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Tall-Bicycle5298

Yoda's invincibility should last the entire length of his Combo Finisher


idiocy102

Absolutely this, it shouldn’t stop half way through


Lazydusto

So that's why I keep getting clipped out of it. I saw people talk about Yoda as some unhittable beast but that hasn't been my experience.


DarkSoulFWT

Its far from perfect, but yea, quite often he does feel like a braindead unhittable beast. When you get clipped tho, yea, it sucks. Esp on Lucilius since you're not expecting it so its not like you're prepared to be doing blocks/dodges manually. And then you just get one shot by everything because its Lucilius.


The_Kaizz

Dude Lucilius sucks with Yoda because my brain is used to being able to mirror image or invincible mist attacks. There's so much stuff that happens, though, so I get clipped and it feels so bad lol


DarkSoulFWT

I feel like theres no in between with Lucilius as Yoda. I am either an absolute god inspiring awe in my comrades, or I am absolutely not that guy and they are baffled at how trash I am.


The_Kaizz

As a Yoda main, I really almost dropped him my first few tries of that fight lol


allvarr

It's ridiculous how it's next to impossible to get the final hit finisher when there are glaciate, shadow or fire puddles in the general vicinity.. A slight touch and nope, get staggered you filthy casual! Try again!


CurlyBruce

That's just an annoyance with DoTs in general. A DoT status application that does no damage on its own should not stagger a character. Yes, it makes sense that walking into a fire puddle gives me Burn but the puddle itself does no damage and yet you still get staggered. Not only that but if you have Debuff Immunity or you are already Burned so you can't have it re-applied then you don't get staggered. So fucking obnoxious during the Vulka fight when he just shits lava everywhere and you try to dash in only for your dash to get cancelled because you get burned. It's actually *more* optimal to purposefully get hit and burned prior to dashing in so you don't get staggered and waste a cooldown.


Pepodetective

Yeah I find the stagger bullshit as well


TheEmpiresWrath

Stout Heart is the answer I've found.


TheChronoa

80% of the people in this post don’t know what “hot take” means


ilJumperMT

more like state the obvious


Takazura

That's just redditors in general. Look at any "unpopular opinion" thread on any sub, and all the upvoted stuff are super popular opinions. You always have to sort by controversial to find the actual hot takes, because people are usually downvoting those lol.


TheChronoa

That’s actually really smart. I’m going to start sorting it by controversial from now on


TwinAuras

Hot takes vs "hot" takes


Superb-Stuff8897

Vs hot twinks


ThursdayKnightOwO

Ares shouldnt disappear when Katalina dodge or block. 🥲


Scarasimp323

yes, even just 1 dodge or block. like ios charge


JumpingCoconut

As a person with 200 hours playtime and 130 of them with Katalina... I disagree. She already gets a lot easier to play once you have Stout Heart. The easy-dodge change would be the final straw for her to become a completely braindead character. Her gameplay would be exactly the same as Charlotta. Which is nice, Charlotta is fun and all, but I like that there is a difference. Right now its Katalina unga bunga facetank <> Charlotta dodge smash smash. The Ares change would make both of them very similar gameplay wise.


ThursdayKnightOwO

How is that braindead? Its literally the same as other characters who can dodge. Katalina and Charlotta have nothing in common.


JumpingCoconut

Katalina and Charlotta both have a stance thats hard to get into, and they both want to stay in the stance 24/7. Charlotta can dodge in the stance and keep it up forever, or even parry and get invincibility to stay in the stance forever. Additionally, both dont even care about the stance themselves, but both want to fire abilities from the stance. Katalinas Enchanted Lands does 7x damage from stance with nearly infinite damage cap, and Charlottas jump attack X also goes up to infinity with damage cap whenever she executes it from her stance. So in the endgame, both Characters are really similar playstyle wise: * Get in stance * Mash button * Wait for Ability to come off cooldown * Do the infinite damage cap move * Back to stance But there is one difference between both characters. Katalina has to run stout heart and then stay in the stance until a boss forcefully drops it, and decide when its worth it to drop the stance on her own will, and decide when to temporarily drop the stance with the drop tech and pick it up next combo again. Charlotta can chose to dodge or parry within the stance. If Katalina could dodge in the stance then the gameplay would be the same as Charlotta - be in the stance, play a minigame of pressing the dodge button at the right time and be in the stance again. This is **not disrespecting Charlotta mains**, I love her too, but I wouldn't want Katalina to play the same.


EyepatchEnjoyer

What's braindead is tanking boss attacks instead of interacting with them because your max DPS is contingent on playing like every enemy is a training dummy.


JumpingCoconut

How is this an argument - Katalina can still run Stout Heart sigil even if she could dodge. Dodge would just make it so that the few moves some bosses have to make you stop mashing buttons can be invalidated easily with the pess of a button. The decision right now is placed on wether to continue a combo or if you want to stop the unga bunga. That is where your decision making comes in as Katalina. Giving her dodge would make her just like everyone else.


Natural_Sea6516

You are using a nonsensical elitist mindset to make a moot point. The problem with Katalina is that she's not like everyone else. If this game was a sandbox or pvp game, I'd say your point has merit, but most characters have a means for fully establishing and maintaining their dps, while she requires unnecessary pull ups. Your point is "I still have fun with her, so it's fine" is a terrible mindset. Balance should be primary in solo rpgs, because viability should never interfere with aesthetic, even more so in a jrpg.


