Arturia: For real? Podenco: For real, real. Arturia: It's the fast cycling arts + crowd control + silence Podenco: Bingo. Before even these seatures can even reach the blue box I make sure they feel all the vials in my pocket bursting (yaps) Arturia: She's even high (ground)
As badly designed as this map is for reasons SUPAH pointed out, I now have the perfect example to point to for why Lin is amazing if anybody ever dares underestimate her.
There were 2 things I actually found interesting strategically in stultifera navis, which was the 'build-your-own-boss' design as well as the consideration whether you'd rather invest your resources to try stopping the funny ground effect from spreading or to fight through it. In ccb2 they don't use the boss and make it so the funny ground is everywhere and you can't do anything about it. Also another thing worth mentioning about risks being more restrictive compared to old cc design is that risks are locked behind one another so you can't avoid specific risks for your niche clears, which sucks.
Give me my Little Handy back and my life is yours Hypergryph!! Also yeah I do kinda hate being forced to do lines on risks, it doesn't lead to fun design when you have to deal with the kitchen sink.
The whole new CC system was and still is the biggest fumble in all of Arknights history, they did EVERYTHING wrong, the custom difficult is no longer custom and is always linear; they completely miss the design of the original event and just use the most annoying parts of it; and finally, there is no longer a clear goal to go to 18 risk, a recent player will only be bombarded and confused about what the hell to do in the mode
@@edgieststalker8141 I absolutely refuse to engage with the new CC. I even skiped the Pinch Out event as I took one look at the UI and screamed "NOPE." It's just... wrong. So. Very. Wrong. Pure visual noise that hurt my eyes to look at. Not dealing with this shit as part of my 'entertainment.'
I prefer the old CC UI, this new one is unnecessarily complicated with all these different branches where you're forced to get a Tag to be able to advance to the ones you want to use which sucks since sometimes you can be fine with the more advanced tags but there's always "That Tag" that keeps screwing you over but you have no choice but to get it. However I like that you have 3 days to complete the rotating maps, since it's much less FOMO to complete and you're not locked out of cleaning the store for missing 1 or 2 days.
Not only that, but you're also forced to get an entire row of risks because it gives extra points, making it even more restrictive as you can't even lower a single risk (like -50% DP to -25% DP) without missing out on the extra points. It becomes "which rows are you allowed to not fill out while still getting 620".
Honestly the biggest issue I have with this cc is that its main threat is similar to previous one - buffed invis enemies. It's like we re doing the same thing over again
I suppose this falls into the “Lock and Key” design he talked about in the video. I was digging around for guides on clears for the previous CC, and the max risk clears I can find without using an Ines was… uhh… Sucks to be Inesless huh.
Another thing to note about the point system is that it punishes you for not taking every risk in a single section. So even if you *did* ignore some risks, you're losing a lot more potential points than the mode lets on...all because you're unable to take that extra hp++ risk that makes your ops incapable of killing a single mob in time.
9:12 next time at the end , when you say "max out your gummy" can you also say quartz ? like , "max out your gummy and quartz" . i think that would be really awesome and cool .
There are two other issues with POO2 compared to classic CC. First, the risks come in sets. Don't take enough points in a set, don't get the bonus. Which only compounds the limited amount of points; in classic CC, taking 1 or 2 points off your risks in one place could be made up elsewhere. In POO, you need those set bonuses, because swapping to a single lower risk (say, 50% DP debuff instead of 75%) costs you not 10 points but 20-30. Next, a lot of units just don't scale in a way to be relevant with the modifiers here. There isn't a strat where the Reefbreakers (the ones who gain ATK on doing damage) are tanked in a normal fashion; it's either Lin at 0 ATK stats or its byebye to all your ops. This isn't flexibility, and it contributes to the lock and key problem. Also, and not a POO2 specific problem: why are we getting Stultifera Navis mechanics without the Lil' Handy?
The "ignoring only 1/5" doesn't even factor in, that removing one tag from those blocks will immediately cost you an extra 5/10 points, that's why so few clears are 620 and instead you often find 625
More restrictive is an understatement. You're absolutely right about the lock and key design. CCB2 is basically suffering from the similar problems from Design Of Strife because you can't flexibly reach higher risks without taking all the risks to get the 'completion bonus' for that stage. Not to mention, previous risks must be taken to progress to the next risk, so many operators are automatically locked out with this kind of design. It doesn't really encourage player expression as much as it does encourage highly specific units to play around the map when half the risks end up banning ground tiles besides very specific operators to utilize exactly due to the way risk stacking works. CC 620 is trivial as long as you can use Lin, if you ban casters and defenders, you have an entirely different problem because everything else dies too fast on ground tiles and need very specific operators with specific CC and levels to surmount the threshold. It doesn't encourage ingenuity as much as it does force specific operator choices. It's such a bad design.
Gnosis carried me to 620 LMAO. The way the "risks" are picked in this "CC" event is pretty annoying picking a prior risk just to get to a specific one sukcs not like previous cc where you pick what you want.
This is actually what annoyed me the most. Because there are certain risks you can actually do depending on the limitations of your roster. Its annoying that they're locked behind something you never wanted to deal with in the first place and no way to circumvent around it.
like -DP regen and class bans being bundled in with enemy buffs. the two have nothing to do with each other so why do I have to first buff the enemies? The CC interface had much more freedom than this trash.
The way I've described this is CC gave you 9 columns of 3, and CCB gives you 3 rows of 9. In CC, you could take a risk at the bottom of a column without being forced to take much, if any, risks that you didn't want. In CCB, if you want a risk at the far right end of a row, you've gotta take EVERYTHING else in that row.
