MODULES, A META NECESSITY, A MISTAKE, OR WHAT? [ARKNIGHTS]

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Rewrite Kuma

Rewrite Kuma

Күн бұрын

I wanted to finally talk a little bit about modules in this game, they've been out for a few years, and I always held my opinions on them. I never really wanted to talk about it extensively because I understand the way I see this game is very different from the majority of the player base; and this way of seeing things isn't the most appreciated.
I understand that the way players use the words "meta" and "viable" in Arknights aren't really their original meaning, and they understand each other in doing so, so whenever I try to be pedantic about it, I am the weird one.
But I think I don't care anymore, this is a special game for me, and I want to share my thoughts on something I like so much, if that's wrong, I don't want to be right anymore.
Also, that Eunectes module, for real, I don't understand why it exists, please help.
#arknights

Пікірлер: 78
@Laurentina_enjoyer
@Laurentina_enjoyer 19 күн бұрын
cant wait for 1-7 specific modules
@baconisgod13
@baconisgod13 17 күн бұрын
Goldenglows 1-7 module: global range expands to hit enemies that haven't spawned yet
@paradigm592
@paradigm592 19 күн бұрын
I disagree. Even if modules don’t significantly change the viability of an operator in ‘the meta’, the fact that operators can equip 1 of 3 modules AND the fact that modules change/add talents and traits tells me that modules are a way to give players more choice in their play style with a specific operator. After all, some modules support certain skills of the operator. Another reason for modules is for improving the ‘ease of use’ of the operator. Jaye and Deepcolor would feel pretty terrible to use without their modules, so their modules mitigate some of their downsides. Of course, it sucks that modules are even needed for operators to ‘feel good to use’, but what can ya do 🤷‍♂️
@kinnikinnik3593
@kinnikinnik3593 19 күн бұрын
idk man, Jaye was pretty baller even pre-module
@5chneemensch138
@5chneemensch138 19 күн бұрын
Modules that change or add talents are rare. Most just buff or fix ops.
@kevinseraphin5456
@kevinseraphin5456 18 күн бұрын
But does it suck that some operator NEED M3 to "feel good to use"? What about E2? Mountain don't need either and work perfectly fine at E1 while it's mendatory for Thorn to even feel like a character, isn't it the same? And if you think it's not, why?
@PrismTheKid
@PrismTheKid 18 күн бұрын
Its their way of patching old operators without making it seem like they changed the deal of a 'gacha purchase'. You can't tinker with op stats after you've run a banner, so Modules are their loophole. The problem is when units release with their module already, which defeats the purpose, since they tend to come overbuffed, like wisadel or logos
@xidjav1836
@xidjav1836 18 күн бұрын
​@@5chneemensch138yeah most of them are just pot talent upgrades
@kyubbikcat2281
@kyubbikcat2281 19 күн бұрын
If there is one thing I wish, I wish new operators DON’T release with modules. That way we can give the new ops a few months of play testing so the devs know what needs improving or what crazy thing can be added to their kit. AND I want 4* and 5* to get a second module that either changes their talent or gives them a new second talent. Hell, it’ll be nice if the modules of individual operators do drastically different things. So differently that you might want to take an op to a stage with NO MODULE. Think of some modules as a side grade rather than an upgrade entirely.
@oberon5657
@oberon5657 19 күн бұрын
Interestingly enough, the second talent thing exists via Shamare module lvl 2-3 already, making it a concept the Devs are already familiar with and could easily implement!
@Cr3zant
@Cr3zant 18 күн бұрын
That's what Delta modules are for.