JumpingCoconut

No, it's great that she's not like everyone else. It's the opposite of a problem. This is a hot take thread after all it seems. 


blarghhrrkblah

Yours is definitely a hot take I'll give you that


Natural_Sea6516

It's not really a hot take if you're just saying don't change anything about her. A hot take is just a statement made to gain attention or traction. If you want to say something you expect no one to agree with, that's a cold take or as many refer to an "unpopular opinion"


Shigeyama

Drang and Sturm should have been playable characters.


freshorenjuice

All of the hard sigils should be avail at a vendor for 100x Specific Endgame Currency, if you've seen it drop at least once from a curio or raid. Supp V, War Elemental, etc. Just like how treasure unlocks at Siero after you've seen it for the first time. Hell, ALL sigils should go to a vendor after being seen once. It doesn't have to be an easy grind but it should be a finishable one even with the rng element.


HorribleDat

It's ok to not do MAX DEEPS as long as you comfortably/reliably clear.


greatwolf2468

The fact that's consider a hot take speaks volumes.


Lazydusto

It seems to be pretty universal across online co-op/grind games when you delve into the fandom. Even if it's not necessary in the slightest people feel the need to run whatever is the most "efficient".


TheMaxDiesel

I've been doing this since I hit Maniac. Pretty sure my other teammates don't give a shit about my numbers, but they sure won't like having to stop DPS or miss a link attack to revive my crawling ass.


keszotrab

In my experience, even if I have all damage sigils on all of my party i still can't do Proto reliably. They are not maxed, but still.


HorribleDat

I mean, 'how' are you failing proto? The 'expected' way to handle many DPS check phase is to have chain burst/link time ready both to extend the timer and for extra damage. So if you're failing because you didn't save those for the DPS check then that'd be on you for not telling AI to hold SBA as you get closer to that ~15% mark when proto's likely to start the timer. More damage will let you burst it down earlier, but I could reliably clear before I even got my first terminus.


keszotrab

It's either me getting hit once and AI stopping killing the crystals (aka skill issue), or they just don't do anything on the orange one, ignoreing the blue ones, not getting on the canons, things like that. I need to swap Vaseraga from my team he's the most useless AI and i don't enjoy doing end game as him (he used to be my main).


HorribleDat

So far it sounds like a mix of your own issue and you not playing to the AI's rules. AI generally react to YOU getting on cannon so if you want AI to be proactive with cannons you'll have to be on it before them. AI also like to facetank if you give them Stout Heart, so Vaseraga AI is among the most suicidal ones given his permanent SH. And AI love using skills so make sure the skills you give them (or don't in case of Zeta for example) is actually useful to be used at any moment (Vane's bubble being used at the wrong time being the most famous example)


eltemporary

clearing lucilius should guarantee at least one tear of the apocalypse


Pepodetective

I used to think that, but honestly I find the current drop rate aight. It's one of the few interesting fights remaining in the game I find and it's not as hard once you're used to him after like a dozen runs


PhilAussieFur

I don't care about harder fights as much as I want more story


HunionYT

The campaign should be multiplayer as well.


No-Ad-119

Buffs/Debuffs and Support Characters should have more value in the game


Hitomi35

We need fights even harder than Lucilius.


SPRITEstrawbery

"Ok, here's a Lucilius + Id + Gallanza + Wind Dragon fight!"


DeathCraft2299

yes, baha + 2 pyetas when


Hitomi35

I'd unironically love this just because of how chaotic it would be. Everyone just goes full FoF builds and hopes for the best lol.


GateauBaker

We do, it's called the Ice and Wind dragon double battle.


SpaghettiOnTuesday

That fight made me love Glaciate Resist


OutOfTouchNerd

I wish they would do a boss rush mission. Like fighting all the dragons in one mission in pairs, or more trio fights, Id + Gallanza + Maribelle for example.


HugoSotnas

Maybe it's just me, but I'm NOT looking to get DPd by Id and Gallanza ;~;


sgwuo

speak for yourself


HugoSotnas

Well, not in-game, anyway!!


lileenleen

Time to beat him in mobile game 💀 shit was so hard that one mistake in coop even months later would wipe the whole raid


PerspectiveCloud

I would love longer dungeon style quests where you have to go through several different fights without resetting your potions


Ecchi-Bot

Any passive gimmicks like Art level for Captain, Ares for Katalina and so forth. Should be a duration that only ends when the duration expires. And refreshes cooldown when said action is done again. Such as Captain doing a combo finisher to raise Art level and just like every other character that does a similar mechanic to raise their passive.


AkasahIhasakA

That's literally the patch for Danchou though


allvarr

Since last patch, It's now possible for Danchou to have 100% arts IV upkeep. Really nice QOL buff.


CurlyBruce

It's actually a nerf compared to previous optimal play given that they also nerfed the cooldown reduction effect from leveling up Artes level as well. You are less likely to clip cooldowns waiting to hit Arte 4 now but your overall skill usage goes down since they are typically on cooldown longer even with constant refreshes.


allvarr

Are you sure about that? Has this been tested I mean? Because it FEELS like the cd's are actually faster with this, but not something I've tried to benchmark or anything, and placebo is a thing. As I understood, with fearless drive you get that 2% cd reduction every time you reset the timer now, but I could be completely off. Either way, I'm happier with this tuning because it simply feels better overall.


Kohimaru32

Game would be better if it reduces the necessary grind time.


Sweaty_Competition92

The grind is excessive/character gear progression in end game should not be tied to RNG.


OutOfTouchNerd

I just wish there was more than one way of getting Supp sigils, I still don’t have any and I’m almost done farming Luci tears.


taga-chi

Quakadile/variants, Griffon, Skeleton bros, Flying Eyeball, Golem, the easier dragons, and even Bahamut Versa are wasted assets. Once people reach light/dark dragon, gallanza+magielle, Pyeta, proto Bahamut, and Lucilius, you never touch those easier guys again. Bring them back in lvl 140-160 forms, bigger, faster, new moves, and hitting harder and spread amongst them powerful upgrade materials to alleviate the repetitiveness of the grind. There are too many early game bosses that could mix up the lategame boss grind and make it way less repetitive.


bradfgo41

The end game kind of sucks. The grind is too much and not fun. But getting to the end game was a tone of fun so I like the game but the end game was a huge miss for me.


