Cold, the air and water flowing Hard, the land we call our home Push, to keep the dark from coming Feel the weight of what we owe This, the song of sons and daughters Hide, the heart of who we are Making peace to build our future Strong, united, working 'til we fall Cold, the air and water flowing Hard, the land we call our home Push, to keep the dark from coming Feel the weight of what we owe This, the song of sons and daughters Hide, the heart of who we are Making peace to build our future Strong, united, working 'til we fall And we all lift, and we're all adrift Together, together Through the cold mist, 'til we're lifeless Together, together
They will do this in fifth anniversary when they add SSS skip tickets and give us a new mode (it's even worse and now you have to farm it manually every day, please clap)
yea i was actually pretty interested when they first announced it but the fact that it ended up like this and then they had to nerf it to water it down is really disappointing
This is why you test things first before pushing a new permanent gamemode you have to grind manually. Imagine you have to manually farm coop or Interlocking Competition every 2 weeks
@@yuperstrikes7358 With some adjustments maybe. Biggest one I can think of is 2x speed. Both players agree to toggle between 1x and 2x just like pausing
The funny part is that even permanent integrated strategies does not have a grind schedule attached to it. You can play it as much as you want or not at all and it doesnt make a difference. In fact the rewards for permanent IS are even capped to decourage you from grinding it too much (I usually max my cap in just a few games a month which ... imho kinda sucks because IS is a lot of fun for me) Why did they do the opposite of that for SSS?
Yeah, one of the key strategies in deck-building games is getting powerful cards and synergies and making your deck as small as possible to maximize your chances at pulling off your planned and developed strategies. From your video, it seems like as you progress you’re forced to increase your deck size as stages get more difficult which just makes progression much more challenging 😅
@@narius_jaden215 At least live with this comfort: You can still complete the game without the stage 3 modules, since some are virtually useless, so you can just not farm this mode Unless you wanna go for high risk CC, in which case: My condolences
That danger meter sounds like risk of rain’s difficulty mechanic… but you can’t complete the level quickly because you’re limited by how the enemies spawn and move down the paths.
When 2 ops with cracked out phys attack like uncle horse & gavialter are supposedly our "opening lane holder" till we can get the rest of our setup done.... you know damn well something is sus.
25% HP per level is just stupidly high. Period. Anyone who's played for a good while knows that increasing the Time To Kill is one of the worst things. Max HP and Time To Kill are almost 1-to-1 related. So the result is... at 4-12 stacks you're gonna take 2-4x as long to kill a single enemy (before any other effects) so now you have to be able to tank for 2-4x as long while also not allowing enemies numbers to build up due to not being able to kill fast enough.
Plz guys this gamemode is fun. Every 2 weeks you only need to spend a minimum of 2 hours grinding the stages and getting the modules for your operators that already cost more than my car loans!!!
My Slay the Spire experience told me that sometimes, having a small deck is great. Not everyone can handle a big deck after all, the draws get harder and you never get what you need.
Came here after SSS released in global I was looking forward to this mode... but it just left me thoroughly disappointed. Hard doesn't mean fun, and the 'starting danger level' is not fair at all for your deck esp since there's no item/artifact/relic to buff your team. It's hard to create synergy with your team, because each stage requires different strat, but you only have one deck that you have to bloat with useless 2 op after every stage so you can buff your OP. And since you're pree much forced to burn your hand as soon as possible, moreso in higher levels. I love arknights so much and how creative they could be with creating challenging modes... but this is not it. This is just a game being made hard for the sake of being hard. Such a shame, it had a big potential to be actually fun, and I was really looking forward to playing this mode.
To be honest I think this gamemode probably could've benefited a TON if they just,,,, slowed down the enemy scaling and/or made their base stats much weaker. As it is, it does fit the feel of Arknights quite well, still being heavily strategy oriented. They really just need to fix that enemy stat scaling. Also if they could make it more friendly to those who don't have a big roster, like for example all operators have some minimum level like e1 max.
I don't think that matters. From what I've experienced so far, the reason this mode sucks so much is the forced stacking mechanic. Because of that and the low deployment limit I'm given, none of my operators could move or die, or else I'll lose all the buffs so I'm fucked. You can't really improvise well in this mode, so you just hopes you can establish your good OPs before a big wave came and hit you.