@TheVandive
@TheVandive 18 күн бұрын
I would like for 5 and 4 stars to be able to change module trait effect for their class (betweem X and Y) Like franka multiplier on block X, and revive on Y, they both would do the same to the talent, but they would get a benefit
@AryaPDipa
@AryaPDipa 17 күн бұрын
5* modules does change your talents, at least for some early operators. Ceylon: +ATK when water tiles > +ATK or ++ATK when watertiles Flamebringer: +HP at kill > +HP when adjacent enemy dies Now 5* modules only bump up numbers :s
@shawtism
@shawtism 18 күн бұрын
i think the strongest thing modules have going for them (and what i would honestly like to see continued in the future) is that they dont necessarily encourage alternative playstyles but instead give an operator with a confusing identity a more prominent one that feels nice to use. obviously when CC had daily stages with class bans you would take tsukinogi over elysium, you cant bring vanguards! but when else would you? maybe this is a bad example because im pretty sure tsukinogi still doesnt really have a role with any module, but with something like ebenholz delta module or rosmontis IS module, you can see a doubling down on their identity. ebenholz is the caster who you save up for big hits against bosses, so he gets extra special (at the time) damage that nobody else can do in one big hit like that! rosmontis is the sniper who blocks, why not share that love with the team! every operator is viable ultimately because arknights is a mechanic based game and rarely dips into large health pools you cant kill without some crazy alter character. but some ops are really only fun to use when you squeeze a niche to its limits, and never gets used otherwise. modules function best when they flesh out an operators ability to fill their niche and identity, which i think is why they have a little story with them, or when they give them an alternative niche to fill. shaw module 2 should give her mapwide true damage.
@polardon3161
@polardon3161 19 күн бұрын
I don't really think that modules are a player retention mechanism, they do not cost nearly enough as rising a new op. The only scarce material is module block's. And even as a perfectionist that want's to have module on every operator, i rarely straggle with them. Meta relevancy is tricky, there are meta relevant modules, and some modules are designed to be meta relevant. like rosa or mostima's modules. Other are more focused on making operators more comforable to use, like dusk second module. some are a faliure as they barely make any change to both meta relevancy or comfort of use. The idea is that modules as a system tries to do everything all at once, and tats kinda the problem as some want module to make pepe meta, and they get one that makes her more comfortable to use and wise-versa The meta itself exists but is mostly irrelevant, i define it as ops that do not reqire much to use, as power-creep transformed mostly into feature-creep from operators design standpoint I like RA module idea, it shows that hg want to explore RA more. Maybe that mod is irrelevant now, but it means that we can get more IS like play-style changing modules but for a different game mode. And thats cool as hg can explore more gameplay shenenigans that kinda too op for story stages
@jyraia11
@jyraia11 18 күн бұрын
14:50, while I agree with some parts and others don't, this, right here is something that started annoying me. Blaze Alter, while she looks strong, for me it felt like she will receive Logos Module but for burn, meaning that instead of giving her 'free' elemental burn, they plan on later giving her a module for that. Which is also why there is some new 6=stars that are released with module already, giving the sensation that you need to E2+Module to play as it was intended.
@gabigm7655
@gabigm7655 19 күн бұрын
I do mostly agree with everything you said, specially the meta part But as a player that started long after modules were introduced I will say that I NEVER even thought that modules were to make operators viable again, It's just another upgrade same as masteries and E2 to me nothing more And I do think you undersold RA, that gamemode is a pain to get through specially if you a bugilion people built and for a casual RA takes so MUCH TIME, I swear the actual content of IS is nothing compared to the amount of things you can do in RA and every time I blink they a whole other area. The RA module is not for the people that already played RA it's for the people that are still grinding it out 😂
@xxxx__zzz988
@xxxx__zzz988 19 күн бұрын
The problem with RA module is that few people who actually love RA(including me) already did all achivements and medals here and there is not much left to do, and other people don't and won't play RA.
@xxxx__zzz988
@xxxx__zzz988 19 күн бұрын
The problem with RA module is that few people who actually love RA(including me) already did all achivements and medals here and there is not much left to do, and other people don't and won't play RA.
@ThaDude
@ThaDude 17 күн бұрын
There is a meta because it affects the stat of the enemies. The enemy stat is getting bigger but most of the lower rarities introduced are getting half-assed mechanics.
@leonardooliveira8016
@leonardooliveira8016 19 күн бұрын
I wish every operator had both modules, for the ops with only one talent diferent modules would work with a different number on the talent, it would give a sense of building the op in a more unic way.
@Purplepentapus_
@Purplepentapus_ 18 күн бұрын
I view modules as a pseudo E3 promotion. They have essentially the same effect as a normal promotion (extra max stats and a talent upgrade) but with a different method of acquiring the upgrade and the addition of a trait improvement (something that a few branches have normally). Personally I think modules definitely ARE necessary in a lot of cases, as the talent upgrade pushes certain operators past a break point that significantly improves their performance. They may not be super necessary for 6 stars, as they already have outstanding performance, but modules allow a lot of 4 and 5 star units to become viable or even become outstanding themselves. Ethan is one of the best examples, as his module pushed his S2 from "frequent intermittent binds" to "consistent permanent binds."
