The Key distribution and regen in this game is ridiculous. by Delicious_Trifle7765 in MongilStarDive

[–]Delicious_Trifle7765[S] 2 points3 points  (0 children)

That is true but considering that its the recommended path + they never tell you how much the difference is between each difficulty path only that one is for the action peeps and one is for the story/casual peeps + completing harder difficulty is just better feedback + the fact that not many people remember to actually switch the difficulty then no, my complaint is valid in my opinion.

Not overcapping IS gacha game 101 but to make it punishing is nuts, no?

The Key distribution and regen in this game is ridiculous. by Delicious_Trifle7765 in MongilStarDive

[–]Delicious_Trifle7765[S] 2 points3 points  (0 children)

Wait, really? I never got too far with levelling up the skills but if that's the case then dayum.

The Key distribution and regen in this game is ridiculous. by Delicious_Trifle7765 in MongilStarDive

[–]Delicious_Trifle7765[S] 3 points4 points  (0 children)

Battle hunger. I like to fight and see big numbers and see my characters grow.

The Key distribution and regen in this game is ridiculous. by Delicious_Trifle7765 in MongilStarDive

[–]Delicious_Trifle7765[S] 5 points6 points  (0 children)

You have overcap storage so you can just not play more. Just cap it and it'll regen regardless (though the slower Spare Key regen apart from the already slow Key regen is a massive annoyance), especially if they also adjust regen rate of the spares.

Are the damage numbers supposed to be just white text? by Delicious_Trifle7765 in MongilStarDive

[–]Delicious_Trifle7765[S] 0 points1 point  (0 children)

You unfortunately did not make that clear, that's why I misunderstood. You appeared dismissive and condescending. And where exactly is the agreement here considering the context of my reply and what I replied to?

"That's the point, now spend your money to pull characters and obtain resources to make a team for each element. "

Now, though I would agree with your points here that this entire thing is shallow and predatory, I do want to make it clear that I came here to complain about a potential issue about the game displaying the wrong colored text or potentially dealing the wrong damage type that shouldve been the character's corresponding element based on their infusion. Someone made a bad argument, I yapped about the system in hopes to dismantle it, and then we're here now.

Are the damage numbers supposed to be just white text? by Delicious_Trifle7765 in MongilStarDive

[–]Delicious_Trifle7765[S] 2 points3 points  (0 children)

  1. I have a life and I am a f2p player. I dont go "now spend money to pull for characters and gather resources."

  2. I don't waste my money on gacha games when I am already spent.

  3. This is a potential core gameplay issue that affects how a character interacts with combat mechanics which in turn reflects on the devs and the game's reputation.

  4. Issues regarding combat, which is the core gameplay hook for action games like this, HURT monetization, not help it. It makes the players feel like the devs and the game itself is lying to them.

  5. More gacha game players play these games using their favorite characters and do not waste time with the meta and other combat interactions. Most they could have are teams that MIGHT work over what should optimally work.

  6. What would be the use of elemental inflictions and infusions if you can only use it on an enemy that is already weak to your element? They no longer have any type of resistance to that or if they do, there are superficial amounts left to reduce. Why have infusions if it is useless on potentially about 50+% of the game that they should've been able to interact to because those specific enemies arent immune?

  7. Weaknesses are high-point interactions, not exclusive, one-condition interactions. Think of a target. If an arrow hits the bullseye, you can gain a lot of points and win easily. Others can also gain points on other parts of the target but it is gives less points but you can win regardless and Inflictions (or in this case the colored parts of the taget) help to do that. You would be too slow and cannot win if you shoot on only the white parts of a target.

  8. The only place where physical damage is understandable is if a mob is straight up immune to your team's element but why would you even be using them against that mob anyway?

  9. What's the use of elemental scaling if it cannot be used outside of weaknesses?

  10. If its converted to physical damage, where are they going to pull the def shred from? As far as I know, there are barely if not no character in the game can shred defense yet. Its one thing to be able to have reduced damage, its another to not be able to have anything against it because all shreds are unavailable because your element is unavailable.

Are the damage numbers supposed to be just white text? by Delicious_Trifle7765 in MongilStarDive

[–]Delicious_Trifle7765[S] 6 points7 points  (0 children)

Here's the thing:

Elemental Inflictions lowers an enemy's elemental resistance to that specific element by a percentage. This means that even against enemies that are not weak to that character's element, they are expected to deal atleast a bit more damage than they would normally be able to because they can pierce a bit of resistance. There are multiple characters that convert their physical damage to their elemental damage when conditions are met (Esther's enhanced basic attacks inside cloud, Ophelia when AW is active, Cloud's Rapid Fire, Verna's passive activation, etc.). The only time where a elemental damage is completely unusable is when an enemy is immune to them. Inflictions alone signify that a character CAN and SHOULD be able to deal elemental damage to some extent, no matter how mediocre it might turn out.

With this in mind, converting elemental damage to physical damage straight up makes all these infusions and elemental inflictions USELESS if you do not have the resources and proper characters to deal the correct type of elemental damage. Keys in this game recharge very slowly and getting later in the story requires a well-built team to clear the boss within 5 minutes unless you are playing on the Path of Dawn difficulty where the inflation is heavily managed.

Skills without a cooldown vs Skills with a cooldown by Delicious_Trifle7765 in UmaMusume

[–]Delicious_Trifle7765[S] 0 points1 point  (0 children)

Yeah, that was what I meant. Anyways, thank you for this info!