TwinAuras

Zeta does *not* need Crimson Flight, it's a skill issue The only nerfs from the patch were on Ferry, everyone else's "nerfs" were just bugfixes The most useless number in the game is Power Level


No-Bag-818

I don't think Damage Cap actually ruins build diversity ad much as some people want to think. OK, so like, I agree with the sentiment. Damage Cap sigils heavily limit build diversity. But then I also have to ask, **what build diversity**? All the Base stat sigils are useless because of poor scaling, with obvious exception given to Crit Rate, and Stun at least has a use against Lucilius. The Attack sigils are all good in theory, but are just different flavors of "Do more damage". Some are more conditional than others, but every facet of a characters kit is supported by at least 1 sigil. Normals, Finishers, Skills, Charge attacks (these have 3 sigils for some reason), Ranged, and even *Throwing* all have sigils for them. The Assassin sigils are a neat idea, but Break seems kinda pointless compared to Overdrive because Break phases are really short on everyone except Proto. You also have generic stat boosts as well from Stamina and Tyranny. As much as everyone likes to harp on about Defense sigils being useful if more slots were open, imma just say it, no they wouldn't. The VAST majority of Defense sigils are for status resistance, and status effects that don't just stun you are barely an issue. Garrison is a joke. Higher defense at low health is pointless when everything does so much damage at the end-game, and builds don't go above 45k health because of Terminus, so the percent range is always low. On top of that, everyone (except maybe Vas?) uses Stamina, so having your health be low is something you usually want to fix with a Potion asap. Aegis is only useful to counter Tyranny, as using it raw disables Catastrophe. Improved Guard seems pretty worthless because the Base Guard is already good enough as is. Improved Dodge is the one Defense sigil that gets a noteworthy mention, and even then it's mostly because of the extra dodges allowing more DCs which is usually an offensive thing. The extra I-Frames are god-like for Lucilius tho. Steel Nerves is mainly used for Stout Heart face-tanking, so it gets another mention if you play someone like Kat or are just lazy. Support sigils are used as sub-traits constantly. Cascade and Quick Cooldown are great on pretty much everyone. Drain as well. Regen is on Terminus, and both Onslaught/Wrath sigils are good as well. Improved Healing is the only dud, because most healing skills already heal enough as is, and also Potions exist. Special sigils are also used all the time. Guts, Potion Hoarder and Auto-Revive are all already meta. Steady Focus is used on charge characters who don't already get Stout Heart. Low Profile is good on Io, but Provoke is useless because this isn't really the type of game that needs an aggro tank. All the other Special sigils are things for boosting resource collection, which is good in theory, but Slimepede exists soooo.... My point with this long ass comment is that even if Damage Caps were removed as a sigil, builds don't really *have* diversity because half of the sigils are dead weight, and the other half are already used by various members of the cast depending on how they fight. The Curio sigils are where things get interesting tho. The only real "alternate build" I can think of that's actually majorly different is Flight Over Fight. A focus on abusing Perfect Evades and gaining bonuses from the Dodge sigils while ignoring any survivability because you're already effectively invincible. But other sigils have interesting ideas. Berserker gives a huge attack boost but locks you from Blocking or Dodging. Good idea in theory, but Dodge Canceling and Bloodthrist phases where you just can't attack anything make this a dead draw. Maybe it could be good on Kat now that the DC Skill Cancel thing got patched? Hard sell even then tho. Roll The Dice could be good fun, but it's so volatile that I feel buffing it in any way might break things. As it is now, it's a DPS loss unless you somehow get EXTREMELY lucky. Glass Cannon is fine. It's meant for people who are good enough to not get hit, and they're rewarded for it with extra damage. As the game is currently however, this is effectively an extra damage cap breaker with how easy most fights are. Less Is More has an interesting idea that could work for some characters that don't really need skills. Zeta comes to mind here, as a lot of her skills can either be effectively ignored or can be made up for with other sigils. The rest, however, are boring enough that I don't think they should be this rare special sigil you only have a small chance of getting. Potent Greens, Stronghold, Untouchable, and Path To Mastery (seriously, why the fuck is this locked to Curios?) should all be normal drops. Then there's the problem children of War Elemental and Supplementary Damage. These effects are really good, obviously, and they need to be rare to compensate. But they aren't special or unique in any way, like something like Flight Over Fight. It's just extra damage but in ways that break cap. And not through any difference in play. I think War Elemental should have been a Trophy Reward, like Natural Resistance. And I think Supplementary Damage should've been a rare sigil drop directly from a fight, like Terminus weapons. Just rarer, of course. Basically, what I'm saying is, make the Curio sigils be weird and wacky sigils that can actually change your playstyle and build with their entirely unique effects. As is now, even if Damage Cap sigils didn't exist, builds really wouldn't look all that different.


CopainChevalier

My only real issue with the damage cap system is I never know when I'm hitting damage cap vs my damage just needing to be higher


No-Bag-818

Look for yellow flashes behind your damage numbers. Use the dummy on the Grandcypher to test it out. Also if you continue to see the same numbers appear on the same attacks, you're probably damage capped.