To be honest, I'm pretty convinced that all of this discourse around CC season 2 has a very simple root cause, and that is the medal. Based on your numbers, risk 18 needed around 2/3 of the available risks on day 1, and that was the objective because it both gave the trimmed medal and was the highest requirement from the quests that gave us currency. For CC Battleplan: If we took 2/3 of the 790 points available on day 1 we get around 520 points and if we take a look at the quests for currency, the highest requirement is 500 points. With this information we could conclude that if we only care about material rewards, CC Season 2 is easier than Season 1 (probably equivalent to risk ~16). Based on this context, the Risk 18 clears should be compared to the 500-520 points clears, and you get a lot of breathing room on those point ranges. The problem then is pretty much the medal, because that's the one that actually got harder and more restrictive, requiring an equivalent to Risk 22-24. So, if we got the base medal at 500 points and trimmed it at like 520, I wonder if all of this discourse would still happen.
Considering how piss-easy the CC is at the risk 16 range going by the low-end guides, literally every goober and CN player could get the medal if we just need 500.
The trim isn't time-gated to the first week anymore, the medal is 600 and the trim is 620. You get more risks and thus more options if you wait for the last couple days of the event and can still trim. Comparing day one stats for getting the trim isn't relevant to new CC at all.
Totally agree that choosing SN as a theme for cbt#2 equalled for HG to kicking themselves in the balls Also i even enjoyed pyrolysis much more even tho i managed to get 620 only on the last day
This is exactly the kind of things that makes me miss the older CC tbh. I remember clearing pine soot with mostly physical 4* dps and then see another guy do it using mostly arts and i think it was kinda cool that even on the same niche there's multiple ways to tackle it. Same thing with like CC#12 where you do shift/spec/funny beehunter dodge etc etc. It's not the hardest thing in the world to do risk 18, but it was fun.
@@hideandslide4586 Yep. The only time you really need to have specific ops is only at max risk. Like Dawnseeker, for example, Blemishine and Blacknight is a must because only them can abuse their sleep strat.
The part about CCB2 having more restrictions is so true because there are some risks that are completely unrelated to eachother but have to be taken before taking certain risks. For example Ground tiles lock/ Unit locks/ and Deploy limits and then you can select DP down risks. I want to see a Gummy Alter.
Almost expected you to finish with "max out your Podenco." But I should've known better. No one dethrones Gummy. I found this CC mostly enjoyable, though that's probably partly because as a relatively new player my squad and skill at the game is still at the point where most of the enemies and risks are pretty challenging, so it was satisfying to figure out a way to beat them. I did have to borrow Lin to deal with the reefbreakers and get your point about lock and key design - she and only she could trivialise an enemy I wouldn't have beaten otherwise, which feels cheap. I didn't experience the old CC, I hope HG move back towards that kind of game design - it sounds fun.
Max out Podenco is now good because IS5 will come in a few months, are since 4 stars are free, so u are encouraged to have some good ones, and Podenco is a good one, and the best if u not want be stuck with orchid.
i still can't believe that everyone forgets that Ho'olheyak S1 can one shot the predators because she levitates it before the dmg connects. I feel like i was some kind of genious when i thought of her before Podenco.
I wish CC difficulty is improved but not like this. For CCBP#2 specifically there are 3 major risks (Nethersea, Big dude, and Invisible dude). And after tried to clear 620 with ground only units. It feels impossible (Well someone did clear it with defender only) due to those major risks. It feels different than the old CC. Seeing most of niches on risk 18 feels good, but for this one reaching 620 for most of the niche is harder (even impossible for some). I can't even figure it out yet with my attack recovery niche. Nethersea tile punish my guard units, I can't deal with big dude without constant arts damage and can't tank Invisible dude either with any available OPs in my niche. My best try is around 500+ score.
Risk 18 made much more sense back then than 620 points. To be able to reach 620 points you literally have to stack stat buff to enemies and yourself while in the old CC, it labeled as lvl 3 risk for the stat buff or enemy specific buff. Old CC you can ignore said buff if there are other options that make more sense but in CCB, you either have to wait for more maps to unlock easier tags to hopefully bypass the restriction or just soldier on with the pre-existing tags available which is the reason why they removed the week 1 rainbow medal in the hopes of remedying the tough challenge ahead of them. Also CCB just has less tag options than old CC. Good video UwU
this new "CC" format is just POO wearing CC's clothing, i always just refer to it as POO2 or POOP as a result the scoring system is also just more stupid i think, as pointed out by other people such as Silvergun
You took my feelings about the Lin situation, put it into words better than I could have, and possibly saved me from arguing with a friend. I have now max level'd Gummy, gotten (and maxed) her module, and am working on her masteries
Why do you say sorry? I come to your videos to hear someone point out the flaws of the game, remembering that hypergryph fucked up with Vigil and the reminder to max out Gummy
I don't care if it's misinformation or ragebait or whatever the fuck. Supah is the funniest angry italian I've ever watched and nothing will stop me from thinking no matter what outrageous absolutist opinions he may have, he is hilarious and therefore, peak content.
Old CC was good because you could look at Risks and think: yep, this/this/this I can handle, but that one will murder me. This particular one was me doing all challenges and then google Kyo's guide for 620. No, not because I am stupid (tho I am), but rather SN is dumb event (hello mold, my 2nd most hated thing in the game and also unblockable dodge enemies), and another thing is set bonuses - yes, Risk itself cost 20 points, BUT because it is ALSO a last Risk in the tier you get another 10 points on top. So instead of customising your own challenge stage you just pick almost everything in hope rng wont eat your ass.
