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7/7/2025, 12:23:46 PM
>>530277935
I don't see how AK map design makes the difference. In their roguelike modes they share the same traits as GF ones: they are smaller and easier than regular ones because if you're supposed to beat bunch of them one by one with suboptimal teams, at least at the beginning, they have to be.
Though yeah, I agree that it'd be nice if they introduced more victory conditions in artifact mode as I've noticed that escort/escape/collect missions in drills would actually be challenging if time limits were tighter, and it creates use-case for dolls like Krolik, Ullrid or chink spiderman. Sadly 416 steals their niche as well with her retarded motorbike.
>There's no point in an intricate map design when whatever is inhabiting it falls over from one attack.
That is true. Tanks don't exist because Def means nothing when actual damage reduction comes from cover which is dead after like 1-2 attacks, and armor stacks that are only seen mostly on bosses and basically turn enemy into damage sponge, which also isn't fun. I still think it's problem of balancing stats/classes I mentioned above. Because if fixed it for dolls, there would be no reason to not do it for enemies as well.
>>530278158
Bosses having double lives and OHKOing isn't that fun. I think it's synergy in team that makes it fun. Damage dealers get OHKO'd, but most defenders don't. Defenders won't sustain forever so you need healers. And rest of team uses their class/specialization abilities to counter gimmicks of enemies in the stage. In GF tanks are dead because stats besides Atk and crits don't matter, powercreep makes synergy useless because you don't need it when Kluk steamrolls map herself. Early artifact mode where I didn't have broken set yet was the only time I actually had to use Groza's Shelter to save team from artillery elite guy. It felt good.
Looks like stats/synergy balance + powercreep issue to me.
>>530278332
>steam
eww
I don't see how AK map design makes the difference. In their roguelike modes they share the same traits as GF ones: they are smaller and easier than regular ones because if you're supposed to beat bunch of them one by one with suboptimal teams, at least at the beginning, they have to be.
Though yeah, I agree that it'd be nice if they introduced more victory conditions in artifact mode as I've noticed that escort/escape/collect missions in drills would actually be challenging if time limits were tighter, and it creates use-case for dolls like Krolik, Ullrid or chink spiderman. Sadly 416 steals their niche as well with her retarded motorbike.
>There's no point in an intricate map design when whatever is inhabiting it falls over from one attack.
That is true. Tanks don't exist because Def means nothing when actual damage reduction comes from cover which is dead after like 1-2 attacks, and armor stacks that are only seen mostly on bosses and basically turn enemy into damage sponge, which also isn't fun. I still think it's problem of balancing stats/classes I mentioned above. Because if fixed it for dolls, there would be no reason to not do it for enemies as well.
>>530278158
Bosses having double lives and OHKOing isn't that fun. I think it's synergy in team that makes it fun. Damage dealers get OHKO'd, but most defenders don't. Defenders won't sustain forever so you need healers. And rest of team uses their class/specialization abilities to counter gimmicks of enemies in the stage. In GF tanks are dead because stats besides Atk and crits don't matter, powercreep makes synergy useless because you don't need it when Kluk steamrolls map herself. Early artifact mode where I didn't have broken set yet was the only time I actually had to use Groza's Shelter to save team from artillery elite guy. It felt good.
Looks like stats/synergy balance + powercreep issue to me.
>>530278332
>steam
eww
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