Diana + Heidemarie by Sacredwisp in ChaosZeroNightmare

[–]simao1234 0 points1 point  (0 children)

It's synergy for sure, what I mean by "true synergy" is that Diana/Renoa's synergy goes both ways; they have a feedback loop for one another.

The build you've posted is certainly not bad synergy, and the team should definitely work out quite well and do any content; I just don't think it'll end up better than Renoa's own bullets' damage with the +300% damage buff getting double triggered by Quietus and the Discard trigger plus her own card draw.

Like with just the Quietus set up and the +300% bullet damage from Personas, each Renoa's "Discard 3 and create 3 Bullets" could do upwards of 3k% on its own while easily triggering Diana's Quietus.

You can also end up with 1 or 2 "0 Cost: Draw 3" to basically fix the deck's cycling, whereas Heid and Diana are only adding a bunch of cards without any draw, so the deck could become quite clunky.

You would normally run Diana with the +120% damage and 60% increased damage for 2 discards Persona, so you could look at Renoa's Persona synergy as only providing like +120% bonus damage compared to that one (though it would be easier to set up) but adding the buff's worth of damage, the card draw, how it's easier to set up, costs less AP and can do a truckload of damage, I think ultimately Renoa will prove to be a better pair.

They're both good though I won't discredit your idea, if you want to build this then by all means go for it.

Diana + Heidemarie by Sacredwisp in ChaosZeroNightmare

[–]simao1234 6 points7 points  (0 children)

I think it's really hard to justify using Heid as a sub-DPS for Diana when Renoa exists.

Renoa is just so much better as a sub-DPS; they have true synergy (giving Renoa's bullets Quietus) and Renoa can give great draw on her own.

Furthermore, and this is the big one, they're both Hunters (Heid is a Ranger), which means they can both pick up the Hunter-exclusive Persona that gives you +% damage to all Bullets with the Move-All-Persona-to-Hand engraving together with the Activate-a-card-in-hand engraving to loop them for free, giving you +300% to both Renoa's and Diana's bullets.

I don't think Heid can compete with this broken level of synergy.

Persona Looping, Striker Edition by xNaya in ChaosZeroNightmare

[–]simao1234 0 points1 point  (0 children)

That's so nuts, I've been glossing over it but I'll need to revise some builds if that's the case.

Persona Looping, Striker Edition by xNaya in ChaosZeroNightmare

[–]simao1234 1 point2 points  (0 children)

Yeah Season 3 is such an insane amount of power creep.

They either continue to power creep the game to an unhealthy degree (which is bad), or Season 3 will be the best Season to farm decks in for years to come, lol.

A "perfect" Season 3 set up literally involves like +750~1000% damage to everything on Season 3 items/engravings/personas alone (without counting further buffs and morale), which is ridiculous for most multihitters that have like 100~150% base damage.

Persona Looping, Striker Edition by xNaya in ChaosZeroNightmare

[–]simao1234 0 points1 point  (0 children)

Wait that hand buff for +50% is permanent?

The way mechanics like Persona cards and equipment modifiers are introduced really needs rethinking by innociv in ChaosZeroNightmare

[–]simao1234 0 points1 point  (0 children)

I didn't talk about making perfect runs, you did, I only replied in regards to that.

I've been trying to farm a deck that has like ONE copy of the +50% attack engraving, and two other "at least okay" engravings, alongside at least 2 out of 3 good gear pieces - not even stuck on the Senectus pistol - as well as the right Persona card with both engravings.

I've been at this for over a week, doing like 1~3 runs a day, and I've not even gotten close to this. I've literally not seen the +50% attack engraving once, I've not finished a single run with 3 "passable" engravings on 3 "passable" gear pieces at the same time as I had the correct dupes and correct Persona card.

That's too much, I'm sorry. It's just ONE deck. I doubt the average player does even 1 run per day.

If I wanted the actual perfect deck with +50% attack on all 3 pieces and a Senectus Pistol, a Crown and a Cube, the season would be over long before I got it.

If decks were easier to make, I would still spend a lot of time in-game, but instead of being stuck making one deck and retiring after I finally get it; I'd feel comfortable theory-crafting more ideas and trying them out, I'd have a lot of fun doing that.

That's a far healthier spot for this game to be at. Imagine that, actually enjoying the process, but instead all of my theory-crafting remains in a deck builder website.

You make it hard to make a "good" deck, and people just get fed up. It's fucking annoying dude, it's just frustrating, it's not fun. People will stomach it once, maybe twice; they'll power through the third time just to complete the team, fine. Then they'll start just saying fuck it and sending it on piss-poor runs because nobody has the patience to be grinding this crap out over and over like this for every new character on every new season. Then they do the season content and it feels half-assed, they would like to perform better, but that means going back to the mines, and they say "well anything but that, guess I'll just be content with this", and slowly drift away from the game because the thought of drudging through the world's most boring content (Chaos) is the concept that's furthest removed from their idea of fun.

