HG is picking IS as AK's defacto endgame mode, but CC is just a completely different discipline to IS (excelling at a single map with no RNG, instead of planning ahead of 40 maps and lots of RNG) but now they're effectively scrapping the discipline I liked bc there havent been a new CC in CN for 6 months
Well i mean 6 months break from the cc is a good thing for me at least. My rooster is not good enough for this current CC. Heck i don't even have a 6 stars sniper yet.
CC in my opinion was always a low return high maintenance type of mode that actually does result in more negative than positive. I actually do like where HG is going as you mentioned, instead of making a mode that restrict the game and how it progress, it's better to spend the time creating mode where you can constantly expand and develop instead. Just like all PvE game, after enough years, you reach the point where you powercreep the damage too hard you can't do anything about it anymore without making the "Challenge" mode a pure gimmick or statbloat mode that make 90% of the DPS unit worthless if they don't share a specific trait require to counter the map with ease especially on a recent release. There are too many checklists to work with now that trying to create a challenge with all of them in mind is how you get atrocious challenge mode that get mocked for being a Dev vs Player moment. Thus in that scenario, might as well make a whole new permanent mode with its own unique playstyle and explore alternative objective as a win condition. I really like what RA did with how AK isn't just a "Guard the box" all the time anymore and it makes me use characters I normally don't because they provide exactly what I need for my objective at the time which is a much more enjoyable challenge to figure out than replaying the same stage until I know the best time to press the skill to kill the most enemies before it runs out. It's also one of the healthiest directions you can go in term of balance where a character can be mid or underwhelming in one game mode but become a top tier unit in another. It's why I like what they're doing with the IS-mod for Phantom/Kal'stit. AK has truly evolved beyond just being a tower defense game now where you just play the Story stages, Ex, Cm and CC then wait for the next event to come out.
Id say RA is still the worst gamemode in the game so comparing it to CC is kind of weird. Yeah the changes are good, yeah, its a crazy glow up, but honestly it is the least fun to play gamemode theyve created. And the fact that they had the audacity to make it permanent and put it on the same page as IS is just funny.
@@outlaws7550 Idk for me personally I like RA a lot more than IS, though it might just be me disliking roguelikes. Not even mentioning that awful SSS mode. Once you get past the slog of the early game, its so much more fun.
@@outlaws7550 People will have differing opinion on what mode they like best but that's really the great thing about spreading actually developed variety around instead of just making the same thing over and over but with slight variation that most will only enjoy once then abandon. Imagine AK as a burger stand wanting to expand, you can keep making just new flavor of the month burger that only a handful will order multiple times to give it a try before they go back to ordering just the signature until the next one rotates in, or start adding in Soup, Salad and Spaghetti and become an actual restaurant where a lot more people can come in and go and order whatever they like best. The devs can cook what they feel is best instead of trying to make chocolate patty with barbeque sauce as a way to spice up the burger experience.
As a casual 5 star player, CC aways remember me how bad I'm at the game, and so did trails for navigator, i still try it but i never push to much, for me the peak of confortable chalange on the game is the adverse environment on main story, about not having CC any more i like it cus it mean more side story wich i like quite a lot
Tbh the only good route imo for CC to go down is the rest of the game modes, just being a permanent thing without too much emphasis on the mode compared to standard events. Instead of it taking up 2 weeks, make it take up 1 weeks where its emphasized and the joint banner is introduced and have the CC be added to a permanent library. Reduces stress on players who may miss it because their squad is not strong enough or tailored towards the CC (especially since 620 is a pain to achieve). Also I personally want to see how far the community can push past CCs
I am quite sad that I missed out on the original run of CCs and im just as sad that it seems like there will be no CC for quite a while. Maybe if they ran out of CC ideas, they could rerun some old ones so new players can experience them. For me, CCB1 620 was my most fun experience with arknights yet, and I used a pretty unique strategy to beat it, which really hightened the experience for me, proving i could use some of my favorite, OPs, even if they were suboptimal for the task. Also bring back DoS, with a few adjustments. Like reworking the buffs, so you arent incentivised to never engage with the system. Imo DoS A3 and S1&2 were hella fun and a close second to doing CCB1 620 for me. The unique boss was the highlight for me, even if he wasnt perfect, and learning to abuse him to get an FRD Typhon was really rewarding. I think that this style of high end, short duration gameplay works, but rerun it for the sake of newer players, and to let older players enjoy the challenges they already beat, and maybe innovate even more for more impressive clears.
I think guides where so prevalent for CC because of three main reasons; 1] CC is hard. For the longest time it was the hardest content around and even now it's probably the hardest content that you can make a clear guide for. 2] There was a lot of rewards. 100% clearing it is pretty essential if you want to progress more. 3] The most important. TIME GATING. You had 1 day, >24 hours to clear each daily map, while also having a permanent map with a pile of missions to complete. You had to do a challenge map 2 times within a 24 hour window every day for two weeks straight. While also having another CQ map that you had to clear dozen(ish) times in that two week window. That is just insane. People who have full time jobs physically don't have the time to do all the CC maps. The new mode seems like 1 step forward, 2 steps back. Better daily maps (more interesting risks and larger time window) but much more enemy stat bloat and a worse tag system. The current 540/620 risk on the permanent map looks like hell and just trying to choose some tags makes me not want to touch it with a 10ft pole. Yes I enjoy fighting enemies with 300-500% HP+Damage, +50 Res while all my ops have their stats halved and most of the map is unusable. Just bring back the old CC, but make it three weeks with all maps and risks unlocked from the start. We could even have two whole sets of risks and two separate special missions for the "smaller" maps. Give people more options, not less.