No but seriously why do you like the word "dogwater" so much. Feels like one of those words you learn when you begin English and just sticks with you for the rest of your life
I'm going to start count everytime SUPAH makes fun of/insults the best 6 star ever: Vigil 1st = 0:35 May god have mercy of his soul for saying such things of the best operator of the game
i think you forgot about little handy in stultifera navis, it made some one-way mechanics more versatile, while there's no real little handy in this cc
CCB2 was so damn unpopular in CN that HG doesnt even want to make one anymore They refuse to go back to old formula wich worked flawlessly and just mess it up further and further New Dos like mode looks fun atleast but still same stat bloat...
@@giangtrinhtruong7952 only way to prevent Wisadel making a massacre of CCB is to either massively stat bloat an enemy or ban anything that correlates to her entirely lol
Like unironically just rerun the old CCs and make all the maps permanent. At least you don't have to deal with BS fomo about wanting to not miss the medals
Hit 720 2 days ago, yet it doesnt change the fact that it is quite the "lock and key" design, moreso in higher risks where the HP increase risks will make you want Gnosis
I honestly feel like CCB is also just downscaled from pinch out.. the "main map" demands you take all the damn risks, and yet risk-wise the side maps don't give you rewards past doing like a few of the 3 bakers dozen of risks...
Pinch Out got fucked by the event it was based on turns out having statball enemies get multiplicative stat bonuses and then they throw out the entire gimmick by having them spawn pre-activated of course the final result is stupid bullshit
The only thing HG need to do is just reduce the points to get medal and trimmed (and also to clear mission about gain points). After I compare max CC risk and max CCBP points, I got 1 risk = 25 pts. So to clear CC trimmed with CCBP pts, we need: Risk 18 = 450 pts Then to clear CCBP medal and trimmed with CC risk, we need: 600 pts = Risk 24 (medal) 620 pts = around Risk 25 (trimmed) I know some of you hate math, but that's the truth about CCBP. And i guess they just need to reduce the requirement pts to get medal and trimmed medal to follow CC standard
>Be me >Podenco's pride husband >seeing her slaughtering sea creatures with her vials filled with poisonous pollen. >she's doing it with a smile on her face. >I am happy 🥰
they took a failed game mode and put the glory of CC's name to hide their failure. I loved CC, I hate POO. Them naming it CC is a mockery to nostalgia.
So it's not just a "me" problem... Like the stages that unlock every few days are okay, I could clear them and have fun, but this central stage was a pain in the Originium. I guess it's about time to e2 Podenco...
tbh, i'm thankful they removed the daily CC and just make each stage unlocked at certain time during CC season. this means i can just rush near the end of CC season.
Needing to pick almost every risk in CC2 (compared to CC1) to reach 620 really pissed me off. My mind was thinking "Seriously!? I STILL need to take MORE!?" all the damn time as I tried to plot out which risks to take for 620.
Yo Supah I was just rewatching HxH today and when I heard your voice I immediately realized why you've always sounded familiar. Now when I listen to you, I would imagine Milluki talking.
Im glad i maxed out typhon s2 and have mumu build for some bind they both helped me in this CC, it's a pretty bad experience for me since i don't have the required unit to remove invisibility. Luckily I've seen a video using totter i almost gave up on beating this CC if not for that totter video.
Stultifera navis once again proving that naming a stage "stupid ship" (according to goodle translate) is a terrible idea. No matter how good Irene's skin looks.
@@SUPAH_SUPAH_SUPAH yes, it does, i jusy Google translated the name when it came out and it showed as "stupid ship", which made me instantly hate the event, even though the translation was quite inaccurate, "ship of fools" being an amazing name.
Good video as always Supah but I think the criticism laid here is more towards this specific event than Pinch Out in general- I actually think Pinch out could be better than CC if they introduced more risks (maybe instead of maxing out at 930, 940 or 890, the max should be 1200 or 1300). Also they can just not use Sultifera Navis lol, maybe a Pinch Out around Chapter 10 and the cannon mechanic, Ideal City with the buggies or Lone Trail with the Up and Down platforms and balls are really fun to play around which would be an extra dimension to this challenge.
i followed a guide without lin, using ceobe, i then tried to do it myself afterwards, because my ops were either different or with diffirent investments. it was kinda hard not gonna lie, not using lin was VERY painful. luckily i pulled arthuria though!
Dear Supah, I really love your videos, because it's a very well made content plus I also share most of your opinions, but for the love of heavens, please......proofread those subtitles! Holy hell, some of the typos....
Back when CCb2 first announced, I though it will be one hell of CC but after watching CN clear and experience it myself I kinda wish they include the boss too.
Edging to this while doing OT at work. The world needs to know why this CC is ass, and why we need to raise Podenco. Of all the people to disagree with you, i wasn't expecting mr shitty anime takes, Yii, to disagree with you this hard.
5:30 well about that it's not that I want to defend CCB but for og CC it was more encourage to get risk18 asap especially for the trim medal who was limited to week 1. For CCB there is no time limit until the event end in the contrary it's get easier if you do the rotating map and wait.
I came back to say that the outro music was sorta kinda good this time and my OCD was triggered cuz I can't find it's name. Why you did this to me, pookie bear?
I really disagree with the idea, that SN mechanic and enemies was a fundementally bad idea for cc. The real problem were the actual risks, that fully supported range tile units, and punish ground units. They could make it so that the mold risks were weaker, but for that adding mold on highground tiles. Making so that spewer would attack range units if there were no ground operators on the mold. Rifwalkers would take less damage for each highground operator, but increased for each ground operator. And instead of risk like status resistance, their attacks would be stronger and ignore shields/barriers. Brandguiders would reverse the damage type that they receive(like if they take arts damage it will be considered as physical and vice versa).