@burpium1767
@burpium1767 18 күн бұрын
I kind of agree with the idea of how module was intended for is that in the beginning, they kind of released it for veteran players who have nothing to spend their resources on (aka: no special intentions, just adding new thing). But i also have this idea that after some times, the devs realized that they can improve operators with modules, but they didn't really know how to actually do this without breaking the games concept, therefore they experiment with more recent modules where you find some modules actually improve operators performances and other times modules just don't add anything or even "bad" for the operators. Thus, they learned from it and read the sentiments from the players, of course. Specialized module for IS is definitely "fruit" of this learning process where the devs decided to "keep" the gacha concept stays, while appeasing little part of the playerbase while also trying to convince them to play other mode to see those "improved" operators with Specialized modules. But in the end, i think modules in general stay as what their first intended reasons to exist: just to spend resources on.
@Aliya_Akane
@Aliya_Akane 18 күн бұрын
honestly my issue isnt modules, its modules that are bad some operators have flaws that could have been addressed with a module to update them (frostleaf's stupid attack interval debuff on her talent) but they instead get left to rot, while on the other hand you get operators like lappland who now in addition to applying silence also apply fragile on every attack a bad module just means an operator is doomed to being a ball and chain that weighs down your team even if you like them rather then potentially giving them a spot on your team where you feel like even if they aren't the most useful they arent actively dead weight being brought along
@ThaDude
@ThaDude 17 күн бұрын
That is also my issue with OG Gavial. They buffed her on deploy talent. But should have been given less deployment time so her talent can be spammed and she can heal on different places. HG should have just not yet released modules on ops they don't know what to do or on ops that have just released. Another example is Spalter. They released her to be suboptimal when the module buff should have been there in the first place.
@clonedindividual6698
@clonedindividual6698 2 күн бұрын
Dusk X module gets ONE stack of 2% atk at stage 3. But really it's 10% atk at stage 2 but she has to kill the enemies to do so and her dps is mid at best. Y module gives more utility on S3 only although pretty good overall, the fact the 2 freelings are never refreshed is baffling. First attack then nothing. And finally a module that doubles her current dps AND it gives a synergy with fast redeploy units like Yalter and Texalter! Usable in a single game mode. Fuck HG for this man.
@MrCookieMonster565
@MrCookieMonster565 19 күн бұрын
I think if they wanted to introduce an RA module it would be better to get one for RA3 launch or first expansion. RA2 has been out so long that the people who wanted to chase the higher difficulty strange territories and such has already completed those challenges, why would they go back for an easy mode with a mega buffed Eunectes. Even the excuse of "well she can still be used in RA3" seems kinda weak considering she is only getting this mod because she has a strong presence in the story in RA2 and also already gets a buff via token of 40% ATK and 2.5% HP/s, which most likely will not be present in the next iteration of the game mode. I think I'm in a minority of people who actually appreciates RA2 and have played it quite a decent amount but I can't imagine in 6 months when this releases for RA2 on global I'll have anymore interest in the mode beyond just getting the rewards from it by skipping days as I've completed 90% of the content already including personal goals. I can see the thought in this maybe getting people more interested in the mode, but Eunectes seems like a fairly niche unit to have built to try and draw in more interest into the mode. I think a better idea would to maybe just have been to consolidate IS an RA modules into one universal module that works in all extra game modes or something along those lines. The modules are already really cheap and are basically a for fun unbalanced option that I don't think many people would complain "X module works better in IS over RA how could you do this to me HG" and would just say "This broken mod is more broken in IS how fun". RA is a great story mode, and I personally like making a cool base designs and completing max difficulty strange territories. But after you're finished those things you are basically just playing IS but with an even more limited map pool and no ability to see your operators doing goofy shit via collectibles, so even as a fan, I really don't see any reason that would justify exclusive mods.
