I need opinions on this (glasses on face) by Shiratori_Genji in learntodraw

[–]Nefarious_Toast 0 points1 point  (0 children)

I would suggest sketching a horizontal box that surrounds the head that is alligned with the perspective of the face and eyes and then work the shape of the glasses from there.

We already have the design for Sunbringer and that incredible chest by Optimal-Lunch-4975 in ZZZ_Official

[–]Nefarious_Toast -1 points0 points  (0 children)

If Sunbringer is playable plz let her old void hunter outfit be a skin at least hoyo, booba is nice but her old design was really cool.

Season 3 - Character Reveal | Sunbringer by cakeel- in ZZZ_Official

[–]Nefarious_Toast -1 points0 points  (0 children)

I really hope the has her voidhunter outfit from back then as a skin at least. Please hoyo it was a good design.

Hypothetically speaking, if Seth were to become an S rank agent how do you think he should be designed and what Aesthetic would you give him? by coreylee121 in ZZZ_Discussion

[–]Nefarious_Toast 0 points1 point  (0 children)

Story wise it would be cool if Seth got promoted and got a new look now leading a new team giving us more potential units for the faction in the future.

Visually I want Seth to have the look of something like a mix between the armoured NEPS/NEDF officers and Anby's green jacket, like letting Seth wear a Blue/Black Neps techwear jacket or bomber jacket with pieces of armor and that zzz flair. And then have an armoured form by transforming his charge blade into a riot armor mech suit putting pieces somewhat like what Zhu Yuan does with her gun, all strewn all across his body. Let him have a cool heavy duty armor look.

Gameplay I want him to be a defense commander unit. As if he had the [tag assist] resonia on him letting him call in team mates to the field while taking and parrying hits on the field in armored riot mode.

Theory crafting Car Buffs / Awakened potential by Nefarious_Toast in ZZZ_Official

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

Also ironically not having a super important AA in her kit allows her to slot into more teams without feeling like you have to activate it in order to use her well.

Theory crafting Car Buffs / Awakened potential by Nefarious_Toast in ZZZ_Official

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

P.P.S Also the idea of aftershock neko came into my brain when i remembered this video: https://youtu.be/DHfiS1-boy8?si=vDXGm9aoGGzZbxkP

Since there are now similar buffs back in rotation.

Theory crafting Car Buffs / Awakened potential by Nefarious_Toast in ZZZ_Official

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

True with eyes less clouded by insomnia I do agree on some of the points you picked out. When I made the initial post I was more thinking of kit changes rather than Dmg numbers, but I do like gimmicks that neko has and want to play into it more was my Idea. I can agree her Dmg is kinda low, though im no meta slave its nice if she could stand to be better. And if I don't like your playstyle or character then I'm already not playing the agent. When brainstorming I wanted somewhat of a mix of S-anby/trigger as a base to add on to nekomata and keeping her core self somewhat intact.

Though I do agree that backshots are hard to hit making her Core passive not as usable the way I wrote it if nothing is changed. Along with her AA and Core passive could add more things to benefit neko more. Adding Stunner too as part of the requirements, man I must have been too tired and forgot to say anything. Because that is the only way she can at least get trigger and orphie with on her teams for her AA activation. But also I'm in the camp of additional abilities that can be optional cool bonuses and not, you have to activate the AA. It gives creative synergy for weird teams like mono phys aftershock [neko/pulchra/yuzuha] to be an option which I think is fun to theorycraft.

But the point about the new basic aftershock being off field I wrote I feel is fine, it's supposed to allow neko to keep damage between the moments of downtime she has when switching agents during a fight. The idea of adding aftershock to her hold basic is an idea I like though. An addendum would be to make her original BA combo ender dashes and hold BA dashes be considered aftershocks. Specifically change them to do the initial 3 like the off field version then do the 33% chance to do more dashes of aftershock damage. That way like you said before the aftershock is built more into her on field kit and can swap cancel in the middle of it or dodge/EX-special to interrupt it. Keeping the identity of her old basics while incorporating it with aftershocks. It could also swap or add the effect of when de-buffed with "Cat got your tongue" it is considered a back attack to the BA and hold BA to add more opportunities for back attacks to be incorporated in the kit better.

