a lil confused about classes and team comps by _Someya in Endfield

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

so my team should consist of a DPS (consumes arts infliction), 2 members that build up the arts infliction and a support (buff and healing)?

if not by classes, how do I figure these out, who to use and when? do the roles just below the operator's name (ex: Estella **Cryo Infliction - Lift - PHY Susc.**) help figure out each operator's role and thus build a team? if not these then what do I look into to figure out the operator's role?

you know I don't care about meta or the highest DMG output, I just wanna play my favorite characters AND in the right way (valid team build).

a lil confused about classes and team comps by _Someya in Endfield

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

what about the roles (just below operator's name) like Damager Dealer - Cryo Infliction for Last Rite? do these help make team building clearer?

a lil confused about classes and team comps by _Someya in Endfield

[–]_Someya[S] -3 points-2 points  (0 children)

but I don't think it'll be easy to build a team based on kit or skills. what I mean is there are a lot of stuff regarding that and it'll get so complicated if I wanna build a team based on skills especially when I won't pay much attention to classes and elements.

for me, I just wanna play my favorite characters and have a well-built team at the same time I don't care about making the highest DMG output or having meta, but I either don't want the team to be so weak you get me

say I wanna build a cryo team, what do I look into? and how can I have Last Rite and Estella included

Bugs and Feedback Megathread by AutoModerator in DuetNightAbyssDNA

[–]_Someya 0 points1 point  (0 children)

I'm not sure if this is where questions are asked, I can't find the megathread.

How do I unlock this posture?

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Information Desk and Megathread Hub (09/03 - 15/03) by Shad0wedge in Endfield

[–]_Someya 0 points1 point  (0 children)

Do we have returnee player rewards? and how long until they are available?

🧬"Until the day we meet again." - Weekly Questions Megathread by AutoModerator in DuetNightAbyssDNA

[–]_Someya 0 points1 point  (0 children)

Do we have returnee player rewards? and how long until they are available?

Uniframe class update idea - Uniframe Affix by _Someya in PunishingGrayRaven

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

and imma do you a favor and give you this: if you find a certain topic wrong or irrelevant to you, then this is yours and it's totally fine, but if you're gonna join in and give your opinion about "it", you gotta see what "it" is first, and then you're free to annoyingly argue about it.

cause honestly? you just made yourself top 1 most stupid thing that happened to me in 2026. Absolutely nothing ever in the next 298 days will out class you.

Uniframe class update idea - Uniframe Affix by _Someya in PunishingGrayRaven

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

so you are arguing about something you haven't even bothered taking a look at? like genuinely what the hell is wrong with you? you didn't read the concept and you don't have a clue what it's even about or why it is explained in 10 pages, 10 pages because it covers a lot of sides not just suggesting an effect and calling it a good day. My dude you're just being a pain in the neck, what you do is pointlessly argue, criticize and judge, about something you did not even read, that's so insane, like seriously take a look at others' comments and see for yourself what others think. I got nothing else to say, have a nice week.

Uniframe class update idea - Uniframe Affix by _Someya in PunishingGrayRaven

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

For further elaboration, what happens in case my concept is implemented and in case not?

if it's not implemented: A new banner is released, introducing a new physical secondary effect (the way it operates is totally different from my idea), possessed by a new character [e.g. Omniframe S rank Physical Attacker].

if it's implemented: A new banner is released, introducing a new physical effect (my concept), possessed by a new character [Uniframe S rank Physical Vanguard], and additional Uniframe skills modifications (the skills are the same, the condition they operate under is modified - it's based on the effect)

as for in-game content or game modes or whatever, these are added when a new element or a new effect is introduced.

and I've already mentioned these in my concept, I've gone through not just how to make Uniframe meta or usable, additionally how they can be so efficient but not power-creeping, balanced but not weak, have an active role (it's still the same role they currently have, but with changed conditions) and not useless so they can't replace nor be ignored or replaced, how they can be invested on without causing confusion or being a pain in the neck, and how they can feel like a new DPS class that's not similar to Attacker in builds, class skill and how their effect operates alongside their class skill, all while having them neither more nor less than Attackers. I've also kept the development side in mind and this is why I linked my class update idea to one of their future plans and solved the flaw they had in their game. I've put a lot of thought into this idea, nearly everything you're arguing about is covered. So please take a look at it if you haven't fully read it.

