I feel like they have 2 teams working on modules. One of them is an actual human, the other one is just cats sleeping on a keyboard and one day they make one coherent sentence.
@@bluefenneris9009 Now that was actually a g___ oh come on who am I fooling, that module fucking sucks. I don't know why HG thought repositioning close range snipers was a thing because... Well it isn't. If anything, Schwarz which is the main unit of the archetype absolutely didn't need it since swapping between skills 2 and 3 depending on the stage already gives her deployment flexibility that the redeployment decrease is aiming for. And even in general with Provence and Aciddrop, generally you build your frontline FOR them, you don't move them around, especially since they are low range, meaning they're more akin to take enemy fire than in the backline which gets even more amplified if you redeploy them. It's such a terrible module I can't even fathom the size of the brain fart that happened in the office when they designed it.
@@markopusic8258 Repositioning close range snipers *wasn't* a thing, but with semi fast redeploy will be a thing. Modules aren't needed for easy content, which is why the AoE sniper one is a disaster, where this isn't.
You mean -20% redeployment? it is actually a decent buff because you use her skill and retreat her to put her in another place. But Dusk and Mostima's module is just sad. Even adding 20 atk spd will make both of them more viable...
@@SleepyPanda-co3iy nah ,schwarz not really need thats module s3m3 cd 25 second already short enough, just find the right spot and you go and redeploying her make her skill waste and i have to say, different from silverash, surtr, eyjja which have good tile spacing schawrz tiles are really limited You can't find many tiles that suit her, so redeploying her seems useless
it adds a whole new niche to her. as of now her redeploy time is one second higher than april (41 seconds) you could 100% use her for what she's already great at, or you could use this new option to helidrop s2 as and when you need. it's more geared towards players who do high end content but it's pretty nuts that they decided to give an already broken op even more tools to do more things
Honestly just halving the sp cost for every skill for AOE casters would be a pretty simple and effective solution towards making them viable to pretty competitive tbh.
@@ioey5440 a good module for plash casters would just be 2 sp generation per second instead of 1, then you could actually use dusk s3 more and mostima had w chance to actually do something Since HG is never gonna buff them directly, module would be the only way I have been informed that this is an overpowered module on anyone especially dusk and mostima, so any other ideas?
I agree with this. I like using Dusk but I always remove her from my squad whenever I face a difficult stage. I don't want her to be buffed to Surtr or Chalter lvl but she along with moody blues and others need some buffs.
Same here, I use her when I can, but often times its just not viable. They should just bite the bullet, reduce the cost of AoE castersby lets say 15% across the board and then address each of them individually (Mostime needs SP cost reduction, or higher uptime on her skills)
@@yosi2142 Skadi's module is mediocre at best. The module doesn't give her immortality after it activates AND it reduces her HP, so she's just going to die when she's hit a second time for fatal damage.
Yii said Amiya has gotten stronger without vegetables. Chapter 10 Gameplay:whole six star balans operator fighting boss together. Lore: Amiya soloing the ch 10 boss. You are damn right about that!
modules seem to favor the already good archetypes. they wasted such a good opportunity to buff older/weaker characters :/. look at the fast redeploy’s they got an awesome upgrade and they are already good before
They don't favor just good archetypes but already good characters too. The only meta character that has a module is Bagpipe so far and look at how that turned out. Literally 0 reason left to use Reed since her only gimmick is available as a PASSIVE now (inb4 "m-muh arts damage". What arts damage? You mean 35% of Reed's attack? lmao Bagpipe can deal more than that without even using a skill thanks to her talent.)
Brave Frontier was my first ever Gacha game, and introduced me into the world of Gacha. I remembered having Krantz in your team was the OG meta for 2-3 turn 50% damage mitigation PLUS health restore, which was very huge, considering almost all bosses had checkpoints in their health that could basically OHKO you without the mitigation. Then, he got powercrept by literally every banner under the sun by units who could do 75% 3 turn mitigation, etc etc... I had stayed with Fire Emblem Heroes for almost 2 years since release, and powercreep hit the game like a truck as well. Arknights became my new home for me because of the beauty of being able to use any operator if you know how to implement said operator on your team. Yes, there are operators that are stronger than others, but if you really love a character enough, you can definitely figure out how to make that operator work for you in your favor. (Unrelated but the game has insane world-building as well, which helps me see my operators not only as just a characters to place in a battlefield, but people who had actual in-depth lives and stories as well) Point is, for me, Arknights really felt like a breath of fresh air for me in terms of balancing and the developer's love and dedication for not only the game, but for the community as well. I'm sad that I had to see what Brave Frontier came to be, from beginning to end, and end for good as well, considering it made up a great chunk of my childhood, but I'm also grateful that it I'm able to step into Arknights because of Brave Frontier. The developers clearly care about letting Doctors choose their favorite character to play with, and it really just warms my heart. I will continue to support this game and its community, hopefully into the far future.
Oh man, if modules could fix or rework the skills of the operator getting buffed instead of being locked to buffing stats and additional effects, i would make for interesting discussion about what operator should inmediatly receive it in the first place.
Another thing is that if they build the enemies based on the stronger units, it becomes more difficult if not impossible for those without said units. In the end, though, I do think this was unavoidable since they want every new operator to be unique, so they'd inevitably let an extra-powerful one slip through every now and then
Actually had a wierd idea for a dusk module that could be interesting. Firstly instead of the normal stats she gains it would be better to give her a dp cost reduction and a slight aspd buff. And a thing that could be extremly interesting is her first talent scaling with sp generation. What i mean is: when dusk kills an enemy her dmg increases, what if along with that her normal sp generation would get faster as well. So the more enemies she kills the faster her skills will charge(of course this would have a cap). This could improve her kit so much and make her a fun niche to work around and play with!
Random thought but supposedly it’s been announced that operators can get a second module what if the second module lets dusk store one of her summons to put down on a tile in her range and when dusk gets a kill the summon refreshes? Could make her stalling strategy better.
@@adamvegas5951 yeah that could be really cool! Ive heard the multiple module thing as well and im super excited. Hope they wont just give more op operators better modules and leave the "weaker" ones hanging again
I'm glad that a second set of modules for some operators got datamined with the third anniversary stuff. It's nice that some of these lackluster modules finally get a chance to get a better version.