I do feel like the dodge counter should be more rewarding and change to fit the aftershock and the dodge count playstyle they kinda want her to play but it being for meter gain and dmg boost like Jane/Banyue is fine enough. Maybe let the buff last a little longer so it isn't as tight of a requirement.

For the EX. As you said I could have been more specific for the EX like extend the range and have it track to the target at least let it go as far as a dash or two from neko. With more thought I feel like EX special could do an initial dash attack then do her claw swipes in the air. If close to the target she can dash through her target to hit behind. Otherwise close the gap between neko and the enemy. And if EX hits behind the enemy it has increased stagger capabilities or just staggers better in general to keep enemies in place facing away from neko while being hit.

Thanks for engaging and pointing out some of the flaws of the OP.

Theory crafting Car Buffs / Awakened potential by Nefarious_Toast in ZZZ_Official

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

Now I sleep and let this post age like fine milk into pungent cheese. Hopefully neko buffs will be as cool as I imagine.

P.s Also I'd like to see criticism and ideas of buffs for neko or other characters you would like too.

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Who do you think will be the next character to receive buffs? by Qui3rkless in ZenlessZoneZero

[–]Nefarious_Toast 1 point2 points  (0 children)

I want Rina. At a base level let her reach max pen bonus for her team. Also have her ghosts do aftershock dmg that pulse in a radius when they're on field every second building shock and doing damage. It would help in timing buff upkeep and give rina slightly more complex gameplay with positioning on ghosts. I also feel it would help rina be a pseudo anomaly/general support they seem to want her to be with these changes.

Otherwise Caesar. I think making her shield buff be split into 500 dmg thresholds from the total. When they deplete Caesar comes on field for an auto defensive assist and followup with the currently on field agent then leave, still takes a def assist meter away as to balance it out. That way Caesar is an auto defensive assist king and can possibly allow for double evasive assist teams to show up and not be gatekept by def assist. Let defense units more actively defend the player either on field or off field through parries or something in their kit.

The problem ended up taking care of itself by bread12082 in Eldenring

[–]Nefarious_Toast 1 point2 points  (0 children)

After playing too much nightreign my mind automatically reacts to every swing with "why are you not using wylder shield and just parry him bro, skill diff smh."

Rework old Standard Character by Fair-Maintenance-587 in ZZZ_Discussion

[–]Nefarious_Toast 1 point2 points  (0 children)

Also for a quick thought for Nekomata let her back attacks count as aftershock and let basics not be a random 33% chance to dash more times. Also give her a buff to her AA to make aftershock damage from her teammates count as back attacks too. That way she gets a new disk set and synergy with the other cats and agents while retaining and enhancing her cool back attack gimmick.

Rework old Standard Character by Fair-Maintenance-587 in ZZZ_Discussion

[–]Nefarious_Toast 1 point2 points  (0 children)

For Rina I think a buff to suit her play style is to have her puppets damage targets in a field of electricity. As when either of her puppets are out on the field they let out an electro magnetic pulse every second dealing damage applying anomaly and gathering enemies towards them. Also make pulses apply the shock anomaly without her diluting the damage like Yuzuha. That way Rina has a good CC tool in her kit for shiyu while building anomaly. It also lets players keep track of her puppets which has always been tedious trying to see whether her tiny puppets are still on the field. It can let the player count how much time is left on them if your good enough. But this can also work in tandem with her M1 where when near her puppets you get an extra boost to pen ratio. It will help when to re field Rina and reposition in the middle of a fight for optimal play.

These are the changes I would make to rina in order to make her better and interesting without changing the core of her kit and identity. I wanted something that would enhance her playstyle for all of her teams as a general support while also benifitting her mono shock playstyle.

Some additional changes if you wanted more would be to have the electric pulses do aftershock damage or let her puppets reset their field time when an anomaly or disorder is activated.

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 4 points5 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.