@@xaf15001 I agree that deployment limit could be higher too yes, and I think the enemies should be somewhat tough because simply put, the stacking mechanic is really fun. It's obviously intended to be used, which I personally am fine with. More deployment slots could add some more versatility to the gamemode, but I still the the enemy stat scaling should also be toned down. Put this all together and the gamemode might actually end up being tolerable
Ah finally, the Girls Frontline RNG difficulty has arrived in Arknights. Honestly it doesn't sound *that* bad so far, but maybe that's because I'm used to having my teeth kicked in by Darkest Dungeon RNG and GFL Night Missions. (I imagine I'll regret these words in time.)
I actually got a perfect run on one of them recently (hidden badge, woo), and basically you need cycle. I start out with 3 vanguards (Myrtle, Texas, Bagpipe in my case), Mudrock, Durin, Goldenglow, Passenger, and then straight supporters. Ideally the cheapest ones available - Sora for example is fantastic. Open with 3 stacking vanguards on Mudrock, and she'll hold the line for a good while. build up a caster stack as fast as possible by spamming supporters to build cycle - first map done. Afterwards you want cheap snipers (try to stay away from expensive ones if you can, though if you're at 0 snipers taking even one of the pricy ones is fine), 1-2 more casters, 1-2 more vanguard, and then as many supporters as you can get. I build passenger at 2 sniper 3 caster, and Goldenglow at 3 sniper 2 caster - keeps the abilites flowing and the attack rate high. If you get another carry like Chalter or something over the run, great, but for most of the run the Goldenglow/Passenger combo works a treat. But in essence, you need to identify 2-3 carries in your starting team, build towards maxing them asap and keeping mostly supporters for cycle. I've tried it with Blaze and power guards and stuff, and they just eventually get trampled. By map 8 even a speed spinning Mudrock gets overrun. The scaling is terrible and unlike good deck builders you can't get rid of old cards or pass on adding. I always take the removal module as much as possible to make the cycling more effective, but it's still distressingly RNG on the last map due to deck bloat. It's a nifty idea, just feels poorly designed. I enjoyed the first few runs, but it's pretty tedious at this point.
Me, watching the several early gameplay from the early part of the video: Hmm sounds a bit frustrating but at least it's does not seems too hard. And then I saw Tytus killing Penance in what looks like a 1v1 fight. *Sigh*
So this is my just my conspiracy theory. They make it as long and tedious because long playtime will look more attractive to Investors? Since they kinda deleted annihilation playtime.
So this finally came to global, and my personal experience is that yes, the increased difficulty per time in the match is stupid, and the health increase as well, 25% per level?? Honestly, i would prefer that they still had the levels, but it will not scale per time, instead it will just be each time you get the break time it will increase 1 level, that way it will be less stupid in terms of difficulty and also stall strats would work better for this mode, also make the hp increase per level to like 15% of health, other than that I really love the idea, the mechanics and all that stuff, maybe it's just be who lo ves card games in general and this is like the closest that we will get from a card game in arknights, is just that the level increase is the main reason why people don't like this mode at all.
@@pokokuyo51 i mean it's mentioned i think that it was worse or something, but a card removal mechanic? How would that even work? Also, are you saying that the enemies should be able to do it or the doctor?
@@RandomPotato106 if you ever played slay the spire (or any deckbuilder game,really), it's very important to have a compact deck with usefull synergies. In StS you can choose to pick a card or not,and you can remove unneeded card with event or shop. Now with SSS,not only you're forced to take 2 operator,you also can't delete them,so you're stuck with bloated useless deck. Lets say at 1st floor you had 14 ops with perfect synergy. Now at 8 floor you have additional 16 useless ops that makes your draw RNG heavy.
@@pokokuyo51 oooh alright my bad, i misunderstood what you were trying to say, just a choice to delete a card, well in this case, operator from your deck and also to choose not to pick extra operators in every run, idk why i thought of a whole different think like disruption to your hand mid match.
oh right yii, i just realize on Temporary Equipment Side A you putting the after update version for supporter buff the previous one actually draw 1 random ops, gain 15 point Idk if HG will release it directly to the update version or pre-update but it's nice to mention hto
Everything in this video makes SSS sound like IS2. Unreasonable enemies, too much RNG needed for your units to function, only worth playing because of the rewards it offers, don't need to properly win to get said rewards which is a big saving grace for the mode, and the unfortunate realty of no automation for the mode.