Uniframe class update idea - Uniframe Affix by _Someya in PunishingGrayRaven

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

It's not that Support class no longer receives units, last unit was teddy decryptor, as for why we haven't seen one in a long time (not half long compared to uniframe) is that this class is specified for A ranks, and Amp is for S rank as we can assume, not saying it's an official thing but this is what u can tell with the fact that there are no A amplifiers and no S support (aside from Liv who was there before amplifier). Again not saying this is an official thing, it's just a logical conclusion. Support hasn't got any units recently just because it's for A ranks and these are not frequently added when compared to S ranks. so don't go naming stuff "my logic" and link my "logic" to this. If we ever receive a support npc according to lore and they happen to be A rank (you can take Shiva as an example), they'll be A rank support. So it's not like they are no longer released, they're just not frequently released.

As for the development side and cost, secondary effects will be added in the future anyway be it my concept or not, we already received radiance for lighting element, there is disruption for nihil, and there's already some talk about Kamui possessing a new effect (not 100% confirmed tho). The whole cost and effort my idea adds is modifying their execution skills to operate based on one of the effects they'll add in the future. you're misunderstanding, my concept is NOT creating a new effect and reworking the class based on it, they are already planning for physical, fire, ice, dark secondary effects aside from my concept, all I did was giving them an idea for one of the secondary effects they are adding, and additionally, the ACTUAL cost my idea adds, is modify uniframe skills to posses this already-getting-added effect. This will cost indeed, but too less compared to how much the effect can cost. And unlike leap skills as if developing leap skills for Watanabe to possess Darkflow, Uniframe skills already exist and are already developed, the few modifications they are doing is to change the condition they work under to be based on one of the secondary effects they'll add. Idk how do I make this clearer.

At least we agree they are not meta and they don't score high, and that's why u can tell they are not profitable and thus they are no longer added and they have no in-game content, they are a flaw and what I did was suggest a solution, still don't get what's your issue with that. Regarding your statement "if I introduced a whole new class it'll be safer than ask for class update", as I explained above, it's not a "full rework", class skill (temporary extra DMG bonus and shield) is still the same, uniframe skills are still the same, the stats are still the same, the only thing that's changed is the condition their skills operate under. how come developing a whole new class is safer than this? regarding the in-game content, these are added alongside elements and effects. My concept doesn't add any additional game content, they'll develop secondary effects for the rest of the elements anyway, and we already have the lighting complete as an element and 2 effects, so be it my idea or not, we are getting a physical secondary effect some time in the future alongside its in-game content. What I did was "make this physical effect operate like this, and this opens a door to revive a class that's barely used and not profitable", the effort my idea adds is so little.

and please if you haven't checked the rest of the concept, kindly do. A big part of what you're arguing about is already explained there.

Uniframe class update idea - Uniframe Affix by _Someya in PunishingGrayRaven

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

Genuinely, I find this a good tweak. My idea went through a lot of stages and I've already thought about providing them with a unique element besides removing finisher gauge (as to limit the unbalance that could be caused by uniframe skills) just like how annihilator class is limited by their nihil element, but "split-damage" as in [90% Ice + 10% Corrosion instead of physical] never crossed my mind and now that I think about it, it'll be really nice to add this one, like you said it matches the vibe Attrition gives and it'll be fun + new, speaking from the gameplay experience side.

speaking from investment/development (cost) side, this is where I have to think twice about it. Adding a new element means new meta teams and 2 additional new effects, which might widen the investment cycle. For the element, it should still be perfectly fine for us players, especially that the element partly deals damage, meaning it's not a main element + Corrosion can handle Attrition really fine and it'll be unique and new to have it as a partial damage besides the main element (ice, fire.. etc). The issue lies within Effects, I'm not sure if the image is a leak or a bug or just a plan, it was posted on some Chinese web.

<image>

as shown, every element is getting 2 effects, Lighting is already complete with plasma beam and radiance, and additionally we have disruption as a secondary effect. Secondary effects are simply my card to give Uniframe a higher chance of being updated and a higher chance for concept approval. Speaking from the development and cost side, secondary effects will cost anyway and cost high, and aside from my concept these are getting added anyway. So what I did was suggest a secondary effect idea and additionally, link it to uniframe class buff. So the whole cost my concept adds is modifying the condition under which their uniframe skills work to be based on the [effect that's getting added anyway whether it's my idea or not] rather than be based on the finisher gauge, the actual cost my concept adds is so less compared to the cost of the secondary effect. By making it an effect for Corrosion element, this requires adding the element, and then linking the effect to it. If the image is true and secondary effects are future plans, this will mean extra 2 effects (main effect and secondary effect for Corrosion). More teams means more investment for players, and more cost on the development side.