An SP regen increse module like suzuran would have been nice for AOE casters and i also want modules that can cause more units to deal status effects like Frostleaf having a module to cause chill to oppents when her skill is active cause her arts is related to ice same for someother ops like status affect of dossoles event for sideroca
Mr Lee: The secret ingredient is crime Kidding aside, I love your take on game balancing in Arknights. And I definitely agree on your comments re: Ch'en Alter and the Modules. The fact that Suzuran and Angelina got extremely good modules even if they're already performing well, while other archetypes got sucky mods is kinda frustrating. It's probably affecting not just the usage of certain archetypes, but also the range of team comps that can arise if only they were more viable
The problem with modules is that they are not tailored to specific operators and their niche, but just thrown out to every operator all the same (2 different types per subclass). That leads to ridiculous crap like Bagpipe, because her subclass needed a lot of buffs, they gave it a lot of buffs, but because Bagpipe was already insane (as the only one in her subclass), they made her completely stupid. Especially problematic if your operator is already only competing with operators of the same subclass, changing every one of the same subclass changes nothing about the dynamics within each niche. The right way would be to enhance the niches of each operator with their module until they are reaching a good level of balance, but for whatever reason they decided to mindlessly carpet bomb each subclass without rhyme or reason.
@@esder I don't know if you realized, but 6 stars in Arknights doesn't mean stronger but more versatile in most cases. You get an operator that has a more developed design and more story, not one that is just stronger.
@@esder That implies you think that isn't the case, which means you don't understand the game. Yii called Arknights a game of niches, and there are tons of lower rarity character that excel at niches 6 stars can't fill. Nightmare is one of the strongest healer in the game with her skill active, no other caster can fill that role, Phantom is versatile, but each skill of his is weaker than the corresponding lower rarity unit, with Red having the better (and more reliable) stun and Gravel being the better tank. The list is endless, if you don't understand that you don't understand the game.
Dusk's module is so insultingly worthless, I can't help but think HG is convinced that aoe casters are actually good. One extra tile of range on a character that already has range extensions on 2 of her skills is borderline anti-synergistic. What's even more funny is that Leonhardt and Gitano got the same module as Dusk. These are all characters that already have range extensions on their skills that overwrite the extra tile of range provided by the module.
not to mention Leonhardt and Gitano's kit are kinda good in itself already, I think Dusk deserves better, something that makes her niche shine more or something
@@dalgona4819 exactly! And it wouldnt even be necessary for something extremly big. A simple dp cost reduction and a aspd up would work wonders for aoe caster. Maybe for dusk specifically she could have something like faster sp generation for her skills
they can't buff Dusk too much, because if HG finds a way to make splash casters viable, be it via buffs or stage mechanics, Dusk will be extremely busted. She has all the good things splash casters want: splash area increase, range increase, hit all enemies in range, damage increase, in her kit. If you compare her with the other splash casters, she is so far ahead in terms of damage and viability.
EU version will always be in my heart. At least the banner unit drop rates were incredibly high, but then you had to factor in that you didn't get many pulls and there were new units being introduced every two weeks.
It's funny because during Dusk's S2 and S3 the extra range is completely meaningless. It doesn't stack on top of the skill's range expanding, so the module effect is just ignored. Her S2/S3 are what you're mainly bringing dusk for anyways, so what a very useful module.
Hmmm, well technically the S1 might actually be Dusk's best skill and it benefits from the module. If anything it's the most consistent skill out of any splash caster since it only has a 5sp cost AND can store 3 charges, and each hit at low E2 M3 deals over 2k5 damage in a larger area. I guess you could still argue for the S2 being better but that's more of a case by case study, and the S3 is just worse to be honest, sure it has applications but you're realistically only using it once per map and its main gimmick of spawning summons is hella inconsistent.
@@markopusic8258 imo, S3 is what makes Dusk unique and better than other splash casters. Those 'freelings'(I think that's how they're called) can tank, block and stall tons of enemies compared to S1/S2 which is only used for killing clustered small mobs (which even a 3* lava could do)
Nice lobotomy reference! I see you are a cultured PM fans as well :) jokes aside, the modules really are like fixing that one singular hole in the entire borken house where plubing is failing, rains are falling through that hole was just fixed, and the door is broken and none of the windows are in place. While it did fix the house, it has done nohting to fully nullify the issue. (the house is still unlivable without the door and windos)
Didn’t ever expect a mention of brave frontier in this day and age, power creep was hell in that game and by god, if one banner gave an overpowered unit, you can bet your ass the next banner was going to offer 2 even better units, and then it hit a point where only rarely did older units get some love, I was absolutely ecstatic when the behemoth got an Omni rarity and became a 1 pump hero with its damage modifier. Thankfully, Arknights doesn’t suffer from the concept of power creep in the way games like brave frontier did and epic 7 does, but it is noticeable how some units just aren’t worth building and seem better off sitting in the storage. But, nothing stops you from actually trying to use them and, at the very least, have fun with them, so I’d say this Game me does have that advantage.
Yeah, that 100 defense ignore does so much for AoE Snipers. Although it is actually not terrible honestly. Some modules are just really mid and then we have some neat modules, it kinda sucks. Like please make Instructors semi-decent that module is bad.
I really hope that operators like Mostima will get proper buffs instead of just "here have this irrelevant module". I don't understand why HG is so scared of giving proper buffs to operators like Mostima when we already have broken operators that do 5x more.
I still think we should wait for the next batch of modules. Eventually operators are going to start having unique modules that address their issues. I don't think Hg is *that* dumb, the ones so far are probably just testing waters. Edit: I just found out that the literal next batch of modules in cn includes 2nd modules for specific ops instead of whole branches. It's still their first effort so I don't have high expectations but it proves my point. Unique switchable modules like skills will be when modules actually truly become relevant, these generic modules are the equivalent of skill 1s. When you start hearing s2m3 m1 or s3m3 m2 in a few months, you will remember this.
