- When CC#9 Week 2 released you guys said it's too hard - When CC#10 Week 2 released you guys said it's too easy - HG's life is difficult
@littlejohn84352 жыл бұрын
The fact that HG needs to make the game fun which is not boring for longtime players and not too hard for newer players really makes me appreciate their stage designs whether they are easy or not.
@TwoSouthFarm2 жыл бұрын
As long as it isn't an obnoxious experience, it's a good CC.
@caster2692 жыл бұрын
@@TwoSouthFarm Very much this. The issue isn’t maps being too hard, it’s them being hard while also having a boring solution like multiple hours of stalling.
@artemi7 Жыл бұрын
This doesn't seem like a bad thing to me. You WANT people to clear content. This is exactly where you want to be; let the people who want the hard stuff to be Week 1, and the people who need the rewards for Week 2. This is working exactly as it should, I feel.
@Ahriman6842 жыл бұрын
Cannon is so beneficial that it allowed Medicknights to clear R18. It's nuts how they thought buffing its damage would do anything more than help you.
@Dr.Krezotexe2 жыл бұрын
Have you notice the pattern of cc difficulty We actually on 2 easy CC phase after 2 hard cc (#8 & #9) Give HG some respect to give us a calm before the real Storm
@Dr.Krezotexe2 жыл бұрын
I'm not even trying to do high risk Dawnseeker now Given fact the requirements is nasty
@ReCrystX2 жыл бұрын
8:54 Cantabile gain dp upon auto attacks during skill, she'd be outright broken if its just auto attacks
@LeinRa-Reaction2 жыл бұрын
tbf, her bnb skill activates automatically upon deployment (like Red's S1) so it's easy to forget that it happens only during skill
@sizillion2 жыл бұрын
do not let this distract you from the cute horn riding an artillery shell in the thumbnail
@sayantanpaul59472 жыл бұрын
Horn 😭😭
@shariqikram58322 жыл бұрын
(she dies after it lands) (real?)
@himi3992 жыл бұрын
Real, absolutely totally the best part of this video
@10yee2 жыл бұрын
could be us tbh
@Storn_2 жыл бұрын
Honestly Cc7 was pretty challenging if you didn’t go with the optimized route of chalter mountain NG, but that was because other strats were still viable, I hope cc10 will be the same case and that other things that are not true dmg aren’t completely unviable
@AquaticIdealist2 жыл бұрын
As someone who mained Fartooth for CC7, suboptimal timings were truly, truly painful :)
@Drails2 жыл бұрын
yeah, I tried malding lowop chalterless W2 and it was a pain getting below 10
@leonhardtbelgar24682 жыл бұрын
yeah, we got some gigachad shit like male only max/5* only max/VGknights max in cc7
@dangng70792 жыл бұрын
7:05 About that , if you don't know, there is a risk in CC7 that benefit you a lot more :movement speed up , That risk basically open up a new strat : camping the left box , that risk make the second wave of smarty don't explosive on the changing tile and make the envy( the shooting guy )with risk 2 don't charge up before getting to the deployable tile
@Drails2 жыл бұрын
I've heard about that, but it was a very minor and specific thing, no?
@dangng70792 жыл бұрын
@@Drails i mean , when you take the hp down tag the smarty explosive is almost a guarantee death so making them not explosive is kinda a big thing and a faster envy making them a lot easier to deal with as they does some big range art damage , so no??
@lancergt10002 жыл бұрын
Tbh the premise of Chapter 10 limits what kind of risks you can put into CC10 -You cannot under any circumstances give the normal slugs more than 3000 HP without buffing the cannon's damage, otherwise the map becomes exceedingly resource intensive to beat as now if you don't have one of the 4 true damage operators, you need to sacrifice at least 2 operators to canon shots -In the same vein, you can't ban the vent tiles or else theres no way to trade profitably with the big slugs -You cannot have -DEF risks, otherwise no operator will be able to do the basic task of Chapter 10 (blocking slugs until cannon shot) -The general theme is that enemies feel like they can't have too much HP, or else the cannon won't do enough damage to be worth sacrificing operators to I think at this point HG should recognize and tune CCs to allow for burst damage to work in order to encourage more playstyles (and if it's not the most obvious path, add risks that signal people that you can burst; for example a damage reduction risk that turns off when the enemy has done a certain action like casting skills), instead of nerfing damage output to the ground in the vain attempt of forcing people to "play the mechanic"
@Drails2 жыл бұрын
at a certain point I think we can acknowledge that high risk (especially in this context at above r30) is meant to be incredibly restrictive and push the limits of what a roster can do - as elitist as it may seem, I think leaning more into that is better than creating something like current W2, especially considering how even if there's a cannon dmg down risk, it's one-two risk levels and people can push high without it personally tried playing w2 at 35 cannonless (except for manfred), was significantly more interesting imo than 36 with cannon abuse - but I guess true damage is as big a problem as the cannon, so I generally felt one of the two should have been nerfed - and it feels better to nerf the mechanic as opposed to restricting player agency further for the mechanic section, honestly I really like it - it feels a lot more natural and less gimmicky than cc7 and cc8 - like cc6 was restricted deploys, cc9 was thorns enemies, cc10 is timed hostility; I much prefer the simplistic mechanics with a lot of room to play around, as opposed to yinyang bullshit or cc8
@lancergt10002 жыл бұрын