I am. SO GLAD. I got GG as soon as I could. 'cause I am absolutely going to be farming this mode for Lee, the hunters, Mizuki, and Ling. At minimum. Knowing how reviled this mode is, I do not look forward to it. ...does it cost sanity to do a run?
the game mode had potential, but they should have made it a limited event, like CC0, IS1 and MC, just to see if they should keep doing it, instead of making it a permanent feature. I hope it gets an overhaul.
@@haezer7171 That's true but my main concern is that I imagine it would take a while for them to reword the game mode if they did it that way and it failed like people seem to think SSS is failing.
Great, my IS2 battle pass is not even half cleared because I can't be bothered with doing anything but mindlessly farming event stages in this game, and now I have another gamemode to clear just to get limited rewards
I thank that there aren't that many good upgraded modules. Tho I also have a lot of the cracked units for this mode, it'll be fun at least for a while.
I honestly thought this mode was an exchange of a chore to annihilation, but incredibly harder! And x2 the chore.. you really need a lot of well raised ops and be RNG reliant.. but honestly, it feels good when you finish it, just gotta memorize how the map works
So, is the primary problem that enemies scale too hard, too fast? I'll have to see for myself. It might end up being just like IS though, where I try bashing my brains out for a little while and then get sick of it and stop trying. I never even beat Lucian in IS2 because it always feels like a ridiculous amount of RNG crapshoot to even get to him.
That basically a definition of rogue like. You go through stages in random order, collect random buffs and kill the boss. Lucian is quite easy if you just happen to find attack speed buff relics, or if you just have enough damage ops.
I think the mode would be fine if they made it so that every mine has it's own bonus rewards and the rewards rotate with the reset. The mines can have material drops (1&2-white, 3&4-green, 5&6-blue, 7&8-purple), LMD/records, or maybe chips and skill books. But they would have to increase the reward limit or make it so that every mine has it's individual limit. As is, there's way too little rewards for the trouble of clearing it.
I think it's the worst addition to Ak period honestly. The concept of the card-style mechanics are interesting and kind of cool but the actual loop of a tough, monotonous manual grind every two weeks (for now) with bullet sponges makes it incredibly annoying and unsatisfying gameplay-wise. Farming and fun should be separate with farming being autorepeat else it'll just increase the burn and not in a good way. It's too long, too hard and the only means of consistently getting mod upgrade materials so you have to deal with it if you want those. I'd give up annihilation skip tickets to have this auto after you beat it the first time as anni autos take a while but it doesn't burn, you can just chill doing something else while it does it's thing.
So, how was the nerfed version of it? Is it still a painful process? And, are the notable rewards only the second/third module upgrade mats? if so, don’t think i’ll be needing it lmao.
The problem is with SSS is the time it needs to be finished is so damn to long that will put off and if you don't have that 1 dedicated braincell you'd be stuck for more hours
After this new gamemode came out, my first impression that is its very fun and entertaining, but it does not last long, after few weeks it got me bored and now i didn't even bother to playing it for like 2 months now, the rewards ain't that amazing anyway
My problem is the constant crashing. I get the operators I want and set up and poof there went 15 minutes works gone try again and see if you can get you right operators in right order.
Lmao and here I thought having 1 paid acc and 4 f2p accs to satisfy my gacha addiction is a great Idea. I haven't done IS properly on my f2p accs now they are going to add another pain in the ass mode. Welp I guess I just need to focus on my main.
Frankly considering how much i dislike IS, i'm not sure it can get much worse for me. But who knows maybe this game mode will open a whole new level of dogshit gameplay i could never even imagine before
GRAAAAGHHHH I HATE SSS
please release me from the coal mines i can't do this anymore
Cold, the air and water flowing
Hard, the land we call our home
Push, to keep the dark from coming
Feel the weight of what we owe
This, the song of sons and daughters
Hide, the heart of who we are
Making peace to build our future
Strong, united, working 'til we fall
Cold, the air and water flowing
Hard, the land we call our home
Push, to keep the dark from coming
Feel the weight of what we owe
This, the song of sons and daughters
Hide, the heart of who we are
Making peace to build our future
Strong, united, working 'til we fall
And we all lift, and we're all adrift
Together, together
Through the cold mist, 'til we're lifeless
Together, together
@@gamingrex2930 what with the Warframe what is this game i am just here to watch adult man complaint is the game play like Warframe
no
@@guhb1531 yes, probably
YOU COME AND YOU WILL STAY.... *forever*
Instead of Stationary Security Service, they should have titled it Annihilation Security Service. The acronym would fit better.
good one.
