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[Arknights] Does Pyrolysis Suck? 

bionicfactory1
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22 окт 2024

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Комментарии : 39   
@Projekt193
@Projekt193 4 месяца назад
*Man... I miss old CC version. People complete risk 18 and done, you got trim medal.*
@bionicfactory1
@bionicfactory1 4 месяца назад
It was a simpler time
@404User-Not-Found
@404User-Not-Found 3 месяца назад
Honestly it's a double edged sword, I personally prefer the new CC trim because they tend to release yhis event just as I'm in the middle of my exams so I really don't have time to focus on the trim, doing it in a week
@crystraiders356
@crystraiders356 4 месяца назад
it was an event of all time but at the very least it gave me a sexy Flamebringer skin
@bionicfactory1
@bionicfactory1 4 месяца назад
Real as fuck
@2265Hello
@2265Hello 4 месяца назад
Honestly there are some unique high risk clears with the main map
@heffil0
@heffil0 4 месяца назад
cc-ish event (other than dps) will always be peak
@MesaGamer503
@MesaGamer503 4 месяца назад
Petition to bring back East Armory so i can lose my mind again
@bionicfactory1
@bionicfactory1 4 месяца назад
Very fair request
@jo-ri-oh8950
@jo-ri-oh8950 2 месяца назад
I unironically really liked East Armory...
@thejuggernight1406
@thejuggernight1406 3 месяца назад
I feel like DOS had better potental the side maps (timer mode) honestly had better potental as endgame content. taking away the fact the main problem with the mode was you got punished from interacting with the main mechanic of that event a few tweaks and it would have been fine. something to note I tended to max risk dailies as my form of hard but not tediously hard content and I felt like the max risk dailies of this event were significantly harder than some of the risk 18s I ended up doing. the one p relay one was the only one I had fun on and that was because I skipped poo so I did it for the first time. figuring out the jesslton map was satisfying although basically making ranged ops useless unless they were a support is kind of cringe. the one thing it improved over original CC is the dailies don't punish you for taking the buffs, however forcing you to used the buffs is stupid. it is just poo with a re skinned name my main problem is the layout of the buffs/debuffs not the buffs/debuffs. the whole point of CC is to pick your difficulty but you can't do that with poo v2 it betrays the mode it stole the name of. probably more of an insult than poo or DOS because at least they tried to be their own mode
@harunammie4898
@harunammie4898 4 месяца назад
My main problem with pyrolysis was the way they made the risk orders, it feels like they put the "free" risks (i.e: minor restrictions/changes) behind the risks you usually wouldn't take. Also, the trim requirement is on par of past CC's R26
@oturan9728
@oturan9728 4 месяца назад
Trial for navigator is good but I agree with the rest of your points. The new CC had it's up and down. On the good one is that the rotation map was pretty fun and there is less FOMO to do them since they arn't daily anymore and you got 3 days for each of them to get your rewards you can even replay them since they don't go away until the CC end and they all got they own gimmick and playing with buffs sometimes feel fun, same for the trim there isn't the rush to get it week 1 anymore. Now for the bad like you said the medal requirement is way too high, there is less freedom for the risk like you said especially day 1 (it get better) with time, there was some cringe ahhh risk (hello -90% sp in the risk, hello invisible drones, hello max hp) actually almost everyone and they mother could be invisible on this stage, forcing to use some units like SA and Ines and the fact to be locked from choosing others risk if you didn't toke others risk was bad too (the bonus points tied to a set of risk was a bad idea imo).
@bionicfactory1
@bionicfactory1 4 месяца назад
Yeah TfN is a mixed bag for me. But I enjoy the mode The invisible enemies really force specific ops and I simply don't like that at all
@YourPalTheCommentor
@YourPalTheCommentor 4 месяца назад
I'd rather lose 50k orundum I have than participate in another TFN. That thing sucked so much.
