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MilodicMellodi

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Everything posted by MilodicMellodi

  1. As you can't fodder off Forma units, you're going to have to put your +10 onto the Winter!Cecilia Forma instead of the other way around. Not that it matters, since she doesn't have access to IVs. Just try to make sure that each of the Forma's skills is something your +10 doesn't have.
  2. He's "racist" in the sense that 1) the name "Human Virtue" itself can be taken as "racist", 2) the effect of Human Virtue requires at least 1 Human ally to be adjacent to him, and 3) Human Virtue's effect doesn't work on non-Humans. So I guess he's like a pro-Human Supremacist that's racist against non-Humans. He hinders his non-Human allies by not helping them, and yet helps his Human allies. And when I said "level of effectiveness", I didn't mean "effective damage".
  3. True. And...wow, that's all 3 colors of the weapon triangle (excluding colorless): red for Roy, green for Edelgard, and blue for Eliwood. I think for a unit to be truly "Racist", their base kit has to be able to have a level of effectiveness against both Beasts and Dragons at the same time. Fallen!Tiki, like you said, is more of a Supremacist (a unit that supports a unit based on if they're Human or non-Human, rather than going against them like a Racist does). Legendary!Marth is just an anti-Dragon unit, he's just better at it than most Falchion users. And the Beasts only transform themselves back if they're adjacent to a Human unit, they don't actively hinder said Human units.
  4. Everyone is (or was?) talking about Black Eagles bias, but I'm just sitting here realizing we finally got our second Racist unit (that I know of). First we got Racist Roy, and now we have Race-Ending Edelgard. On a more serious note, I'm very happy that Armored Stride exists now. Armored units will be able to run different seals on Mixed Emblem teams without relying on Armored March or Armored Boots. If I end up getting more than 1 Edelgard (though I likely won't), I have a Kjelle that would definitely be happy to inherit it. That Raging Storm, though...wow. Galeforce and a guaranteed follow-up against non-Human units. If I get her, I'm gonna have so much fun with Blazing Wind. It's just to bad she'd have to sacrifice this Passive if she wanted Special Fighter...oh well. Green's a strong pick for me this banner, not just because of Legendary!Edelgard but also because of Legendary!Celica. Blue's not that far behind with Naga and maybe Tsubasa...but the other colors don't interest me this time. Will I summon on this banner? I'll waste a few orbs on it, but I won't be sad if I don't get anything. I'm currently putting all of my orbs into summoning Mareeta for her Close Call, so I don't think I'll be able to afford splurging on this banner.
  5. I feel like I might jinx myself by saying this, but FINALLY I'm getting some luck in my skill choices. And by that I mean that I'm actually getting quite a lot of it. Brave!Roy's level 33, with Blazing Durandal (+Eff), Atk/Spd Push 4, Def/Res Ruse 3, and Threat. Atk/Spd 3. Valentine!Lilina is level 30, with Gronnserpent+ (+Spd), Quick Riposte 3, and Threat. Atk/Res 3. Thea is level 32 with Silver Lance+, Rally Atk/Res+, Death Blow 4, and Hit and Run. Winter!Cecilia is level 33+1 with Tropical Treats+ (+Res), Harsh Command+, Fury 4, and the Atk Ploy 3 seal. Most of the units' roles are clearly defined now, with Roy being the Sweeper, Thea's role being the Rallybot and Cleaner, and Cecilia's role being the Tank. Not sure what Lilina's role is here, other than the fact that she's the only Magic unit in the team...so I guess she's the Tank Killer? Except even then she doesn't do a great job at it. I think it's safe to say that Roy will be the smart choice here. Not only is he a powerful unit with powerful skills (and is Cavalry to boot, making him a superb Galeforce user), but he's also the only unit on here with a non-inheritable weapon (and one refined at that, saving a whole 200 Divine Dew). The only drawback is his status as a Forma unit preventing him from having any boons, but even that shouldn't be enough to dissuade people from getting him. Winter!Cecilia is the next best unit (being a Grail unit that doesn't care about the lack of IVs), but Roy's selection of skills is just too good to think about getting anyone else.
  6. I voted for Ingrid and Leonie, because they were my favorite Dancers I've had so far.
  7. It wasn't intentionally worded, but you made it worth not editing XD
  8. I voted for Gangrel. Teach me the ways of depression, Gangel-sama!
  9. So there's a new Voting Ballot, themed as "The Hero You Want as a Teacher". Winter is coming, lads. Be ready for the meme overload.