Exactly as it should be
They will do this in fifth anniversary when they add SSS skip tickets and give us a new mode (it's even worse and now you have to farm it manually every day, please clap)
Sss is permament like IS2?
Indd it sounds much better.
Ya know, Breaking Sanity Stationary Security Service also has an interesting (acronym) ring to it.
Cheers!
> Stationary
> Not even AFK friendly
*GG*
Seeing Yii with arms at the opening feels uncanny.
wow this game mode definitely looks like it had the potential to be fun
yea i was actually pretty interested when they first announced it but the fact that it ended up like this and then they had to nerf it to water it down is really disappointing
It is fun!... The first 2 times
@@Layonbedge Considering their fix for annihilation was to let you skip it... I'm not sure about that.
@@Anomen77 Yeah, because you already perfected it. Letting you skip it is the best answer.
@@evarchavex4800 All full clears that only work 40% of the time will beg to differ. It's a band-aid not a fix.
I love SSS
I love fighting Tanky, high HP enemy
I love spending at least 4 hours to farm modules
i would say same but i havent played it after the first month
@@HiImYii Sadly had to do this mode for Sharky's and Swordfish's modules
@@Obsolescent 4 hours in two weeks doesn't sound so bad...
@@NightOfTheRavens ... for those who don't value their time.
@@Aranarth78 Oof...
I'm just glad that modules and their upgrade materials are in event shops now so I can pretend like this mode doesn't exist
This is why you test things first before pushing a new permanent gamemode you have to grind manually. Imagine you have to manually farm coop or Interlocking Competition every 2 weeks
Co op doesn't actually sound that bad to have back
@@yuperstrikes7358 With some adjustments maybe. Biggest one I can think of is 2x speed. Both players agree to toggle between 1x and 2x just like pausing
The funny part is that even permanent integrated strategies does not have a grind schedule attached to it. You can play it as much as you want or not at all and it doesnt make a difference.
In fact the rewards for permanent IS are even capped to decourage you from grinding it too much (I usually max my cap in just a few games a month which ... imho kinda sucks because IS is a lot of fun for me)
Why did they do the opposite of that for SSS?
@@yuperstrikes7358 only if they upgrade the server because it was laggy as hell
@@Zwiebel4 Monthly squads (if you don't complete them the first time they were there, no rewards for you) but yes
Yeah, one of the key strategies in deck-building games is getting powerful cards and synergies and making your deck as small as possible to maximize your chances at pulling off your planned and developed strategies. From your video, it seems like as you progress you’re forced to increase your deck size as stages get more difficult which just makes progression much more challenging 😅
When you free from Annihilation and few weeks later HG decided to add SSS ...
HG made an amazing game but they forgot that sometimes we want a break from the ultra grind :'D
@@narius_jaden215 At least live with this comfort: You can still complete the game without the stage 3 modules, since some are virtually useless, so you can just not farm this mode
Unless you wanna go for high risk CC, in which case: My condolences
Also, to everyone who raised GG, Irene and Gnosis
*You just got the Nuke Button for this mode*
Great to hear
Me, who has none of them ... Ah yes, interesting.
Me who got Irene 5 times on both of my accounts for less than 200 pulls: hmmmmm.... interesting....
(I never expected the Iberian Inquisition)
I'm glad I pour a lot of blood, sweat, and tears on gnosis then 🤣
@@tomatomaki Ayyy, max/near-max pot Irene gang.
That danger meter sounds like risk of rain’s difficulty mechanic… but you can’t complete the level quickly because you’re limited by how the enemies spawn and move down the paths.
Goldenglow ftw XD
This is reminding me of board and card games.. no matter how well you explain the rules out loud, it never makes sense the first time.