@@jimshotfirst4887 a job thats also still replaced by guards in other subclasses.... frick man i wish duelist guards had more use.... still pulling for nearl though. wait shit why are all my waifus duelist guards
They really Hate AoE caster, Aren't they? Seeing Supporter modules is similar Giving Big middle finger to AoE Caster indirect way. they need to Give AOE Caster 2 Effect including DP- Advantage in order to make their class worth it.
Welp, the Nerf is Actually Happend way earlier Arknights begin Skyfire S2 back in the day is switch skill that work like S2 Silverash. But they decide to replace it with Duration :(
No problems with the slow supporters' uptimes, since they're usually short enough, not to mention, my regular use of Ptilopsis which makes their uptimes even shorter. I honestly wish Abjurers should've gotten new modules, since most of them are pretty disappointing, with the exception of Quercus. (HG, please give Siege a goddamn module already, her S3 needs a DP buff so bad)
I, for one, would love to see a module for Surtr that acts as a sidegrade instead. E.g. a module that lowers the operator's attack when helidropped, but gradually increases the attack by staying on the field, like Astesia . That gives people reason to use her S1 and S2 instead. I feel like the modules for stronger operators (like bagpipe) have to be sidegrades instead of upgrades, their design philosophy is a bit skewed there
Man, I haven't heard anything of Brave Frontier in ages. Miss that game. I also hope that Dusk can get her hands on the Mostima module type at some point. I might be wrong, but the skills that increase range don't even work with her skills. I can see it working for Purgatory at least, but here's hoping Dusk gets DP help.
i remember playing brave frontier and crash fever. i dropped both game because of how the next 3rd banner powercreeps the older units. i used to spend generously on both but unless you bleed money, you won't be able to catch up to the cost
Honestly nerfing doesnt mean it will instantly be trash. If done correctly no one would be mad. A good way to nerf chen alter would probably be the slow debuff, lowering it a bit might help for balancing. Damage wise, maybe alittle bit but honestly i think its fine. For surtr, the health decrease thing in s3 would need a nerf. The hp drain to 20% should be decreased to 40 seconds. I feel like 60 seconds is too long. The talent in e2 might need a one second nerf. I am not really a veteran nor an expert at arknights. I have only been playing for 3 months but by the usage of support units, i can see a glimpse of there broken nature. It makes sense that overwhelming number of fast moving enemied is a weakness for operators that has low attack speed like chen alter but the slow debuff basically negated that. It would be nice to see a system where you can upgrade operator's stars, for example like in blue archive. New content for the 1-3* operators.
Funfact about Ushi channel, we called him 'sapi' in Bahasa Indonesia. Means Cow literally, back then when we used to play Ragnarok Online together at uni. Yes it was his nickname. So stick, that we forgot his real name.
I feel like a better use of modules would be to modify their kit. Or have a pos neg mod balance, so using modules would be more situational. Like sutr losing her invincible status but gaining a big bomb move or something like that. That would allow weaker ops to gain new abilities for situations, but could lead them to not be used normally. But hey at least they are being used. Thought?
Yo I remember recently returning to Brave Frontier after years just to check how things are and my team got completely annihilated in arena. It was bound to happen, with all the new rarities and brave burst shenanigans.
HG was going full Riot Games mode buffing these operators. The op is not used cuz of high SP, disproportional DP to actual effect issues and outdated mechanics? Here's some health and def. And a new skin. I'm sure fixed all the problems.
I think for AOE casters to be good atleast their module should work like firewatch, for each enemy she attacks that dont die it will increase their SP, Since their SP requirment usually high it will atleast accomplish their job better on clearing "Enemies" but will having a hard time on dealing with single bosses.
@@darkomihajlovski3135 that's the point, AOE Casters were really helpfull for low lvl account due to their AOE Dmg, on higher content it will help them to time their skills to get better dmg on bosses if required, in the end we need lower DP or SP cost for these AOE Casters
So I'm sort of new to the game and was graced by a top operator tag. I ended up getting Mostima . Love her design/time theme, but i could have gotten Ifrit if only i had chosen Top Op + Debuff instead of Top Op + Caster. I'm stung and the pain won't stop 😂😂
The recent batch of modules with slow supporters really supports your point :( Suzuran and Podenco are the greatest 'offenders', because they never had sp issues in the first place, so they module just strengthens their already strong points. Dualstrike guards in particular needed the most help (aoe casters still have some use), with the entire trait being a cuck (double defense formula applied, ONLY offensive recovery, 1sp in spite of two attacks). HG ruined the best opportunity they had, so I kinda don't have any hopes left for the second batch of modules (if they'll ever come anyway)
The important question should be are we willing to accept the buff and nerf before HG willing to balance Operators. If no then there is no chance to see older operators slowly getting forgotten unless they make great use of Alter or a new 'revamp' system to catch up with the most recent patch.
honestly i wouldve been fine if they even made radical changes to the ops using modules. ive had this idea for a dusk module for a long time now where it doubles the sp cost but on the 2nd activation her skills become permanent. even if it turns out to be op, they can just roll it back, just refund the materials. right now most modules are just mid. i'd rather excessively hate it or love it.
The interface for modules looks like u have options but rn there’s only one module u can select. I think in the far future once every archetype have their own modules, HG might add more options as modules. After all no one actually said that only one module per operator. However we’re still far from that future so whether they decide on doing this is unknown and this is just my take on the concept of modules and how it is in game rn.
I still do think that AK does release operators that have their own distinct use like GG, and Horn. Its especially interesting to compare W and Fiam, as they do have their own ways of shining and their caveats, as Fiam is high maintenance and good at clearing a certain area, while W is better on maps that need more precision or allow her to place her mines. NTRK and ling do have mechanics that distinguish them from most ops, and can make them broken if the situation calls for not needing deployment slots or needing like 2 tanks in 1 operator, and I do like this way of designing limited operators, giving them something unique in their kit that can really pop off but isn't generally a must have. Its better than rosmontis/dusk's designs at the very least. Now, that isn't to say that HG is totally good at balancing, most modules are atrocious, but we're not really at the FFBE/Fire Emblem Heroes point where its just a shitshow.