5:09 There is a problem with this viewpoint. You assume that most of Kyo viewcount is because people found the CC hard and are going to him to for solution. It probably never occurs to you that maybe, just maybe, that people are going to him as sort of a cheatsheet and just skip the trial and solution phase. Just watch and compare the views between high end/AFK clear and low end clear. You will notice that most of the high end/AFK video will get more (sometimes even double) the amount that the low end clear will have. So, it is either the CC is so hard that Kyo is the only solution or that people just don't want to waste their time when Kyo/cheatsheet exist. This even applies to events too btw. The problem with Arknights CC (or any hardmode in general) is that Arknights has released a lot of powerful characters that can trivialise most difficulties that the game could throw at you. My usual example is the Jessica Alter events boss. The intended way is to use the vent to decrease his combat capabilities, making it a challenge as you have to block him properly as the vent will buff the enemies. The alternative way is to just kill him with Typhon S3 and Ceobe S2 with her module and skip what makes him challenging in the first place. Most people will just use the alternative way as there isn't much reason to handicap yourself (except if you like challenges of course). How could HG make a challenge content in a creative way when the operators that they have released could just undo it easily. In before someone say to not use the OP units/ not use guides and completly skipping the point about the chearsheet.
CCB is so incredibly boring that I straight up forget to login and use my sanity. I don't do this during dead weeks, it seems to be a CC specific issue. The removal of daily content is incredibly dumb. You could just have made the stages open for 3-4 days without removing the daily missions. Also something that is beyond annoying to me is that CCB gives less rewards than CC did, by a large margin. No one is talking about this part. With CC you could get nearly everything. It wasn't everything, but it was pretty damn close to it. Now, if you want the Royal tokens, say goodbye to literally everything else.
@@SUPAH_SUPAH_SUPAH Tbh, I'd say they'd add Elpehlt instead of Ram, Ky instead of Sol and Dizzy instead of Jack-o... maybe they'd think of adding Bridget, but y'know how China works. I don't see Sol being a character in a suppository collab because he's not what the Arknights fanbase is probably into, and if he indeed was, he wouldn't be the 6*. I'm saying that because with Dungeon Meshi collab, we can see that they know what the fans like, and if they didn't, Laios would've been the 6*
Watch them monkey paw the collab and add Zato as a skin for Phantom. @@yang8271 I mean, realistically speaking what would Laios do to warrant being a 6* over Marcille? Besides his knowledge of monsters, he's a pretty average swordsman.
Bro you can just use Pozyomka or Fartooth to kill predators and leak those invisible fuckers. I agree that pretty much banning ground units altogether is kinda cringe tho, but there are still risk 620+ clears with them aswell so you have some variety
Yeah i totally agree, i looked up the solution after a few attempts and it was too easy. Also this is my exact problems with the Elden Ring DLC as well, just use a shield and its too easy but everything else is way too difficult
my thoughts on pinch out are as follows: the daily max risks are super well thought out and some of the most fun I have had in a while... the main map is cancer and I would rather be forced into an eternity of S3 DOS than to figure it out. like unironically if you weren't hard punished by taking a single buff DOS is just better than poo reskinned like change the rewards to be CCs rewards and I think the mode could just replace it.
I aggressively edged to this video
Dogwater human
@@lozyl956 what the fuck does this mean
@@HiImSkushie human who is a dogwater. DUH
I defensively gooned to this video
Let it all out
Arturia: For real?
Podenco: For real, real.
Arturia: It's the fast cycling arts + crowd control + silence
Podenco: Bingo. Before even these seatures can even reach the blue box I make sure they feel all the vials in my pocket bursting (yaps)
Arturia: She's even high (ground)
Right. You're right. YOU'RE SOOO RIGHT!
this whole stage is just lin paradox simulation
It really is.
As badly designed as this map is for reasons SUPAH pointed out, I now have the perfect example to point to for why Lin is amazing if anybody ever dares underestimate her.
There were 2 things I actually found interesting strategically in stultifera navis, which was the 'build-your-own-boss' design as well as the consideration whether you'd rather invest your resources to try stopping the funny ground effect from spreading or to fight through it. In ccb2 they don't use the boss and make it so the funny ground is everywhere and you can't do anything about it.
Also another thing worth mentioning about risks being more restrictive compared to old cc design is that risks are locked behind one another so you can't avoid specific risks for your niche clears, which sucks.
Give me my Little Handy back and my life is yours Hypergryph!!
Also yeah I do kinda hate being forced to do lines on risks, it doesn't lead to fun design when you have to deal with the kitchen sink.
The whole new CC system was and still is the biggest fumble in all of Arknights history, they did EVERYTHING wrong, the custom difficult is no longer custom and is always linear; they completely miss the design of the original event and just use the most annoying parts of it; and finally, there is no longer a clear goal to go to 18 risk, a recent player will only be bombarded and confused about what the hell to do in the mode
@@edgieststalker8141 I absolutely refuse to engage with the new CC. I even skiped the Pinch Out event as I took one look at the UI and screamed "NOPE."
It's just... wrong. So. Very. Wrong. Pure visual noise that hurt my eyes to look at.
Not dealing with this shit as part of my 'entertainment.'
I prefer the old CC UI, this new one is unnecessarily complicated with all these different branches where you're forced to get a Tag to be able to advance to the ones you want to use which sucks since sometimes you can be fine with the more advanced tags but there's always "That Tag" that keeps screwing you over but you have no choice but to get it.
However I like that you have 3 days to complete the rotating maps, since it's much less FOMO to complete and you're not locked out of cleaning the store for missing 1 or 2 days.
Not only that, but you're also forced to get an entire row of risks because it gives extra points, making it even more restrictive as you can't even lower a single risk (like -50% DP to -25% DP) without missing out on the extra points.
It becomes "which rows are you allowed to not fill out while still getting 620".
Honestly the biggest issue I have with this cc is that its main threat is similar to previous one - buffed invis enemies. It's like we re doing the same thing over again
They're having fun punishing the non-ines-haver like me
HG want you to build Tsukinogi.