@etgamer16
@etgamer16 4 месяца назад
Trials 1 was absolutely amazing The maps were good, All 4 Data Buffs were interesting and Fun!! Then with each new Trials it got worse 😞 T2 Maps were kinda fun but the buffs fell off, All of them were just generic Stat Buffs with two of them having Negatives One of those being the introduction of “At end of wave, All Ops that have not been Retreated gain buff in next wave” and usually the stages had barely any tiles that could make use of this so it was Terrible.. but the next one is somehow Worse?? T3 had some of the stages of all time & Utterly TERRIBLE buffs, ah yes my Favourite Buff +3 Deploy Limit & -20% Redeploy Limit…. Those DON’T even work well together 🤯 (Except for Summoners I guess 🫤) Another End of wave buff which had decent tiles on one stage but mostly still tragic The Sp one could be interesting but had a pretty long wait to get its Full use, and it’s also just a massively worse version of the Sp Buff from the 1st Trials, it’s better for Offensive recovery but even then it just being Sp and no other buff makes it kinda meh. The last one was the best by default since the others were sheet, “+8% Atk to all Ops on field for each enemy killed up to 40%” I hope Trials4 can make the Buffs better as it’s one of the Main Parts of the Gamemode but I’m sure it’ll continue going downhill 😞
@randomdude5172
@randomdude5172 4 месяца назад
Good: - Risks are almost all available at the start of event - Clearing rotation map after the challenge period ended can now obtain the unlocked risk reward Bad: - Unable to know the unlockable risks until clearing rotation maps Ugly: - They should put invisible enemies or any severe restricted risks at the last end of risks set (My ideal enemies risk set ordering would be like this: Choosing enemies > Choosing enemies stats risk > Choosing enemies additional abilities risk) - Bigger CC currency rewards are locked behind higher risks point, unlike the old CC when you can get bigger reward at start then gradually lower when aiming higher risks. They should not violate the norm of the old CC mission reward progression.
@idk-what-to-namethis
@idk-what-to-namethis 4 месяца назад
CCB's a bit meh in my opinion because the two types of map just cancel each other out. I really enjoyed what they did with the daily maps having a solid gimmick for each but i just dont like the new ui for the permanent map; only having the presets felt really restrictive and none of them were really that fun. I completely agree with your point on the meta ops, i needed to bring typhon, silverash and młynar just to have a chance with the seeds of withering challenge which just didn't feel fun, not to mention the fact that none of the rewards are good encouragement - I like flamebringer and i think the skin looks good, but i never use him and it just wasn't worth the effort to get it
@czaczaczar
@czaczaczar 4 месяца назад
Pyrolysis has shitty rewards. The only good thing is that you can access every map anytime.
@bionicfactory1
@bionicfactory1 4 месяца назад
The skin was mid too but at least you get it by playing the map itself
@kyarumomochi5146
@kyarumomochi5146 4 месяца назад
Yes. It sucks. UI overbloated Risk hardly means anything as nobody cares the difference between 620 and 720 unlike 18 and 28 Clunky risk system. Only good thing is the daily system and thats it
@rorogogos
@rorogogos 4 месяца назад
Although I started the game at release, I didn't start actually playing until a little before CC12, I felt that the difficulty was about the same as CC12, but back then I didn't have nearly as many units built. When trying to get the trimmed medal this time, it was pretty hard, and the jump from 600 to 620 didn't seem that close, The difficulty spike with just one extra risk would be too much of an exponential change on top of everything else, so I thought it was pretty valid to have the trim be 620, and the normal be 600. I don't have mlynar, thorns, eyjalter, Ines, mountain, silverash, blaze, virtuosa, nor surtr, but I felt that it was still possible. I ended up clearing it on the last day with some guy in the arknights community server lending me their ceo-chan. What I'm trying to say is that the event was doable for a newer doctor, who also didn't have all the units that most people assumed where necessary to get the trim. I don't know if this is because I didn't get to play much of CC, but I also really like the new way of the Risk management. The old risks (from what I've seen) were almost always the same, with only slight variations. On this map it would change each individual aspect of everything, and all had unique changes to the map. I felt like each risk I chose had meaning, and wasn't just a stat-stick, I had to pick and choose which Risks would be doable, and I saw that different risks could synergize in difficulty (two hard risks would still be hard when chosen together, but it would be easier than choosing two other risks that would give the same difficulty). This allowed for many different runs, and tons of different strategies with different units. I also like how