the vid 😭
Might be wrong and even remember wrong but it feels like duelist defenders were released together with Nian, sort of remember Nian's banner being close to Eunectus, and with her S3 giving +1 block count + more def made Eunectus + Nian seem like a very good pairing, and probably make ppl pull for both.
How to make hunters good: increase reload time but reloads the entire magazine
Imagine shooting game loading one bullet at a time.
Snowbreak shotgun users :
How to make Eunectes work : All of her skill SP cost reduced to 10% of the original.
So tell me, dear Supah: is Caper's boomerang class a god's creation? Is she approved?
Yo supah this can fix duelist defender trait: gain +1 block whenever this unit kills an enemy, when blocking more than 1 enemy: give "tremble" to all other blocked enemies.
That solves the dp and sp problems while still keeping the idea of being a duelist since only one enemy actually attacks them 😂
They are duelist defender, so why cant they recover sp on both attack and block? Just give them sp when attack in additional to sp recovery on block
Bro forgot abjurers exist
Abjurers are weird because one of their most annoying things, the HP conditioned shelter that they all have, is technically a talent not a trait of the branch itself. Their trait is just switching between dealing damage and healing.
Restrictive talents: check
Awkward trait: check
No definitive role: check
What about merchants. They are basically executors but worse. Their gimmick doesn’t even fuck over their own kit but are actively sabotaging the team by stealing dp
I have an idea on how to fix Duelists! What if they had a talent that allows them to "block" enemies from further away? Something like slowing enemies in front of them in X range up to block count and make that count as blocking an enemy, would that work?
So kind of like with the sentinel protector's module but with slow added as well?
Sentinels reveal invisible enemies in their range
Could be pretty interesting for an operator
to fix duelist defenders you give them a module that takes away like 90% of their base atk until they activate their skills and then double said atk when you finally use skills.
There is once of YT who think the ways of Thorn S3 getting SP is so much worst so he put in on top 10 worst operators,for god sake he forget Zumama existence...im speechless
the only way to fix Duelist Defenders is to give them insane synergy with SP batteries. Like, maybe, a trait that says "Can't gain SP on own except when blocking but SP gained from other operators is doubled/tripled" or something less wordy than that
only problem is, without modules, game designers messed up: they can't even gain SP from SP batteries when not blocking
literally had to make BOTH module variants say (or imply) "oh yeah SP batteries work now"
You know SUPAH? That summer I would be taken for mandatory 1 year army service, and I wish, that when I come back, Base will come out of beta…
I think turning duelists into boss stallers with debuffs might work, but then they wouldn't be really duelists
I’m surprised mystic casters weren’t here. They are inherently massively clunky and prone to being porked.
Also disagree about phalanx. They are inherently niche. But it’s a unique niche and it comes up frequently enough to be ok.
I think giving duelists block 3 would fix it , while keeping all stats and dp cost
New Supah vid just dropped
We hating Skadi Guard with this one
You fix duelists by giving them liberator attack gain but tie it to their sp instead of time.
I will not stand for the chain medic slander here mate, this is ABSURD. First off, it isn't even an inherently bad branch in the slightest as they still do their role, aka heal, just in a different method. The chain mechanic is not to be seen as something to build your team around and instead just a bonus to consider, and as that is actually extremely helpful and comfy a lot of the time. It should also be mentioned, chain medics just have higher atk than aoe medics to balance this """""""flaw""""""". I used paprika as my core healer in cn for a while, and she is just extremely solid at that, and never encountered a single time where I went "man I wish I had an aoe medic". I'd say neither branch is truly better or worse, but equal, but people don't bother using 5 stars, which is understandable, so they dont get a feel of how chain medics are meant to be used, but this leads to slander getting thrown around and exaggerated to this extent until people call them "bad" when they just arent.
TLDR: Chain medics are poggers, youre stupid and you should to eat an acorn or something since you got a brain the size of a squirrel >:(
i wish i could use Paprika, i don't have her yet
only time i've used her is in Integrated Strategies
Hard to believe dreadnought, hookmaster, phalanx in top 10 and there's no Abjurer 👀
because Abjurer isn't an inherently bad archetype, it's just that it's exclusively defensive units and current meta says defending is almost always inherently worse than just having higher DPS
@@NikkiTheViolist agree, But I think Supah just forgor they exist
I know how fix the duelist by giving them Lose🚫 100 HP❤️per second⏱. Enemies🥷 that have attacked🗡 and been attacked⚔️ by Hoederer🦸♂️ recive🤸♂️ 200 true✅ damage every second⏳. Attack Range🔫 +1 tile🔶, Max HP +15%🛡, ATK +30%🏋️. Attack⚔️ recover 5% HP🩹 and have 25% chance🎲 to Stun💫 targets for 2 seconds⏰
0:39 i didn't know Adidas and Axe made a collab
Dualist-Defender idea fix
- Give them +2 Block
- Reduce their DP cost to 25
- ATK stays the same, HP is lowered to 3000, DEF and RES is reduced slightly.
- Trait: Gain 1 SP every sec for every enemy blocked, can only attack when skill is active, whenever attacked deal damage equal to 50% of attack.
- Talent 1: Whenever attacked by a ranged attack gain +1 SP.
- Talent 2: When skills are active, attacks deal x2 damage, but block is reduced to -2, ( trying to stay true to the "Dualist" part)
Skill 1:
SP cost: 5
Skill Activation: Manual
Increase range, Deal 200% ATK to all enemies in range.
( can hold 3 charges )
Skill 2:
SP Cost: 40
Duration: infinite
Skill Activation: Auto
+1 Block, +50% ATK, DEF, ASPD,
Skill 3:
SP cost: 30
Additional SP: 20
+400% HP, ATK, DEF, RES, attacks hit all enemies in range.
how to fix duelist defenders:
- make their initial sp same as max sp so they can activate their skills as soon as they are deployed
or
- make their skills broken to the point of setting them up feels justified
Actually designing a duelist defender could be a great challenge, here is a talent idea I came up with :
Talent 1 : gain +1 block for every 2 operators deployed with this operator's faction (self inclued)
The goal of this talent is to make this duelist defender usable in frontline, blocking multiple units while also making the operator gain sp more consistently. It will also make planning a stage more interesting because you can deploy/retreat operators of the same faction to change the block count. So you can adapt your strategy depending on if you need more or less blocks. I added the restriction of "operator with the same faction" so the squad creation is a bit more interesting, so if you want to have at least 2 blocks you need this operator + 1 other. If you want 3 blocks you need this operator + 3 other, etc
Then for the other talent and the skills, the design could go anywhere. Maybe Talent 2 could help with survivability to help the operator charge sp, then the skill could be dps oriented to kill the blocked enemies
My comment isn't useful because HyperGryph do their own things, but I like the exercise of designing stuff
I think what makes Phalanx Casters really awkward is that off skill you want them to tank, but on skill they become really squishy. Mint and Linn kind of sidestep this issue with their Talent and skills but in general yeah the base archetype is bad.
and thats why Stainless SP Battery is a godsent