@Rnjesus-iu9yk
@Rnjesus-iu9yk 18 күн бұрын
Kuma is like the opposite of Supah. He's the most wholesome guy ever. (Just for clarification I like both both seeing the juxtaposition is amusing to me lol)
@byeguyssry
@byeguyssry 12 күн бұрын
I think different modules serve different purposes. Some just give an extra power boost to serve as an extra way to make your operator stronger. Some provide utility, or give something to an operator they didn't have before. But I get especially frustrated when an operator that already has a module that simply increases damage, gets a second module that simply increases damage. One has better numbers and there's close to no reason to use the other. At least if, like, Whislash gets a great second module that, say, increases her ATK SPD buff, I could see a few reasons to use her shield-giving one. (And some modules are too strong imo, making them not really feel optional, like Wisadel's)
@BillyONeal
@BillyONeal 15 күн бұрын
As one of the EN players that hates IS and likes RA, I would consider building this just because I wouldn’t use Eunectes under other circumstances, and the effect is fun. It isn’t about the meta, it’s about “would that effect be fun”. I agree if you like IS that you’ll get way more effect out of that mode’s exclusive modules. The bigger problem with the situation IMO is that IS’s RNG and difficulty scaling means the mode already is designed to work with “broken” team compositions and for that to be fun, so the IS modules can be comparatively crazy without breaking the rest of the game. I think people were hoping modules would fix the meta in part because they genuinely did for a few operators, IMO most notably Mostima. But I agree with you it’s clear that’s clearly not the overall intended direction now.
@RewriteKuma
@RewriteKuma 15 күн бұрын
actually, I wanna hear from you billy, do you mind ops "losing" their third module to a specific game mode like this? Even if it is in a case like this with Eunectes?
@BillyONeal
@BillyONeal 15 күн бұрын
@ I guess I’m kinda ambivalent about that: 1. There are very few ops I build 2 modules for, much less 3. There’s just aren’t enough module blocks available, and usually one is just the “best” one for a given op. 2. We have no idea if the op would have otherwise gotten a third module in the first place; the third ones have always been extremely targeted and individualized thus far. 3. Ops already have mode specific talents and nobody thinks about that much (Shalem, Highmore, Velarqvin, Tuye, Kestrel, Heidi, Delphine, etc). The chapter specific ones are much worse because you don’t even get them until most of the chapter is beaten and thus you don’t even get to use their talent much. 4. I don’t see any obvious reason that an op couldn’t get *4* if they would have otherwise gotten a third one and got a node specific one.
@rimiulnamo2059
@rimiulnamo2059 2 күн бұрын
After roughly a year of playing, I've started on and off with Arknights for various reasons, but here's what I thought related to the subject of the video. RA: The ultimate slog of game mode, it required tons of hours to grind, or you abused load & save so you didn't play the game at all. IS: the best game mode after CC; they should give EXP/LMD even if you finish all the rewards as a small incentive. RA & IS Module: Just make them usable for both modes. Module: inconsistent in quality. Sometimes it hits the mark, or lukewarm, or complete garbage; it really makes you think if HG actually understands their game or fanbase. CC: Make more of them, new CC proof that they can balance them. The RPG analogy: if the power gaps are closer, then it's a positive. Now the player can use ops A for replacement of ops B. HG didn't make mistakes on purpose: Crownslayer said hi. Ops with pre-designed modules are bad: 100% agreed. module and pot: not the same; player is required to spend their premium currency for pots while modules are not. put quite literally P2W, so feeling distasteful for it is completely justified, but the module should fix their kit or buff the ops directly. In conclusion, modules are another HG blunder where it could be their easiest win, but they have no idea what they're doing.
@RewriteKuma
@RewriteKuma 2 күн бұрын
I'm curious, what do you mean with the new CC is balanced? I'm not saying it isn't, I really don't know what you mean. It would be cool to have more CC, let's see if they give up on them or come back for real now, because the time gap was waaay too much
@rimiulnamo2059
@rimiulnamo2059 Күн бұрын
@@RewriteKuma The concern was Wis'adel would break the CC, and it's impossible to balance stuff around her. and they did, most people not using her past 720 points, and you don't need her at all for the medal; in fact, this is the easiest 620 so far. Necrosis/elemental, as I predicted, remains the strongest form of damage resource and CEOBE supremacy. time gap because they're trying to add more casual content nobody gives a crap. Co-op, vector, stronghold protocol, and polyvision are not magicalthey still took tons of resources to make. Are any of them leaving any impression? Nope, not at all. Just rotate old CC every month while the new one is in the making. We used to have daily MAP off-season.
