[Arknights] These are the Archetype i want

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  • เผยแพร่เมื่อ 18 พ.ย. 2024

ความคิดเห็น • 31

  • @benedict6962
    @benedict6962 หลายเดือนก่อน +17

    Vanguard - Rearguard - Ranged Vanguard that generates DP for units placed OR retreated within attack range.
    Guard - Slayer - Reduces def of target by 1% each hit. Low cap, but persists even after retreating. Inflicts elementals on skill.
    Defender - Survivalist - Takes half damage from elemental proc, and talents provide buffs while elemental is on cooldown. Skills reduce elemental damage taken. Low max hp for a defender.
    Specialist - Surveyor
    Has a Tactical Point with DP cost. Deploying the Tactical Point will redeploy the operator to that location. Mobility is based on operator's attack range, so skill is just as useful for increasing how far they can move as the skill effects.

    • @crownedxyrus1598
      @crownedxyrus1598 หลายเดือนก่อน

      I like the Specialist, mostly because I want an operator that has the same mechanic as that "firefly" device from MonHun collab. An archetype that can do a Redeploy mechanic in operators has yet to manifest which I wanted to happen, but it might become something that players could easily abuse, cheese a stage, or maybe even exploit through other means in different game modes. The rest are decently ok.

  • @onursenduran961
    @onursenduran961 หลายเดือนก่อน +7

    I want an invester arctype. While on field and skill not ready, prevents dp gain and skills recharge based on dp prevented. For example activating flag bearers might fill skills almost instantly but the downside is, you can't save any dp at all.

  • @MGUM_
    @MGUM_ หลายเดือนก่อน +19

    I find it difficult to come up with new archetypes, because we already have so many and most things can be done with already existing Archetypes. The only thing that i came up with is some archetype which is aerial and can only block drones, even though I don't know how much it fits.

    • @rabies6418
      @rabies6418 หลายเดือนก่อน +1

      a levitating ally that can block drones? 🤔

    • @crownedxyrus1598
      @crownedxyrus1598 หลายเดือนก่อน

      As you said, it's hard or maybe even difficult to make a sub-archetype that has makes it's own traits/gimmick unique from the rest.
      That aerial block suggestion you have? Though, sounds good, rather hard too niche to exist. There's not a lot of aerial enemies in the game, you'd best believe there won't be an amphibian trait archetype (can be deployed on water).
      The only thing I can think about that would be viable to "block" aerial drones is Elysium's modified S2, when activated instead of slow, if the enemy is aerial bind them.
      Again, as you mentioned, it's difficult to implement a new gimmicky or unique sub-archetype trait that stands out from the rest. Matter of fact, I tried making my own operator and ended that it's just an Artificer Merchant (Lee).

  • @zomfgroflmao1337
    @zomfgroflmao1337 หลายเดือนก่อน +2

    I would do the caster idea like this: When hits an enemy and deals slight AoE dot damage around that target, but switches to big AoE dot damage around the corpse of the last defeated enemy.

  • @EXoDuZ302
    @EXoDuZ302 หลายเดือนก่อน +2

    oohhh a chance to engage the brain.
    vanguard: spotters already pretty good well done
    guard: noble: a support version of the lord gaurd that can does not have inherent ranged attack but gains ranged attack on skill with skills leaning more towards support as a way to have more support options when risks take away supporters, siege alter could fit this where she uses the sigh of kings in skills thus gains ranged attacks, for regular attacks, trusty old hammer
    defender: bunker: gains defense and res when not deployed, when deployed defense and res decays over attacks. could be an interesting take on the defender spam to block a boss, well this class literally you throw down to block the boss while your regular defender gets back up
    sniper: Guerilla: cannot be healed but instead gains invisibility when not using skills, i know thats lunacub but lunacub is fun so lets make that a subclass
    caster: id rather more of an exploration of tribal casters then a new caster trait
    medic: Field Medic: a melee medic that has no block when not using skills but instead provides passive debuffs to enemies in range on top of regular healing with s1 being a way to increase skill up time for blocking, s2 upping the debuff and s3s super healing and debuffs
    supporter: commander: while not deployed all stats increase, ignores deployment limit, after using skill is auto retreated (all skills actiavte on deploy), basically its like the robots, you can throw them down to buff other ops, maybe even get the doctor as an operator
    specialist: an op that can be either ground or melee i think is already pretty good as it would be very good as starter ops for is