I suppose this falls into the “Lock and Key” design he talked about in the video. I was digging around for guides on clears for the previous CC, and the max risk clears I can find without using an Ines was… uhh…
Sucks to be Inesless huh.
@@theclayman841 SilverAsh, Sentinel defender module, Iana, Elysium S2, Tsukinogi. It's not like there are no OTHER ways to deal with stealth.
Bro was mad there was no gummy skin💀💀
Another thing to note about the point system is that it punishes you for not taking every risk in a single section. So even if you *did* ignore some risks, you're losing a lot more potential points than the mode lets on...all because you're unable to take that extra hp++ risk that makes your ops incapable of killing a single mob in time.
9:12 next time at the end , when you say "max out your gummy" can you also say quartz ? like , "max out your gummy and quartz" . i think that would be really awesome and cool .
Why should I do that
it would be really awesome and cool and it would make quartz happy :)
@@SUPAH_SUPAH_SUPAHbecause it would be really awesome and cool
Why would he do that?
@@INFM424Because it would be really awesome and cool
There are two other issues with POO2 compared to classic CC.
First, the risks come in sets. Don't take enough points in a set, don't get the bonus. Which only compounds the limited amount of points; in classic CC, taking 1 or 2 points off your risks in one place could be made up elsewhere. In POO, you need those set bonuses, because swapping to a single lower risk (say, 50% DP debuff instead of 75%) costs you not 10 points but 20-30.
Next, a lot of units just don't scale in a way to be relevant with the modifiers here. There isn't a strat where the Reefbreakers (the ones who gain ATK on doing damage) are tanked in a normal fashion; it's either Lin at 0 ATK stats or its byebye to all your ops. This isn't flexibility, and it contributes to the lock and key problem.
Also, and not a POO2 specific problem: why are we getting Stultifera Navis mechanics without the Lil' Handy?
The "ignoring only 1/5" doesn't even factor in, that removing one tag from those blocks will immediately cost you an extra 5/10 points, that's why so few clears are 620 and instead you often find 625
More restrictive is an understatement. You're absolutely right about the lock and key design. CCB2 is basically suffering from the similar problems from Design Of Strife because you can't flexibly reach higher risks without taking all the risks to get the 'completion bonus' for that stage. Not to mention, previous risks must be taken to progress to the next risk, so many operators are automatically locked out with this kind of design. It doesn't really encourage player expression as much as it does encourage highly specific units to play around the map when half the risks end up banning ground tiles besides very specific operators to utilize exactly due to the way risk stacking works.
CC 620 is trivial as long as you can use Lin, if you ban casters and defenders, you have an entirely different problem because everything else dies too fast on ground tiles and need very specific operators with specific CC and levels to surmount the threshold. It doesn't encourage ingenuity as much as it does force specific operator choices. It's such a bad design.
I edged so hard to the outro. Well said, SUPAH-senpai 🔥🔥🔥🔥
was that yii malding that an italian mental ward patient outlasted him
I bet 20 bucks gummy forced supah into making this video because she didn’t like the rat dominating the map and she couldn’t even have footing
cook the rat
Gnosis carried me to 620 LMAO. The way the "risks" are picked in this "CC" event is pretty annoying picking a prior risk just to get to a specific one sukcs not like previous cc where you pick what you want.
This is actually what annoyed me the most. Because there are certain risks you can actually do depending on the limitations of your roster. Its annoying that they're locked behind something you never wanted to deal with in the first place and no way to circumvent around it.
like -DP regen and class bans being bundled in with enemy buffs. the two have nothing to do with each other so why do I have to first buff the enemies? The CC interface had much more freedom than this trash.
The way I've described this is CC gave you 9 columns of 3, and CCB gives you 3 rows of 9. In CC, you could take a risk at the bottom of a column without being forced to take much, if any, risks that you didn't want. In CCB, if you want a risk at the far right end of a row, you've gotta take EVERYTHING else in that row.
Supah would've 800 skibidi points in cc if there was a midriff gummy skin
1:14 the fact that they censored the word SUPAH on discord is funny as heck
"what if it is not bait?"
N-no... This... This can't be...
To be honest, I'm pretty convinced that all of this discourse around CC season 2 has a very simple root cause, and that is the medal.
Based on your numbers, risk 18 needed around 2/3 of the available risks on day 1, and that was the objective because it both gave the trimmed medal and was the highest requirement from the quests that gave us currency.
For CC Battleplan: If we took 2/3 of the 790 points available on day 1 we get around 520 points and if we take a look at the quests for currency, the highest requirement is 500 points.
With this information we could conclude that if we only care about material rewards, CC Season 2 is easier than Season 1 (probably equivalent to risk ~16). Based on this context, the Risk 18 clears should be compared to the 500-520 points clears, and you get a lot of breathing room on those point ranges.
The problem then is pretty much the medal, because that's the one that actually got harder and more restrictive, requiring an equivalent to Risk 22-24. So, if we got the base medal at 500 points and trimmed it at like 520, I wonder if all of this discourse would still happen.
Considering how piss-easy the CC is at the risk 16 range going by the low-end guides, literally every goober and CN player could get the medal if we just need 500.
The trim isn't time-gated to the first week anymore, the medal is 600 and the trim is 620. You get more risks and thus more options if you wait for the last couple days of the event and can still trim. Comparing day one stats for getting the trim isn't relevant to new CC at all.
Why did i ecpected the members names to be said in uwu too?
Totally agree that choosing SN as a theme for cbt#2 equalled for HG to kicking themselves in the balls
Also i even enjoyed pyrolysis much more even tho i managed to get 620 only on the last day
This is exactly the kind of things that makes me miss the older CC tbh. I remember clearing pine soot with mostly physical 4* dps and then see another guy do it using mostly arts and i think it was kinda cool that even on the same niche there's multiple ways to tackle it. Same thing with like CC#12 where you do shift/spec/funny beehunter dodge etc etc. It's not the hardest thing in the world to do risk 18, but it was fun.