Having hella bad time trying to sleep, thanks for the video to keep the mind at ease
:)
When 2 ops with cracked out phys attack like uncle horse & gavialter are supposedly our "opening lane holder" till we can get the rest of our setup done.... you know damn well something is sus.
go sub to him he is very awesome: www.youtube.com/@Zafang
Flatinum simp
Idk why youre not to pin it
25% HP per level is just stupidly high. Period. Anyone who's played for a good while knows that increasing the Time To Kill is one of the worst things. Max HP and Time To Kill are almost 1-to-1 related. So the result is... at 4-12 stacks you're gonna take 2-4x as long to kill a single enemy (before any other effects) so now you have to be able to tank for 2-4x as long while also not allowing enemies numbers to build up due to not being able to kill fast enough.
And that's not even considering the 5% per level
Plz guys this gamemode is fun.
Every 2 weeks you only need to spend a minimum of 2 hours grinding the stages and getting the modules for your operators that already cost more than my car loans!!!
I don't think I ever expected to see zafang pfp on a suit
also nice gnosis
My Slay the Spire experience told me that sometimes, having a small deck is great.
Not everyone can handle a big deck after all, the draws get harder and you never get what you need.
is2 but the game assume you get crack attack speed buff every single run so they throw 10 emperor's blade and 5 patriot ay you every stage
The collab caught me off guard
i also did not expect the collab
i was blackmailed into doing this
@@Zafang lmao
@@Zafang 😂 💀
Max ASPD Goldenglow just turns her into Gundam Aerial
max hp 25% every level wow that sounds really fun I love whoever came up with that idea smiley face
Came here after SSS released in global
I was looking forward to this mode... but it just left me thoroughly disappointed. Hard doesn't mean fun, and the 'starting danger level' is not fair at all for your deck esp since there's no item/artifact/relic to buff your team. It's hard to create synergy with your team, because each stage requires different strat, but you only have one deck that you have to bloat with useless 2 op after every stage so you can buff your OP. And since you're pree much forced to burn your hand as soon as possible, moreso in higher levels.
I love arknights so much and how creative they could be with creating challenging modes... but this is not it. This is just a game being made hard for the sake of being hard. Such a shame, it had a big potential to be actually fun, and I was really looking forward to playing this mode.
To be honest I think this gamemode probably could've benefited a TON if they just,,,, slowed down the enemy scaling and/or made their base stats much weaker. As it is, it does fit the feel of Arknights quite well, still being heavily strategy oriented. They really just need to fix that enemy stat scaling. Also if they could make it more friendly to those who don't have a big roster, like for example all operators have some minimum level like e1 max.
I don't think that matters. From what I've experienced so far, the reason this mode sucks so much is the forced stacking mechanic. Because of that and the low deployment limit I'm given, none of my operators could move or die, or else I'll lose all the buffs so I'm fucked. You can't really improvise well in this mode, so you just hopes you can establish your good OPs before a big wave came and hit you.
@@xaf15001 I agree that deployment limit could be higher too yes, and I think the enemies should be somewhat tough because simply put, the stacking mechanic is really fun. It's obviously intended to be used, which I personally am fine with. More deployment slots could add some more versatility to the gamemode, but I still the the enemy stat scaling should also be toned down. Put this all together and the gamemode might actually end up being tolerable
wow! i can't wait to have to do this for ALL those modules i already have unlocked! [pained smiling]
Ah finally, the Girls Frontline RNG difficulty has arrived in Arknights.
Honestly it doesn't sound *that* bad so far, but maybe that's because I'm used to having my teeth kicked in by Darkest Dungeon RNG and GFL Night Missions.
(I imagine I'll regret these words in time.)
Never thought I'd see the day an Soldier managed to Escape Saga's attacks
I actually got a perfect run on one of them recently (hidden badge, woo), and basically you need cycle. I start out with 3 vanguards (Myrtle, Texas, Bagpipe in my case), Mudrock, Durin, Goldenglow, Passenger, and then straight supporters. Ideally the cheapest ones available - Sora for example is fantastic.