  • @sandscribe7460
    @sandscribe7460 หลายเดือนก่อน +11

    I want a (paladin) defender archetype.
    "Does not attack, buy when a nearby ally is damaged by an enemy, begins attacking"
    And they have 3x3 range but single targeted hit

  • @benedict6962
    @benedict6962 หลายเดือนก่อน +4

    Im not big on most of these, especially the vanguard.
    It pairs extremely well with brawlers. TOO well, it's infinite dp until the unit dies. Beehunter hits very fast and not very hard.
    Im also surprised you didn't mention an elemental defender of some form, that one seems the easiest to balance and have interactions with existing mechanics.

    • @Nazuiko
      @Nazuiko หลายเดือนก่อน +1

      It also completely invalidates Chargers and Agents, but could be easily limited by giving DP when a marked target dies, rather than when an ally hits them; they could still generate DP on attack, but it would be reliant on skill activations so theyre still something of a crossbreed between the two aforementioned Archetypes ... and a sorta portable Zima S2

  • @almondbread8255
    @almondbread8255 หลายเดือนก่อน +2

    I came up with an idea of a riot defender, it's sorta like sentinel defender but with less defensive capabilities but instead thay have special summons that tank and block enemies, these summons can't be restored and can be deployed in 8 tiles around any deployed operator or is range like lin s3 around the riot defender

    • @michaelkriston2516
      @michaelkriston2516 หลายเดือนก่อน

      Genuinely the one good idea in this comment section

    • @crownedxyrus1598
      @crownedxyrus1598 หลายเดือนก่อน

      Deployable shields/barriers, I once thought of an idea for a juggernaut operator when they activate their skill: they 'significntly' push enemies away in a wide range (like Młynar S3) and summon 'walls' in front. If there's allies beside him, grant them barrier based on his DEF.

  • @NotOxen
    @NotOxen หลายเดือนก่อน +1

    I had this idea of a Fast Redeploy Pull / Pusher. I'd think it'd be a more fun operator to use as it offers more flexibility than current pusher and pullers offer while also giving them a unique twist compared to the Just DPS Fast redeploys. The 'Dislocators' cannot deal damage or block, and will immediately do their push or pull ( Based on skill 1 or 2 ) immediately on deployment and then be kicked out of the field after their done. The class takes away the consistency of traditional Pusher and Pullers while offering more comfort and flexibility, allowing you to bring them along to any map as even if theres no hole to push enemies into, it can help delay clusters of enemies or cluster up enemies from time to time.
    For balance reasons I don't think they should have a insanely fast redeployment time such as current executors ( 18s ) but shouldn't be more than Agents ( 35s ) I think a nice round ( 25s ) could make them usable without dominating one or the other in their niches.

    • @GreenTeas21
      @GreenTeas21 หลายเดือนก่อน

      To be honest this Archetype could be easily done in multiple ways : 1 - A Fast Redeploy fitted with some form Push or Pull mechanics, There's one that has it already actually, Phantom has a Push Mechanic on his S3 though it's a very weak Push and some stuff, it's still fits the bill. And Secondly giving Modules to Pushers and Pullers that reduces their redeployment time which is quite simple to implement though unlikely to happen, it's still much more simpler than making a whole archetype that does the same thing.