  10. I was expecting a "BUT MAAAARS!" in there. Oh well.
  11. I summoned on the banner a few minutes ago, and I was really lucky to get a +Atk/-Res Bramimond on the second summon, first session. That superboon really helps things out, even if the Res bane is a little annoying. 61 Atk with his weapon means he'll serve very well as a nuke, even if he's not especially quick. I've already inherited to him Steady Stance 4 and Cancel Affinity 3, as well as given him the Hardy Bearing seal. I figure on making him capable of living at least one hit against ranged enemies during the Enemy Phase (even if they use bows), and Cancel Affinity will turn the tables on any Raven tome users I happen to come across that try to take advantage of his status as a colorless unit. Hardy Bearing is for nullifying Vantage during the Player Phase and Desperation during the Enemy Phase, so he has something of a fighting chance against anti-nuke builds. EDIT: I have a question about Impenetrable Dark. Does it negate effects that already applied earlier in the turn (as in start-of-the-turn Field Bonuses)? If it does, then that's an all-around buff negation. I'm wondering if it does that, or if it only negates current effects; in Yu-Gi-Oh! terms, Continuous Effects. If the negated effects also affect the bonuses they applied previously, that'd be huge. If, however, the negated effects don't affect any bonuses applied prior to combat, then that would make Field Bonuses something of a weakness of his (if Dull Ranged didn't exist, that is). He meant all Field Bonuses. Lull doesn't negate Combat Bonuses. Though Combat Bonuses from the foe's allies will also be negated (or at least, the foe will be isolated from those Combat Bonuses) due to Impenetrable Dark.
  12. Men's side: Ike and Hector Women's side: Lucina and Veronica
  13. Did anyone else get the impression that Anna's weirdly-done smile in her sprite made her look like a half-horse hybrid? Cavalry Anna unit confirmed?
  14. Askr: Donnel Embla: Xander Nifl: Nowi Muspell: Default!M-Robin Hel: Zelgius/Black Knight Ljosalfheimr: Lilina Dokkalfheimr: Oliver
  15. I think there would be a few of them who'd fit in the category of "destroy every rubik's cube they see"
  16. Finished, and I have to say...they actually listen! Or at least I feel like they listened, because wow! This was such an improvement from what we've had so far that I don't really have any criticisms about it this time. I do have one complaint, but I'll leave it at the bottom. Below are the current merges and skills my units have. They're all level 40, so I won't list that. Leif: +2. Light Brand (+Eff), Repostion, Noontime, Steady Posture 3, Chill Spd 3, Threat. Atk/Res 3, no seal. He was the straggler. Despite having good Spd and Def, he could never hope to match up against many enemies, and it just got worse for him in the later stages. He did manage to wall the occasional attack, and when I finally got Reposition on him he became an invaluable asset for positioning, but he was clearly the least valuable unit on the team. Finn: +2. Slaying Spear+ (+Eff), Ardent Sacrifice, Ruptured Sky, Atk/Def Solo, Lull Spd/Def, Drive Spd 2, no seal. He was my most offensive unit here, even more so than Reinhardt. He rarely suffered, and was the luckiest unit in terms of RNG. I'd go so far as to say that if I ever get a Finn up to 5*, this build will probably be on my mind. In fact, I did give my Brave!Lucina a Slaying Spear+ a long time ago...hmm, a thought for later. Reinhardt: +2. Meisterschwert, Rally Up Atk+, Ruptured Sky, Atk/Spd Push 4, Spd/Res Ruse 3, Threat. Atk/Spd 3, Spd Smoke 3. I thought he was going to by my MVP, but I was left surprised. Despite his nice Atk/Def stats and access to Meisterschwert, he was never able to secure kills before he was retaliated upon by pretty much every enemy he faced. This is one time where I'm actually glad I wasted $10 on the FEH Pass, because I had to abuse the rewind mechanic SO hard for him. By no means did this mean he was a bad unit, though. Once he got Meisterschwert, I steamrolled through some of the early-mid stages with relative ease. A couple times, he came in clutch as the last unit standing. But in terms of overall usefulness, Finn was the clear winner here. Olwen: +5. Thunderhead (+Eff), Rally Up Res+, Blazing Light, Life and Death 4, Atk Feint 3, Spd Opening 3, Savage Blow 3. Despite having LnD4 for the majority of the playthrough, she never did a lot of damage to non-Blues. Reinhardt had Joint Hone Atk before he got Threat. Atk/Spd 3, and even that didn't do much for her. Though I