I've "always" considered Trial for Navigator to be the replacement in the schedule. CCs were often released after a limited banner and had with them a special banner only featuring 4 specific 6Stars and other 5 stars. Now, TN seems to have the same idea when HG releases them BTW, 4:36 I saw my wife Podenco 🥰
I like CC, as it's really hard but to some extent customizable in its difficulty depending on the team you're using. I do also think CC is the peak Arknights challenge, and finishing it feels akin to finally killing a souls boss. Although customization really varies, and in this particular CC it's mostly "floor is lava" thanks to the nethersea brand, so that leaves little room for variation... Well, that's also the system's fault, since points are awarded for having a full list of tags and you can't allow yourself to take even a 10 points risk off because you also lose the full bonus. You _need_ to have a full list at least, or you miss out on points. Then again, you still get someone like Tums clearing CC with full defenderknights, so you _can_ accommodate tags to an extent.
Compared to pyrolysis, Underdawn 620 is easier for sure, took me waiting for new tags for pyrolysis to get 620, but Underdawn only 2-3 hours to found out the clear and i like it this way (the difficulty). As for topic on guide, I've almost completely stop using them around 6 months into the game (except first iteration of SSS and god awful DOS especially frustrated me for days). Using guide for me just embarrassing especially now im 2 years into the game, i do take pride on my own progression and clears, if i can't clear challenge game mode then either i have to shallow my pride and use guide ONLY on the very last day (which only happened on DoS), or just give up and get better (mostly on game mode without time limit like IS/RA etc). I'll call myself semi try hard player, i do like challenges but not like to the utmost (max risk and stuff). There's always a keeper in the back of my head like : "Still needing guides, really ? Wtf are you doing all these time in the game are you even playing ?"
I feel that. I have been playing for almost a year and a half with a few month long pauses. Before, I played only with 4*(because they're cheap and feel challenging), I do use some 6*s I find fun now, but I still keep that "do better lol" mentality
We have the same mindset bro 🤝 Whenever I've seen dumbass people who proudly bragging about how they clear stages by watching guide, I really want to smack their head. They've played for years but still need ppl to tell them which direction the operators should face.
on the topic of guides and cc one thing i really want that i think would go a long ways to making cc accessible is support squads being able to borrow a sqaud from a friend or a youtubers tab that way you KNOW you have a squad that can do it, theres progression imo the worst part is the selecting the squad trying again and again when you have no idea what your doing because of that theres no progression, you try again and have to restart the strat with new ops or find out you dont even have the required ops.
Yeah, for sure, better ways for new players to engage with harder content would be nice, I wish we had better stuff on that. It's just hard to imagine how they would do something like that without worrying about their sales, which, is very likely part of their thinking process
@@RewriteKuma tbh i think that would increase sales as operators players might rather skip are allowed to not only be shown but experience those ops. that way players who want to do a particular niche but dont have the ops or arent good enough can with a squad support. they know the squad will work its just a matter of gitting gud with that sqaud. Then theyll want to build that squad because they had fun with them. it adds must pull ops by creating good memories and also allows people to better choose their niche again adding to a must pull ops list rather then just "cause meta" or "cause art"
@@pednckaoopodhar3571 you mean like a step by step guide? the thing kuma mentioned in the video? OR having the ops and figuring out how to use them on your own (squad support). do please think before posting
@EXoDuZ302 I mean exactly what i said. You suggest to use not just a someone's strategy, but full squad of someone's ops. In that way you basically cut off the core gameplay of arknights in general and CC in particular. That core gameplay - making a way to clear the stage with ops you have, alongside with time- and resources management for upgrading ops you have. Borrowing "full support squad" basically is "Press W to win" - absolute death to all interest in game. No offense
I play w/ optimum Time Efficiency in mind. Sure, I can of course finish all the content myself 'eventually' through the usual trial & error, strategy & perseverance but I'd rather have some "Foresight" & see or follow guides to clear them quickly and/or efficiently (plus having more time to actually do other things, be productive or play more games). I'm a very casual AK gamer so I'm only mainly in for the Main/Side/Event stories & characters rather than the often more time consuming, investment heavier stuff like Trial/Challenge Modes. So even if newer better harder modes are indeed welcome & wanted by many, I myself 'usually' can live with or without 'most' of them (unless the rewards are something I find "worth the trouble").
I definitely prefer them playing with new gamemods instead of CC, and like half of that is the UI if imma be real. I already struggled keeping track of risks back with real CC, but this half-pinchout mess I have to scroll through, where risks are bundled together and it's just frustrating to navigate and I keep accidentally exiting out... Now that I've got my plume skin I think I'm not touch the gamemode again lmao.