I think Rosmontis is the perfect design of a limited op - can do something that others don't and is extremely good in some events (WD/r6s collab/IW) while being replaceable Could say the same about Nian but she doesn't seem to excel anywhere
I just hope that ways to fix worse-performing archetypes *cough* *cough* (Instructor Guards/Splash Casters) are implemented in the near future. Honestly, examples they could've done include decreasing the SP cost of ops like Mostima or focusing on the supportive aspects of swire so they're all much more viable. At the very least perform well under their intended niche. Despite those gripes, AK still manages to make me fall in love with its world-building, characters and so much more. I had a friend who asked me to return to Fire emblem heroes, since I played for a few years prior to arknights, and I just cannot justify playing that game over AK. I can say the same for epic7 as recently I got sooooo tired of the progression and meta. Anyway moving forward, I'm setting my sights for that juicy third dragon sister😉
at least they haven't released any outright broken mechanics like Brave Frontier's damage mitigation. As long as that doesn't happen, I'm fine tbh. Like, Imagine they released an operator that can reduce damage taken by surrounding allies by 50%. That might be actually meta warping, even if such an effect isn't as strong in Arrknights as it was in Brave Frontier.
uhhh but the dev mostly made it able to clear with 3 star and some 4 star just having higher star just make game easyer and reward in cc is till 18 only
yea i also think that people should accept the fact that not everyone can be strong and there can be weak operators ppl expecting too much from a gacha game tbh
If it can be better why not? There is even a high star that is not viable in a stage at all with high dp cost or useless niche like abjurer supporter or aoe caster comparing it to low star that is more viable cheap dp cost and has a nice niche is really unfair lmao. Why dont they make it work? They make an already strong operator stronger, why dont they make a weak operator stronger at least better than a low star operator.If there is more variety the game will not become boring. They will print more money if their mindset is like i will not change this operator and will add more stronger operator in the future. Instead of becoming my favourite gacha game it will becoming a trash game because old operator will always be overshadowed by new operator. Well critic is really important to the game so the game can be developed more.
Im not sure if its favouritism or some weird design philosophy but why are modules based around how strong the operators are rather what they need to be strong like your examples bagpipe and phantom already super strong but get all their weaknesses fixed but mostima and dusk just get to be not as shit at least the duelist modules show hg starting to make modules more intresting and more about fixing weak ops even tho lets be honest they weren't that big buffs
do u know w module it buffs her attack if shes attacking blocked enemies i heard that operators doesnt block stunned enemies, and the stun on every of W's skill is applied before the attack and that renders her module useless
I have chalter but i still prefer using the standard archetypes like anti air, artillery, normal and medic defenders, st/aoe medic, core and aoe caster I just don't like the weird range of others
remember to eat your vegetables
also schwarz branch modules suck like whose genius idea was it to give them -25s redeployment time
Because april is in that branch 😌😌
Isn't it a flat -25s ?
Damn seems I was wrong
25s
Ratio
What? You mean you've never looked at Schwarz and thought: _"Fast-Redeploy!!!"_
Yeah, I haven't either and I play Sniperknights. Cheers!
Wait, schwarz isn't FED?
I feel like they have 2 teams working on modules. One of them is an actual human, the other one is just cats sleeping on a keyboard and one day they make one coherent sentence.
the cats must have been the one who game short range snipers their reduced redoplyment time
@@bluefenneris9009 Now that was actually a g___ oh come on who am I fooling, that module fucking sucks. I don't know why HG thought repositioning close range snipers was a thing because... Well it isn't. If anything, Schwarz which is the main unit of the archetype absolutely didn't need it since swapping between skills 2 and 3 depending on the stage already gives her deployment flexibility that the redeployment decrease is aiming for.
And even in general with Provence and Aciddrop, generally you build your frontline FOR them, you don't move them around, especially since they are low range, meaning they're more akin to take enemy fire than in the backline which gets even more amplified if you redeploy them.
It's such a terrible module I can't even fathom the size of the brain fart that happened in the office when they designed it.
@@markopusic8258 Repositioning close range snipers *wasn't* a thing, but with semi fast redeploy will be a thing. Modules aren't needed for easy content, which is why the AoE sniper one is a disaster, where this isn't.
Hypergryph: *Doesn't buff operators*
Aak: Fine, I'll do it myself.
Aak shooting drug-- I mean modules lmao
First time I heard of that Schwarz module it rly is a jaw-dropping, awe-inspiring one
You mean -20% redeployment?
it is actually a decent buff because you use her skill and retreat her to put her in another place.
But Dusk and Mostima's module is just sad.
Even adding 20 atk spd will make both of them more viable...
@@SleepyPanda-co3iy nah ,schwarz not really need thats module
s3m3 cd 25 second already short enough, just find the right spot and you go
and redeploying her make her skill waste
and i have to say, different from silverash, surtr, eyjja which have good tile spacing
schawrz tiles are really limited
You can't find many tiles that suit her, so redeploying her seems useless
it adds a whole new niche to her. as of now her redeploy time is one second higher than april (41 seconds) you could 100% use her for what she's already great at, or you could use this new option to helidrop s2 as and when you need. it's more geared towards players who do high end content but it's pretty nuts that they decided to give an already broken op even more tools to do more things
I agree, what I didn't is they also gave it to Provence and Aciddrop like lmfao here's your module
@@Zafang yeah upgrade is upgrade,no matter it's useful or not, it's still an upgrade
If only HG reduce Dusk sp cost to the point where her s3 can almost instantly activated like Silverash, i definitely will always bring her in my squad
Honestly just halving the sp cost for every skill for AOE casters would be a pretty simple and effective solution towards making them viable to pretty competitive tbh.
@@ioey5440 a good module for plash casters would just be 2 sp generation per second instead of 1, then you could actually use dusk s3 more and mostima had w chance to actually do something
Since HG is never gonna buff them directly, module would be the only way
I have been informed that this is an overpowered module on anyone especially dusk and mostima, so any other ideas?
I agree with this. I like using Dusk but I always remove her from my squad whenever I face a difficult stage. I don't want her to be buffed to Surtr or Chalter lvl but she along with moody blues and others need some buffs.
i feel so bad for people who uses alot of mostima that unit is so bad but her kit is so interesting, such a wasted potential
Same here, I use her when I can, but often times its just not viable.