  • @demomanmane1888
    @demomanmane1888 หลายเดือนก่อน

    i have a idea for a archetype i literally just taught off, its called wall defender, this archetype has basically no damage, like less than 400 at e2 max for a 6 star and long attack intervals, they dont have high arts resist or defence, but instead have a shit load of health and shelter, like 20-30% (optional). but their special gimick is to reduse the amount of block taked by blocked enemies by one, to zero (at least). this way you can place them down, block a lane, and not have to worry about enemies leaking. a downside could be anything i cant think off but this is my idea.

  • @Nazuiko
    @Nazuiko หลายเดือนก่อน +1

    Small note: Hookmasters/Push Strokers arent the only classes that can be deployed on range or melee - Some instructors can too!
    Easy to forget, or just overlook, as Instructors lack a popular unit. Only 6* is Pallas and she's ...not exceptionally good. Swire is alright esp by 5* standards but is an old operator and shows her age. One day we'll get a Hoederer for Instructors.

    • @Dark-Frostleaf
      @Dark-Frostleaf  หลายเดือนก่อน +1

      @@Nazuiko With the help of module they can. But yeah we could need a instructor that is game popular

  • @GreenTeas21
    @GreenTeas21 หลายเดือนก่อน

    I really like the idea of a Laser Caster, Extremely Low DMG but Deals Dot DMG and Locks on an Enemy till it's dead, The archetype's Talent will slowly increase in DMG over time if the same enemy is still alive, Skills will have a passive or AFK skill that increases ATK and Target Count to +1 and a Manual Activation skill that tremendously boost ATK and Number of Targets but will have a downside of the Operator being unable to attack for a set amount of time + getting backlash Dot DMG, Module will have an addition of being able to deal burn elamental DMG to enemies
    Note: This is basically copied from the Inferno Tower from COC but I can't stop thinking about it that there isn't any operator that could do something like that (Of course Logos S2 exist but having an archetype around is definitely interesting).

  • @WalrusJoy
    @WalrusJoy หลายเดือนก่อน

    An archetype I'd love to see is like a sponge vanguard. The idea is they're more defensive but at a lower sp cost than a defender. They do no damage and only generate DP when attacked. To keep their power in check, maybe they auto retreat after a set amount of time, or maybe they lose their tankiness, but doing no damage should keep them from being too op. You could do interesting talents/skills like one's focused on tanking aerial hit, magic hits, etc. Skills that do things like disregard tile effects or reflect status effects back at the caster (a limited number of time/s) could be fun. Maybe some give more dp depending on how far away the attack is coming from. A 6 star of this archetype would probably have a talent like Mynar's where they're more likely to be targeted.
    I'm mostly thinking this archetype would be useful in some high-end content where the second you put anything down on the map, they're hit and killed or almost killed, and it's hard to get enough dp to put down your more expensive damage dealers. There's also few options for defensive vanguards currently, and they're not very useful because they're basically just worse.

  • @EliTheBraixen
    @EliTheBraixen หลายเดือนก่อน +2

    how about a subclass for medic where they use their hp to heal (having a good amount of hp) which one of the operators with this subclass can use revive
    in range the operator that reaches 1 hp will be stun and immune to damage the healer will then have to heal them back to max for them to be back up
    the skill can then be something of more heal / reduce cost of hp / more heals to down operators
    skill 2 can be a shield / buff skill
    with skill 3 applying maybe a immortal effect slowly draining the medic hp till they retreat , immortal operators gain atk speed and atk up if the immortal operators are attack the medic will take damage but at a reduce rate basically shortening the timer which is their hp bar

  • @amooosasaki2299
    @amooosasaki2299 หลายเดือนก่อน

    I'd want a jack of all trades class in arknights that changes class based on the skill you use, but yeah like you mentioned this will take away some of Amiya's uniqueness but Amiya will still have more classes she can change to and will still have lots more skills.
    Plus with such a class 6 stars would generally be better because they have more classes that they can change into.

