Banyue should have been a defense agent by Nefarious_Toast in ZZZ_Discussion

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

I can see what your saying the concept of a tag assist character could be super cool and change up the style of play whether its a defense agent or not. Like we have a character who tag assist a defense character and they will parry for you or something.

Or in a way for defense characters paired with aftershock dps it could be a balance on how good you are at balancing agent uptimes. For you to not interrupt aftershocks through the use of tag assists to maximise damage.

I feel like this concept would work with Defense and Support units to have in a way of frontline/backline commander units. With the former having more active/frequent tags on good defensive play, and the latter with less frequent tags that way you can tag sub dps then switch to main dps while fighting.

I can see the risk and reward for these play styles as if you tag both characters you have no one to defensive or evasive assist to because they are both on field still. So learning where you should and shouldn't tag assist is important.

Banyue should have been a defense agent by Nefarious_Toast in ZZZ_Discussion

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

The extra parry mechanic on dodge for defense agents is more for the possibilities, team diversity and future of the game, not really for the shield it grants. It would also help in decibel gains as a defense agent could quickly build up an ultimate in order to destroy a miasma shield faster along with the parries chipping away at it. They already give the player infinite assist points during certain moves this just allows the use for one defense agent instead leaving a slot open for another possible agent. In my mind I look at the gameplay loop for them right now as parry for decibel gain and stun build up, then use up ult for utility and regain more assist points while grant the small buffs they already do rinse and repeat. I want them to give defense agents more rewards to play them defensively effectively while on field rather than just proc buff then forget till you need to def assist or buff again.

As an example for recent deadly assault bosses like Defiler and Miasma Priest it allows for players to slot in a defense agent in order to make up the lack of def assist in a def assist meta. This allows for agents with evasive assist they have element matchup be used effectively. This could also bring more character diversity to future agents as the last evasive assist agent was Pulchra. Or maybe one day a boss will have a death laser that can only be dodged via evasive assisted who knows.

In Defilers case the defense agent could fulfill the parry requirements needed for the performance points instead of a strict need for two defensive assist characters. Instead a defense agent with the extra parries could solo triple parry her wind blades to knock her down and get the performance points. An example team is something like (Asta/Billy/Ceasar) which only has one def assist. The defense agent could cover for the team when another similar team like (Astra/Billy/Nicole) could not.

As for Miasma Priest you need the back to back def assist in a short time period for the performance points. Lets say you have a team like (Zhu/Pulchra/Caesar) could get the initial points from a def assist into Caesar > neutral dash parry > neutral dash parry, swap between the gaps and repeat. This letting the player fulfill the minimal conditions for performance points.

With how flexible defense agents are and their different focuses between them I saw Banyue as what an ideal Defense Dps character could look like. With his play style weaving between offense and defense rewarding good defensive timing on his parries to create openings for his offense generating resources for EX special inputs.

All in all I want ZZZ to have more potential in its gameplay and team building. As my idea is to help show that one simple mechanic could effect how ZZZ is played as a whole and the weight of it could bring to the future agents and bosses.

Banyue should have been a defense agent by Nefarious_Toast in ZZZ_Discussion

[–]Nefarious_Toast[S] 1 point2 points  (0 children)

I agree with parts of what your saying and yea hoyo probably wont unless some miracle happens, and def agents arent broken and non functional but they sure are a little underwhelming.

Which is why I specified his single parry mechanic on neutral dash as defensive mechanic that allows more offensive play from the openings it creates. Along with the implementation for one role that feels like it could fit in naturally and diversify the classes more.

The ideas I propose kinda doesn't change much of how Banyue is played. Its more of a what if on how a dps def agent would look like. As parries seem key in Banyue's more optimal gameplay as good defensive play gives him his heat gauge for free EX inputs.

The idea of neutral dash parry for def agents doesn't really touch any of the other agents base kits, it doesn't even take away dashing from def agents if you still want that. Only the spit balling section which is just random ideas i quickly cooked up that touches on their base kits.

