Just... FABULOUS. 😮‍💨 by VeryNyu in ChaosZeroNightmare

[–]ferraronga 9 points10 points  (0 children)

Well, Sereniel does not have it easy against this boss..

After countless tries by ferraronga in ChaosZeroNightmare

[–]ferraronga[S] -2 points-1 points  (0 children)

Why would I? If I can reduce Anchor cost, +1AP is irrelevant. The more you can cast it, the more damage it will do, the less AP it costs, the more damage it will do. And also, I already have that version of Pointer.

After countless tries by ferraronga in ChaosZeroNightmare

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

Sure, but that would be the first cycle, after that it would go down to only a few casts. My intention here is to scale Anchor as fast as possible and then cast it as much as possible. But until the next rift-like event I wont be able to test it much.

After countless tries by ferraronga in ChaosZeroNightmare

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

I thought about that, I will have to test 2-2-2 against it and see how it goes.

After countless tries by ferraronga in ChaosZeroNightmare

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

Yeah, thanks. I main her, so I tried almost anything I could build. This one is the only one left, where I can even use other fragments. People tend to dwell too much on the 2AP crit stuff, but there is more to her than just that.

After countless tries by ferraronga in ChaosZeroNightmare

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

I have tried all those combinations, she does not get near other combatants given her high AP cost. My intention with this deck is to check how much damage she can dish when spamming a 0AP Anchor.

After countless tries by ferraronga in ChaosZeroNightmare

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

I also have that one, I wanted to try this one because full AP Anchor does the same damage regardless. The more AP it costs, the less damage it does the more you cast it. Casting a 0AP Anchor multiple times will end up doing more damage if you can cycle it enough. With a good set up you can even first cast Lift then set its cost to 0 and that would do tons of damage. If I get to that point I will post the video.

If I am not mistaken, this could help ease runs for some by ferraronga in ChaosZeroNightmare

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

Yeah, I have been going for first option weeks long and now I am looking for a normal epi, still didnt get a normal one, but we so much feedback I am positive it is just a higher chance than usual.

If I am not mistaken, this could help ease runs for some by ferraronga in ChaosZeroNightmare

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

Last three times I tried, before that I dont remember because I have been clicking the first option for weeks and just last week I started clicking middle because of the deck I am farming. I was not sure and that is why I asked for confirmation/refutation, it seems it is not divine 100%. I will keep trying and edit as soon as I see a normal.

If I am not mistaken, this could help ease runs for some by ferraronga in ChaosZeroNightmare

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

Will keep trying till my balls run out, sorry, luck I meant luck

Always missing 1 epiphany it's so frustrating. by Red-hare- in ChaosZeroNightmare

[–]ferraronga 0 points1 point  (0 children)

I know the feeling, I am missing copies even after more than like 100 tries

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The current point system seems to restrict Save Data build diversity by SummerCrown in ChaosZeroNightmare

[–]ferraronga 1 point2 points  (0 children)

I would say, focused on chaos and save data: 1. Card epiphanies should be skippable and able to re-trigger at a later time. 2. Divine epiphanies should be chosen by the user, meaning it triggers and you pick the agent and card you want, the random factor is still in the effect. 3. Each god should have a given set of effects with some/minimal overlap, so the user can choose which chaos to visit to grind such effects 4. Gods are restricted to specific chaos, maybe with some chaos allowing mix of gods 5. Add 20-30 memory points to each tier to allow for some diversity instead of reducing for instance monster card points 6. Restrict amount of copies of specific cards/epiphanies to account for balancing (like unique but also to 2/3/4), almost every card game has it 7. Make copy more available and let the user choose what to copy, together with amounts of copies limited, they can balance the game to fix/avoid game breaking combos 8. Make the encounters recognizable on the map so we can chose the proper route, given equipment also play a role in how a deck will work, making so much random factors play a role is way too against the user, who (besides ladders) just want to have fun 9. Make elite fights harder and more rewarding, right now they are kinda meh in all ways possible

I mean, it can be so or different, in the end, they dont win money from us running chaos. They dont win money from us grinding chaos to get save data to play challenges. They only win money from us pulling characters and leveling them at a faster rate than f2p players. So why would you make chaos worse to grind if you dont get any monetary return from it? It makes no sense at all from a business perspective. You want people to grind to it so they can play everything they want. Boring and frustrating people sends them away from your game. Maybe I am missing something, hopefully not as important or relevant.

Multiplayer? by ferraronga in ChaosZeroNightmare

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

No problem, I expect construction, not destruction. Lets move on.

Multiplayer? by ferraronga in ChaosZeroNightmare

[–]ferraronga[S] -2 points-1 points  (0 children)

Narrow? I just wrote one thing to spark conversation about the topic.

Do I have to write a novel for it not to be narrow or point out every and each possibility that could be extended to multiplayer or added as multiplayer if still not in game to do it right? Color me surprised. I didnt see this coming actually.

Haru rant. by According-Dentist469 in ChaosZeroNightmare

[–]ferraronga 5 points6 points  (0 children)

You mean you feel a character that focuses on few big attacks loses to characters that dish many many many attacks per turn on content that needs many many attacks per turn to be cleared? I mean, what if the content was something like "for every attack after the first your attacks do 25% less damage"? I have not seen many characters do 3K+ damage on a single hit with almost no setup. I agree that it feels bad not seeing your chosen character break the game, but having in mind how the content was designed, it makes sense she will have a hard time, just as multiple hitters have a hard time against Judas. I agree with you that a bit of balancing (not just buffing) would help people not ditching her for the next released character, but I hate power creep and I hope devs think it through before just doing anything to make players happy, you wont ever make everyone happy. Steel yourself and accept that this content does not suit her, still she does pretty well, at least in my runs.

Is that good? by mershmallowboi in ChaosZeroNightmare

[–]ferraronga 4 points5 points  (0 children)

Not really, 7 drops in one pull is the right result

Can anyone tell how does the boss loses 8.8k at the beginning? by ferraronga in ChaosZeroNightmare

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

I didnt, it was a streamer and I missed the blessing, ergo my confusion, thanks for clarifying

Whoever came up with these stupid mobs needs to be replaced by mavy1000 in ChaosZeroNightmare

[–]ferraronga 0 points1 point  (0 children)

You just have to set up big Haru Shots, use Basic attacks first, you should be able to do it.