I just want endgame content that's difficult without having to sabotage my account to make it hard and CC is just that, none of the supposed replacements get even close And even if i play off-meta CC still wins because you don't have to worry about practice plan bullshit No CC = dead game for me
What CC does that other modes don't do is the fact that you have one difficult map that is largely customizable. You get an interactive puzzle, and that's missing from other modes where getting to and retrying a stage takes much more effort, and sometimes even luck. I really only enjoy CC because of this, and none of the other modes can replace it. Sure, difficult stages can be done outside of CC, but most of them cost sanity, and cannot be customized to player preferences. Honestly CC has sort of been my only joy, but I understand that it is a very flawed mode. Then again, making CC perma would alleviate so many issues mentioned here while still giving players an opportunity to try these stages themselves in their own time. (and challenge themselves)
I honestly never cared for cc (says the guy who's been playing for only a year), I only care about the operators locked behind it. That is the only reason I've even touched the gamemode
Hate it, love it, i think we all can agree we all need to fucking breathe cuz we already just get hammered by the recent stuff so cc being on hiatus for us is godsent But one thing certain, i miss the part of old cc where u get monthly maps to earn currency if you cant beat the immediete events but want to get the skin and tokens locked behind the crystal sanctuary Tho tested and proven time and time again i have skill issues i must work on but there are some points in time where, even the likes of me and skill issue players or idiots cannot be faulted when there are certain levels and maps just too high a skill gap that even the likes of pros struggle too, we should still consider the plausibility of all of us needing to tone down from the absurdity festival that we all slowly but surely will get more and more Unfortunately majority of recent events and such show that if we end up having to rely on guides just to get some rewards and means of dealing with progressing and formulate plans of their own becoming redundant And as of late majority of the events before the ones where we get reprives have lately been punishful for not having high end prime squads We for sure do not want arknights become like Bad 2 Bad Apocalypse A diamond that needs to be polished more
That mystery enemy took me by surprise. I really did not consider chapter 13... the R11 was just way more present in my brain. Probably due to POO (and once I found that the Robot had fitting statlines, I did not search for other fits. And yes, I do check my guesses). As for todays mystery enemies, we are back in nightmare town. Back to the one main story stage I still haven't beaten, H12-4 (although it's not the Lv. 0 Statline that's used there). Pretty tanky, deceptively low ATK. Although the ATK stat has never been the problem with that damn Damazti Cluster, more the Corrosion, the splitting, the damage reduction, and the annoying Chapter 12 enemies.
9:45 - "But you know what is not hindered by CC? Today's spons~" But anyway, I agree that guides should be the last resort option, not the go to way to clear stages. It's disheartening to see so many instances where players turn to guides at the drop of a hut, without giving it their best first. It's like they don't even want to play the game, just to collect the rewards. That being sad, relieving time limited FOMO pressure should improve the situation somewhat, for in that case you can just always come back to the challenge when you're stronger/in the mood. That's what I like about IS2-3-4 and RA2. Might be unpopular opinion, but I prefer DoS/TfN style to the new CC format. Don't like picking-and-choosing risks, and would much rather have fixed stage difficulty. As for the enemy stats, maybe it's the boss from Under Tides?
Yeah but you cant compare cc with other stuff. CC is the greatest challenge arknights has. And I wont ever consider any content the same. CC gives you the best challenge for yourself and no stage matches the same level of excitement there is when you push your characters to their absolute maximum. In other words, Im looking for the next cc. Let it happen.
I've enjoyed CC now that I actually have enough ops to stand a chance dealing with it, even if the first time clearing it is properly feasible it's with the Seaborn... bleh. Also, the mystery enemy is the Damazti Cluster. For a ''regular'' boss it's got the highest HP of all in the game, I think equal to or slightly less than Quintus and below Big Sad Lock. Dunno about any other bosses from other modes, but the resistances being the way they are lead me to believe it has to be DmC. Any higher attack and their drone whatevermajigs would be even more of a nuisance than they are, and with there being three of them towards the end if their attack was any higher there would just be no way to reliably deal with their constant DPS onslaught. 50 RES is pretty standard for bosses that are arts-like themselves so no extra notes. Either I'm right or I eat a shoe, we'll see next vid x)
tbh they should just return back old cc maps and refresh them every month or 3, so every player witness them, and make some new daily maps with them or new extra main main maps with risk 40 and etc.
When you talked about the trim model you brought up something that I never really liked with gaming for quite some time. I have generally never liked achievements. Mostly because it kind of abuses something similar to FOMO. Yes I know, it can be ignored, but I think it abuses the OCD nature people that play video games have and it essentially tells them they are missing content. Yeah it probably helps retains people playing their games but if they were on that treadmill and missed an event, it would make quitting the game much easier.
Probably, they'll eventually try to make "somithing similar, but with a twist" again. It dosen't seems to me that our classic CC will ever return again, but instead we're trapped in some kind of loop of wanting the return of CC, getting something that's not CC, being almost disappointed, then exited when some time later we see "the return of CC", just to begin the loop again... I belive that our mistery enemy of today is our slimy boy, the Damazti Cluster
Imagine the new "CC" is available for both global and CN at the same time. But in return, CN players can only use operators and modules that only available on global.
The only problem with the old CC was the 1 day per map you got, if one day you forget... Other than that I think it was fine as it was, don't know why all the changes (and for worse...).
I have more fun making permanent stages hard by using weird underleveled teams instead of trying to find the perfect team for a CC. Maybe I should be a crazy guy and make an E0 account one of these days... Also I'm placing my mystery enemy bet on the Plant Boss from undertides.
I suspect the development of Endfield is hugely affected CC. Why? Arknights Endfield was introduced in direct time with CC#9 in CN back then Thats why we also got CC#10 late compared CC#8 and CC#9
just make CC permanent and rotate old CC every few weeks AK have huge advantages with having an actual endgame but they fumble it in every way.with CC being permanent there's no rush for player to clear it on time and new player can have a taste of old CC, while veteran player can try outdone the previous record on top of that it could be good catch up mechanics for new player
Sometimes I think that new CC wasn't released because of some very powerful operators like Walter or Logos. Make CC too easy and everyone will go through it. Make it too hard and only owners of most OP operators will go through it and both Logos and Walter raised the bar by a lot. As for the who is boss in question: I think it's Damatzi. I don't think any other boss has this high HP and I'm confident that none of RA2 bosses have this HP because they are extremely tanky.
is the mystery boss dolly? I'm trying to think of what boss would have that high hp but only B in attack and defense... maybe the witch king? I don't remember :(
No story, no new characters and boring enemies with inflated hp pools. CC videos are also extremely unpopular with my viewers. I'm most likely just going to unlock module blocks, the new skin and dip.
i do not agree with making CC permanent like others in the comment are saying. We already have 4 permanent end game modes if you include SSS and Annihilation so adding more permanent ones are not good. I think it is better if they extend the time CC are on.