Cleared Deepness with Sarkaz niche and Fake Waves with Pink Hair niche. Man, old CC were so fun.
Old cc didnt feel like you had to have specific ops just to beat it, you could creat your own szrats with your favourit ops.
@@hideandslide4586 Yep. The only time you really need to have specific ops is only at max risk. Like Dawnseeker, for example, Blemishine and Blacknight is a must because only them can abuse their sleep strat.
The part about CCB2 having more restrictions is so true because there are some risks that are completely unrelated to eachother but have to be taken before taking certain risks. For example Ground tiles lock/ Unit locks/ and Deploy limits and then you can select DP down risks.
I want to see a Gummy Alter.
"Mostima ass design" OMG THAT'S MY QUOTE, THANK YOU POOKIE SUPAH ❤❤❤❤❤
What does it mean? Is it because Mostima is situational?
@@hansohasashi5093 No because Mostima has a lock and key artifacts
I just miss the way he said "Inherently" 😔
The difference between CC and Pinch Out is that one forced you to use your brain, the other forced you to not use Gummy.
ngl, of all people im surprised yii doesnt agree with your takes
That's actually him? I thought he stopped playing AK months ago.
Almost expected you to finish with "max out your Podenco." But I should've known better. No one dethrones Gummy.
I found this CC mostly enjoyable, though that's probably partly because as a relatively new player my squad and skill at the game is still at the point where most of the enemies and risks are pretty challenging, so it was satisfying to figure out a way to beat them. I did have to borrow Lin to deal with the reefbreakers and get your point about lock and key design - she and only she could trivialise an enemy I wouldn't have beaten otherwise, which feels cheap.
I didn't experience the old CC, I hope HG move back towards that kind of game design - it sounds fun.
As the one and only Podenco's husband, let me take his place. Max out your Podenco
Makes me want to max out my Podenco.
Max out Podenco is now good because IS5 will come in a few months, are since 4 stars are free, so u are encouraged to have some good ones, and Podenco is a good one, and the best if u not want be stuck with orchid.
i still can't believe that everyone forgets that Ho'olheyak S1 can one shot the predators because she levitates it before the dmg connects.
I feel like i was some kind of genious when i thought of her before Podenco.
I wish CC difficulty is improved but not like this.
For CCBP#2 specifically there are 3 major risks (Nethersea, Big dude, and Invisible dude).
And after tried to clear 620 with ground only units. It feels impossible (Well someone did clear it with defender only) due to those major risks. It feels different than the old CC. Seeing most of niches on risk 18 feels good, but for this one reaching 620 for most of the niche is harder (even impossible for some). I can't even figure it out yet with my attack recovery niche. Nethersea tile punish my guard units, I can't deal with big dude without constant arts damage and can't tank Invisible dude either with any available OPs in my niche. My best try is around 500+ score.
Risk 18 made much more sense back then than 620 points. To be able to reach 620 points you literally have to stack stat buff to enemies and yourself while in the old CC, it labeled as lvl 3 risk for the stat buff or enemy specific buff.
Old CC you can ignore said buff if there are other options that make more sense but in CCB, you either have to wait for more maps to unlock easier tags to hopefully bypass the restriction or just soldier on with the pre-existing tags available which is the reason why they removed the week 1 rainbow medal in the hopes of remedying the tough challenge ahead of them.
Also CCB just has less tag options than old CC.
Good video UwU
UwU CUTE! n.n
this new "CC" format is just POO wearing CC's clothing, i always just refer to it as POO2 or POOP as a result
the scoring system is also just more stupid i think, as pointed out by other people such as Silvergun
You took my feelings about the Lin situation, put it into words better than I could have, and possibly saved me from arguing with a friend.
I have now max level'd Gummy, gotten (and maxed) her module, and am working on her masteries
Why do you say sorry? I come to your videos to hear someone point out the flaws of the game, remembering that hypergryph fucked up with Vigil and the reminder to max out Gummy
I don't care if it's misinformation or ragebait or whatever the fuck.
Supah is the funniest angry italian I've ever watched and nothing will stop me from thinking no matter what outrageous absolutist opinions he may have, he is hilarious and therefore, peak content.
Old CC was good because you could look at Risks and think: yep, this/this/this I can handle, but that one will murder me.
This particular one was me doing all challenges and then google Kyo's guide for 620. No, not because I am stupid (tho I am), but rather SN is dumb event (hello mold, my 2nd most hated thing in the game and also unblockable dodge enemies), and another thing is set bonuses - yes, Risk itself cost 20 points, BUT because it is ALSO a last Risk in the tier you get another 10 points on top. So instead of customising your own challenge stage you just pick almost everything in hope rng wont eat your ass.
No but seriously why do you like the word "dogwater" so much.
Feels like one of those words you learn when you begin English and just sticks with you for the rest of your life
I'm going to start count everytime SUPAH makes fun of/insults the best 6 star ever: Vigil
1st = 0:35
May god have mercy of his soul for saying such things of the best operator of the game
From every video for now I will count this
i think you forgot about little handy in stultifera navis, it made some one-way mechanics more versatile, while there's no real little handy in this cc
CCB2 was so damn unpopular in CN that HG doesnt even want to make one anymore
They refuse to go back to old formula wich worked flawlessly and just mess it up further and further
New Dos like mode looks fun atleast but still same stat bloat...