know her seal will disappear (at least, if I get her with a Forma Soul...which I won't, let's be honest), I do have to say that Savage Blow 3 came in clutch way too many times to count. That little bit of damage was just enough to give me victory in a lot of fights I otherwise would've failed hard. The units that I'm at least considering using a Forma Soul for are Finn and Reinhardt, most likely Finn. Finn left me highly impressed, and I just know I can make great use of him. Reinhardt on the other hand is a unit I already have at +1, which would make Formhardt +2, and the skills he has right now (except the seal, which would disappear) could potentially make him one of my most valuable units if I could get extra merges on him. In terms of merges, though, Finn is a lot more common than Sword!Reinhardt and would end up being +10'd far more quickly. In terms of what skills I'll shoot for in the remaining days that I wish the two might have in the end of this round of HoF, so as to make them more likely to choose them? The only thing Finn would need, funny enough, is his default Goad Cavalry. I've been wanting to make a real Horse Emblem team for a long time, and he could be the piece that puzzle needs. For Reinhardt...I'd probably say he needs nothing, but I wouldn't be averse to his Ruse being Spd/Def instead of Spd/Res. It really just depends on what kind of team I'd put him on. He'd probably thrive in a Mixed team, and my Brave!Lucina is more than happy to let new friends join the slaughterhouse. For the other two units (Leif and Olwen), I won't make any suggestions because I wouldn't touch them with a 10-foot pole. Now for the complaint, which isn't a major one but is still something that annoyed me. The enemies' stats in the later stages got way too bloated. Many of my losses were specifically because I lost battles that I should've won (even with the enemies having "merges"), but didn't win because a random Fir had 77 HP and destroyed Finn in retaliation. It went so far that I had to check the battle forecast every time, and if I saw Idunn in it then I simply went to one of the first stages to give a unit a free skill/merge. I love that the RNG is finally taking the units' personal strengths more into consideration, while still giving occasional weakness cover-up options. I also love that they have torches as a prize in a lot of the final stages, so people could have more chances to improve upon their units before taking on the next stage. But there are two things I feel that need to be fixed. 1) Units like Idunn that are difficult to eliminate outside of HoF, and NEAR IMPOSSIBLE to damage in HoF's later/latest stages, need to be removed or at least need to show up in early and/or mid stages only. No one likes being dealt a hand they have no chance of winning with (just thinking about Bridal!Marth still makes me angry), but it's even worse when they're shown their enemy's hand and know they have no chance of beating it. I know it's just an oversight, but it low-key makes me feel like IS is taunting us. 2) There needs to be more incentive to merge units. With merges in HoF not transferring to the main game with the Forma Soul, there's not really a lot of incentive to give merges to your units despite how important they are. Perhaps giving you an extra prize based on how much you merged your units combined by the end of the round (capping at a certain amount so you didn't feel awkwardly pressured to sacrifice your skill inheritance) would be a good start? Some feathers would be nice, although I wouldn't say no to a few more Codes either. Overall, I enjoyed this way more than I expected to. Round 1 was great, but round 2 was disgustingly stressful and round 3 wasn't much better, so it's a great breath of fresh air to know it's not just IS using as an excuse to stall for time for some random new project they have. If they continue to improve like this, Forma Souls may potentially end up a lot more valuable — and also a lot more worthy of purchasing.
  17. Donnel's Lance Weapon Exclusive (Donnel) Might and Effect: 11 Might. Grants HP+4 but inflicts Spd-3. Unit attacks twice. (Even if foe initiates combat, unit attacks twice.) If unit is 5* and Level 40 and unit's stats total less than 170, treats units stats as 170 in modes like Arena. (Higher-scoring opponents will appear. Stat total calculation excludes any values added by merges and skills.) Refine Effect: HP+3 (HP+7 total). If foe initiates combat, grants Def+4 during combat and Special Cooldown charge +1 per attack. (Only highest value applied. Doesn't stack.)