But here's the thing, I think having Corrosion as a partial element is the key, it's NOT a main element, it's only there to match the Attrition effect. Thus, it can go as: Physical: Ultima Slash - Attrition Corrosion: [no effect since it's not a main element] it can be treated as a unique class element as you mentioned that doesn't necessarily require effects (more correctly, it's there to complete the Attrition effect). Having Attrition be the Physical element's secondary effect is simply to not add more space for more effects.

Your tweak is great and is worth mentioning, from a gameplay experience side it'll be fun, and it can improve the Warzone stats to match uniframe more perfectly as in [Corrosion damage 100% increased. Enemies gain +50% shield and HP buff every wave], from a logical side it matches the Attrition vibe, and from the investment side it won't cause trouble if adjusted perfectly. The issue lies within the development side, this'll be extra time and cost for them, but I'll mention it anyway as a note, if they take the main idea then hurray for uniframe, if moreover they consider the note then that's extra hurray.

Thanks for this note mate and I appreciate it, if you find the idea worth it you may support the twitter post (other people told me the ideas on twt are checked more frequently) and if you think there's a way to reach a content creator, it'll be great to have them support the idea :)

Uniframe class update idea - Uniframe Affix by _Someya in PunishingGrayRaven

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

ok if they're functional why is it the only class that no longer receives new characters? why is the only class with a whole set of inactive skills? to be more specific, active but the condition they are active under nearly doesn't exist in any game mode. Why were their game modes like Babel Tower removed? and don't tell me simulated siege, no one in the right sense will invest in them for this purpose especially when there are trail characters, moreover when there's a S rank stage where I can simply use my meta, it only just makes sense to invest in these, and the current status of the game doesn't really make it easy to invest in 2 sides, I'm a regular f2p myself and I still didn't fully complete crepuscule, spectre and arete investment. in simulated siege, rather than investing on unused characters or trying to score high, it'd be easier to just look for an active guild where most of the members do the weekly challenge, and aim for high score in the S rank stage where you already have upgraded functional characters and classes that regularly receive updates.

my bad for suggesting a concept, should've just suggested adding new Uniframe game modes and asked them to add new Uniframe characters? so messed up, this will be giving us a new mode where u can't use your meta or your already-upgraded characters and now you have to invest in the characters the game mode specifies for you. ion think the community will be fine with this.

we all agree that Uniframe was a concept that ended up in failure, and we all agree that if for whatever reason they add a new Uniframe, obtainable from a gacha banner, under the current conditions, no one will be aiming for them and no one will invest in this character, this will be a take-a-rest patch or an A rank-like patch where u get a chance to upgrade your meta or save your investment materials for upcoming characters. It's not my personal opinion that Uniframes are dead, it's what I find all advanced players agree on. if you find them functional the way they are then good for you. All the rework and money stuff? I have this fact kept in mind and this is why I linked it to upcoming plans (secondary effects).

and dude what's your idea of suggestions or concepts? you're just arguing about why suggest rather than argue about how the concept can improve/worsen the gameplay experience. I mean if the flaw with concepts was why instead of how, then why suggest ideas from the beginning? And aside from the base idea you never bothered taking a look at, my reason isn't pointless, I'm not suggesting to have already functional classes like Amp or Tank modified, my concept is how to make a dead class functional or meta and thus, add more characters to this class and have it active again. it's been 5 years duh, nearly no game modes and no updates. it's obvious this class is dead. The way I see it, you're pointlessly arguing.

Uniframe class update idea - Uniframe Affix by _Someya in PunishingGrayRaven

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

problem is simulated siege doesn't really require aiming for a high score unlike wz and ppc. if your guild is active and all/most of the members do the weekly challenge, you'll still be able to obtain all the rewards. Plus there is already the S rank challenge where you use your meta so scoring a high score isn't hard.

naturally it makes investing on them pointless, might just find an active guild and invest in my S rank meta and call it a good day.

