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7/7/2025, 10:48:37 AM
>>530273731
Funsmoke is boring because it's 7 turns of damage sponge beating. There is nothing happening in there, just rotation for 7 turns. If it's just damage race then I guess you could easily fit in in like 5 or less for 1 rotatation as rest is just repeating the samae.
Expandion drills are actually fun with range of objectives, and as long as you don't have/use v6 Kluk, it's nice challenge, although time limits could be tighter.
Boundary push is fun at first but once you upgrade everything, it becomes bossrush once a week. MG is overpowered with its AoE, ARs are basically only to finish off boss and SGs are actually useless. And no idea what melee does in there. But most of time you just pacifistcoom straight to boss. While showing you which room boss is and room being closer to start is fine for shortening "chore", leaving it so effortless turns it into another whatever mode. If you couldn't just zoom past everything without killing any sentries, if alarm triggering was much faster, unlike now where you can basically run through their vision range and leave room before they sound alarm, if sleepers started to actually move and patrol when woken up, it's be more fun. So it's balance and map design issue.
New artifact mode has potential but they'd have to simply fix balance. Right now you OHKO everything with breakstab, and all sets are actually broken.
So yeah, the main problem I see is their inability to balance things out. Classes lost meaning and tanks don't exist.
Gacha being copied from genchink is ehh, it has both good and bad sides but I wish they started to put purple weapons into standard banner as after some time this banner doesn't offer anything besdes getting dupe of QJ/Tololo every 80 rolls. Giving dolls someone's else weapon after playing GF1 feels really bad. And I guess it'd be nice if base Atk difference wasn't so staggering between purple and gold. Bonuses make rarity difference justified enough, especially when some weapons buff whole team.
Funsmoke is boring because it's 7 turns of damage sponge beating. There is nothing happening in there, just rotation for 7 turns. If it's just damage race then I guess you could easily fit in in like 5 or less for 1 rotatation as rest is just repeating the samae.
Expandion drills are actually fun with range of objectives, and as long as you don't have/use v6 Kluk, it's nice challenge, although time limits could be tighter.
Boundary push is fun at first but once you upgrade everything, it becomes bossrush once a week. MG is overpowered with its AoE, ARs are basically only to finish off boss and SGs are actually useless. And no idea what melee does in there. But most of time you just pacifistcoom straight to boss. While showing you which room boss is and room being closer to start is fine for shortening "chore", leaving it so effortless turns it into another whatever mode. If you couldn't just zoom past everything without killing any sentries, if alarm triggering was much faster, unlike now where you can basically run through their vision range and leave room before they sound alarm, if sleepers started to actually move and patrol when woken up, it's be more fun. So it's balance and map design issue.
New artifact mode has potential but they'd have to simply fix balance. Right now you OHKO everything with breakstab, and all sets are actually broken.
So yeah, the main problem I see is their inability to balance things out. Classes lost meaning and tanks don't exist.
Gacha being copied from genchink is ehh, it has both good and bad sides but I wish they started to put purple weapons into standard banner as after some time this banner doesn't offer anything besdes getting dupe of QJ/Tololo every 80 rolls. Giving dolls someone's else weapon after playing GF1 feels really bad. And I guess it'd be nice if base Atk difference wasn't so staggering between purple and gold. Bonuses make rarity difference justified enough, especially when some weapons buff whole team.
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