They should just bite the bullet, reduce the cost of AoE castersby lets say 15% across the board and then address each of them individually (Mostime needs SP cost reduction, or higher uptime on her skills)
Guard Skadi got a really got module at least
@@yosi2142 Skadi's module is mediocre at best. The module doesn't give her immortality after it activates AND it reduces her HP, so she's just going to die when she's hit a second time for fatal damage.
Yii said Amiya has gotten stronger without vegetables.
Chapter 10
Gameplay:whole six star balans operator fighting boss together.
Lore: Amiya soloing the ch 10 boss.
You are damn right about that!
modules seem to favor the already good archetypes. they wasted such a good opportunity to buff older/weaker characters :/.
look at the fast redeploy’s they got an awesome upgrade and they are already good before
FRD job is just tanking shot lol
@@3takoyakis Tell that to Phantom, literally stalling bosses and assassinating elites.
@@charginginprogresss lol right, I just finished the vid and phantom module are crazy good
They don't favor just good archetypes but already good characters too. The only meta character that has a module is Bagpipe so far and look at how that turned out. Literally 0 reason left to use Reed since her only gimmick is available as a PASSIVE now (inb4 "m-muh arts damage". What arts damage? You mean 35% of Reed's attack? lmao Bagpipe can deal more than that without even using a skill thanks to her talent.)
Smart.
Brave Frontier was my first ever Gacha game, and introduced me into the world of Gacha. I remembered having Krantz in your team was the OG meta for 2-3 turn 50% damage mitigation PLUS health restore, which was very huge, considering almost all bosses had checkpoints in their health that could basically OHKO you without the mitigation. Then, he got powercrept by literally every banner under the sun by units who could do 75% 3 turn mitigation, etc etc...
I had stayed with Fire Emblem Heroes for almost 2 years since release, and powercreep hit the game like a truck as well.
Arknights became my new home for me because of the beauty of being able to use any operator if you know how to implement said operator on your team. Yes, there are operators that are stronger than others, but if you really love a character enough, you can definitely figure out how to make that operator work for you in your favor. (Unrelated but the game has insane world-building as well, which helps me see my operators not only as just a characters to place in a battlefield, but people who had actual in-depth lives and stories as well)
Point is, for me, Arknights really felt like a breath of fresh air for me in terms of balancing and the developer's love and dedication for not only the game, but for the community as well. I'm sad that I had to see what Brave Frontier came to be, from beginning to end, and end for good as well, considering it made up a great chunk of my childhood, but I'm also grateful that it I'm able to step into Arknights because of Brave Frontier.
The developers clearly care about letting Doctors choose their favorite character to play with, and it really just warms my heart. I will continue to support this game and its community, hopefully into the far future.
Oh man, if modules could fix or rework the skills of the operator getting buffed instead of being locked to buffing stats and additional effects, i would make for interesting discussion about what operator should inmediatly receive it in the first place.
Another thing is that if they build the enemies based on the stronger units, it becomes more difficult if not impossible for those without said units. In the end, though, I do think this was unavoidable since they want every new operator to be unique, so they'd inevitably let an extra-powerful one slip through every now and then
Actually had a wierd idea for a dusk module that could be interesting. Firstly instead of the normal stats she gains it would be better to give her a dp cost reduction and a slight aspd buff. And a thing that could be extremly interesting is her first talent scaling with sp generation. What i mean is: when dusk kills an enemy her dmg increases, what if along with that her normal sp generation would get faster as well. So the more enemies she kills the faster her skills will charge(of course this would have a cap). This could improve her kit so much and make her a fun niche to work around and play with!
Random thought but supposedly it’s been announced that operators can get a second module what if the second module lets dusk store one of her summons to put down on a tile in her range and when dusk gets a kill the summon refreshes? Could make her stalling strategy better.
@@adamvegas5951 yeah that could be really cool! Ive heard the multiple module thing as well and im super excited. Hope they wont just give more op operators better modules and leave the "weaker" ones hanging again
I'm glad that a second set of modules for some operators got datamined with the third anniversary stuff. It's nice that some of these lackluster modules finally get a chance to get a better version.
Were the buffs for those modules leaked or do we only know that they exist?
@@psl6145 Its only datamine and sometime, they're not 100% true but considering this is the 3rd anni, it's not out of the realm of possibility
Highly doubt it. Enjoy more "+10% damage" modules.
Jesus you were there for brave frontier huh? Rest in pieces to that but it was fun while it lasted
An SP regen increse module like suzuran would have been nice for AOE casters and i also want modules that can cause more units to deal status effects like Frostleaf having a module to cause chill to oppents when her skill is active cause her arts is related to ice same for someother ops like status affect of dossoles event for sideroca
Mr Lee: The secret ingredient is crime
Kidding aside, I love your take on game balancing in Arknights. And I definitely agree on your comments re: Ch'en Alter and the Modules. The fact that Suzuran and Angelina got extremely good modules even if they're already performing well, while other archetypes got sucky mods is kinda frustrating.
It's probably affecting not just the usage of certain archetypes, but also the range of team comps that can arise if only they were more viable
Modules were a neat idea, until all the shit operators got comically bad modules and some op operators got broken as shit modules...
Chalter need more range
Or damage, she can't kill shield archer
cant wait for the chalter +range module on her s3 :))
Chalter global range module when
The problem with modules is that they are not tailored to specific operators and their niche, but just thrown out to every operator all the same (2 different types per subclass). That leads to ridiculous crap like Bagpipe, because her subclass needed a lot of buffs, they gave it a lot of buffs, but because Bagpipe was already insane (as the only one in her subclass), they made her completely stupid. Especially problematic if your operator is already only competing with operators of the same subclass, changing every one of the same subclass changes nothing about the dynamics within each niche. The right way would be to enhance the niches of each operator with their module until they are reaching a good level of balance, but for whatever reason they decided to mindlessly carpet bomb each subclass without rhyme or reason.
Company develop the game to make money.
How could these changes by making 6 stars less desirable help them to earn more money?
@@esder I don't know if you realized, but 6 stars in Arknights doesn't mean stronger but more versatile in most cases. You get an operator that has a more developed design and more story, not one that is just stronger.