@RewriteKuma
@RewriteKuma Күн бұрын
@@rimiulnamo2059 got it, cool stuff
@kevinseraphin5456
@kevinseraphin5456 19 күн бұрын
I never understood this "module are made to buff underperforming operator" either, its clearly was never the case from the start, tho I don't totaly agree with you as it just being a ressource dumb, for me it's just the next expected power level, you have E2 wich give a good power boost to most ops but some bennefit way more from it than other (exemple Mountain VS Thorn), then you have M3s wich already are unequal in strengh (seriousely, compare some SL7>M3 like Ethan Podenco and Ashlock S2s with Myyrh's or Proviso's, it's night and day), for me modules follow the same line of though, they slightly or not so slightly increase your operator effectiveness depending on the case by either playing on the operator already established strenghs or by adressing some weaknesses, it's almost as if it was an Elite3 that didn't require you to dump 90 lvl into a 6star to then put 100 more in wich would cost a small country GDP per operator...
@alexunder3165
@alexunder3165 19 күн бұрын
I can't believe that Kuma was able to play with more than one six star in the squad.
@thatkidfox
@thatkidfox 19 күн бұрын
I think the specialised Modules are kinda weird. I would like to see better modules for 5* and 4*s cause some of them feel underwhelming. Even a few 6*s got some rough treatment. I overall Modules but i do wish some of them were just buffs given to the base operator cause how little it does. (Carnelian Modules are so rough, they really need to give her something in a delta module tbh). I think modules and ra need more attention and adjustments in general.
@jo-ri-oh8950
@jo-ri-oh8950 19 күн бұрын
I'm agree with most of the thing you said in the video. Especially with the module system being just a ressources dump just to keep veterans players investing and farming. That also why HG release sometimes new materials and make them part of the next operators. Basically, the module system is a Elite 2.5 or a pseudo Elite 3. Sometimes they release a module just for people who want to dump materials in it. sometimes the operators are designed around their modules, and it sucks. But sometimes they gives valid and diverse options to the player to play with, just like different skills in a operator's kitt. In a whole, yeah, modules are a very weird concept in the game and are utilized pretty poorly. But I will not complain that much because my favorite operator, Gladiia got one of the best module possible, so it makes this whole system good by default. 😊
@CptJack-ws8nz
@CptJack-ws8nz 18 күн бұрын
The only reason i dislike Modules is that majority of the time they barely modify the Talent of the 4 & 5 Star Operators where as on 6 Star Operators their Module either just make them work better or flat out makes them much stronger overall like Thorns with his Module for example which just feels wrong as there is already a massive gap between 5 and 6 Stars so why does HG insist on making the gap even bigger... Also sometimes the Modules come with Buffs that quite literally fixes the badly designed Class Archetypes and make them better and easier to use & play and i think should be given to all Operators within that Class Archetype like for example: 1. Blast Casters get a much cheaper DP cost or gain extra range, both of which are extremely helpful to Blast Casters. 2. Chain Casters get the ability to target 4 enemies with no damage falloff between target jumps. 3. Phalanx Casters get to retain half of their defence buff when they use their skill so they don't become complete glass cannons. 4. Mystic Casters get the ability to store one extra stack to their charged attack for more damage or the ability to regen their charge attacks MUCH faster. 5. Basic Defenders get to block 4 enemies. 6. Duelist Defenders get the ability to actually passively regen SP without needing to block. 7. Sentry Defenders get to spot invisible enemies. 8. Instructor Guards get the ability to be deployed on ranged tiles. 9. Musha Guards get an extra life or damage resistance when at low health. 10. Reaper Guards get to heal even more which improves their survivability 11. Crusher Guards get more healing received to help maintain their massive health pool. 12. Multi-target Medics get more range or the ability to heal 4 targets at the same time. 13. Therapist Medics get status resistance and lower aggro or no reduced healing when healing long range targets. 14. Heavyshooter Snipers get a much faster redeploy time or can ignore physical dodge. 15. Flinger Snipers get 3 hits with a single attack. 16. Hook Specialists apply a DoT when pulling enemies or more effective pulls against far away targets. 17. Executor Specialists get a big DP refund after retreat. 18. Ambusher Specialists get a permanent movement speed reduction to enemies within their attack range. 19. Merchant Specialists allow you to slowly gain DP over time as they are on the field or get a stacking damage buff as they eat your DP. 20. Trapmaster Specialists get the ability to be deployed on melee tiles and can deploy mines on ranged tiles. 21. Dollkeeper Specialists makes the Substitute deal more damage or becomes more tanky. 22. Decel Binder Supporters get more SP regen when enemies are in range or a much stronger slow. 23. Abjurer Supporters can heal by their full attack value stat. 24. Artificer Supporters can hold more support devices that cost less DP to deploy or support devices have a faster redeploy time. 25. Pioneer Vanguards get a cheaper first time deploy DP cost 26. Charger Vanguards generates 2 DP on kill and fully refunds their current DP cost even as it increases. 27. Tactician Vanguards either makes their summon take less damage from the enemies they are blocking.
