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Anonymous /vg/533604860#533659263
8/2/2025, 5:53:43 PM
>>533659054
In GF2 for comparison initial system wasn't perfect. For example most damage reduction comes from covers which makes designated tanks useless. But it had potential and could be worked on. You had some synergy like Lotta triggering Peritya, QJ doing supports, buffers, debuffers, SPAS having some form of taunt etc. Still, most strategy was coming out of positioning, like utilizing higher/lower ground on that Doll's Commune event boss, shared damage, being in ranges to counterattack or utilize buffs, luring Cerberus into corner where he couldn't hit your dolls etc. Dolls had some niches like Dayan and Tololo having movement range/actions, Mosin having skill disable, QJ and WA being sustained and nuke damage dealers etc. Suomi was first case of powercreep who turned all healers useless, but she was support so it was bearable + she didn't give actual buffs, only heals, shields and her ice tiles were buffing only ice damage. But Klukai did so much damage to GF2 after couple months as FEH accumulated over years.
>cover? lmao here's AoE
>mobility? lmao, here are 2 ult uses with free movement on top of that
>damage and buffs? lmao, here, have some ripple damage just in case you didn't OHKO everything with first instance while already being sentinel class and having bigger base Atk
>debuffs? lmao, you already killed your enemies
And enemies? There isn't as much variety of combinations as in FEH, but funsmoke did the worst execution possible, being damage sponge. So what's the result? 7 turns of Klukai using her burst. That's all. Just like FEH challenges turned into Sigurd, cav Sharena and B!Felix/S!Gullveig deleting map on turn 1 utilizing nuking potential and multiactions.
Drills are the only decently designed end-game content. This roguelike is also good way to make gameplay interesting but its execution isn't as good as in AK.
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