@@zomfgroflmao1337 name the couple arhetypes with less powerful than other rarities 6 stars
@@esder That implies you think that isn't the case, which means you don't understand the game. Yii called Arknights a game of niches, and there are tons of lower rarity character that excel at niches 6 stars can't fill. Nightmare is one of the strongest healer in the game with her skill active, no other caster can fill that role, Phantom is versatile, but each skill of his is weaker than the corresponding lower rarity unit, with Red having the better (and more reliable) stun and Gravel being the better tank. The list is endless, if you don't understand that you don't understand the game.
@@zomfgroflmao1337 tldr: so u can't. No more questions then.
Dusk's module is so insultingly worthless, I can't help but think HG is convinced that aoe casters are actually good. One extra tile of range on a character that already has range extensions on 2 of her skills is borderline anti-synergistic.
What's even more funny is that Leonhardt and Gitano got the same module as Dusk. These are all characters that already have range extensions on their skills that overwrite the extra tile of range provided by the module.
not to mention Leonhardt and Gitano's kit are kinda good in itself already, I think Dusk deserves better, something that makes her niche shine more or something
This.
@@dalgona4819 exactly! And it wouldnt even be necessary for something extremly big. A simple dp cost reduction and a aspd up would work wonders for aoe caster. Maybe for dusk specifically she could have something like faster sp generation for her skills
they can't buff Dusk too much, because if HG finds a way to make splash casters viable, be it via buffs or stage mechanics, Dusk will be extremely busted. She has all the good things splash casters want: splash area increase, range increase, hit all enemies in range, damage increase, in her kit. If you compare her with the other splash casters, she is so far ahead in terms of damage and viability.
@@dalgona4819 Dusk is literally Gitano v2 though?
Ah yes. The great example of powercreep is Brave Frontier.
Fun times and was my first game ever step into gacha hell.
Holy shit brave frontier, nostalgia
Also based for showing jp brave frontier instead of cringe global version
EU version will always be in my heart. At least the banner unit drop rates were incredibly high, but then you had to factor in that you didn't get many pulls and there were new units being introduced every two weeks.
@@Anomen77 What. El mundo es un pañuelo, Anomen compañero.
God imagine the meltdown when Arts Fighters and Spreadshooters get their modules.
It's funny because during Dusk's S2 and S3 the extra range is completely meaningless. It doesn't stack on top of the skill's range expanding, so the module effect is just ignored. Her S2/S3 are what you're mainly bringing dusk for anyways, so what a very useful module.
Hmmm, well technically the S1 might actually be Dusk's best skill and it benefits from the module. If anything it's the most consistent skill out of any splash caster since it only has a 5sp cost AND can store 3 charges, and each hit at low E2 M3 deals over 2k5 damage in a larger area.
I guess you could still argue for the S2 being better but that's more of a case by case study, and the S3 is just worse to be honest, sure it has applications but you're realistically only using it once per map and its main gimmick of spawning summons is hella inconsistent.
@@markopusic8258 imo, S3 is what makes Dusk unique and better than other splash casters. Those 'freelings'(I think that's how they're called) can tank, block and stall tons of enemies compared to S1/S2 which is only used for killing clustered small mobs (which even a 3* lava could do)
B A L A N S = one shots everything + debuff + tanks patriots spear.
-🅱️ypergryph
That callback to Brave Frontier was a blast to the past, I remember playing that game in elementary school 😂
Balans for chalter is start here.
Nice lobotomy reference!
I see you are a cultured PM fans as well :)
jokes aside, the modules really are like fixing that one singular hole in the entire borken house where plubing is failing, rains are falling through that hole was just fixed, and the door is broken and none of the windows are in place.
While it did fix the house, it has done nohting to fully nullify the issue. (the house is still unlivable without the door and windos)
oh my god ushi gaming channel that brings me back
Didn’t ever expect a mention of brave frontier in this day and age, power creep was hell in that game and by god, if one banner gave an overpowered unit, you can bet your ass the next banner was going to offer 2 even better units, and then it hit a point where only rarely did older units get some love, I was absolutely ecstatic when the behemoth got an Omni rarity and became a 1 pump hero with its damage modifier. Thankfully, Arknights doesn’t suffer from the concept of power creep in the way games like brave frontier did and epic 7 does, but it is noticeable how some units just aren’t worth building and seem better off sitting in the storage. But, nothing stops you from actually trying to use them and, at the very least, have fun with them, so I’d say this Game me does have that advantage.
Also arknights has more from for strategy. The concept of low star runs was non existent in BF.
I'd love to see more of Mr Lee in your videos
the way you portray him is really amiyapog
Yeah, that 100 defense ignore does so much for AoE Snipers.
Although it is actually not terrible honestly. Some modules are just really mid and then we have some neat modules, it kinda sucks. Like please make Instructors semi-decent that module is bad.
AOE sniper module bad?
Yeah, 100 defense ignore on an archetype that deals with low level swarms.
Only catapult and shirayuki can benefit the most from that.
@@littlejohn8435 S3 W gonna deal so much damage
IF IT'S HER MODULE DAMNIIIIT
@@3takoyakis Then there is Executor and Aosta powercrept by a 4* and an alter.
@@littlejohn8435 *happy birb noises *
I really hope that operators like Mostima will get proper buffs instead of just "here have this irrelevant module".
I don't understand why HG is so scared of giving proper buffs to operators like Mostima when we already have broken operators that do 5x more.
I still think we should wait for the next batch of modules.
Eventually operators are going to start having unique modules that address their issues.
I don't think Hg is *that* dumb, the ones so far are probably just testing waters.
Edit: I just found out that the literal next batch of modules in cn includes 2nd modules for specific ops instead of whole branches.
It's still their first effort so I don't have high expectations but it proves my point.
Unique switchable modules like skills will be when modules actually truly become relevant, these generic modules are the equivalent of skill 1s.
When you start hearing s2m3 m1 or s3m3 m2 in a few months, you will remember this.
Thats the crazy part they already know how to fix operators issues but they only fix the already strong ones
Why fix old operators when they can just release a new op with the same archetype but better in every way
@@Bing35P and make money in the process
@@Bing35P *cries in diehard Skadi fan seeing Nearl Alter be just straight up better at the same job*
@@jimshotfirst4887 a job thats also still replaced by guards in other subclasses....
frick man i wish duelist guards had more use.... still pulling for nearl though. wait shit why are all my waifus duelist guards
Pog Brave Frontier
my guildmates are playing BF 1 last time before it shutdowned 8 years of great journey
You mentioned that Titanic of a gacha that was BF, the nostalgiaaaaa
They really Hate AoE caster, Aren't they?