  18. That's more of a gamble, really. It's not able to be used on Staff and Tome units. If they changed it so that it was unable to be used on Staff and Colored Tome units, that'd be fine. But IS will likely take the lazy way out and keep it as Staff and Tome. IS has made these kinds of lazy decisions before, and with games other than FEH. I mean, just look at Fates...that game's a museum of laziness. EDIT: Then again, it looks like some skills have been updated to include colorless tomes as incompatible, and Cancel Affinity isn't one of them. You may be right after all about them being able to use it. I'd say it wouldn't matter how long it'd take to make an armory of colorless tomes, because games like this are all about the long game. But that'd go against what I just said, and with how IS has been acting recently I truly believe they'll have neither the patience nor the foresight to do it. Especially with how much less they're making from this game every year.
  19. I wonder what colorless tomes will have to set them apart from the other colors and weapon types? Unlike colorless bows, breaths, and daggers, they won't be able to inherit weapons from colored units, and colorless tomes themselves will have an extra weakness to Cancel Affinity due to the above weapon types' capability of using it (not to mention their own inability of using it due to them being tomes) in case they gain their own Raven tome. I suppose there's something special about a tome user — especially a nuke — being able to ignore the weapon triangle (*coughlegendarycelicacough*). But I don't really see what else they can offer on paper.
  20. I know she's not actually +10 yet, but I've seen people post +10 units without getting them to +10 dragonflowers. A +8+10 is perfectly equivalent to a +10+6 (I checked), and people have posted those with less dragonflowers than that, so I'm counting it as fine. (Heck, the one who posted the last Brave!Lucina has theirs as +10+3 — great build by the way, Johann). Honestly, I'm just impatient and want to show off by beautiful Brave!Lucina to the world. I have plenty of other skills and builds for her (and that's a major understatement), but this is my main build for her right now. My finished project will be giving her Ruptured Sky and Close Call 3 to replace Glimmer and Mystic Boost 3. I went with Atk/Spd Push 4 over Swift Sparrow 3 for the former's usage during both phases as opposed to the latter's usage during Player Phase only. Also, I normally go with Close and Distant Guard combined so that allies within 2 spaces get the Def/Res+4 boost no matter what attacks them (combined with Geirskogul, that's +7 Def/Res), but I have both versions available for her fully upgraded as both C and seal skills, so I can choose to specialize more against either range if/when I wish.
  21. My run wasn't terribly bad, I think. I mean, in comparison to the first HoF it was downright terrible, but it wasn't anywhere close to the second HoF so I count that as an improvement. I still think it's major bullshit how aLmOsT eVeRy FuCkInG sKiLl had something to do with Res. I don't want to have to patch up the stupid weaknesses IS gave them, I want to play to their strengths. That being said, I got lucky quite a bit too. "Every" is a tiny overstatement (and I meant tiny, I'm not underestimating anything). For Sigurd, I made him +1 and gave him Sandfort Spade+ (+Def), Rally Def/Res+, Ignis, Distant Counter, Lull Atk Spd 3, Panic Smoke 3 and Fortress Def 3. He ended up being the bait some of the time due to DC, though it didn't go that well as often as I'd have liked. For Quan, he went up to +4 and got Gae Bolg, Reposition, Glimmer, Death Blow 4, Atk/Spd Link 3, Odd Atk Wave 3, and Atk Smoke 3. He was my main offensive unit, and he did a fairly good job of it. It's just too bad he got creamed by ALL THE FUCKING MAGES. Lionheart got up to +1 and got Dark Mystletainn, Reposition, Ruptured Sky, Death Blow 4, Atk/Def Link 3, Ward Cavalry, and Fortress Res 3. It's fair to say that he was (attempting to be) my anti-dragon unit. He failed spectacularly due to his low Res, but at least he tried. Ward Cavalry did make things a little better, but it just wasn't meant to be. He was level 28 when I got everyone else to level 40. Lewyn got up to +3 and obviously had the best growth out of everyone else (even Quan). He had Forseti, Smite, Ruptured Sky, Swift Sparrow 3, Atk/Res Link 3, Atk/Spd Oath 3, and Spur Atk 3. I was hoping for Special Spiral for Ruptured Sky spam, but IS doesn't exactly like their playerbase being satisfied with anything...that said, it was a fairly good build. Forseti combined with Swift Sparrow 3 and Atk/Spd Oath 3 meant that he got up to 54 Spd when initiating on a turn he started out adjacent to someone. If you replaced his B with Special Spiral and his seal with Swift Sparrow 2 or another good skill, it'd actually be a great build for regular FEH. All-in-all, it was meh. It wasn't as good as the first round, but it was loads better than the second one (nothing could get worse than the second one...not that I want IS to test that...). The challenge of pitting a bunch of low-Res cavalry units against mages and anti-cavalry units was annoying, but it wasn't unbeatable. The real annoyance I had to deal with was the Res-oriented inheritance. With pretty much any other units it wouldn't have been that bad, but they meaningfully gave us units that had less than 20 base Res. Even with a Res-based build, none of them would have been able to patch up that shitshow to anything worth mentioning. For following rounds, I'd like for IS to make the RNG more friendly to each unit's specific goals instead of trying to patch up their weaknesses — especially when their weaknesses are that glaringly obvious and unfixable. For example, units with high Def and low Spd should receive skills more useful in tanky builds, instead of skills that increase Spd. Those with low Res should receive more inheritance options for offensive builds, instead of options trying to patch up their Res.