I thought they havent made CCB3 because of that one balanced operator 😂
@@giangtrinhtruong7952 only way to prevent Wisadel making a massacre of CCB is to either massively stat bloat an enemy or ban anything that correlates to her entirely lol
Like unironically just rerun the old CCs and make all the maps permanent. At least you don't have to deal with BS fomo about wanting to not miss the medals
Hit 720 2 days ago, yet it doesnt change the fact that it is quite the "lock and key" design, moreso in higher risks where the HP increase risks will make you want Gnosis
"But in this case I feel that is a merit of the player, not the event's design"
Thank you I love doing pewpew with broken ass snipers and stuff
Arknights devs played too much Genshin recently
6:26 that's hypothetical with chain risk mechanics you can't ignore some which bumps the number higher
I honestly feel like CCB is also just downscaled from pinch out.. the "main map" demands you take all the damn risks, and yet risk-wise the side maps don't give you rewards past doing like a few of the 3 bakers dozen of risks...
Watch him finding out abt Salter (aka Siege alter)
Or Podenco.
Pinch Out got fucked by the event it was based on
turns out having statball enemies get multiplicative stat bonuses and then they throw out the entire gimmick by having them spawn pre-activated of course the final result is stupid bullshit
The only thing HG need to do is just reduce the points to get medal and trimmed (and also to clear mission about gain points). After I compare max CC risk and max CCBP points, I got 1 risk = 25 pts. So to clear CC trimmed with CCBP pts, we need:
Risk 18 = 450 pts
Then to clear CCBP medal and trimmed with CC risk, we need:
600 pts = Risk 24 (medal)
620 pts = around Risk 25 (trimmed)
I know some of you hate math, but that's the truth about CCBP. And i guess they just need to reduce the requirement pts to get medal and trimmed medal to follow CC standard
Bear with me
Everything is bad except for gummy
...Or Podenco
1:14 why were those messages so needlessly petty 😭
9:20 the unenthusiastic, almost emotionless tone you used almost made me lose it.
>Be me
>Podenco's pride husband
>seeing her slaughtering sea creatures with her vials filled with poisonous pollen.
>she's doing it with a smile on her face.
>I am happy 🥰
they took a failed game mode and put the glory of CC's name to hide their failure. I loved CC, I hate POO. Them naming it CC is a mockery to nostalgia.
So it's not just a "me" problem...
Like the stages that unlock every few days are okay, I could clear them and have fun, but this central stage was a pain in the Originium.
I guess it's about time to e2 Podenco...
A good chunk of four stars are actually pretty solid and you’ll need them anyway for integrated strategies
tbh, i'm thankful they removed the daily CC and just make each stage unlocked at certain time during CC season. this means i can just rush near the end of CC season.
I got an arknights ad before this video
this cc is so dumb, wdym i need to ultra buff the brandguider only to get deploy limit and dp risk
Man, I do wonder why SUPAH was showing Podenco so much through out the video....
"Say you love vigil and his 2 DP at the outro or act UwU at the outro, your choice"
I like the daily stages whachamacall it more than the main stage in CCB so far. It felt like the actual CC
Stultifera Navis is the event with the absolute worse gameplay mechanics. No surprising its CC was horseshit.
1:12 Just when i thought i could not be disappointed by Yii anymore you hit me with this
Pinch Out and seaborns + the poopy floor + no gummy in high risk
Lowlight getting his balls chopped with a landmine for this
Needing to pick almost every risk in CC2 (compared to CC1) to reach 620 really pissed me off. My mind was thinking "Seriously!? I STILL need to take MORE!?" all the damn time as I tried to plot out which risks to take for 620.
Can't believe it's Christmast already
Yo Supah I was just rewatching HxH today and when I heard your voice I immediately realized why you've always sounded familiar.
Now when I listen to you, I would imagine Milluki talking.
lets not forget also the risk prerequisites which limits even more the possible combinations
Im glad i maxed out typhon s2 and have mumu build for some bind they both helped me in this CC, it's a pretty bad experience for me since i don't have the required unit to remove invisibility. Luckily I've seen a video using totter i almost gave up on beating this CC if not for that totter video.
Stultifera navis once again proving that naming a stage "stupid ship" (according to goodle translate) is a terrible idea. No matter how good Irene's skin looks.
Iirc it means Ship of Fools
@@SUPAH_SUPAH_SUPAH yes, it does, i jusy Google translated the name when it came out and it showed as "stupid ship", which made me instantly hate the event, even though the translation was quite inaccurate, "ship of fools" being an amazing name.
well for torturing myself for 3 hours i get meh skin for meh girl, btw i hate seaborn if you one of them come and fight me
why can't we just have the regular ass fucking 1 2 3 contracts? those were easy to understand and im really dumb.
Good video as always Supah but I think the criticism laid here is more towards this specific event than Pinch Out in general-
I actually think Pinch out could be better than CC if they introduced more risks (maybe instead of maxing out at 930, 940 or 890, the max should be 1200 or 1300).
Also they can just not use Sultifera Navis lol, maybe a Pinch Out around Chapter 10 and the cannon mechanic, Ideal City with the buggies or Lone Trail with the Up and Down platforms and balls are really fun to play around which would be an extra dimension to this challenge.
This is mostly because I already made a video about Pinch Out as a mode itself when it first came out. No point repeating myself
@@SUPAH_SUPAH_SUPAH That's fair. What do you think about CC #1 Pyrolysis? At least among the 3 Pinch Outs we had
just letting you know supah i got into guilty gear earlier this year cuz I heard faust theme at the end of one of your vids so very cool
Can't wait for Durin the destroyer of worlds in Fatalis armor on next MH collab
holy shit
u just made my thoughts to live
great video as usual
i followed a guide without lin, using ceobe, i then tried to do it myself afterwards, because my ops were either different or with diffirent investments. it was kinda hard not gonna lie, not using lin was VERY painful. luckily i pulled arthuria though!