Seeing Supporter modules is similar Giving Big middle finger to AoE Caster indirect way.
they need to Give AOE Caster 2 Effect including DP- Advantage in order to make their class worth it.
1:11
Mixing water with Lava fire? You'll probably get Obsidian, which is pretty strong.
An Obsidian skinned operator, hmm.....
"This yii guy is so hot and handsome"
Nice call back to the lee part, made me laugh more than I needed to
Welp, the Nerf is Actually Happend way earlier Arknights begin
Skyfire S2 back in the day is switch skill that work like S2 Silverash. But they decide to replace it with Duration :(
The lore gets deeper as yii dies and amiya disappears
Ah yeah HG.
WHY THE HELL SUPPORTER GET SP REGEN MODULE AND NOT AOE CASTER?
Any of you have problem with Slow supporter uptime?
i dont know about the *5 but suzu and especially ange work fine for me
@@pudinglover91123 Suzu already have sp talent regen.
Angelina have short uptime
@@ZenHorakti someone at their office is prob complaining that ange cant attack without skills so they just made her uptime even more ridiculous
No problems with the slow supporters' uptimes, since they're usually short enough, not to mention, my regular use of Ptilopsis which makes their uptimes even shorter.
I honestly wish Abjurers should've gotten new modules, since most of them are pretty disappointing, with the exception of Quercus. (HG, please give Siege a goddamn module already, her S3 needs a DP buff so bad)
i kinda hope they're just testing the waters with the first wave of modules and later on will go a bit harder on them when additional ones come around
A new yii video very pog
I, for one, would love to see a module for Surtr that acts as a sidegrade instead.
E.g. a module that lowers the operator's attack when helidropped, but gradually increases the attack by staying on the field, like Astesia
. That gives people reason to use her S1 and S2 instead.
I feel like the modules for stronger operators (like bagpipe) have to be sidegrades instead of upgrades, their design philosophy is a bit skewed there
2:06
YOU FIEND! WHAT HAVE YOU DONE?!!! THE TIME SPACE CONTINUUM CAN NEVER RECOVER FROM THIS NOW!!! :gun :amilaKILL:
Man, I haven't heard anything of Brave Frontier in ages. Miss that game. I also hope that Dusk can get her hands on the Mostima module type at some point. I might be wrong, but the skills that increase range don't even work with her skills. I can see it working for Purgatory at least, but here's hoping Dusk gets DP help.
I really appreciate the blindfold on Amiya referencing that there law is blind.
Amiya got stronger by fighting off the people forcing her to eat Veges. Relatable
Wow Yii also played BF. That gave me a moment of nostalgia and ptsd at the same time.
Just remembered that Brave Frontier closed down :( I am sad now
Ushi Gaming Channel that nostalgia
i remember playing brave frontier and crash fever. i dropped both game because of how the next 3rd banner powercreeps the older units. i used to spend generously on both but unless you bleed money, you won't be able to catch up to the cost
Honestly nerfing doesnt mean it will instantly be trash. If done correctly no one would be mad. A good way to nerf chen alter would probably be the slow debuff, lowering it a bit might help for balancing. Damage wise, maybe alittle bit but honestly i think its fine. For surtr, the health decrease thing in s3 would need a nerf. The hp drain to 20% should be decreased to 40 seconds. I feel like 60 seconds is too long. The talent in e2 might need a one second nerf.
I am not really a veteran nor an expert at arknights. I have only been playing for 3 months but by the usage of support units, i can see a glimpse of there broken nature.
It makes sense that overwhelming number of fast moving enemied is a weakness for operators that has low attack speed like chen alter but the slow debuff basically negated that.
It would be nice to see a system where you can upgrade operator's stars, for example like in blue archive. New content for the 1-3* operators.
Funfact about Ushi channel, we called him 'sapi' in Bahasa Indonesia. Means Cow literally, back then when we used to play Ragnarok Online together at uni. Yes it was his nickname. So stick, that we forgot his real name.
Yii posts a video: Night made :)
I am scared of what happens in this Amiya timeline...
I feel like a better use of modules would be to modify their kit. Or have a pos neg mod balance, so using modules would be more situational. Like sutr losing her invincible status but gaining a big bomb move or something like that. That would allow weaker ops to gain new abilities for situations, but could lead them to not be used normally. But hey at least they are being used. Thought?
WOAH WOAH WOAH BRAVE FRONTIER MENTION WOKE UP THE INNER CHILD WITHIN ME
Yo I remember recently returning to Brave Frontier after years just to check how things are and my team got completely annihilated in arena. It was bound to happen, with all the new rarities and brave burst shenanigans.
HG was going full Riot Games mode buffing these operators. The op is not used cuz of high SP, disproportional DP to actual effect issues and outdated mechanics? Here's some health and def. And a new skin. I'm sure fixed all the problems.
also, Dusk's module gives her an extra tile but her 2nd and 3rd skill already takes over that extra tile
I think for AOE casters to be good atleast their module should work like firewatch, for each enemy she attacks that dont die it will increase their SP, Since their SP requirment usually high it will atleast accomplish their job better on clearing "Enemies" but will having a hard time on dealing with single bosses.
That wouldn't even be op since we moslty fight fewer but more elite enemies in newer stages
@@darkomihajlovski3135 that's the point, AOE Casters were really helpfull for low lvl account due to their AOE Dmg, on higher content it will help them to time their skills to get better dmg on bosses if required, in the end we need lower DP or SP cost for these AOE Casters
You know, this doesn't remind me of that one time yii tried to do H9-6
3:25 I don't know if you did it intentionally but... wysi
Damn I'm going mental
Plot twist, Amiya got a third fumo which reduce sp cost
BRAVE FRONTIER? POG?