@cheesesaurus
@cheesesaurus 19 күн бұрын
I don't spend lmd on modules for gameplay. I do it because I like those particular characters and if I can add anything useful to their kit at all I WILL do it. I want to max out and spoil my waifus :)
@edhikurniawan
@edhikurniawan 16 күн бұрын
My problem with them is how expensive they're. I literally purchasing the $10 module pack because i need them in a large number. Or, i used to refill the sanity because i actively buying them from the pink ticket shop. Or the resources, like the mat or LMD. Especially LMD. You don't ask the reason why, i kinda have an OCD when my operator doesn't have at least one module. And the worst of all, it only add that thing that you can't see. I mean, they don't affect the operator look. They don't affect the operator skill animation or anything. And yet, they're more expensive than the effort to e2. Like you can have narrative about them anything. Like Choices, Gratitude, a little extra, to fix, etc. But all of them will pass the cost baptism.
@zancloufer
@zancloufer 17 күн бұрын
I think you glossed over, heck outright rejected, my biggest issue for modules. How much of a bottleneck the [Base] Module Blocks actually are. I made a spreadsheet last year, about 2 years post module release, where I estimated about how many module blocks you get vs how many you need. As it stands you get 4 per month from missions, 4 from Red certs and about 4-8 per month from event shops. There is also an extra 4 from Gold Certs, but IMHO that is the domain of Dolphins and Whales. Even assuming a max of 20 modules per month (which doesn't happen, but let us go best case scenario) that would only clock in 480 module blocks. I then counted, as of 2 years post module, how many modules there where: 39 Four Star, 95 Five Star and 65+26 Six Star (The 26 where "Dupe" IE they had two). That means you need 1506 total module blocks, or 1818 if for some reason you needed to do both for the 6*s. (Maybe the better one came second, they are both good for different things, or your just a completion for your niche/Waifu) This means, even under the BEST circumstances you would be short about 1500 module blocks. Or more importantly, for every module you did get there would be about ~3 you couldn't. Though more reasonable for a F2P and accounting that we really didn't get that many modules at the beginning it's closer to 1 out of 5. So yeah, we have a system that isn't sure what it wants to do. Sometimes it's a needed buff, sometimes it's overclocking broken units, maybe it's a resource tax for a unit to function and sometimes it's a kick to the balls because they released a shit module for your favorite unit. This is all on a system where for every module you do get there is 3~4 modules you cannot. Also I think you exaggerated how easy this game is. I would argue even on event stages you need some brain to complete the game. Some people are just bad and yes they do need that 20 damage sword because all enemies don't have 10 HP, the better operators to kill/tank/heal better than the worse ones. Unless your saying that "There are no bad operators, just bad Doctors", which I assume you don't mean because IMHO that's just a insult. TLDR: Meta does matter somewhat for the average player, modules range from "Does nothing" to "Meta-Destroyer destroys meta more" and for every module you do get there are 3-4 you cannot.
@RewriteKuma
@RewriteKuma 17 күн бұрын
I'm actually curious, in your roster, how many ops have modules and how many don't? I did say that I have all my ops with modules built, and I never ran out, but I get that I don't raise as many 6★ as a normal player, and currently the only people I still hear talking about lack of module blocks are players like us who don't need them, because we already have the whole world built, again, I'm just curious
@zancloufer
@zancloufer 17 күн бұрын
​@@RewriteKuma I've more so been tracking the number I've spent and am short than exact module levels. It's about 585 spent, 21 in stock and if I wanted to max out a module on every unit I have E2'd I would need 914 more. Having said that there is close to 200 units that either I am missing, haven't E2'd or have a second module. I would guesstimate less than half my operators have their modules unlocked and I have just as many level 1 modules as level 3.