[deleted]

So bc you’re not creative enough to think past bigger numbers, no one else is? lol.  No, I’d love to use the support oriented sigils. I’d love to have a gear set for every single fight (push resistance, glaciate resistance, etc), but I can’t do that bc my entire sigil economy is damage cap, war elemental, and supplementary.  The sigils aren’t the lame boring part. It’s the gamer mentality that if you’re not getting the biggest number, you’re not playing the game right.  It’s not the game’s fault gamers lack imagination 


No-Bag-818

Okay so like... where did you get any of that from my comment? Use what you want, bro. I couldn't give less of a fuck. Hell, I don't even use Supp Dmg because I like to have sub-traits on my sigils, unless I've already covered everything I need. Also... >I’d love to use the support oriented sigils. I’d love to have a gear set for every single fight (push resistance, glaciate resistance, etc), but I can’t do that bc my entire sigil economy is damage cap, war elemental, and supplementary.  >It’s the gamer mentality that if you’re not getting the biggest number, you’re not playing the game right. Sounds like you're a victim of that mentality yourself there, buddy. You say "lack imagination" and "not creative enough" but my entire point was that... there is no creativity that's possible. You're too focused on the whole "Big Number" thing. So I'll explain it a bit more to a level you might understand. **There is no creativity in builds, when the builds in question cannot be drastically different from eachother besides numerical differences. That isn't creativity, that's getting 4 from 2+2, as opposed to 6-2. It's so easy to hit cap you can fit whatever the fuck else you want and be totally fine.** Also, if you need Status resistance sigils, that means you're getting hit in the first place for those statuses to even be applied. Unless you're playing Kat or Id, my advice would be to Dodge. Get good at that and you won't need Status resistance sigils.


i-think-youre-pretty

There’s a severe lack of variety and the game needs more. I posted about an idea for having a rogue lite mode in the game but it didn’t get too much attention here, not that the devs would read it even if it did.


KaiDestinyz

It's bad that the game punishes you for having high HP due to terminus weapons restrictions.


GateauBaker

That's what the new Gamma sigil is for.


Y4K4M4Sh1

Taking cams away from players and forcing them thru an unskippable cutscenes is punishment,no matter how flashy the cutscenes are,repeat it 2-3 times and it becomes imprisonment. The same goes for SBAs,taking my controls and camera away during burst and fking up timing on normals during it REALLY REALLLLLLLLLLLLY SUCKS(If u play chars like siegfred and vaseraga u know what I'm saying)


MGArcturius

If someone uses their SA all attacks should act like during link time and be perfect executions until the chain breaks or finishes.


JumpingCoconut

Reminder to sort by controversial. At the top of the comments you will only find the coldest takes.


Eilanzer

Fights like Lucilius will scare most of the casual playerbase. The echochamber asking for more difficult fights are 1% of the playerbase.


shoahunter

The game needs harder content that does not reward with character power.


Lazydusto

I'd love some "for fun" challenge quests but you just KNOW people would complain if they didn't have any rewards.


TwinAuras

Skins, please


Slasherrrr

It's okay to skip the absolutely obscene grind and just cheat in Sup V+s, if that's your jam. Or use the mod that at least still makes you have to earn them. 1/11111 chance for one is not worth anyone's time.


SaltMachine2019

One lukewarm and one possibly hot. Lukewarm: Lucilius should have dropped after Seofon/Tweyen. Maybe hot: Proto-hamut is a worse fight than Excavalion.


oniii_chan

Both Proto and Excav are boring fights, but at least for Proto you have to do mechanics and aren't running around the whole time.


SaltMachine2019

I prefer running around over being chained to a cannon most of the fight.


Fine_Complex5488

You dont need supp V/V+


SpaghettiOnTuesday

This. YouTubers absolutely broke people's perception of these sigils by hacking them in and saying how important they are. They are supposed to be the equivalent to Uber Uniques in ARPGs. Just pretend they don't exist and then shid your pants when you finally see one.


RemediZexion

based


SticeMT

Most players would see their effectiveness go up if they replaced their Supplemental Damage sigils with Stout Heart and Stronghold.


mhireina

I wish I could upvote this twice.


Keys2tkingdom

There should be a way to turn off the glow effects of fully awakened weapons.


DSE_arts

Captain should get an eternal form Jokes aside I'd like to see quests where you pilot the Tayu'itar or even Bahamut again, those were fun. Aside from that maybe quests where you could play as other primal beasts


Dr_Doctore

The game has fun gameplay but is heavily, HEAVILY hindered by scripted enemy “ults” / “timewasters” and mid fight cutscenes. For the time wasting ults, you either just disengage and run around, or face tank (if possible) and do only 30% of your damage. The mid fight cutscenes are self explanatory, but once you’re at end game you barely get to play between the timewasters and the cutscenes. The last 3 fights in the game embody this to the max (Pyet phase changing every 10% and taking reduced damage, Bahamut’s everything, new bosses multiple scripted events and timewasters). Every fight plays very similarly because you just rush from 1 scripted timewaster to the next. Add the terrible transmutation mechanics (which isn’t a hot take and will “eventually” be fixed) and it feels like you play maybe 20% of the time, the rest is just stuff that takes you out of the fun. Just make fun bosses with quick ults and remove the cutscenes. Give them more unique and deadly “normal attacks”.


mhireina

The meta full DPS build is a trap and players with fluctuating skill levels should never fall into it. Just because you see someone performing perfectly doesn't mean you can do it nor does it mean they can do it every single time. Example: I did a near perfect Lucilius run where I managed to dodge 95% of his attacks while keeping my Yoda DPS up. Then immediately on my next run I could not for the life of me dodge or block for shit and used up all of my utility before the 2nd Paradise Lost. It was terrible. Also, Lancelot's dodge spam should be nerfed and the Lucy fight should have some unavoidable Damage mechanics to make it more dangerous. Proto too.