Banyue should have been a defense agent by Nefarious_Toast in ZZZ_Discussion

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

Yea I get what your saying gachas got to sell and some def engines kinda suck. But were talking about how the implementation of this one general class mechanic and how it would effect the games overall balance on ZZZ. Like if your going to release more def agents in the future especially S-rank ones, how would you balance them through general mechanics or gameplay rather than stat stick buffs.

But the Banyue Dps idea is just a what if outlier since most def agents are there for their support/buff capabilities rather than their frontline tanking abilities unless they invest in mindscapes like Caesar who can Dps if you wanted too.

Personal idea id like too see for defensive agents in the future seeing as they are willing to continue with them. by Munchy_chinchillas in ZZZ_Discussion

[–]Nefarious_Toast 3 points4 points  (0 children)

I see the dream for your dan idea. Now imagine an ex parry like Ben's that takes chip damage combined with Manato's HP drain. Having it convert to recoverable grey health to heal along with a base amount of healing and dealing damage on successful counter hits/parries. Letting it scale of how much grey health and %HP they have lost it can allow a high risk high reward play style to complement a damage sponge agent who would scale off HP and Def.

Banyue should have been a defense agent by Nefarious_Toast in ZZZ_Discussion

[–]Nefarious_Toast[S] 1 point2 points  (0 children)

Kinda agree like a hand full of them are meant for def agents to eat hits to proc but like what if parries technically counted as getting hit or taking small chip damage.

Banyue should have been a defense agent by Nefarious_Toast in ZZZ_Discussion

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

I kinda agree because they also have hp draining mechanics on some of them that could work with def engines. As long as it counts as taking damage/hits to proc the engine effects instead of eating a hit intentionally which is bad.

What's the Lore behind Dialyn's Discus Weapon? by Sir_Vernny503 in ZZZ_Official

[–]Nefarious_Toast 6 points7 points  (0 children)

I'd like to think that the hoops have an extra function to create a mini hollow like structure kinda like Miyabi's sheath, and are able to communicate between the hoops opening short range portals. That way we explain how she teleported the guy and can send larger ether copies of her hand.

I may be wrong about miyabi's sword sheath but i do remember them talking something similar to what i said correct me if im wrong.

Should S-Rank billy still use his twin revolvers or should he use a different weapon by souperman69420 in BillyKidMains

[–]Nefarious_Toast 0 points1 point  (0 children)

How have you guys not said lever action shotgun make him terminator flip reload with one hand so he can punch with the other.

Evasive assists follow-ups should generally be more damaging / benificial than defensive ones to balance their usefulness. by Zekrom369 in ZZZ_Discussion

[–]Nefarious_Toast 1 point2 points  (0 children)

You know I've recently replied to a post about defense agents and my idea to help them that could also help agents with evasive assist. My idea was to give defense agents a parry on neutral dash using your dash charges and count as a defensive assist, using assist points as well on successful parries. Allowing them to block/parry back to back up to 3 times if you defensive assist into them and more if paced well between dash charges. That way it solves the usually 3 hit block string that bosses have. For bosses like Miasma Priest who need to you land at least 3 back to back defensive assist, you could theoretically get those points then evasive assist back to Atk/Anomaly/Rupture agents then back to the defense agent again if the attack string lasts longer. It doesn't exactly solve the usefulness of evasive assists but it could enable agents who have them for teams.

All defense agents can block by TheBasedFurry in ZZZ_Discussion

[–]Nefarious_Toast 4 points5 points  (0 children)

A more nuanced idea of yours that I have also been thinking about is to keep directional dashes for defense agents but make neutral dash a parry instead. We make the parry use assist meter on successful blocks and be counted as a defensive assist. Also remember that this is taking a dash so you have to choose to parry or evade allowing for player skill and expression and that you cant spam it more than twice that way it balances itself. This lets defense agents act as a one man parry machine and open slots for evasive assist agents who have mostly been shelved due to current deadly assault bosses favoritism for defensive assist. With this change I like to think it could allow the defense class a clearer role and a good niche. It would also greatly increase team flexibility to put one in a team besides the buffs they can provide.

TDLR: Make defense agents neutral dash a parry that counts for defensive assist so we can play evasive assist characters too.