  22. Finally +10'd my first hero. I've been playing since FEH came out, so it makes me really happy that I've finally maxed out my Lissa's stats. I decided, at least for now, that her best build concentrates on 4 things: buffing my highest-Atk ally (or allies) with Joyous Lantern, healing my allies and ridding them of their penalties/status effects, helping her allies trigger their Specials, and having herself tank some magic for her allies in a bad situation. Having the Wrathful refine means she'll at least be able to retaliate a bit (and help her allies deal some damage, especially thanks to Dull Ranged nullifying ranged foes' bonuses when she attacks). The Live to Serve seal combined with Miracle means that if she lives, she can heal back up and possibly live until she can trigger Miracle again. With Infantry Rush, I can worry a bit less about my allies not charging their Specials (and therefore I can occasionally forgo having to give them things like Heavy Blade in exchange for Fury or Atk/Spd Push 4). And well...Fortress Res 3 is a good skill. I might possibly fodder off the Klein manual they're giving us for Fort. Def/Res 3 instead of this, but...for now, it's good. 88 Magic Bulk combined with Dull Ranged means that she'll live a couple attacks against her desired enemy. For her other skills, she has...an armory of staves (both Wrathful and Dazzling), nearly all the Healer Assists, all of the base level Balms, Close Counter and Brazen Def/Res, Guard and both Staff Bs, and a LOT of great C skills. Heck, I could forgo Infantry Rush and Live to Serve and switch them out with any Ploy combination I desire (because I gave them all to her lol).
  23. I know this is a shameless necropost, being that the last update was almost 2 months ago. But we need topics like this to continue to survive, so I made a few skills to put up here. Impel Atk (/Spd/Def/Res) C Passive Tier 4 upgrade of Drive Atk (/Spd/Def/Res) 2 Inheritable to all Effect: Grants Atk(/Spd/Def/Res)+3 to allies within 3 spaces during combat. Essentially a range upgrade compared to Drive, allowing for units like Thrasir to work at their best while also preventing skills like Pain+ and Savage Blow from working effectively. Ward Armor (/Cavalry/Fliers)+ C Passive Tier 4 upgrade of Ward Armor (/Cavalry/Fliers) Inheritable to Armored (/Cavalry/Flying) only Effect: Grants Def/Res+6 to armored (/cavalry/flying) allies within 2 spaces during combat. Grants Def/Res+6 to allies within 3 spaces during combat instead if all allies on team are the same movement type as unit. Same kind of Tier 4 upgrade as Impel, but to the Class skills. Balanced in such a way that all units on the team have to be the same movement type, forcing any team using this into making a Movement Emblem team. Of course, Def/Res+6 within 2 spaces is still powerful...but any team that wants to use this at its max range of 3 spaces is forced to use a Mono-Movement team. In a way, this skill kinda breaks Grand Conquests and Rival Domains...so I doubt they'd ever put this version of the skill into the game. Folkvangr's Blessing B Passive Tier 0 Exclusive (Legendary!Alfonse) Effect: At start of turn 1, deals 20 damage to unit and all allies. If unit or ally within 2 spaces has suffered ≥ 20 damage and initiates combat on a foe, grants Atk+20% to unit or that ally during combat. Grants Legendary!Alfonse the ability to single-handedly place all of his allies within Brazen/Desperation range from the start while also giving allies that have at least 20 damage on them a 20% Atk increase (letting units at a WTD effectively ignore the weapon triangle, as well as making any of those with Triangle Adept able to not lose Atk at a WTD). Fensalir's Blessing B Passive Tier 0 Exclusive (Legendary!Sharena) Effect: At start of turn 1, inflicts Atk-7 on all foes until their next actions. If foe has a penalty and initiates combat on unit or allies within 2 spaces of unit, inflicts stat penalties on foe after combat equal to their stat penalties during this combat. Calculates each stat penalty independently. Grants Legendary!Sharena the ability to force her foes into keeping their stat penalties if they attack her or allies within 2 spaces of her (and also inflicts a Chill Atk effect on all foes at the start of turn 1). With this in her B slot, she can put Distant Counter (or Close Counter?) into her A slot and counterattack any foes (whilst also forcing them to keep that Atk penalty if they still have it). Noatun's Blessing B Passive Tier 0 Exclusive (Legendary!Anna) Effect: Before the start of turn 1, unit can move to a space adjacent to