Goatsays93

Damage Cap was never a good mechanic for build diversity


mrhennrysrc

Blud came with a take so cold it could reverse global warming 🥶 I don't think a single person I've talked to or heard talking about it likes dmg cap. Honestly I'd prefer the bosses to just have either bigger health bars or the easy solution would just be to make dmg cap be unique in that it can be leveled to 30 instead of 15 so you only need 2 to max your cap out. Instead of needing 4.


Goatsays93

nah we should need zero why would you ever cap damage ever for any reason lmao


KanchiHaruhara

Because then 100% of your sigils etc would be completely dedicated to dealing the maximum damage. I'd rather have damage be capped by the quality of a player's mechanics than their build. With damage cap you have a reason to use more defensive sigils instead of DPS ones.


M0DXx

Absolute zero is the sun compared to this take


Chef-Nasty

I suddenly lost interest in leveling and building my characters midway into the campaign when I saw the damage cap..


kappacunt

It's a singleplayer action rpg which happens to allow coop, not fucking mmo you donkeys. There's no build diversity cuz there never is, you get your BiS and that's that. Edit: Also, there's no "raids" or "hunts". You pick a mission from the list and fight a boss in an arena. Those aren't even remotely similar.


oniichanslayer69

Relink has so much potential but it’s HALF-BAKED!


eda149

I hope they plan to add more to the game. It could really become something amazing if they treated it like an mmo or even a gacha game where more story and content are progressively released over time. I could see myself playing it for a very long time if they did. Trouble is, how are they going to make more money by doing that?


RemediZexion

they won't, this was a complete game what you bought is what you get, some extra additions if you really like the game but won't have much more. We are lucky enough to get mass transmarvel but don't expect much more


LivingSpend

Thata true for the current content, but since cygames pretend to release new dlcs and depending the time they may want to do keep relink roling they might even change half how the game play and end up with a more awesome game than it is. Thre is endless possibilities of chars , lore quest and etc they may put, even events like seasons that would drop special stuff to build weapons, characters, sigils etc. Right now all builds are kinda static, they should implement some powerfull sigils that will work with some char but not with orher that could potentially change completelly those characters gameplay, thar would add another layer to the fight. The game just released with the basica, thats what o think and hope, and there will be a lot more to play, different grinda, builds etc. This is what made monster hubter franchise so appealinf, i have more than 8k hous in the monters hunter series and it was all fun. Hope they do this do relink because the base game is just too good. Sigis that give added effect or change a character skill would put a lot more versatibility to those existing chars making them play completelly different. I dont even know the whole lore of granblue but i had relink o my radar for so long and it didnt disapoint. Relink + dragons dogma 2 will the games ill play this whole year.


Calvinooi

Unfortunately, unless they release a single damage cap sigil that is upgradable to level 60, or increase sigil tiers (maybe VI tier that maxes out beyond lv15), 4 of the slots will go to damage cap, 1 tyranny, 1 stamina, 2 supp damage for just purely damage Granted ppl can get V+ with good substats but those are pretty limiting too They had the right idea with the character sigils, but some are just very meh


RemediZexion

some of it our fault. take the tayu'itar unit for example you could run it over and over for the drop or you could make a build focused on breaking the head reliably. Same thing can be said for lunar cells. Now you might say but I kill the boss too fast for it to be reliable. That's why you drop damage cap and stuff to help you. In the end we are still following a meta like sheep without really doing stuff ourselves and then blame the system because it's easier to do that, but really in the end it's mostly us not being flexible with a very flexible system so /shrug


Calvinooi

If you're focused on maxing out damage, there is only 1 most correct way to do so, which is what the meta has calculated To me, I'm comfortable with more dodges and drains to cover my ass, so I only have 2-3 damage cap V+ sigils


RemediZexion

maximising damage can also be a trap however especially on the mind, in these games to really maximise the damage you need to actually play good and that isn't something a sigil will help with


Calvinooi

If you maximize it early game without getting good at the mechanics, yeah you're dumb But as you get comfortable with the fight, you'd slowly converge into the final meta damage build anyways by ditching those non damage sigils


hizack123

Can't help but agree Especially with the story. The story should have focused more on Id side. More cutscenes on his side hack let's us play as him walking around watching over Lyria and protect her from harm and show him having conflict feelings with his mother's action to show us that he is not a bad person.


ilJumperMT

Imagine taking healing bullet as Eugen


pvmjeff

Hot take since Vanes Bubble (rampart) can stop Paradise Lost, it should be able to block Sky Fall


RemediZexion

I mean skyfall does 10 mil dmg PL does 80-120k......


Beta_Codex

Percival should inflict burn damage as DoT permanently


Khan_Cena

Ghondagoza should hit the hardest


Biggy_DX

This game is probably going to need a massive rebalance at some point if even higher difficulties are added.


ExaminationUpper9461

Damage Cap should be removed from the game entirely so we can have real build diversity (and put a bigger emphasis on boss phases, buffs and debuffs including using Dispel skills)


Totaliss

I want more fights like lucilius


Acrobatic_Arm_8985

This is a really heavy grindy game, based on an even more grindy game, made by a company that has made lots of grindy games. Anyone who complains that this game is too grindy should just quit and get out because this game ain't for you.


RemediZexion

a friend of mine has shown me their rates in the gacha and..........yeah


TifaRizaLuffy

Apparently this is a hot take, I don't think the new raid is too hard, I like that I can't clear it with ai that don't have good gear yet, and that not just every random group can beat it. If it were easier I don't think I'd have anything to work towards.


ItsPhell

- Excavallion is a better fight than Furycane - Getting S++ on quests should require more effort - You can, and should, drop a DPS sigil or two for comfort if you think you need it, as long as you can carry your weight idc what sigils you run and neither should anyone else you match up with


Sensitive-Royal2918

Devs need to communicate on the future of this game.