@RewriteKuma
@RewriteKuma 17 күн бұрын
@@zancloufer that makes sense, it is something that simply doesn't cross my mind anymore
@sebastiangomez1476
@sebastiangomez1476 18 күн бұрын
6:10 this just doesnt make sense, you can improve 5* and 6* at the same time bro and still play both
@RewriteKuma
@RewriteKuma 18 күн бұрын
I'm a 4★ player, I know very well how to play the game in whatever way I want, but if you can't listen to an argument to the end, please don't try to participate in it
@fischwell
@fischwell 19 күн бұрын
i like modules, but im mostly playing IS so having more options is good. and i think modules are something like liger zero's CAS. for example, my goat ebenholz, his mod X for boss/elite killing, mod Y for AOE, and mod delta for necrosis. well they are not perfectly balance, and not many op have multiple modules.
@icomander9223
@icomander9223 19 күн бұрын
I... I don't know how to feel. I think that you are, in general, right. But being a new player not only for arknights but for tower defence genre as a whole and gacha games too, I just can't really have fun or play if my units are not strong. Almost all of my raised characters are 6 stars, because I see no point in raising lower rarity that I just can't/don't want to play with. And that's the reason why I want for the modules to be stronger and not mode-specific, since I can't really play IS as it feels too hard and unfair. You can fairly call me trash at the game and say "git gud", but that's just how I feel.
@garcia3458
@garcia3458 19 күн бұрын
That’s a completely valid point to have as a newer player. IS also incredibly based on rng, which just adds even more to the unfair feeling at first, but that’s also why it’s nice that it’s permanent. And I agree, weak 6 stars does feel awful to use. The more you start playing however, I hope you’ll find more lower rarity characters that you enjoy using! That becomes more of a challenge late game, actually wanting to make them work bc you enjoy playing them. I always try to bring at least 2 4 stars whenever I play a new stage. It helps me think differently, so it doesn’t become the same monotonous deploy surtr then win strategy
@alexunder3165
@alexunder3165 19 күн бұрын
"I just can't really have fun or play if my units are not strong" Let me guess, you don't enjoy hard stages, do you? "I can't really play IS as it feels too hard and unfair" - Start with IS2 (Phantom themed) and use Wisadel as your starting unit (instant e2 sniper squad is the best if you have that unlocked) to steamroll the thing.
@kevinseraphin5456
@kevinseraphin5456 18 күн бұрын
Imo that's not a good thing for you, not because of the "git gud" BS or anything, but because 6star are EXTREMELY expensive to build, and their modules even more so for a very minimal buff, a 6star modules cost enough ressources to E2 another 6star, IMO you literaly shoot yourself in the foot by spending so much ressources heads on rather than widening your roster. A module is12% more damage on average on a 6star you already have built VS another E2 6star entirely, I would never reccomand the former, especialy to a new player. That's also why peoples reccomand lower rarity operator to new players, cause they are CHEAP in comparison, you can get a lots more of them for the same price, wich help you fill your roster quicker.
@PrismTheKid
@PrismTheKid 18 күн бұрын
More players are obsessed with power than not. Its mostly newer players who go 'oh this 6 star isnt meta SKIP' and value a carry unit to help them progress farther and the players that value interesting gameplay options are more the minority. Comments and analysis videos tell this story as much
@xxxx__zzz988
@xxxx__zzz988 18 күн бұрын
@PrismTheKid This meta mindset became even more strange after wisadel came out... Like really, how many stages need other meta ops beside wisadel
@Anomen77
@Anomen77 18 күн бұрын
You are looking at modules from the wrong point of view. They do not exist "for the meta". The point of modules is not to turn operators into Wis'adel, it's to take weak operators and make them more enjoyable to use and feel less like a hindrance. Not every module fulfills this, hell I don't think they are even trying with most of them being useless minuscule numeric buffs on terrible talents. But some of them do, and they are great. Some examples are: Leizi, Ethan, Franka, Rosa, Mostima, Specter alter, Coldshot, AoE casters... Modules improve critical weaknesses of their kits or double down into their roles improving then considerably. Franka was infuriating to use with her 50% chance to proc. Now at 70% she's very consistent and fills her pseudo true damage role very well. She will never be Mon3tr or Mlynar, but she doesn't need to.