New cc is strange. There are more risk tags, but they are mostly bland. There is no cc in the next 6 months. So here's my conspiracy theory, they made a longer brake between cc to make risks actually interesting to tackle. Other than that its kinda sad. I like cc. Even when i didn't have much time for it, i still enjoyed playing and watching cool clears. There is just something about strategy optimization process that's really enjoyable
It is easier than the previous one, hell I was even able to 620 it. But I absolutely despise how inflexible the tags are. You basically have to take everything for 620. Maybe lowering it to 540 would be cool
Hard disagree. IS is the poster child for guide lookups. You can try CC stages as many times as you want and see as far as you can before needing a guide, but attempting a new boss or even some of the ridiculous high floor stages in IS without watching a guide is just a waste of your life. Experimenting when it takes you an hour to even get to a boss you're having trouble with if RNG doesn't kill you on the way there is just horrible.
I play IS blind. It fun! I only watch a guide after I’ve wiped a stage a few times if I’m not understanding the mechanics (IS4 Ending 2 had me confused on the boss mechanic)
Literally have never been tempted to look up a guide for a IS stage. It's a run based game mode, I'll get there again, but the run is the more fun part imo, so I don't really care about how it ends. With CC there's no downtime though, I'm just sat there endlessly tweaking tiny little factors to barely eek out a win with noting breaking up the monotomy of getting bodied by skibidi coral man for the millionth time and having to replay the entire stage over just to get to that one part is a lot more monotonous than going through randomized stages, experimenting with operators I don't usually use, etc. If anything made me want to look up a guide, it was getting my sweaty bird skin.
@@Ezekiel_Allium I did for Playwright because it was 2 hours just for an attempt at a boss with many mechanics. So I got a caster amiya guide to tick off that tedious shit gamemode. >having to replay the entire stage over just to get to that one part Only one stage, IS is so much worse. By your own admission you need to use bad operators to find it interesting. The Plume skin was easy, I got it first try with 1 leak
@@ElusiveEel It's amazing how you're able to use the internet despite being your skull being empty. It warms my heart to see such an amazing story of triumph
i've played for a couple years now and i actually liked the old CC, the new ones however just felt like a chore rather than a challenge, i very much enjoy trials of navigator and love IS so i do hope they start phasing out CC in favor of doing more with those game modes, i wouldn't mind seeing mini IS events on at most the scale IS1 was, it would allow them to try out more gimmicks, maps, bosses and mechanics for the gamemode without having to permanently commit to it and then whatever works well gets added to the next or current IS
Cc is one of the worst modes to ever exist in the game because it is so boring after you have the few hours of fun with it lol as well as usually most event rotations are killed. You are stuck with the main map and side maps for like 2 weeks. Like bruh at least do something innovative like trials for navigator
On the bright side, my phone storage is filling up, but this allows me to uninstall Arknights for probably at least half a year. As for the Mystery Enemy, 100k HP is insanely high and it also has decent RES and not-paper DEF. For such a high HP pool, it's probably a stationary boss that takes up multiple tiles. I think it's the Sal Viento boss from Under Tides
Honestly the problem is most new Ops recently are way too good or downright broken (especially initial W woman), HG must cook hard to make next CC more challenging & fun.
W alt is strong indeed, but she's not a press skill to win unit in the hard stages, she would suffer in CC a lot if you cut her atk, considering her strength is in dph
HG is picking IS as AK's defacto endgame mode, but CC is just a completely different discipline to IS (excelling at a single map with no RNG, instead of planning ahead of 40 maps and lots of RNG)
but now they're effectively scrapping the discipline I liked bc there havent been a new CC in CN for 6 months
Well i mean 6 months break from the cc is a good thing for me at least. My rooster is not good enough for this current CC. Heck i don't even have a 6 stars sniper yet.
damn i didnt know we had a rooster
Damn, now I want to eat a rooster
My rooster is very loud 😢
English Hard
roosters rosters potato tomato. Same meaning
620 trimmed is too restrict in risk choice compares to R18. It's like R23-24 there.
Bonus points from picking an entire set is a huge minus imo.
CC in my opinion was always a low return high maintenance type of mode that actually does result in more negative than positive. I actually do like where HG is going as you mentioned, instead of making a mode that restrict the game and how it progress, it's better to spend the time creating mode where you can constantly expand and develop instead.
Just like all PvE game, after enough years, you reach the point where you powercreep the damage too hard you can't do anything about it anymore without making the "Challenge" mode a pure gimmick or statbloat mode that make 90% of the DPS unit worthless if they don't share a specific trait require to counter the map with ease especially on a recent release. There are too many checklists to work with now that trying to create a challenge with all of them in mind is how you get atrocious challenge mode that get mocked for being a Dev vs Player moment.