Open with 3 stacking vanguards on Mudrock, and she'll hold the line for a good while. build up a caster stack as fast as possible by spamming supporters to build cycle - first map done. Afterwards you want cheap snipers (try to stay away from expensive ones if you can, though if you're at 0 snipers taking even one of the pricy ones is fine), 1-2 more casters, 1-2 more vanguard, and then as many supporters as you can get. I build passenger at 2 sniper 3 caster, and Goldenglow at 3 sniper 2 caster - keeps the abilites flowing and the attack rate high. If you get another carry like Chalter or something over the run, great, but for most of the run the Goldenglow/Passenger combo works a treat.
But in essence, you need to identify 2-3 carries in your starting team, build towards maxing them asap and keeping mostly supporters for cycle. I've tried it with Blaze and power guards and stuff, and they just eventually get trampled. By map 8 even a speed spinning Mudrock gets overrun. The scaling is terrible and unlike good deck builders you can't get rid of old cards or pass on adding. I always take the removal module as much as possible to make the cycling more effective, but it's still distressingly RNG on the last map due to deck bloat.
It's a nifty idea, just feels poorly designed. I enjoyed the first few runs, but it's pretty tedious at this point.
the simple fact that a S3 Penance was barelly denting the slug, scare me of that thing HP pool
it's effing Penance for hell sake!!
I love you little Png lore segments.
Can't wait to open SSS handhold business or smth like that
So we gotta hope lotta players rant hard enough (especially CN players) to make HG improve SSS 🙏
Angelina is my top pick for this mode. 2 caster and 3 sniper modules gives her great uptime and damage on her s3
Me, watching the several early gameplay from the early part of the video: Hmm sounds a bit frustrating but at least it's does not seems too hard.
And then I saw Tytus killing Penance in what looks like a 1v1 fight.
*Sigh*
So this is my just my conspiracy theory. They make it as long and tedious because long playtime will look more attractive to Investors? Since they kinda deleted annihilation playtime.
its suposed to be a constant hard mode so whales and hardcore doctors can have a constant challenge without waiting on cc
Waiting for the Spalter Module Update :)
I guess the perfect clear hidden medals are the icing on this terrible cake?
So this finally came to global, and my personal experience is that yes, the increased difficulty per time in the match is stupid, and the health increase as well, 25% per level?? Honestly, i would prefer that they still had the levels, but it will not scale per time, instead it will just be each time you get the break time it will increase 1 level, that way it will be less stupid in terms of difficulty and also stall strats would work better for this mode, also make the hp increase per level to like 15% of health, other than that I really love the idea, the mechanics and all that stuff, maybe it's just be who lo ves card games in general and this is like the closest that we will get from a card game in arknights, is just that the level increase is the main reason why people don't like this mode at all.
Buffs per floor would at least feel less annoying. As it stands, if enemies take a while to spawn, BAM, more pain inbound and it's not your own fault
We also need card removal mechanic,it's practically essential in a deck building game. Do they release this shit without test?
@@pokokuyo51 i mean it's mentioned i think that it was worse or something, but a card removal mechanic? How would that even work? Also, are you saying that the enemies should be able to do it or the doctor?
@@RandomPotato106 if you ever played slay the spire (or any deckbuilder game,really), it's very important to have a compact deck with usefull synergies. In StS you can choose to pick a card or not,and you can remove unneeded card with event or shop. Now with SSS,not only you're forced to take 2 operator,you also can't delete them,so you're stuck with bloated useless deck. Lets say at 1st floor you had 14 ops with perfect synergy. Now at 8 floor you have additional 16 useless ops that makes your draw RNG heavy.
@@pokokuyo51 oooh alright my bad, i misunderstood what you were trying to say, just a choice to delete a card, well in this case, operator from your deck and also to choose not to pick extra operators in every run, idk why i thought of a whole different think like disruption to your hand mid match.
I have three partial brain cells. Idk how they want me to enjoy this mode
Its like IS if you absolutely need buffs to even damage mobs plus annihilation-style rotation.
oh right yii, i just realize on Temporary Equipment Side A you putting the after update version for supporter buff
the previous one actually draw 1 random ops, gain 15 point
Idk if HG will release it directly to the update version or pre-update but it's nice to mention hto
Tl;Dr you can only win this mode if you have good rng and full meta
No wonder it's bad
Having watched the anime build divide i understand a bit of the card aspect but idk how im feeling ab the overpowered enemies lmaooo
Me playing this game because I hate card games
New update: card game mode
Bruh
Everything in this video makes SSS sound like IS2. Unreasonable enemies, too much RNG needed for your units to function, only worth playing because of the rewards it offers, don't need to properly win to get said rewards which is a big saving grace for the mode, and the unfortunate realty of no automation for the mode.