@RewriteKuma
@RewriteKuma 18 күн бұрын
you totally misunderstood what I said, because the point you make is in line with mine
@nekodanogitsune2785
@nekodanogitsune2785 18 күн бұрын
While I wont deny that most new modules are resource dumps, I don't think the new IS and RA specific ones are as they cost only 3 module blocks total plus lmd for max level. And I'm all for it as most of them look fun to use. Just thinking about the goofy things i could do with Eunectes' module if i had her has me thinking it'd be fun to build her just for RA. That fun factor is important to me, since it seems like most IS, and RA to a certain extent has gotten stale as I'm always hunting for certain relics and interactions since there it feels like there are only a few interesting combos. Hopefully it's also an indication that there's more RA content cooking in the background.
@lixocontextualista
@lixocontextualista 17 күн бұрын
I don't mind with the concept of modules, but I have issue with the modules for 5*. 5* modules are just too expensive, and OK, you don't need to upgrade them if you don't want to, but some 6* modules make them so broken, and 4* modules are so cheap in comparison that 5* modules just sink 5* operators even more, both in regular gameplay and IS. The worst part is that the gatekeep lore inside the modules. They could have made 5* viable making them cost the same as 4*.
@ThaDude
@ThaDude 17 күн бұрын
There is a meta because it affects the stat of the enemies. The enemy stat is getting bigger but most of the lower rarities introduced are getting half-assed mechanics and half-assed modules. The current state of the game is just encouraging people to play meta because of how harder the game is statwise. It is becoming more like the generic tower defense where you counter enemy with bigger numbers instead of making creative strats by doing combo of operator mechanics.
@RewriteKuma
@RewriteKuma 16 күн бұрын
enemy stats haven't changed much since year 2, that's the biggest misconception you could have; defenders are the same every event, ranging from 800 to 1000 defense, we had 1000 defense enemies back in the first year, casters still have the same atk, HP pools are also the same. If you want to see for yourself, you just need to look in the wiki and compare similar enemies, and I'm not trying to fight you here, just look at it for a while and you will realize that enemy stats are not getting bigger. Otherwise, how would I be able to continue beating the game with 4★ Operators?
@ThaDude
@ThaDude 16 күн бұрын
@@RewriteKuma The stats are almost the same but the modern enemies have added gimmicks aside from the stats. Older enemies mostly have stats as their gimmick hence the numbers. I do not have any qualms with enemies getting stronger but I have qualms with half assed buffs and mechanics lower rarities have. Modules helped some but most are like an afterthought. It is easier to play meta because many operators lack good gameplay. For every Papyrus there is a Sand Reckoner.
@RewriteKuma
@RewriteKuma 16 күн бұрын
@@ThaDude if that's your preference, no worries, I just thought for a moment you believed the strongest ops are a necessity
@Cr3zant
@Cr3zant 18 күн бұрын
Lin, Mostima, and OG Ch'en become useless or so annoying and unfun to use without their modules, that for that reason alone I like them.
@juances
@juances 19 күн бұрын
To be fair, the IS exclusive modules actually seem to have the right mindset, they are buffing Phantom, Rosmontis, Dusk... usually considered on the lower end of 6* units (except Kal'tsit somewhat). This is how modules shoudl've been... except now they are mode-locked.
@Khroniclas
@Khroniclas 17 күн бұрын
Hg never said that modules were there to buff weak operators. This is a first class cope of the community
@HumbleNearlKnight
@HumbleNearlKnight 19 күн бұрын
Hi Kuma! Thanks for the Clue today! Also, good example with "Operator released with Module in mind" is Viviana. They did her dirty now (some) people see her as what she supposed to be.
@RewriteKuma
@RewriteKuma 19 күн бұрын
I'm really sorry man, but it's been 268 days since she released, and in over half of those days I've heard some crap or other about her, I'm really exhausted about this topic. Also, no problem!
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