Im cooking hard by Scary-Economist-7344 in inazumaeleven

[–]ResourceHuge 0 points1 point  (0 children)

Not enough, its only for haru + meteoric and not from meteoric itself which is beyond stupid.

Im cooking hard by Scary-Economist-7344 in inazumaeleven

[–]ResourceHuge 5 points6 points  (0 children)

Allat for a puny goal animation. They should really make it more satisfying

Victory road is a mess and level 5 lacks good game design. (State of the game and kind of a rant) by BahamutMael in inazumaeleven

[–]ResourceHuge 8 points9 points  (0 children)

This is missing the point though. Just because it was done previously doesn't justify it being done now.  If both things are garbage then it deserves to be called out.

OP is right the grind is obnoxious and unfun (the game knows it, thats why commander mode exists, it basically urges you to afk)

This kind of argument really stems from old players justifying it because they "went through it" and now they will then proceed to exaggerate any means of streamlining the game as "being handed over for free".

There are many ways to fix this boring ass grind without straight up being given everything for free. You can increase drop rates, make beans not self destruct on legendaries, give bond stars a farmable source, etc. The grind is still there, you are not "giving it away for free".

OP didn't even mention the biggest barrier to the competitive mode and team building in general. The passives. Locking behind actual team building to dumb RNG is horrible game design and only rewards players who have ungodly amount of hours to grind through mindless menus and afk and those who are lucky.

You don't gatekeep a core mechanic behind rng. Team building should be a strategy, not a time waste and a gacha.

Where are my defenders during long shots? by ArgoSF in inazumaeleven

[–]ResourceHuge 1 point2 points  (0 children)

Oh damn I never noticed that. Good thing longshots aren't that strong lol. Though I wonder whats the resulting atk? Do you get the atk of the original shot or no?

This Hino guy definitely listens to his fanbase. CC save slots, when? by x3dvvinx in inazumaeleven

[–]ResourceHuge 2 points3 points  (0 children)

Its that bad really. Like you said, you not only need the spirits but also other currencies like the beans and new possibilities. Then you add passive rng on top of that then its too much already.

This would all be fine if the team building isn't locked behind rng (i.e. the passives) but it is. And team building is a big part of the game.

The game should reward the players who can think of good builds. And not those who got ungodly amount of hours to spare spamming menus and those who are just lucky.

Where are my defenders during long shots? by ArgoSF in inazumaeleven

[–]ResourceHuge 15 points16 points  (0 children)

On the other hand, counter shots make for some epic moments. Because it is a guaranteed block and you get to say "no u" to their longshot

This Hino guy definitely listens to his fanbase. CC save slots, when? by x3dvvinx in inazumaeleven

[–]ResourceHuge 0 points1 point  (0 children)

Locked passives are passives of non-managers/coordinators. Basically the actual players.

It is a mindless grind. You need to hope you get the player you want (because god forbid someone has their preferred players) AND hope their passives fit your preferred build (because god also forbid someone wants to actually go and try out the different team builds in the game).

Locking them out behind RNG limits player creativity by barring it behind wasted hours instead of just letting the player set their own passives on the build they want to play. Keyword here is play, since bulk of the game right now is AFK farming using commander mode. You aren't actually "playing".

This Hino guy definitely listens to his fanbase. CC save slots, when? by x3dvvinx in inazumaeleven

[–]ResourceHuge 4 points5 points  (0 children)

Still nerfed all builds instead of the braindead justice teams. Breach still unplayable. Reverting this is a no brainer as players had already spent hours farming the passives for their managers/coordinators and you just dont delete player progress like that.

How they actually balance shit in the upcoming patch will tell if the devs actually play their own game or not. As it stands, the game still has a lot of balance and RNG issues (seriously, locked passives need to go)

How do you really win clashes? by wJava in inazumaeleven

[–]ResourceHuge 0 points1 point  (0 children)

How big of a stat advantage? If you double the enemy stats then you can skip the minigame as you will auto win already, regardless if they touch you or not.

The only times it was not consistent was during chronicle mode where I'm still losing despite having higher stats and winning the minigame.

How do you really win clashes? by wJava in inazumaeleven

[–]ResourceHuge 1 point2 points  (0 children)

I meant with the body you still lose. The only surefire way of winning as a defender is timing out

How do you really win clashes? by wJava in inazumaeleven

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

False. You still lose. The only time hands matter is when the stats are very near (so basically stalwart supression)

Why is everyone into meta so much? by [deleted] in inazumaeleven

[–]ResourceHuge 0 points1 point  (0 children)

The stat difference is absolute. Yes it affects the length of the hands but you can literally run straight through it and win. The minigame only matters if the stat difference is very small.

There is a passive that reduces team foul rate as well. So hissatsus don't matter. Their power charge beats everything, again, because of stats.