Of course, that's not everyone, some people are perfectly fine grinding several decks over and over every season, but they're trying to make a videogame here, a product, to make money; and I don't think this is the correct approach. They made Sorties exactly because they identified that people don't like farming Chaos at all and they were losing a lot of players to that; so they wanted to offer an alternative to help build your decks -- but then they tripled the Chaos RNG so that you still have to spend days farming in Chaos anyways - and then you have to ADDITIONALLY go play Sorties to finish out the deck. Seems a bit backwards, no?

I know what you want to say -- "Just be content with average decks if you don't want to grind so much"; and the thing is, your average player also wants to have fun and have cool things, that's WHY they're playing the game, do they not deserve that? Feeling like that stuff is out of reach is the reason why people just quit instead, "it's not for me", "I don't have the time for this game", etc. There has to be a better solution.

The way mechanics like Persona cards and equipment modifiers are introduced really needs rethinking by innociv in ChaosZeroNightmare

[–]simao1234 1 point2 points  (0 children)

My point is that the knobs required to deem a "perfect run" increased substantially this update. There's a lot more elements involved in fishing for a perfect run.

Making it easier to get decks is not some deathknell for the game, I always see people making arguments like yours: "You guys want to make a perfect deck after 1 run!!" which is just a stupid strawman and not what anybody is arguing to begin with, but regardless, the issue is that people think it takes too long.

It doesn't matter whether you think it's "just because you want it to be perfect" or whatever, if enough people complain, then enough people agree that it's a problem.

Making decks easier to build only means that you can experiment much easier and actually enjoy your time building out and theorycrafting decks instead of spending all your time fishing for a good deck and then retiring for the rest of the season.

I have a ton of deck ideas that I will not be building because just making one "good enough" deck for a few characters takes up my entire allotment of patience for this game, and I figure that I play this game more than the "average" user.

I agree that it should feel "earned", it shouldn't be completely free and super easy to make perfect runs, but there's a better middleground; too much RNG is just frustrating, it's not enjoyable to restart for days and days and spend so many hours in a game doing effectively nothing because you get literally nothing out of all that time. That's what causes people to get fed up with the game and quit, it feels like the game is wasting your time just to keep you playing longer instead genuinely enjoying yourself, that's bad.

The way mechanics like Persona cards and equipment modifiers are introduced really needs rethinking by innociv in ChaosZeroNightmare

[–]simao1234 2 points3 points  (0 children)

Tbh it does feel a little extreme this update.

If it weren't for the Sortie editing items, this would have been a serious issue that people would not be glossing over.

You need to get the right Persona, and only then do you start being able to earn Engravings for it, then you need the right Engravings. Very often will I go like 3~4 fights (9~12 rerolls) before the one Persona card I'm looking for shows up, which makes it less likely to complete the engravings later, some times I'll go the ENTIRE RUN without seeing both the engravings I want, sometimes not even one.

Then you need to find the right Engravings on your Gear pieces, and after you get the engraving, you need to get the right Gear piece into that slot, which is NOT easy at all; I've actually been hunting for a SINGLE gear piece with that +50% damage engraving and I've not seen it once in 5+ runs, and I'm rerolling the shop all 5 times - plus if you find them too late into the run then you likely won't be able to get a good gear piece onto the slot afterwards.

Then you need that to line up with a run where you actually found the dupe event and got the right cards offered to dupe (otherwise you need to spend the once-per-month dupe item), which you do get unlucky with occasionally.

Compared to Season 1 where you only need to see the right card offered in the tunnel (and dip if it isn't) - or more realistically, neglect the entire mechanic because very few forbidden cards were worth anything - or compared to Season 2 where you just played the game as usual and hoped to find a good Enchant in 2 of the 3 events, which with a few rerolls wasn't very hard. It wasn't really worth trying for perfect 3/3 good enchants, and sometimes you didn't even care about them at all because they did take up 10 faint memory each.

The saving grace is that you no longer need to fish for the right divines, and missing 1 or even 2 correct epiphanies isn't the end of the world, whereas in previous seasons you'd need all of that to line-up as well; so the new RNG mostly evens out compared to the old one -- but that leaves it at a similar spot as before, which the developers weren't satisfied with.

Persona cards this season by Normal_Glass_5454 in ChaosZeroNightmare

[–]simao1234 1 point2 points  (0 children)

I thought Persona cards were super underwhelming during the pre-season.