Dear Supah, I really love your videos, because it's a very well made content plus I also share most of your opinions, but for the love of heavens, please......proofread those subtitles! Holy hell, some of the typos....
No.
We get it u can use podenco as an alternative because skill 2
Back when CCb2 first announced, I though it will be one hell of CC but after watching CN clear and experience it myself I kinda wish they include the boss too.
Edging to this while doing OT at work. The world needs to know why this CC is ass, and why we need to raise Podenco.
Of all the people to disagree with you, i wasn't expecting mr shitty anime takes, Yii, to disagree with you this hard.
2:35 is the entire reason for this video existence XD
5:30 well about that it's not that I want to defend CCB but for og CC it was more encourage to get risk18 asap especially for the trim medal who was limited to week 1.
For CCB there is no time limit until the event end in the contrary it's get easier if you do the rotating map and wait.
I came back to say that the outro music was sorta kinda good this time and my OCD was triggered cuz I can't find it's name.
Why you did this to me, pookie bear?
I really disagree with the idea, that SN mechanic and enemies was a fundementally bad idea for cc. The real problem were the actual risks, that fully supported range tile units, and punish ground units. They could make it so that the mold risks were weaker, but for that adding mold on highground tiles. Making so that spewer would attack range units if there were no ground operators on the mold. Rifwalkers would take less damage for each highground operator, but increased for each ground operator. And instead of risk like status resistance, their attacks would be stronger and ignore shields/barriers. Brandguiders would reverse the damage type that they receive(like if they take arts damage it will be considered as physical and vice versa).
real
Monster Hunter Wilds collab soon
5:09 There is a problem with this viewpoint. You assume that most of Kyo viewcount is because people found the CC hard and are going to him to for solution. It probably never occurs to you that maybe, just maybe, that people are going to him as sort of a cheatsheet and just skip the trial and solution phase. Just watch and compare the views between high end/AFK clear and low end clear. You will notice that most of the high end/AFK video will get more (sometimes even double) the amount that the low end clear will have. So, it is either the CC is so hard that Kyo is the only solution or that people just don't want to waste their time when Kyo/cheatsheet exist. This even applies to events too btw.
The problem with Arknights CC (or any hardmode in general) is that Arknights has released a lot of powerful characters that can trivialise most difficulties that the game could throw at you. My usual example is the Jessica Alter events boss. The intended way is to use the vent to decrease his combat capabilities, making it a challenge as you have to block him properly as the vent will buff the enemies. The alternative way is to just kill him with Typhon S3 and Ceobe S2 with her module and skip what makes him challenging in the first place. Most people will just use the alternative way as there isn't much reason to handicap yourself (except if you like challenges of course). How could HG make a challenge content in a creative way when the operators that they have released could just undo it easily.
In before someone say to not use the OP units/ not use guides and completly skipping the point about the chearsheet.
CCB is so incredibly boring that I straight up forget to login and use my sanity. I don't do this during dead weeks, it seems to be a CC specific issue. The removal of daily content is incredibly dumb. You could just have made the stages open for 3-4 days without removing the daily missions. Also something that is beyond annoying to me is that CCB gives less rewards than CC did, by a large margin. No one is talking about this part. With CC you could get nearly everything. It wasn't everything, but it was pretty damn close to it. Now, if you want the Royal tokens, say goodbye to literally everything else.
I disagree, SUPAH, a second MH collab isn't the only way of saving the game, there's a second one, that being: a Guilty Gear collab
a guilty gear collab would have none of the actually cool characters
it'd just be Sol + Ramlethal and Jack O' or some other marketable waifu
@@SUPAH_SUPAH_SUPAH or they gonna make Sol Bad Guy a male Surtr if we base from his abilities
with extra flaws
@@SUPAH_SUPAH_SUPAH Tbh, I'd say they'd add Elpehlt instead of Ram, Ky instead of Sol and Dizzy instead of Jack-o... maybe they'd think of adding Bridget, but y'know how China works. I don't see Sol being a character in a suppository collab because he's not what the Arknights fanbase is probably into, and if he indeed was, he wouldn't be the 6*. I'm saying that because with Dungeon Meshi collab, we can see that they know what the fans like, and if they didn't, Laios would've been the 6*
Watch them monkey paw the collab and add Zato as a skin for Phantom.
@@yang8271 I mean, realistically speaking what would Laios do to warrant being a 6* over Marcille? Besides his knowledge of monsters, he's a pretty average swordsman.
Bro you can just use Pozyomka or Fartooth to kill predators and leak those invisible fuckers. I agree that pretty much banning ground units altogether is kinda cringe tho, but there are still risk 620+ clears with them aswell so you have some variety
Yeah i totally agree, i looked up the solution after a few attempts and it was too easy. Also this is my exact problems with the Elden Ring DLC as well, just use a shield and its too easy but everything else is way too difficult
Fuck, I miss the old days when Supah roasted lowlight....
Please do a "My thoughts on" the latest update with Salter, I know you'll have a lot to say especially about Bard Modules and Skins lmao
Pinch out is trying to cater to veterans rather than newer doctors who didn’t experience CC
Stop trying to be kawaii Supah you already are
You can make a 100 hour negative yapping and I will listen to every word of it.
I THINK bro wants us to invest in Podenco.
all my homies use proviso over podenco
Hell yeah Proviso supremacy
my thoughts on pinch out are as follows: the daily max risks are super well thought out and some of the most fun I have had in a while... the main map is cancer and I would rather be forced into an eternity of S3 DOS than to figure it out. like unironically if you weren't hard punished by taking a single buff DOS is just better than poo reskinned like change the rewards to be CCs rewards and I think the mode could just replace it.
Are risk 18 and 620 points actually comparable in difficulty? I'm smooth brained so I don't actually know