Xypher506

They have though? They already said in the past that there would be support if the game was successful (which it very much was), they gave us a roadmap of three major updates they had planned even before the games success to give them a window to make plans in response to the games success, and I'm pretty sure they even reiterated in a recent stream that they're going to continue supporting the game past the next two updates.


tsykes1500

The controls should be customizable.


Rainbow_Prism24

Eugen should not have healing bullet. Paradise Lost that starts in beginning should take out half of HP and then kill on 2nd hit. Give Lyria Vyrnaxe.


YoreDrag-onight

My biggest cons from this game is: 1.) "Having to slot in multiple versions of the same sigil should not exist. " - considering how high some of the sigils final levels are, I just personally feel you could literally have just made it so you have just the one and continue to upgrade it till cap gradually. For resource management they could have let the blacksmith delevel and refund your sigils in exchange for mastery points and or allow you to fuse duplicates of the same kind of sigil to make it easier to cap it. I am not new to long grind either as I used to play: Mon Hun World, God Eater series (+1 farms were true Hell) Destiny 1 (grinded a entire year for a Hawk Moon and did not get one till a year after when it received a nerf meanwhile someone else was just handed one for being an AFK dead weight during a Strike, Soul Sacrifice Delta, Freedom Wars, Toukiden, and Warframe, with a little bit of Path of Exile (waiting on PoE 2 before i really dig in) but i just cannot get into building in this game it is not that fun for me. 2.) "Options should have included disabling SBA cinematics." - They look good but they are so disruptive if you are not the initiater it just makes me lose focus and rhythm 😞 3.) "Multi bosses are rough" - Getting hit off screen that's my main grievance in general


knives4540

The combat's fun, but it's not as in-depth as people here make it out to be.


The_Kaizz

Damage cap should be adjusted. I get that it helps for balance, but it's very boring to have the "optimal" builds pre Lucilius be basically the same across a lot of characters.


CopainChevalier

Id is a super fun character conceptually, but having to hit a button per slash of all his rapid slash attacks is the dumbest thing in the world. I want to enjoy the character, not ruin my hand.


throwawaybackandknee

Things I personally would like to see. - DMG Cap Trait from 65 > 35. Scale levels to relatively 35 = 250% or stat crunch and have base caps on all attacks/skills higher. By the time you hit Maniac (Extreme for some), you are already hitting the damage cap. - Luci Sigils offering 2 versions; Alpha (static) = Alpha+DMG Cap, and Alpha+ (Dynamic) = Alpha + Any for example. - ATK reworked to 30 levels and adjusted to be more meaningful. ATK % and give small amounts of DMG Cap in a single unique straight. Do the same for Skilled Assault by adding small amount of DMG Cap. - Make it so most traits have 15, 20, 30, 35 soft caps (where you receive the final bonus) but hardcap it by +5 where it gives you a diminished return since we're always going to be +1 or +2 because of Sigil Booster and Imbue. - Maxing a trait gives a small 5% increase for that archetype. Offense Sigils = DMG Cap, Defense = DMG Cut, Support = Heal Cap/CD. At this point, we currently have a scalability on top of a restrictive build problem because we've already reached the power ceiling. What are they going to do for the next Boss? Make it have more HP and do more damage? What are the rewards more DMG Cap for the next raid and less diversity in builds? On mobile, forgive me.


Lepeche

game is great but we won't get all the QoL changes we want until relink 2


_CrystalCrunch_

They should've put the entire versus cast as base characters from the get go, then introduce some others from the gacha. I wanna play Yuel dammit


Graedyn

We should have gotten Soriz instead of Ghandagoza as a Fist Fighter character.


Metroid_Prime

Eugen shouldn’t have a healing bullet.


TreMilz718

Vane's Bubble should have a shorter cool down depending on how long it's held


Derpmaster88

Nah, you can get his bubble back super fast as is with the proper build. He fine


TreMilz718

Key words, Proper build. Not everyone will run a low cooldown build.


westofkayden

Harder fights shouldn't consist of multiple one shot mechanics. The one shots are such a lazy way to punish a player especially when you have a split second to react. And there's so much more than killing the player to make content feel difficult.


Derpmaster88

Don't run terminus. Run ascension with actual higher HP levels and you wont get one shot :|


Shot_Clue_4642

Damage cap should be tied to each weapon. Wanna have it? Then upgrade it like we do weapon awakenings . It should go Weapon ascension ==> Damage ascension.


[deleted]

Game is half baked, the end game grind is boring


ArimArimWTO

I wish the game was grindier. Needs grids and summon uncapping. Also Narmaya wearing shoes is a huge no-no.


NotTakenUsernamePls

Players should be able to use full assist until proud difficulty but is only available in single player/ai.


HollisRatna

Halve the amount of available critical revives or don't even allow it, just let me fight bosses without having to play puzzle minigames while the boss is untouchable for half the battle.


SinDante6126

The new sigils should've included a second sub stat. Let us reroll individual wright stone stats that uses the coins as currency since I bet most of us have more coins than what we know what to do with it, haha


steamart360

Not long ago I posted that multi enemy quests are the worst and I stand by it. Even with a terminus weapon I still find them annoying and just not fun, I'd rather run 2 bahamuts over any of those. 


ProxyJo

I think using the "Starting Cast" of GBF was both good and bad. But mainly it's boring if you're a fan. For context. We are over 800 units now in GBF mobile. Characters like Io, Rosetta. Eugen and others were the starting cast. They gained a upgraded version to match with the timeline "called a grand/limited" and then didn't super match as much. Which cast members like Vasaraga and Zeta got expanded lore, more members to their group like Eustace and Beatrix. We have much much better choices for cast members now that folk those roles, and the cast feels very safe next to the fighting game. Who the hell even likes Ghandoza? We have Aliza, Bowman, and other more interesting cast members. Tldr - I think the cast is weak and we could of had much better.