Thus in that scenario, might as well make a whole new permanent mode with its own unique playstyle and explore alternative objective as a win condition. I really like what RA did with how AK isn't just a "Guard the box" all the time anymore and it makes me use characters I normally don't because they provide exactly what I need for my objective at the time which is a much more enjoyable challenge to figure out than replaying the same stage until I know the best time to press the skill to kill the most enemies before it runs out. It's also one of the healthiest directions you can go in term of balance where a character can be mid or underwhelming in one game mode but become a top tier unit in another. It's why I like what they're doing with the IS-mod for Phantom/Kal'stit. AK has truly evolved beyond just being a tower defense game now where you just play the Story stages, Ex, Cm and CC then wait for the next event to come out.
Id say RA is still the worst gamemode in the game so comparing it to CC is kind of weird. Yeah the changes are good, yeah, its a crazy glow up, but honestly it is the least fun to play gamemode theyve created. And the fact that they had the audacity to make it permanent and put it on the same page as IS is just funny.
@@outlaws7550 Idk for me personally I like RA a lot more than IS, though it might just be me disliking roguelikes. Not even mentioning that awful SSS mode. Once you get past the slog of the early game, its so much more fun.
@@outlaws7550 People will have differing opinion on what mode they like best but that's really the great thing about spreading actually developed variety around instead of just making the same thing over and over but with slight variation that most will only enjoy once then abandon.
Imagine AK as a burger stand wanting to expand, you can keep making just new flavor of the month burger that only a handful will order multiple times to give it a try before they go back to ordering just the signature until the next one rotates in, or start adding in Soup, Salad and Spaghetti and become an actual restaurant where a lot more people can come in and go and order whatever they like best. The devs can cook what they feel is best instead of trying to make chocolate patty with barbeque sauce as a way to spice up the burger experience.
What a tragedy it was so fun when it lasted this is one of my favourite endgames and the prizes were sweet
Sucks to see CC basically go away. It was the only type of event I really liked, but I guess now I'll only have IS to look forward to in the future
As a casual 5 star player, CC aways remember me how bad I'm at the game, and so did trails for navigator, i still try it but i never push to much, for me the peak of confortable chalange on the game is the adverse environment on main story, about not having CC any more i like it cus it mean more side story wich i like quite a lot
Tbh the only good route imo for CC to go down is the rest of the game modes, just being a permanent thing without too much emphasis on the mode compared to standard events. Instead of it taking up 2 weeks, make it take up 1 weeks where its emphasized and the joint banner is introduced and have the CC be added to a permanent library. Reduces stress on players who may miss it because their squad is not strong enough or tailored towards the CC (especially since 620 is a pain to achieve). Also I personally want to see how far the community can push past CCs
im tired of CC events, ill just skip them instead participating them
I am quite sad that I missed out on the original run of CCs and im just as sad that it seems like there will be no CC for quite a while. Maybe if they ran out of CC ideas, they could rerun some old ones so new players can experience them. For me, CCB1 620 was my most fun experience with arknights yet, and I used a pretty unique strategy to beat it, which really hightened the experience for me, proving i could use some of my favorite, OPs, even if they were suboptimal for the task.
Also bring back DoS, with a few adjustments. Like reworking the buffs, so you arent incentivised to never engage with the system. Imo DoS A3 and S1&2 were hella fun and a close second to doing CCB1 620 for me. The unique boss was the highlight for me, even if he wasnt perfect, and learning to abuse him to get an FRD Typhon was really rewarding. I think that this style of high end, short duration gameplay works, but rerun it for the sake of newer players, and to let older players enjoy the challenges they already beat, and maybe innovate even more for more impressive clears.
I think guides where so prevalent for CC because of three main reasons;
1] CC is hard. For the longest time it was the hardest content around and even now it's probably the hardest content that you can make a clear guide for.
2] There was a lot of rewards. 100% clearing it is pretty essential if you want to progress more.
3] The most important. TIME GATING. You had 1 day, >24 hours to clear each daily map, while also having a permanent map with a pile of missions to complete. You had to do a challenge map 2 times within a 24 hour window every day for two weeks straight. While also having another CQ map that you had to clear dozen(ish) times in that two week window. That is just insane. People who have full time jobs physically don't have the time to do all the CC maps.
The new mode seems like 1 step forward, 2 steps back. Better daily maps (more interesting risks and larger time window) but much more enemy stat bloat and a worse tag system. The current 540/620 risk on the permanent map looks like hell and just trying to choose some tags makes me not want to touch it with a 10ft pole. Yes I enjoy fighting enemies with 300-500% HP+Damage, +50 Res while all my ops have their stats halved and most of the map is unusable.
Just bring back the old CC, but make it three weeks with all maps and risks unlocked from the start. We could even have two whole sets of risks and two separate special missions for the "smaller" maps. Give people more options, not less.
Its always fun if I clear the stages my own way and cc music is the best !!
I've "always" considered Trial for Navigator to be the replacement in the schedule. CCs were often released after a limited banner and had with them a special banner only featuring 4 specific 6Stars and other 5 stars. Now, TN seems to have the same idea when HG releases them
BTW, 4:36 I saw my wife Podenco 🥰
I like CC, as it's really hard but to some extent customizable in its difficulty depending on the team you're using. I do also think CC is the peak Arknights challenge, and finishing it feels akin to finally killing a souls boss.
Although customization really varies, and in this particular CC it's mostly "floor is lava" thanks to the nethersea brand, so that leaves little room for variation... Well, that's also the system's fault, since points are awarded for having a full list of tags and you can't allow yourself to take even a 10 points risk off because you also lose the full bonus. You _need_ to have a full list at least, or you miss out on points.
Then again, you still get someone like Tums clearing CC with full defenderknights, so you _can_ accommodate tags to an extent.