1:26 everytime you bring up anything about meta in genshin or arknight server
So I'm sort of new to the game and was graced by a top operator tag. I ended up getting Mostima . Love her design/time theme, but i could have gotten Ifrit if only i had chosen Top Op + Debuff instead of Top Op + Caster. I'm stung and the pain won't stop 😂😂
The recent batch of modules with slow supporters really supports your point :( Suzuran and Podenco are the greatest 'offenders', because they never had sp issues in the first place, so they module just strengthens their already strong points. Dualstrike guards in particular needed the most help (aoe casters still have some use), with the entire trait being a cuck (double defense formula applied, ONLY offensive recovery, 1sp in spite of two attacks). HG ruined the best opportunity they had, so I kinda don't have any hopes left for the second batch of modules (if they'll ever come anyway)
I wanted modules to be fgo grails/genshin crowns to upgrade low rarity ops.
I wanted modules to replace my ash with a buffed kroos.
@Yii WE ARE ANCIENT BEING PLAYING BRAVE FRONTIER REST IN PEACE BF YOU WILL NOT BE FORGOTTEN
Meanwhile Frostleaf and Earthspirit
I have no idea
And I'm no longer thinking
5:00 hey I want some of that too
There is a leak about Magallan and Passenger getting a second Module xd
The important question should be are we willing to accept the buff and nerf before HG willing to balance Operators.
If no then there is no chance to see older operators slowly getting forgotten unless they make great use of Alter or a new 'revamp' system to catch up with the most recent patch.
honestly i wouldve been fine if they even made radical changes to the ops using modules. ive had this idea for a dusk module for a long time now where it doubles the sp cost but on the 2nd activation her skills become permanent. even if it turns out to be op, they can just roll it back, just refund the materials.
right now most modules are just mid. i'd rather excessively hate it or love it.
8:12 NOOOO
Ah man I remember brave frontier. Good times man good times. That game was power creep incarnate tho ngl
Nice
The interface for modules looks like u have options but rn there’s only one module u can select. I think in the far future once every archetype have their own modules, HG might add more options as modules. After all no one actually said that only one module per operator. However we’re still far from that future so whether they decide on doing this is unknown and this is just my take on the concept of modules and how it is in game rn.
Its practicly been confirmed that operators can have multiple modules. Just will be a while until all branches have their own
No, the worst possible timeline is the one we are living in.
The one where no Amiya Fumos are being sold.
Here before that rhodey mans 💀
I still do think that AK does release operators that have their own distinct use like GG, and Horn. Its especially interesting to compare W and Fiam, as they do have their own ways of shining and their caveats, as Fiam is high maintenance and good at clearing a certain area, while W is better on maps that need more precision or allow her to place her mines. NTRK and ling do have mechanics that distinguish them from most ops, and can make them broken if the situation calls for not needing deployment slots or needing like 2 tanks in 1 operator, and I do like this way of designing limited operators, giving them something unique in their kit that can really pop off but isn't generally a must have. Its better than rosmontis/dusk's designs at the very least. Now, that isn't to say that HG is totally good at balancing, most modules are atrocious, but we're not really at the FFBE/Fire Emblem Heroes point where its just a shitshow.
I think Rosmontis is the perfect design of a limited op - can do something that others don't and is extremely good in some events (WD/r6s collab/IW) while being replaceable
Could say the same about Nian but she doesn't seem to excel anywhere
Good thumbnail
awesome sauce
I just hope that ways to fix worse-performing archetypes *cough* *cough* (Instructor Guards/Splash Casters) are implemented in the near future. Honestly, examples they could've done include decreasing the SP cost of ops like Mostima or focusing on the supportive aspects of swire so they're all much more viable. At the very least perform well under their intended niche. Despite those gripes, AK still manages to make me fall in love with its world-building, characters and so much more. I had a friend who asked me to return to Fire emblem heroes, since I played for a few years prior to arknights, and I just cannot justify playing that game over AK. I can say the same for epic7 as recently I got sooooo tired of the progression and meta. Anyway moving forward, I'm setting my sights for that juicy third dragon sister😉
POG!!!!
Ptilopsis was already op af but a module on top of that didnt hurt too much
I'm thinking HG should give Ranged Operator module stat buff just Atk & aspd & Ground operator can have any stat buff module
God I miss playing brave frontier
Me playing Bf before the end of game: Here we last again
HG:
Buffing bad operator ❌
Make strong alter for that operator ✅
at least they haven't released any outright broken mechanics like Brave Frontier's damage mitigation. As long as that doesn't happen, I'm fine tbh. Like, Imagine they released an operator that can reduce damage taken by surrounding allies by 50%. That might be actually meta warping, even if such an effect isn't as strong in Arrknights as it was in Brave Frontier.
uhhh but the dev mostly made it able to clear with 3 star and some 4 star just having higher star just make game easyer and reward in cc is till 18 only
yea i also think that people should accept the fact that not everyone can be strong and there can be weak operators
ppl expecting too much from a gacha game tbh
If it can be better why not? There is even a high star that is not viable in a stage at all with high dp cost or useless niche like abjurer supporter or aoe caster comparing it to low star that is more viable cheap dp cost and has a nice niche is really unfair lmao. Why dont they make it work? They make an already strong operator stronger, why dont they make a weak operator stronger at least better than a low star operator.If there is more variety the game will not become boring. They will print more money if their mindset is like i will not change this operator and will add more stronger operator in the future. Instead of becoming my favourite gacha game it will becoming a trash game because old operator will always be overshadowed by new operator. Well critic is really important to the game so the game can be developed more.
holy fuck brave frontier mentioned in 2022
Im not sure if its favouritism or some weird design philosophy but why are modules based around how strong the operators are rather what they need to be strong like your examples bagpipe and phantom already super strong but get all their weaknesses fixed but mostima and dusk just get to be not as shit at least the duelist modules show hg starting to make modules more intresting and more about fixing weak ops even tho lets be honest they weren't that big buffs
do u know w module
it buffs her attack if shes attacking blocked enemies
i heard that operators doesnt block stunned enemies, and the stun on every of W's skill is applied before the attack and that renders her module useless
I have chalter but i still prefer using the standard archetypes like anti air, artillery, normal and medic defenders, st/aoe medic, core and aoe caster
I just don't like the weird range of others
"If its not fun, why bother?"
lings module is suprisingly useful
1:11 I want to see the lewd handholdiing 😁