  • @byeguyssry
    @byeguyssry หลายเดือนก่อน

    Holy hell he just powercrept Cantabile with a trait (ok not really because I imagine those Vanguards would cost over 20 DP).
    But anyways I feel like these are way too specific. These could be more like:
    Spotter Vanguard: While this operator has not marked an enemy, his basic attacks will mark any enemies hit. Then their skills will play with marked enemies, like maybe their generic skill 1 would be, as mentioned, a passive that gives 1 DP each time a marked enemy is hit or defeated.
    Retaliation Guard: Can't really make it more generic; but still feels pretty ultra specific.
    Berserker Defender: Actually really good archetype, could be in the game.
    Desperado Sniper: When an enemy attacks an ally within this operator's attack range, mark that enemy. Then their skills and/or Talents can play with marked enemies.
    Contagious Caster: I don't think the contagious part needs to be there, the DoT is already interesting enough. This just feels like copying Reedalter S3.
    Lifesaver Medic: This feels like a Talent. Lifesaver Medic could, similarly to Fighters VS Dreadnoughts, just have the same trait as ST Medics, but have them all have a talent that lets them save operators. Then you could make the Talents interesting; like have the 4 star have the effect of When an ally would die instead restore it to 50% HP, the 5 star could have, like, When an enemy within range dies, gain 1 stack of that lasts for 10 seconds, the 6 star could have like When an ally within range would die, it cannot be dropped below 1 HP for 3 seconds, and for the next 6 seconds, when it deals damage, it recovers HP equal to 25% of the damage dealt.
    Adaptist Specialists could have skills that move them to a different tile; which, yes, is infringing heavily on Ulpianus's kit, but it would probably play differently. The trait probably wouldn't specify that they act differently depending on the tile placed on, that would probably just be in the talents.
    That said, c'mon, Specialist is the easiest because anything goes. "Aerial: Can be placed on undeployable tiles". There we go, new Specialist archetype.

  • @kevinseraphin5456
    @kevinseraphin5456 หลายเดือนก่อน

    The first thing I think of when I see your vanguard archety is marking a high def enemy and Exy go brrrr> caped DP x)
    Personaly I once though about a specialist archetype that would on deploy drain the Max HP of adjacent operator to gain strong effect, and require to absorb other operator hp to activate their skill.

  • @polardon3161
    @polardon3161 หลายเดือนก่อน

    Guard that attack when damaged, is not worth it, thorns s2 as example. Too specific to become a proper archetype, and incredibly niche as there are not that much fast attacking enemy
    Defender one is not good, due to how block works, and how you want to use duelist defenders. Block thing is a problem if don't block the enemy you want to 1 vs 1 first, as when block drops to zero the intended target for 1 vs 1 will just go trough. And duelist defenders are an archetype for 1 vs 1 situations, as they are somewhat helidropable(due to high stats) or have a way to clear trash(cement s1).
    Tho the idea of an archetype revolving around activating abilities by losing hp is interesting. I would do something like: "can't be healed, reduced redeployment, activates skill by losing hp" statwhise similar to juggernauts but more hp
    The medic archetypes are a pain to design in general, so i don't think that archetype you suggested is any good as archetype. I would be more interested in a normal medic with similar gimmick(and a few extra steps). Something that allows to stack revive bonuses, and stops healing at all when revive is ready. Also revives kinda suck as a defensive mechanic, and thats why most of them give bonus stats upon activation
    Changing behaviour is interesting as a mechanic in general, so i can see an archetype utilizing it. Wording is not good, It should be somethin like: "can change enemy behavior"

  • @D.3.N
    @D.3.N หลายเดือนก่อน

    Are you British? Because you speak English but I can barely understand you. Or could it be the poor sound quality?

    • @Dark-Frostleaf
      @Dark-Frostleaf  หลายเดือนก่อน +3

      @@D.3.N German with a cold

    • @D.3.N
      @D.3.N หลายเดือนก่อน

      @@Dark-Frostleaf cold. That explains a lot. I had to listen to some fragments several times to understand something well.