Compared to pyrolysis, Underdawn 620 is easier for sure, took me waiting for new tags for pyrolysis to get 620, but Underdawn only 2-3 hours to found out the clear and i like it this way (the difficulty).
As for topic on guide, I've almost completely stop using them around 6 months into the game (except first iteration of SSS and god awful DOS especially frustrated me for days).
Using guide for me just embarrassing especially now im 2 years into the game, i do take pride on my own progression and clears, if i can't clear challenge game mode then either i have to shallow my pride and use guide ONLY on the very last day (which only happened on DoS), or just give up and get better (mostly on game mode without time limit like IS/RA etc).
I'll call myself semi try hard player, i do like challenges but not like to the utmost (max risk and stuff).
There's always a keeper in the back of my head like : "Still needing guides, really ? Wtf are you doing all these time in the game are you even playing ?"
I feel that. I have been playing for almost a year and a half with a few month long pauses. Before, I played only with 4*(because they're cheap and feel challenging), I do use some 6*s I find fun now, but I still keep that "do better lol" mentality
We have the same mindset bro 🤝
Whenever I've seen dumbass people who proudly bragging about how they clear stages by watching guide, I really want to smack their head.
They've played for years but still need ppl to tell them which direction the operators should face.
on the topic of guides and cc one thing i really want that i think would go a long ways to making cc accessible is support squads
being able to borrow a sqaud from a friend or a youtubers tab that way you KNOW you have a squad that can do it, theres progression
imo the worst part is the selecting the squad trying again and again when you have no idea what your doing because of that theres no progression, you try again and have to restart the strat with new ops or find out you dont even have the required ops.
Yeah, for sure, better ways for new players to engage with harder content would be nice, I wish we had better stuff on that. It's just hard to imagine how they would do something like that without worrying about their sales, which, is very likely part of their thinking process
Borrowing full squad from another player? Maybe that player even should clean the stage by themselves for you?
@@RewriteKuma tbh i think that would increase sales as operators players might rather skip are allowed to not only be shown but experience those ops. that way players who want to do a particular niche but dont have the ops or arent good enough can with a squad support. they know the squad will work its just a matter of gitting gud with that sqaud. Then theyll want to build that squad because they had fun with them. it adds must pull ops by creating good memories and also allows people to better choose their niche again adding to a must pull ops list rather then just "cause meta" or "cause art"
@@pednckaoopodhar3571 you mean like a step by step guide? the thing kuma mentioned in the video? OR having the ops and figuring out how to use them on your own (squad support). do please think before posting
@EXoDuZ302 I mean exactly what i said. You suggest to use not just a someone's strategy, but full squad of someone's ops. In that way you basically cut off the core gameplay of arknights in general and CC in particular.
That core gameplay - making a way to clear the stage with ops you have, alongside with time- and resources management for upgrading ops you have. Borrowing "full support squad" basically is "Press W to win" - absolute death to all interest in game.
No offense
Wouldn't be surprised if the next CC is last one in the 'Battleplan' season
I play w/ optimum Time Efficiency in mind. Sure, I can of course finish all the content myself 'eventually' through the usual trial & error, strategy & perseverance but I'd rather have some "Foresight" & see or follow guides to clear them quickly and/or efficiently (plus having more time to actually do other things, be productive or play more games).
I'm a very casual AK gamer so I'm only mainly in for the Main/Side/Event stories & characters rather than the often more time consuming, investment heavier stuff like Trial/Challenge Modes. So even if newer better harder modes are indeed welcome & wanted by many, I myself 'usually' can live with or without 'most' of them (unless the rewards are something I find "worth the trouble").
There will never ever be another Arknights national anthem like Operation Pyrite.
The mystery enemy is the flower boss from undertides
Tbh I never liked cc, so I’m totally happy with this going away and being replaced by like, another is or more co-op content
I definitely prefer them playing with new gamemods instead of CC, and like half of that is the UI if imma be real. I already struggled keeping track of risks back with real CC, but this half-pinchout mess I have to scroll through, where risks are bundled together and it's just frustrating to navigate and I keep accidentally exiting out... Now that I've got my plume skin I think I'm not touch the gamemode again lmao.
I just want endgame content that's difficult without having to sabotage my account to make it hard and CC is just that, none of the supposed replacements get even close
And even if i play off-meta CC still wins because you don't have to worry about practice plan bullshit
No CC = dead game for me
What CC does that other modes don't do is the fact that you have one difficult map that is largely customizable. You get an interactive puzzle, and that's missing from other modes where getting to and retrying a stage takes much more effort, and sometimes even luck. I really only enjoy CC because of this, and none of the other modes can replace it. Sure, difficult stages can be done outside of CC, but most of them cost sanity, and cannot be customized to player preferences. Honestly CC has sort of been my only joy, but I understand that it is a very flawed mode. Then again, making CC perma would alleviate so many issues mentioned here while still giving players an opportunity to try these stages themselves in their own time. (and challenge themselves)
I honestly never cared for cc (says the guy who's been playing for only a year), I only care about the operators locked behind it. That is the only reason I've even touched the gamemode
I just wish they'd rerun the original CCs so I can complete the medal sets 😭
I'm not losing on this one, that's the Damatzi cluster
Hate it, love it, i think we all can agree we all need to fucking breathe cuz we already just get hammered by the recent stuff so cc being on hiatus for us is godsent
But one thing certain, i miss the part of old cc where u get monthly maps to earn currency if you cant beat the immediete events but want to get the skin and tokens locked behind the crystal sanctuary
Tho tested and proven time and time again i have skill issues i must work on but there are some points in time where, even the likes of me and skill issue players or idiots cannot be faulted when there are certain levels and maps just too high a skill gap that even the likes of pros struggle too, we should still consider the plausibility of all of us needing to tone down from the absurdity festival that we all slowly but surely will get more and more
Unfortunately majority of recent events and such show that if we end up having to rely on guides just to get some rewards and means of dealing with progressing and formulate plans of their own becoming redundant
And as of late majority of the events before the ones where we get reprives have lately been punishful for not having high end prime squads
We for sure do not want arknights become like Bad 2 Bad Apocalypse
A diamond that needs to be polished more
recent stuff is just easy rabble tho. CC is the only actual gameplay.