Ah, so this is it. The consequences of my "yeah I'll get this module I guess I barely use them though" actions.
Oh cmon. I just managed to beat IS2 for the first time two weeks ago. Now I have to suffer in SSS?.....fair enough.
Difference is you need to sit through this once every 2 weeks for mats vs the optional anytime fun time of IS
Manual mode nooooo I don't want to farm another thing and I can't even auto it. Dangling precious modules ...
I am. SO GLAD. I got GG as soon as I could. 'cause I am absolutely going to be farming this mode for Lee, the hunters, Mizuki, and Ling. At minimum. Knowing how reviled this mode is, I do not look forward to it.
...does it cost sanity to do a run?
only real life sanity
@@tisisonlytemporary Too bad. Mine's already spent.
A Vanguard reference? In a Yii video? Never thought I'd see the day
the game mode had potential, but they should have made it a limited event, like CC0, IS1 and MC, just to see if they should keep doing it, instead of making it a permanent feature. I hope it gets an overhaul.
Imagine having important module mats locked behind limited event xD
@@narius_jaden215 pretty sure op said that sss should have the beta ver just like how IS and CC did. But yeah locking mats behind limited event is bad
@@haezer7171 That's true but my main concern is that I imagine it would take a while for them to reword the game mode if they did it that way and it failed like people seem to think SSS is failing.
@@narius_jaden215 yep that's pretty much the main concern of most (old) players. I do hope they plan something to make it better.
Unfortunately I have to borrow Goldenglow to make SSS bearable. Fortunately I can be 100% creative with the rest of the Units I bring along.
Great, my IS2 battle pass is not even half cleared because I can't be bothered with doing anything but mindlessly farming event stages in this game, and now I have another gamemode to clear just to get limited rewards
very excited to see rosmontis recommended i love using her, a shame the game mode is garbo. the things we do for module upgrades
aw man, iss already takes so much time(it's fun at least) and now this ._.
worst thing is, I love abyssal hunters and they basically need modules.
Is takes around 4-8 hours for me to complete everything new in every next month, is it really that bad?
@@NightOfTheRavens as someone without much free time and have a smooth brain, yes.
@@kurinikuri8004 Damn, my condolences (I'm saying that a lot more recently).
NTR s1 m3 with 5 guard buff having 6000+ atk shed every one to bit is very satisfy
I thank that there aren't that many good upgraded modules. Tho I also have a lot of the cracked units for this mode, it'll be fun at least for a while.
hearing all of this now just make me wanna cry but still imma grind it for my ntr knight
I've already wondered how many war crimes Amiya has committed in the name of peace
Got PTSD from the GFL ost, couldn't focus on the video, but SSS must be a super fun gamemode!
Cant be more painfull than the current event mirror stage,right?
:clueless:
At least you only had to do mirror stage once and be done with it, you have to grind SSS every 2 weeks. I'd take mirror stage over SSS
Surely
I'm only left to see SN-S-5, and quite frankly I'm terrified.
Sureeeeeelyyyyy
5:32 if Skyfire know about this, she burn everything
It sounds like they wanted to implement Slay the Spire in Arknights, but failed at it.
IS seem to work just fine tho.
7:15 I SEE YOU'RE A MARTINCITOPANTS FANS AS WELL
Perfect, I have none of the mentioned ops, let's goooo can't wait
This one actully looks very fun tbh. Now EN WILL have to read
Seemed neat on reveal months back but when you put it that way that's kind of a bummer
I honestly thought this mode was an exchange of a chore to annihilation, but incredibly harder! And x2 the chore.. you really need a lot of well raised ops and be RNG reliant.. but honestly, it feels good when you finish it, just gotta memorize how the map works
So this is how we get module upgrades? Guess I’m only getting abyssal hunter for meme shenanigans :/
I, unfortunately for some, am willing to go through hell so that my coura can no longer receive physical damage (and I like hard shit w/rng).
You need bars? No need to go to the mines, just ask Emperor and hell get you sorted :)
So, is the primary problem that enemies scale too hard, too fast?