any ally and grants another action to unit after start of turn 1. (Additional action granted by this action once per turn only, and to one unit only per turn only. Unit cannot use Assist skill during the turn this effect is used.) Nullifies effects of all foes that allows foes or their allies to move to a space adjacent to that foe or their allies. Grants Legendary!Anna the ability to move adjacent to any ally before the start of turn 1, effectively letting her decide for the most part how she wants to position herself at the beginning, before then letting her take another action as though she hadn't moved already. It's balanced by the fact that she can't use an Assist skill the turn she does this, so she can't use Reposition to move her ally as well during that time. She also can only have one copy of herself activate the effect, so if she or another copy of her uses that effect then she and/or the others can't use the effect (but can at least still use their Assist skills this turn). Its second effect prevents the foe from being able to use skills like Wings of Mercy or Ground Orders to allow themselves or their allies the ability to warp, making her a great defensive choice to use in Aether Raids. It should be noted, though, that if the foe used their own copy of Legendary!Anna, both copies would be prevented from using the first effect of this skill. Conqueror's Will C Passive Tier 0 Exclusive (Brave!Walhart) Effect: At start of turn, if unit has no allies within 2 spaces, reduces the movement of foes within 2 spaces of unit to 1 through their next actions. Forces a Gravity effect on foes within 2 spaces of him at the start of each turn as long as he has no allies of his own within 2 spaces. Truly a Conqueror's Will that can intimidate foes into not being able to move at the very sight of him....
  24. It'd also actually detrimental for long-time players too. Redoing it for free means you spend that much less stamina in your attempts on clearing the map, but that also means that you go through Stamina pots that much less often. For those who already have the maximum amount of pots, it'll be like a slap in the face disguised as a delicious-looking pie. Of course, all you have to do is not use the redo option...but now you're not getting the full experience that you paid $10 for. Which honestly is even worse. So here's a recap of everything we're getting in the FEH Pass: 1) Resplendent Heroes: Better-looking versions of weak-ish Gen 1 Heroes with a small BST boost. Not useless, but certainly bait. Simply getting a free 5* unit without having to work for it is something anyone would fall for. 2) Missions with great rewards: A spiked hammer in the groin — giving people with money huge amounts of resources that just so happen to be rare normally, and all they have to do is complete a few easy missions. It's like a sign leading you to that delicious-looking pie, but once you cross that sign it locks the door behind you until you spring the face-slapping trap. 3) Extra Summoner Supports: Fairly useless. Any teams you had before that did well with only 1 S-Rank Summoner Supported unit don't need 3. And any team compositions that actually need 3 fucking S-Rank Summoner Supports are so niche and full of shit that no one would competitively use them. It downplays the effort people put into making great, powerful team compositions by giving the average P2W junkie a free ride with less powerful builds. 4) Re-Act: Like I said, a slap in the face disguised as a delicious-looking pie. It has its place in SoV and 3H because their maps are long and tedious...giving FEH the same treatment at no cost is like telling the playerbase that they're so retarded they need an additional advantage put in place for them. And what's worse, it can't be used in the one place where it would be at its most useful in: Arena Assault. 5) Auto-Start: The only thing actually useful for people, and that's only because of the Tempest Trials and Forging Bonds. With it, it's no longer tedious to gather points. Those that have aircraft carriers full of Stamina pots can just sit back and gather all the points and rewards they want without having to lift a finger. This is...kinda the same kind of advantage Re-Act gives, but it's done in a way that makes it useful to the entire playerbase as a whole. So there you all have it. 2 blatant baits, 2 useless monstrosities, and 1 thing to make tedious game modes less tedious. That doesn't really feel like it's worth $10, but like I've said before at least it's not KHUx's $15 a week.
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