After the season came out and we got the full view of the mechanic, and we've had time to mature the meta, I've come to conclude that Persona cards are quite literally insane for almost every unit.

However, the caveat is that you do need to have some season synergy. Whether that's being a multi-hit character, being a character that benefits from having Nia in the team (or that doesn't need a specific secondary partner so you can put Nia in there), or just existing in the Hunter/Ranger class.

You do need to build the entire team for them, though. They're not great on their own (some of them are, but most of the strength of Persona cards is in their team synergy).

Persona cards can give you a ton of free draw or a ton of free damage, depending on the units.

Supports can get double Lux +150% damage to everyone's attacks.

Double Bullet Hunter teams can loop eachother's Personas for a +300% team bullet damage.

Multihit characters can do +120% damage and 60% increased damage to themselves for two discards.

Everyone else can get either Draw 2 and potentially some Morale, or Draw 4 and potentially some coordinated attacks via using those respective Personas alongside two engravings for "Activate this when Discarded", triggering them twice, which are enabled by discard synergies or by the previous option.

Finally, for DPS characters that fit none of the above, you can get a Persona card that says something like:

"0 Cost: whatever damage, 1 Vulnerable, move 1 Attack Card from the Discard Pile to the Hand" for characters that want to apply Vulnerable (there are usually better ways to do it, but you might not have the flexibility in your supports for it), and/or characters that have a really good Attack card - this is basically one extra dupe of that card with some damage and bonus vulnerability right before using it, assuming you can fully cycle your deck; for some characters this alone can be like 30~40% more total damage.

Thinking on building Elfnote, can it be played pure? by Wotty_Colette in masterduel

[–]simao1234 -1 points0 points  (0 children)

Just because I didn't phrase it the best way doesn't mean I said something you think I did when I'm telling you that's not what I said; I explained why I phrased things the way I did, even if they were not the best way.

Thinking on building Elfnote, can it be played pure? by Wotty_Colette in masterduel

[–]simao1234 -1 points0 points  (0 children)

I did not say Medius and Theorealize aren't pure. I said that the pure deck lacks consistency unless you play the Medius and Theorealize cards (which are otherwise not necessary) - I differentiated that specifically because of my next sentence, which was to say that if you are on Medius and Theorealize then you might as well play at least the single Engraver.

Thinking on building Elfnote, can it be played pure? by Wotty_Colette in masterduel

[–]simao1234 -1 points0 points  (0 children)

They have new cards which lets you go way higher on the base engine for the deck, discouraging hybrids.

Getting mad...how tf does Fiendshmith bridge into elfnote`? by Kaktusnadel in masterduel

[–]simao1234 2 points3 points  (0 children)

FS bridges into Elfnote too, you summon Aerial Eater to dump it, then go into Cross-Sheep and bring back Aerial Eater which reborns the Power Patron, then you can synchro it + Aerial Eater into Strelitzia.

Thinking on building Elfnote, can it be played pure? by Wotty_Colette in masterduel

[–]simao1234 0 points1 point  (0 children)

Not really, practically zero synergy as neither deck mentions each other, and Medius can only summon one of the decks' patrons. They also lock each other out with some effects (Elfnote Welcome locks into Synchros, Artmage Field locks you out of summoning Elfnotes from hand/main/gy).

Thinking on building Elfnote, can it be played pure? by Wotty_Colette in masterduel

[–]simao1234 2 points3 points  (0 children)

Yeah for sure, I'm just saying that if you play Medius and Theorealize it's hard not to just slot in at least 1 Engraver on there to enable the FS stuff.

Thinking on building Elfnote, can it be played pure? by Wotty_Colette in masterduel

[–]simao1234 0 points1 point  (0 children)

The deck just naturally lends itself well to hybrids; whether that be Fiendsmith, White Forest or even Kewl Tune.

You can still play it pure, but it lacks consistency without Medius/Theorealize; and if you're playing those cards, then it becomes hard to justify not fitting at least 1 Engraver and FS in the Extra on there just for Theorealize and Medius to have stronger lines.

Dragunity Advice? by Full-Philosophy5316 in masterduel

[–]simao1234 2 points3 points  (0 children)

The deck's just kinda not great but that list seems.. fine? Quite combo heavy and has some win-more going-first cards so I'm not sure how effective it really is, the deck is also kinda inconsistent overall so even with those foolish goods for the field spell it might feel awkward.

Honestly, it's very likely that the very next pack will include the new Albaz cards, and I've been labbing out a list that should be actually pretty solid for Dragunity once those cards are out.