I'll have to see for myself. It might end up being just like IS though, where I try bashing my brains out for a little while and then get sick of it and stop trying. I never even beat Lucian in IS2 because it always feels like a ridiculous amount of RNG crapshoot to even get to him.
That basically a definition of rogue like. You go through stages in random order, collect random buffs and kill the boss. Lucian is quite easy if you just happen to find attack speed buff relics, or if you just have enough damage ops.
Favorite game mode for masochist
fully stacked Ceobe with S2 and +200 ASPD is fun tho
"The sign cannot stop me coz I can't read it"
_And it's now coming…_
The very first question a good game designer asks themselves: "IS THIS FUN?" I think someone missed the memo with this one.
I think the mode would be fine if they made it so that every mine has it's own bonus rewards and the rewards rotate with the reset. The mines can have material drops (1&2-white, 3&4-green, 5&6-blue, 7&8-purple), LMD/records, or maybe chips and skill books. But they would have to increase the reward limit or make it so that every mine has it's individual limit.
As is, there's way too little rewards for the trouble of clearing it.
At this point i if ak becomes a gambling game for real money im not surprised
Bruh I have to play this for the module upgrades? Wtf. I guess I have to pick n choose who I wanna level I guess :/
First? Alsof i just hope this comes fast. I finna need to get lol 3 spalter module xd
it should come out in 3 weeks after cc
8:12 "I can only pray we get the updated version on release". Well, from the way SSS works, I think that did not happen.
I think it's the worst addition to Ak period honestly. The concept of the card-style mechanics are interesting and kind of cool but the actual loop of a tough, monotonous manual grind every two weeks (for now) with bullet sponges makes it incredibly annoying and unsatisfying gameplay-wise. Farming and fun should be separate with farming being autorepeat else it'll just increase the burn and not in a good way.
It's too long, too hard and the only means of consistently getting mod upgrade materials so you have to deal with it if you want those. I'd give up annihilation skip tickets to have this auto after you beat it the first time as anni autos take a while but it doesn't burn, you can just chill doing something else while it does it's thing.
1:01 old vanguard game
Ok what operator are a must to upgrade their modules, i guess Gladiia, Spalter, and the rest of the fish team, anyone else?
upgrade who you want
mods are supposed to be for endgame stuff anyways
@@HiImYii i see, welp i'll see if in this year or the next (or next) i upgrade some operators, thanks
@bird nice, i do have her, i should start building her since is still E0
So, how was the nerfed version of it? Is it still a painful process? And, are the notable rewards only the second/third module upgrade mats? if so, don’t think i’ll be needing it lmao.
it only rewards 2nd/3rd mod mats yea so if you don't care, then you don't have to mald :)
@@HiImYii nice to hear lmao
Can you craft the 4 tier material?
Yu-Gi-Oh prepared me for this
The problem is with SSS is the time it needs to be finished is so damn to long that will put off and if you don't have that 1 dedicated braincell you'd be stuck for more hours
I like how they experiment with the gameplay, but I guess they can't all be IS.
I hate to say this, but Ling helps me a lot in SSS (Kalsits is also good)
Idk if i would be eager to play this mode, but i might play it anyway
HG plz put "sweep" thing before u add another time consuming RNG end game mode
forget mlynar and gavial alter
i'm GG S2 and Suzuran S2 with 5 sniper buff gang 😎infinite duration skill my beloved
After this new gamemode came out, my first impression that is its very fun and entertaining, but it does not last long, after few weeks it got me bored and now i didn't even bother to playing it for like 2 months now, the rewards ain't that amazing anyway
My problem is the constant crashing. I get the operators I want and set up and poof there went 15 minutes works gone try again and see if you can get you right operators in right order.
Lmao and here I thought having 1 paid acc and 4 f2p accs to satisfy my gacha addiction is a great Idea. I haven't done IS properly on my f2p accs now they are going to add another pain in the ass mode. Welp I guess I just need to focus on my main.
IS 2 exist
me: nah man this is hard
this game mode exist
NAHH MANN THIS ULTRA HARD
AUTO ANNI DIED FOR THIS SHIT MODE
Frankly considering how much i dislike IS, i'm not sure it can get much worse for me. But who knows maybe this game mode will open a whole new level of dogshit gameplay i could never even imagine before