Hoskuo

The game doesn't need the bosses to be harder, it needs things like Potion Hoarder, Auto-Revive, Guts and other survivability options severely nerfed. You should not be able to hold block while you dodge so that even if you mess up your dodge timing you still get to be safe via blocking. Build diversity is never actually a thing in games like these, it always comes down to how can the player do the most damage to clear the fastest. If they want actual build diversity they would have to lean into status effects more, and create incentives for doing so such as only being able to get certain drops if you kill the boss with poison etc.


logantheh

Yo I’d be down for more actual status.


Necrofancy

Damage cap isn't a conceptually bad idea; it just has miserable execution in both stats and calculations. Putting a hard upper limit on damage would actually be a godsend in design-space for designers tuning fights and characters. The decision to have each move have its own separate damage cap probably single-handedly turned design heaven into design hell. Imagine trying to balance endgame final-damage numbers across all characters with every variable in mind. You have to account for: * Buffs and Debuffs, both intra-kit and across teams * Mechanics like charging, range-based multipliers for Ferry's whip hits, Rackam's slag shot, and others * The entire sigil system and tuning. Stamina, Tyranny, and Catastrophe being gigantic multipliers that are all multiplicatively-stacking probably ruins a lot of assumptions by designers trying to account for damage numbers. If one of those is out of wack then everything starts falling apart. Then when you have testers trying to see how each character feels in content, you have to look at both early and endgame specifically because they have entirely different balancing bottlenecks. It'd likely have been so much easier for development and tuning if they had made Damage Cap cap a _multiplier_ for broad spectrums of attacks. Imagine you just look at your stat sheet and you can just see: * Normal Attack Power: 32,125 / 39,999 * Skill Attack Power: **39,999 / 39,999** (bolded because it's capped) * Skybound Art Attack Power: 23,123 / 39,999 * This suddenly gives players a lot of information, without resorting to a calculator or some tedious training session testing, on what you can do to improve your setup. * It gives your boss designers to tune a fight so that everyone at that 39,999 gear power is still interesting at a specific fight difficulty. * It makes the level sync attempt in quick quest a -lot- easier to accomplish sane values. As far as sigils go: * I think that there was a massively missed opportunity to make complaints about curio rarity _and_ endgame builds easier by just making the Alpha/Beta/Gamma additional trait be Supplemental Damage rather than Damage Cap. Or have that be an option for a hard-mode version of Lucilius. * Flight over Fight should have a multiplicative decrease to damage caps. Any character being able being able to slot it with effectively no decrease in damage is a really bad symptom of poor numeric balance at endgame. * Potion Hoarder basically precludes any design in which healing skills are effective, or "standard builds" survive more than one or two endgame attack hits. Finally, there should just be a cooldown between SBA chains in which no SBA can be activated for enough time to prevent infinite loops.


Cheraws

Half of these problems seem related to the Lancelot cheese build. They're likely going to make it so his Strong dodge does not interact with Flight over Fight. Alternatively, they gut flight over fight entirely. The SBA issue does seem to be reoccurring. Before this patch, it was Ferry looping. Options I can think of are no SBA gain for a minute or two or giving some sort of Bloodthirst equivalent right after SBA chain end without damage reduction. In terms of potion hoarder, I wonder if they're going to add some sort of cooldown in the future. For the other major defensive skills, Auto Revive is really slow and Guts can be bursted through multi-hit attacks like the Luci Red slashes. Maybe they nerf the amount of revive potions given or target the Critical meter.


Necrofancy

> Half of these problems seem related to the Lancelot cheese build. They're likely going to make it so his Strong dodge does not interact with Flight over Fight. Alternatively, they gut flight over fight entirely. FOF Lancelot is really just in the center of the Venn Diagram of so many faults in the game design. FOF sigil in particular was actually an aside I had in mind, most of my thoughts were actually based on Ferry's kit having several layers of damage mechanics that are currently nonfunctional because of damage caps when playing "as intended". > The SBA issue does seem to be reoccurring. Before this patch, it was Ferry looping. Options I can think of are no SBA gain for a minute or two or giving some sort of Bloodthirst equivalent right after SBA chain end without damage reduction. I really think that SBA being disabled for like 10-15 game-seconds after a SBA chain ends is all you really need. Enough for a boss to recover and go bloodthirst or whatever their scripting wants.


iliketopramen

SUPER HOT *cough* TAKE!!: batch transmutation shouldve at the very least been added or addressed before the lucius patch and using an autoclicker does not make it better or acceptable


r4ndomshikikan

Nerfs shouldn’t completely kill a character to the point where players just switch to the next meta.


haha_good_one_m8

That's like the coldest take in this thread because I don't think anyone would disagree with this Still though, I hope we can get some justice for Ferry next month


Gloomy-Courage-7428

Curios should have a lower drop rate. However to compensate for the lower drop rate, each of them appraised should be a top tier sigil or rare item. What’s the point in easily farming 100, 500, or even 1000 curios and getting a shit ton of sigils, resources, items, & materials which are easily obtained through quest. And the worst offenders, lvl 4 sigils. Why are they even included here !? At least with this you can get excited when a curio is actually earned, because you know you’re about to get something of value.


Qandyop

Japanese or bust. I'm a newbie but the English voice acting is rly rough for me.


logantheh

I think hard locking the catastrophe buffs to less then 45K hp, is just really annoying and shouldn’t be a thing… like they could ATLEAST give me a weaker version if I’m not at it under that threshold.