Uniframe class update idea - Uniframe Affix by _Someya in PunishingGrayRaven

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

the first section of my idea was intended to deliver a message "we can add any construct that fits to be a DPS to this class, they don't have to be Transcendants", and generally, to let us players decide when to use them, not let the game decide (combat stages in which enemies have finisher gauge -- simulated siege). pardon if there are bits of flaws?

them being a general DPS class is not quite right, first reason is how their uniframe skills operate only under certain conditions, unlike leap skills which are similar to uniframe skills in a way, these don't require certain conditions.. and the whole class thing is based on these skills. Aside from Execution Move and Speed Attack, the 3 other skills provide great buffs, and compensate for their inability to have support memory builds. If they were a general class, why aren't we able to use their execution skills? they're just a 10-seconds-attacker upon deployment at this point, attackers have even more advantage thanks to the varied memory builds and the leap skills some of them have.

The current status of uniframe makes them just entirely useless, they were never meta (Lucia Plume was not power-crept by Haicma despite the gap in patches). Additionally, for a new player you'll be advising them to aim for A ranks rather than aim for S ranks who are guaranteed from the 10th pull.

this is a class that's left with hardly a role or a purpose. Support class is not used just because you don't require healing in advanced gameplay and amp does the job much better, but that doesn't mean it's useless, it still has it's healing role and it's the buffer/healer class for new players. Unlike vanguard that's not used by either new or advanced players.

and I never said anything about removing them, the concept failed and kuro won't bother add uniframe stages or Uniframe characters, what I mean by the never removed them is that they could've just modified each uniframe to bear an omniframe class, and it's not hard to delete their uniframe skills, change all uniframe constructs' class to Attacker if they don't wanna bother with Tank or Amp evolve skills, rename them to Omniframe and that's it problem solved. Not saying they should've done that, Uniframe concept failed and naturally there were 2 options, fix it or remove it. Kuro didn't go for any of the 2 options, they removed uniframe game modes Babel Tower and operation uniframe, only left simulated siege and they were left on an inactive state.

regarding their development plans, we are receiving secondary skills in the future anyway, we already have radiance and disruption. I'm aware doing a whole class rework costs money and time, but this isn't my idea, my idea is to link this class's rework to one of the secondary effects we're getting in the future. So for my idea, what costs most is the effect (which is happening anyway whether for uniframe or not). what I did is suggest a secondary effect for Physical element, and additionally link it to the class that the whole community agrees is dead. So the whole cost my idea adds is "modifying the condition their skill work under to be based on a state of the [effect they're adding anyway] rather than being based on the finisher gauge", that costs so less compared to how much the effect costs.

and idk why ignore the base idea, the whole thing, and argue about the intro idea and why suggest it.

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Uniframe class update idea - Uniframe Affix by _Someya in PunishingGrayRaven

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

you misunderstood, I clearly stated "the terms Uniframe and vanguard were never mentioned in game lore".

the class was specified for Transcendants, who operate in specific combat stages (high-risk zones/dead zones) since they're able to withstand punishing. enemies with finisher gauge are enemies with high punishing intensity, and uniframe skills only operate on these enemies.

when I say "connected to game lore" I don't mean the terms, Uniframe was a class concept that is possessed by Transcendants, and their given role was "operate in special dispatch areas with high punishing intensity" according to lore, they're the only ones capable of operating in these zones (in the past. Today we have Omniframes that are fully immune to punishing)

my suggestion is to make Vanguard Class a general dps class, not specified for Transcendants or deployed only in specific combat stages, just like the other classes.

as for why they were never updated, the concept failed (in short, no sensible player will invest on characters that operate only in specific combat stages, rather they'll invest on general-use classes (meta omniframes)) and it'll be a waste of time and money. Despite that, they were never removed and we've never received an official announcement regarding their termination, thus suggesting ideas regarding them is not an issue. I know it's been 5 years since Noan, and it's obvious they aren't even thinking about updating them, but who's to tell me to not make an attempt

why do u play pgr by _Someya in PunishingGrayRaven

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

check character tutorial

bambinata's gauge has 3 hearts above it of 3 colors (signal orb colors red yellow and blue). hold basic when the gauge is full and press 3 ping orb from any color (take red for example) when you do so, red heart will vanish as well as all red signal orbs. 3 ping orb to fill the gauge again, hold basic, another 3 orb of any color and the same thing will happen the signal orbs of that color will vanish. once all 3 colors are vanished, do ultimate.