That mystery enemy took me by surprise. I really did not consider chapter 13... the R11 was just way more present in my brain. Probably due to POO (and once I found that the Robot had fitting statlines, I did not search for other fits. And yes, I do check my guesses).
As for todays mystery enemies, we are back in nightmare town. Back to the one main story stage I still haven't beaten, H12-4 (although it's not the Lv. 0 Statline that's used there). Pretty tanky, deceptively low ATK. Although the ATK stat has never been the problem with that damn Damazti Cluster, more the Corrosion, the splitting, the damage reduction, and the annoying Chapter 12 enemies.
9:45 - "But you know what is not hindered by CC? Today's spons~"
But anyway, I agree that guides should be the last resort option, not the go to way to clear stages. It's disheartening to see so many instances where players turn to guides at the drop of a hut, without giving it their best first. It's like they don't even want to play the game, just to collect the rewards.
That being sad, relieving time limited FOMO pressure should improve the situation somewhat, for in that case you can just always come back to the challenge when you're stronger/in the mood. That's what I like about IS2-3-4 and RA2.
Might be unpopular opinion, but I prefer DoS/TfN style to the new CC format. Don't like picking-and-choosing risks, and would much rather have fixed stage difficulty.
As for the enemy stats, maybe it's the boss from Under Tides?
Yeah but you cant compare cc with other stuff. CC is the greatest challenge arknights has. And I wont ever consider any content the same. CC gives you the best challenge for yourself and no stage matches the same level of excitement there is when you push your characters to their absolute maximum. In other words, Im looking for the next cc. Let it happen.
In my opinion the old CC is better. Somehow the CC events aren't as interesting to me anymore after CC 12.
One thing I observe is that every time I’ve had fun in CC, it’s because shifters came out. And that’s one of the reasons CC12 was so good.
I still remember weedy dominating cc 2-5, great times
hmmm
the very particular HP stat makes me think it's some form of Talulah? lol
i like cc because music. just that
Only good part about it
I've enjoyed CC now that I actually have enough ops to stand a chance dealing with it, even if the first time clearing it is properly feasible it's with the Seaborn... bleh.
Also, the mystery enemy is the Damazti Cluster. For a ''regular'' boss it's got the highest HP of all in the game, I think equal to or slightly less than Quintus and below Big Sad Lock. Dunno about any other bosses from other modes, but the resistances being the way they are lead me to believe it has to be DmC. Any higher attack and their drone whatevermajigs would be even more of a nuisance than they are, and with there being three of them towards the end if their attack was any higher there would just be no way to reliably deal with their constant DPS onslaught. 50 RES is pretty standard for bosses that are arts-like themselves so no extra notes.
Either I'm right or I eat a shoe, we'll see next vid x)
tbh they should just return back old cc maps and refresh them every month or 3, so every player witness them, and make some new daily maps with them or new extra main main maps with risk 40 and etc.
When you talked about the trim model you brought up something that I never really liked with gaming for quite some time. I have generally never liked achievements. Mostly because it kind of abuses something similar to FOMO. Yes I know, it can be ignored, but I think it abuses the OCD nature people that play video games have and it essentially tells them they are missing content. Yeah it probably helps retains people playing their games but if they were on that treadmill and missed an event, it would make quitting the game much easier.
Probably, they'll eventually try to make "somithing similar, but with a twist" again. It dosen't seems to me that our classic CC will ever return again, but instead we're trapped in some kind of loop of wanting the return of CC, getting something that's not CC, being almost disappointed, then exited when some time later we see "the return of CC", just to begin the loop again...
I belive that our mistery enemy of today is our slimy boy, the Damazti Cluster
this is the 2nd ending of cc
Imagine the new "CC" is available for both global and CN at the same time. But in return, CN players can only use operators and modules that only available on global.
Most dokutah : Waiting for stage clear video to copy
The only problem with the old CC was the 1 day per map you got, if one day you forget... Other than that I think it was fine as it was, don't know why all the changes (and for worse...).
I have more fun making permanent stages hard by using weird underleveled teams instead of trying to find the perfect team for a CC. Maybe I should be a crazy guy and make an E0 account one of these days...
Also I'm placing my mystery enemy bet on the Plant Boss from undertides.
They just forgot 💀😭🙏
I suspect the development of Endfield is hugely affected CC. Why?
Arknights Endfield was introduced in direct time with CC#9 in CN back then
Thats why we also got CC#10 late compared CC#8 and CC#9
just make CC permanent and rotate old CC every few weeks
AK have huge advantages with having an actual endgame but they fumble it in every way.with CC being permanent there's no rush for player to clear it on time and new player can have a taste of old CC, while veteran player can try outdone the previous record
on top of that it could be good catch up mechanics for new player
Sometimes I think that new CC wasn't released because of some very powerful operators like Walter or Logos. Make CC too easy and everyone will go through it. Make it too hard and only owners of most OP operators will go through it and both Logos and Walter raised the bar by a lot.