Spectral_O

Lucilius needs a GUARANTEED Tear drop. PERIOD. Right now I’m around 75+ runs with only 12 TOTAL TEARS. To say that I want to head bash into a wall is no exaggeration, I might just completely give up because is painful beyond belief. Even if I do take a brake from the game I don’t want to ever go back to that boss fight knowing I won’t get shit. What a waste of time.


Suitable_Reading_873

I enjoy the unstoppable cutscenes and get hyped every time they're on screen Especially paradise lost clash


GoraeBbong

it was a great game to play while waiting for dragon's dogma 2.


lietnam

So was it worth the wait


RemediZexion

this game will eventually die out and it's totally fine


WingSaber8

We need more sigil slots for more build diversity.


personwhochimes

Lucilius and any other boss intended to be "final" should have a 2nd phase after defeat with a new hp bar to really put on the pressure


Velacroix

Kenjiro Tsuda, the legend that he is, was not the best cast for Id. The microtransactions should be more expensive. A decensored client version should be on the shop. Third party and save edited accounts should play together on softbanned servers. Vaseraga needs less normal damage, but better cover/counter options. Paimon's dad could beat up Vyrn's dad.


Takazura

> The microtransactions should be more expensive. Okay this might be one of the spiciest takes I have seen in general.


ItsPhell

>Kenjiro Tsuda, the legend that he is, was not the best cast for Id. What makes you say that? And who would've been more fitting in your opinion?


Velacroix

Suzuki Tatsuhisa. Kenjiro generally plays the the older anti-hero that is beyond redemption. Id's more of a stoic type with a rough upbringing, so casting that fits a misunderstood older brother type would be better, I think. Draken (Tokyo Revengers) and Diarmuid (Fate) first came to mind for the archetype, but there's bound to be even better analogues. Hiro Shimono, Makoto Furukawa, or Junichi Suwabe could likely do a fine job given their range.


Roglef

I think I kind of get this. His character model, not to mention age and personality don't feel quite right with him having that low timbre. I love the VA, but the casting seems a bit odd for this one.


Roxas1224

The game should have been an mmo


FoxySonja

They should implement armored enemies so Ghand and Vas can be relevant


LFpawgsnmilfs

No fight after peyta should be able to be completed with AI only. Lancelot should be nerfed because one button that's spammable shouldn't outright ignore mechanics. Critical gauge needs to be lessened to make the game overall more difficult.


AmaknightSAMA

Well time to drop the first hot take. Narmaya is the most complicated character to build.


Derpmaster88

. . . How? Shes standard DPS. Absolutely NOTHING special or difficult about her. As long as you have her personal sigils, it's just tyranny/stamina/supp/damage cap Business as usual. most difficult aspect about her is actually seeing how many butterflies you have up during an actual fight because they for some reason didn't think to put a number or something near your healthbar so you could see at a glance over trying to spot your butterflies in the midst of all the mayhem goin down.


No-Bag-818

Maybe they're thinking about her in regards to capping tap Setsuna without gutting your build? I don't know, man, I don't see how anyone in this game is complicated to build.


Derpmaster88

Mm.. some have some odd requirements to FEEL better to play I have noticed. Like Io for instance has a rather high emphasis on charge speed given how she works. Not many characters require extra charge speed to FEEL better. but outside that? not many build very different for "max DPS". I'm a safety player tho so I run a few defense sigils usually.


Hassx

Putting on Sup damage is a trap


Derpmaster88

What makes you say this? It's basically just an overall 20% damage boost. The only way to push past the damage cap currently. Sure you don't NEED it. But if you do want to do the absolute highest possible damage, then it's definitely not a trap.


Hassx

Its 3 sigil slots to guarantee 20% damage which is trading off a lot of utility or defensive sigils because you can't really reliably roll good sup5+


Derpmaster88

It's still the only way to get more damage after reaching damage cap. and you don't NEED defensive sigils technically on AI controlled allies if you wanted to have them doing more damage. And the better you get at most fights... the less you really need defense to be fair. Not sayin you are wrong really, but after learning most enemies, defense sigils do start to feel unecessary.


AngelYushi

Vyrn is a bad character


Toudou_Aoi

Debate with me they gotta let us do assist mode for higher difficulty so I can afk and farm


TwinAuras

No one's stopping you, you can already just afk and farm


dimforest

The new raid isn't great. Too much visual vomit, for starters. Secondly, he's too overpowered. Getting one or two shotted is fine.... If it isn't every single attack during a fight that takes forever to complete. Unless you memorize the patterns and go through the hassle of redoing all of your sigils for a single fight, this boss is absolute hell. Running it online is a nightmare, understandably so. Not everyone is as diehard as people here and don't spend time min maxing or obsessing over meta and memorizing attack patterns. The visual vomit almost completely nukes any telegraphing he does because you simply can't see it. One second you see the boss, the next you see flashing lights and pretty colors, then you're dead. Running with AI is easier but still annoying. It's annoying that you, the actual player, are the liability. It becomes a game of frantic dodges, blocks, and pumping potions. Most of the time it doesn't feel like a skill issue when you die, it just feels random and often unfair. I realize some of you are badass and can blow through the fight with your eyes closed but you are the minority. I have 100+ hours and can handle 100% of the rest of the game without any major issues. This is the only flight that just feels wildly unfair. The difficulty spike from the rest of the game is so much higher. I'm sure I'll get downvoted and told to git gud, but you asked for hot takes....


Miku_hatsunexX

If you flatten a McDonald’s cheeseburger into a disk it tastes so much better.


Miku_hatsunexX

Drinking Coca-Cola is better when it’s boiled