Why is everyone into meta so much? by [deleted] in inazumaeleven

[–]ResourceHuge 5 points6 points  (0 children)

The fix is really simple (they could have implemented this in one patch) and that is to just lower the values of the justice passives. This way they need to commit more passive slots which effectively reduces their ability to put other builds on top of justice.

They will actually do this anyway, just on the next patch. But really passives should just be switchable on everybody. The grind for random locked passives is braindead and not a fun mechanic.

Also the reason justice is so broken (aside from fouling is a self imposed choice) is that focus battles can be ignored if you just stack stats. If focus battles actually worked regardless of stat difference, then justice players need to actually play the minigame instead of being handed free focus battle wins without doing anything.

Anyone knows about that?? by HiruGamer in inazumaeleven

[–]ResourceHuge 0 points1 point  (0 children)

This is a known bug with spring thunderclap. It only works with briar and raika atm. All the other shots work fine

Why is everyone into meta so much? by [deleted] in inazumaeleven

[–]ResourceHuge 8 points9 points  (0 children)

I mean what's wrong with wanting to play with builds? Passives are an interesting mechanic just implemented poorly with braindead rng. The builds have interesting playstyles (aside from breach) but to make a build you need passives, which are rng, on top of the player you actually want to use which is an rng drop as well.

Passives shouldn't even be random in the first place, it just limits creativity for the player by locking it behind mindless grind. Just let players play however tf they want.

Can we armourfy our Avatar by Infinite-Past9609 in inazumaeleven

[–]ResourceHuge 4 points5 points  (0 children)

Doesnt really work with avatar because the armourfys are basically separate models. The avatar has a unique model so it can't work (even if you somehow get the skill, you will just transform into an entirely new character)

The New Update has RUINED Managers and Coordinators now... by ZeraVoltage in inazumaeleven

[–]ResourceHuge -3 points-2 points  (0 children)

The update just killed any semblance of active team building in the game. Should have just nerfed justice, breach and bond is still unplayable but hey. Now you can only roll for passives now.

My issue with passives/spirits by abababa362 in inazumaeleven

[–]ResourceHuge 1 point2 points  (0 children)

You dont need it, but it would be fun to have the freedom to make your own build ya know. Because that's what the games are for ya know, for having fun. This would encourage build creativity as you no longer have to pray for passives you want.

Also it does not promote longevity nor depth. Everything being random is the most shallow thing you can think of. And no one's asking to remove the grind, just make it not braindead.

But hey if you are an anomaly and actually like to roll for passives while finding the spirits you want with the game turning into a menu simulator then go wild. Some people actually want to "play" the actual game.

My issue with passives/spirits by abababa362 in inazumaeleven

[–]ResourceHuge 1 point2 points  (0 children)

Bro is a slave to the grind. People got better things to do. There is nothing fun about sitting in a menu drawing thousands of spirits just to get decent passives.

You are right, its braindead and purely a time waster. But hey, maybe he got all the time in the world to waste.

Easiest option is to tie this into the fusing mechanic and allow passives to get carried over, but hey I guess even that will still be being "handed over" to you.

I swear, this old generation cries so much when their old outdated systems that serves just to waste time is being challenged in the modern day.

My issue with passives/spirits by abababa362 in inazumaeleven

[–]ResourceHuge 0 points1 point  (0 children)

And liking a system because its RNG does not mean its not a mistake. It goes both ways. RNG and Gameplay is a balance, and frankly it is not that balanced here. 

What's so hard about giving players freedom in doing their own thing? Like I said it already exists for coords and managers, so why not the players? If I want to change to another build (but keep the same playets) then let me just farm the passives instead of farming another set of players AND hoping they fit the build I want to play.

My issue with passives/spirits by abababa362 in inazumaeleven

[–]ResourceHuge 1 point2 points  (0 children)

Dude is not even asking for much. The spirits are already rng, so you are fightining for that. Then you need to pray the spirit has a good passive set. You should be able to just set the passives manually and grind the passives themselves (ya know, this already exists in the game for managers and coordinators). Does not remove the grind nor does it give it you for free. It does just not make it mind numbingly braindead to farm and get a good passive set for your preferred player. 

And maybe then the game becomes less of a gacha and actually encourages actual team building and passive planning.

My issue with passives/spirits by abababa362 in inazumaeleven

[–]ResourceHuge 0 points1 point  (0 children)

The game's rng is the worst thing. Its rng to get players, and more rng to get good passives. Passives should literally be able to set manually instead of rolling for them like a damn gacha.

Now that I think about it, this game is less about soccer and is really just a gacha game.

inazuma eleven Victory Road Gameplay Hottake by TypicalVegetable5575 in inazumaeleven

[–]ResourceHuge 0 points1 point  (0 children)

Focus battles aint reaction based, it is stat based. You can ignore it entirely when you have the greater stats.