As for the who is boss in question:
I think it's Damatzi. I don't think any other boss has this high HP and I'm confident that none of RA2 bosses have this HP because they are extremely tanky.
is the mystery boss dolly? I'm trying to think of what boss would have that high hp but only B in attack and defense... maybe the witch king? I don't remember :(
I just want scene goddamit :(
She will be free in a event shop soon
@@oturan9728 When?
@@northmoth Ch14
@@oturan9728 oh god
@@oturan9728 wait...what do you mean by event shop?
No story, no new characters and boring enemies with inflated hp pools. CC videos are also extremely unpopular with my viewers. I'm most likely just going to unlock module blocks, the new skin and dip.
i do not agree with making CC permanent like others in the comment are saying. We already have 4 permanent end game modes if you include SSS and Annihilation so adding more permanent ones are not good. I think it is better if they extend the time CC are on.
Iam dying with this Mode 💀, seaborn is nightmare
Edit: Can you put the Link Event, since gamepress is not continuing AK iam sad 😢
its in the chinese wiki, here's the page:
prts.wiki/w/%E6%B4%BB%E5%8A%A8%E4%B8%80%E8%A7%88
New cc is strange. There are more risk tags, but they are mostly bland. There is no cc in the next 6 months. So here's my conspiracy theory, they made a longer brake between cc to make risks actually interesting to tackle.
Other than that its kinda sad. I like cc. Even when i didn't have much time for it, i still enjoyed playing and watching cool clears. There is just something about strategy optimization process that's really enjoyable
I'm not even mad, CC Underdawn is absolute ass.
It is easier than the previous one, hell I was even able to 620 it. But I absolutely despise how inflexible the tags are. You basically have to take everything for 620. Maybe lowering it to 540 would be cool
I just don't like the new interface to cc that's it just annoying and confusing unlike the old cc so I just don't bother with it
Hard disagree. IS is the poster child for guide lookups. You can try CC stages as many times as you want and see as far as you can before needing a guide, but attempting a new boss or even some of the ridiculous high floor stages in IS without watching a guide is just a waste of your life. Experimenting when it takes you an hour to even get to a boss you're having trouble with if RNG doesn't kill you on the way there is just horrible.
I play IS blind. It fun! I only watch a guide after I’ve wiped a stage a few times if I’m not understanding the mechanics (IS4 Ending 2 had me confused on the boss mechanic)
Literally have never been tempted to look up a guide for a IS stage. It's a run based game mode, I'll get there again, but the run is the more fun part imo, so I don't really care about how it ends.
With CC there's no downtime though, I'm just sat there endlessly tweaking tiny little factors to barely eek out a win with noting breaking up the monotomy of getting bodied by skibidi coral man for the millionth time and having to replay the entire stage over just to get to that one part is a lot more monotonous than going through randomized stages, experimenting with operators I don't usually use, etc. If anything made me want to look up a guide, it was getting my sweaty bird skin.
Thats why I hate IS lol
RA2 is what i enjoy
@@Ezekiel_Allium I did for Playwright because it was 2 hours just for an attempt at a boss with many mechanics. So I got a caster amiya guide to tick off that tedious shit gamemode.
>having to replay the entire stage over just to get to that one part
Only one stage, IS is so much worse. By your own admission you need to use bad operators to find it interesting.
The Plume skin was easy, I got it first try with 1 leak
@@ElusiveEel It's amazing how you're able to use the internet despite being your skull being empty. It warms my heart to see such an amazing story of triumph
WHERE IS THE BEAR WAVING, MOTHER TRUCKER
erm... sorry. My ocd was triggered.
i've played for a couple years now and i actually liked the old CC, the new ones however just felt like a chore rather than a challenge, i very much enjoy trials of navigator and love IS so i do hope they start phasing out CC in favor of doing more with those game modes, i wouldn't mind seeing mini IS events on at most the scale IS1 was, it would allow them to try out more gimmicks, maps, bosses and mechanics for the gamemode without having to permanently commit to it and then whatever works well gets added to the next or current IS
other ways to challenge the players is fine as long as it's not a dogshit mode like DOS
Yeah about that...
Cc is one of the worst modes to ever exist in the game because it is so boring after you have the few hours of fun with it lol as well as usually most event rotations are killed. You are stuck with the main map and side maps for like 2 weeks. Like bruh at least do something innovative like trials for navigator
On the bright side, my phone storage is filling up, but this allows me to uninstall Arknights for probably at least half a year.
As for the Mystery Enemy, 100k HP is insanely high and it also has decent RES and not-paper DEF. For such a high HP pool, it's probably a stationary boss that takes up multiple tiles. I think it's the Sal Viento boss from Under Tides
Hopefully they will continue CC atleast until CCBP:12
Honnestly there is good and bad thing in both CC, the CCB system work better for the rotating maps while the CC system works better for the big maps
Honestly the problem is most new Ops recently are way too good or downright broken (especially initial W woman), HG must cook hard to make next CC more challenging & fun.
Just put a Risk where it ban Wisadel outright lol.
@@1nv15BL3and yet someone was already able to do a wisadel solo against VB Rosmontis 😭 she is extremely op, there is no denying that.
W alt is strong indeed, but she's not a press skill to win unit in the hard stages, she would suffer in CC a lot if you cut her atk, considering her strength is in dph
Good fuck this mode
I hope they release DoS again. Fuck the players, all they do is whining and being f2p