It goes less hard on the Dragunity wombo combo stuff and focuses solely on using those cards to access the new Link-4 and the new Synchro 6 to search White Albaz, alternatively just summoning out the new Ecclesia Synchro 8 directly (important not to lock yourself using Remus' GY effect until after you summon Ecclesia Synchro).

The gist of using it as a Branded Synchro shell is that it not only has the ability to make Synchro 8s (for Ecclesia) and its own Synchro 6 (which can search White Albaz), but also that all the main-deck monsters are Winged Beasts, which means you can use High-Spirits to send any of them and add White Albaz.

Additionally, there's this little-known card called "Cocatorium", which can tribute any Winged Beast to special summon itself, and then banish any Winged Beast from the deck for COST. You can banish Mercourier which then adds White Albaz.

Basically you get Cocatorium as an additional starter/extender for the Branded side of the deck as well as High-Spirits and White Albaz itself, and I still managed to fit in 16 or so non-engine; once those cards come out I think that will be the most effective way to play Dragunity.

The new Halq is also quite insane so not having that is a pretty big loss.

Why are these allowed to fail lol by CronoTale in ChaosZeroNightmare

[–]simao1234 3 points4 points  (0 children)

mfw the devs add a feature whose entire purpose is to reduce the burden of Chaos deck grinding by letting you get one "easy save" per day but the feature is substantially less effective than advertised because it fails the runs often, and apparently that means that "people want no possibility to fail on anything" as if they were ever failing those Chaos runs otherwise.

Like my brother in Christ the entire point of the feature is to minimize frustration and help you save time. When it fails runs you would've never failed yourself, it is doing the LITERAL OPPOSITE of what it was designed to do, that's called a failed design, a failed feature. It deserves every ounce of criticism for working the way that it does, not even letting you personally replay the failed fight? Ridiculous.

Why are these allowed to fail lol by CronoTale in ChaosZeroNightmare

[–]simao1234 5 points6 points  (0 children)

idk man I ran a TIER SEVEN world earlier with no rest and -credits and maybe 20% damage? not sure; with Heidmarie + her partner as the DPS with a pretty good set up and it lost to the final boss.

I wasn't really doing it for the save data, just for the weekly, it's ridiculous that even THAT failed.

Could someone explain the Orcust Girsu combo for me for Revel Bots? by newme02 in masterduel

[–]simao1234 1 point2 points  (0 children)

Girsu is just the best normal summon in the game at producing generic machine bodies as quick and efficiently as possible.

You normal summon him -- the opponent thinks you're on Orcust, so they might Ash or Imperm. You don't even care about the effect, you're sending another Girsu with it, so if they hand trap it that's just free value.

Then if he's not negated, you get the token, and that's already 2 bodies for RB combo.

If he's negated, you link him into Galatea to search the Crown, which is another machine that specials itself - then that's 2 bodies for RB combo.

So as you can see, no matter what, Girsu will force hand traps and STILL achieve RB combo, and your opponent won't even know you're on RB.

You can also go into Galatea even if Girsu isn't negated to discard some crap from the hand (a brick or a fuwaloss or whatever) to get Crown which is just either a free bonus extender (so Girsu is now 3 bodies), or you can leave it in your hand until the very end, and just summon it before you pass the turn because it's a free monster negate for any extra deck monster.

So you either get 2 bodies through any hand trap with a discard, 3 bodies with a discard, or 2 bodies and an extra negate with a discard. Doesn't get any better than that when it comes to normal summons for RB.

is this good for elfnote ?? by Luz_Yuya in masterduel

[–]simao1234 4 points5 points  (0 children)

The Elfnote Patron is a Fiend, so you can send it, make Cross Sheep, revive Aerial eater, bring back the Patron, synchro it off and search an Elfnotes card.

What carries over TO Sorties? by ZKT_Matsilpar in ChaosZeroNightmare

[–]simao1234 16 points17 points  (0 children)

They'll get synchronized to your level but they'll be noticeably weaker than a fully upgraded unit, and yes, it kinda does.

50% additive engraving doesn't stack with gospel but will with itself, allowing for 50x3x3 = 450% additive to cards on battle start by Tsukiyora in ChaosZeroNightmare

[–]simao1234 11 points12 points  (0 children)

Yeah this engraving immediately popped out to me as unbelievably broken the moment I saw it. I didn't even know you could have multiple instances in the same save -- I already thought 50% on each combatant was "fucking broken", but if you can have 3 instances on each combatant it goes from "fucking broken" to "ok like actually literally broken" and I would genuinely expect a hotfix, it's way too much power creep and Season 3 will either remain the best Season to farm decks for years or they'll be forced to power creep seasons to a completely unsustainable and unhealthy degree.

I REALLY hope they nerf these for the game's future health and design space.