@@Drailsbut if there's only 1 way to win at the top levels, and especially if said method takes hours of non-deterministic loops to beat, is it any fun to play or watch? Personally I value meta/strat variety very highly especially in a game's highest level of play, and while acclaimed old CCs like Pyrite/Cinder/Spectrum provided them, I feel that variety is lost as HG keeps making more and more dictative design decisions in order to attempt to rein in the top tiers of AK Though at the end of the day, this argument can never be definitively concluded, as it depends on your view top risk CC either strictly as a feat of accomplishment that doesn't need to be balanced, or as an actual game environment that needs to be balanced. As such, I'll respect any opinion on this subject matter (But I will create a max risk CC envirent that everyone can actually aspire to beat; if not in an AK fangame, then in another game) Tho, why didn't they do a faster cannon risk instead? A faster cannon isn't a complete positive unlike a higher damage cannon, bc it taxes your economy more by making you sacrifice operators more often
@karkar36472 жыл бұрын
cant believe i said this but CC#10 is the most fun i got of figuring risk 18 CC making me liking the cannon mechanic more
@th3TwistedLight2 жыл бұрын
I'm just glad when risk 18 is not a teeth grinding torture like the Kazimierz one I'm a filthy casual in that regard, I get the rewards, I tap out
@LeinRa-Reaction2 жыл бұрын
I wonder if HG somehow thought, or found, that maybe CC#10 week 1 over 18 risk is actually too hard for casual/low-rarity only players so they decided to make it easier for them to reach higher risk level with the cannon buff bcos it seems ridiculous to think that they didn't design the map with players taking advantage of cannon's true damage in mind
@byeguyssry Жыл бұрын
Feels like they could've done a "Reborn creatures take -80% True Damage and +400% Damage from " risk instead of the Cannon Damage Up risk to prevent True Damage from non-cannon sources from trivialising the mechanics, but a 80% damage reduction instead of 90% means True Damage is still worth something.
@otdatheu40382 жыл бұрын
Just found your channel, great channel. So..I have some late ass opinions. DP down risk should just not exist, it is one of the factors limiting what you can do with the canon. Squad size limit should go up too. And development limit 2 is just not possible. Imo risks should meant to be used towards max risk. There are only so much you can take with just 2 deployment. Well these are not unique to cc10. This is: What if there was another cannon, another changing bar. It must not be sped up by the boss/mobs. Should be tier 2 for it should be fun. Then tier 3 risk you can add a bunch of HP risks. It would take much more skill on the player side. And if you feeling fancy add a risk that let player units charge the 2nd cannon somehow.
@skywalkerjohn89652 жыл бұрын
Increase the deployment time, increase deploy cost or simply banning some class.
@GoodKnightPunpun2 жыл бұрын
CC10: Operation Stalling
@matsuato94152 жыл бұрын
Can someone link the r18 Medicknights clear? Cheers!!
@FelisImpurrator2 жыл бұрын
It's really fucking funny though. What was the CC6 risk that made the game easier?
@Drails2 жыл бұрын
sandstorm direction very conditionally made some clears more viable, i.e. left to right to right to left and such
@FelisImpurrator2 жыл бұрын
@@Drails Oh right, now I remember. Yeah, that made some runs comically easy. Nice shoutout to stair-stepping the corners in CC7. I'm finding that this is the first time I've enjoyed True Silver after using it on an alt for challenge risks.
@Akane_0072 жыл бұрын
Dev: Let's increase the cannon damage so players can play harder. Players: Bait the cannon to kill enemies 😂
@zynczinc14432 жыл бұрын
CC#10 really designated toward newer player. HG dont want them experience very hard CC for the first time to the point it becomes obnoxious. Veteran player who wants challenging and sweaty tryhard pls cut some slack.
@skywalkerjohn89652 жыл бұрын
How to change the Risk that basically help your run to a risk that make your life a little bit harder. Enemies immune to the Canon
@kiryukai43132 жыл бұрын
Im surprised this wasnt done
@IronCobraTD2 жыл бұрын
idk man sounds like skill issue
@thejuggernight14062 жыл бұрын
I didn't pay too much attention to the clears and from someone who just casually viewed it it looked really fun to play. as for the cannon risks I do find it disappointing they they just buffed your clears would have been cool to see a cannon risk where it made the cannon target lowest block count for example. as for the map being true damage based I do have to say that is disappointing. saw a few comments mentioning that the CC should be easy and I whole heartedly disagree with that max risk/ high risk should be a challenge and for sure not new player friendly it should restrict your operators uses and make some operators for example stat checkers unviable at the highest level. high risk CC should be designed to be a long term goal not something that you make easier with a risk that helps you one shot the mobs on the map.
@tanphamnhat9692 жыл бұрын
Hm, I guess u forgot the +50% def and 30 res, should it encourage player to use true dmg?
@Drails2 жыл бұрын
there's a risk like that every cc, so not worth specifically mentioning
@tanphamnhat9692 жыл бұрын
@@Drails I do feel different though, it's risk lv3
@finisherm0ve2 жыл бұрын
off topic,I just realized you haven't made any guide for CC#8,what's up?
@Drails2 жыл бұрын
I didn't feel like I knew about CC8 to make a comprehensive guide for it, so decided against it.
@finisherm0ve2 жыл бұрын
@@Drails understandable,ngl I was busy when CC#8 dropped,so I haven't played it and probably will not play it,I'll wait CC#9
@BlueWGT2 жыл бұрын
pallas makes it too easy
@CrusherKingZ2 жыл бұрын
It didn't affect me because I'm a more casual player, but for those that likes tryhard in the cc sounds bad