the rewards along the risks would entice players to play all the different risks, rather than just go for score. It helped me notice unique features (like 0 block ops not getting hit by the evokers) when I normally would've never chosen certain risks due to me thinking they were too hard. Another thing about the new risks is that it would reward you for choosing risks of the same category, giving more "score" for choosing risks within the category to reach a threshold, this once again made me consider swapping tons of different risks that I normally wouldn't use, so that I can get the synergy buffs. It also made actually GETTING to risk 620 and 600 significantly easier. The maps themselves were all unique, and there were tons of features that aren't normally utilized, Reeds (fire spread was really cool), elemental dmg, invisible flying units, SP degen, 0-block fights, etc. I loved how there were so many ways of stopping the fire from spreading including tactician ops, summoner ops, trapmasters, dollmasters, robots, etc. The rotations were really fun, and I liked how you could play all of the rotations even on days that you weren't on. It was also very easy to max risk the dailies in comparison to the main map, but that's a given. I do think that some enemies were just way too strong though, I think that I'm a pretty average player, but the seed makers and the rovers at max risk are impossible to kill w/o E2 operators. I know you don't need to ever DO max risk, and it's just a flex, but I do feel like it's unfair for newer players to be left out not because of strategy, but because of stats and play-time. There are some crazy doctors who got the trimmed medal with 4*s only, and even crazier doctors who got the trimmed medal with E0s, I still wish there were some way to do max risk without having maxed out meta ops, but I understand they also want to make the hardest difficulties for the best and most dedicated players.
@rorogogos
@rorogogos 4 месяца назад
TL;DR I'm a semi-new ark player with average playtime but I enjoyed the event, especially when compared to POO and JO. It seemed the same difficulty and style with improvements when compared to CC12, but once again I'm not that experienced within CC, so maybe the earlier ones were easier?
@rorogogos
@rorogogos 4 месяца назад
I also think it's unfair to use mechanics that only SOME operators can heavily benefit from though. For example the seeds could only be hit when using Scene, Ines, Totter, or Silverash. There might be others, but that's all I can think of rn. To get the trimmed medal w/o those operators, you have to leak both, meaning you can't choose the other risk that sets you to one protection objective life point. You also have to do a 2 frame seed kill right before they touch the box at the end, making a needlessly annoying mechanic that you might have to reset the whole run for if you make a mistake (even if you have the perfect strategy, if you miss the timing at the end you'll have to restart).
@SanjeevKumar-wv7xp
@SanjeevKumar-wv7xp 4 месяца назад
It was frustating at first but because it was the first cc i cleared without the help of a guide i can' help but love it.
@SanjeevKumar-wv7xp
@SanjeevKumar-wv7xp 4 месяца назад
I am still salty about cc12 I wasn't able to clear it because I got extremely sick.
@bionicfactory1
@bionicfactory1 4 месяца назад
Damn that sucks but recovering is more important than CC
@VCE4
@VCE4 3 месяца назад
Yes, it does Though daily maps were fun
@kiwi_446
@kiwi_446 4 месяца назад
I love new risks UI, way better than the old one. Yes, it might take some time to understand, but you shouldn't have troubles with it for entire 2 weeks. There's still some things I hate about CCb1: - high stat fest - relies on a FEW operators too much to beat high risk - not much chooses between risks at phase 1-2, just like in POO CCb2 gonna be easier than CCb1, but it's still follows the formula "buff the hell out of one enemy"
@bionicfactory1
@bionicfactory1 4 месяца назад
Yeah I'm looking forward to CC2 cause it seems like it fixes a lot of the issues with CC1
@zomfgroflmao1337
@zomfgroflmao1337 4 месяца назад
I disagree on a lot here, but I agree with the overall assessment. It was better than POO (who would have guessed) and Strife, but that wasn't really a high bar to clear. I really liked that the daily maps were a bit more spaced out, so if you didn't have time one day, you didn't get locked out of a certain map, but I didn't like that all of the maps were all super gimmicky. Mansfield had the duel risk, Dossoles had the 1 deploy relay mechanic, the sand Lin map made your operators one shot and the thrower map made the throwers go crazy. A gimmicky map once in a while is fine, but all is a bit much. The main map was weird, because the map without risk wasn't even comparable to the later risks, because so many enemies could be added or changed, which means you couldn't really work your way up as you could in the old CC because suddenly nothing you tried before would even remotely works because of some new enemy, so you were way more incentivized to just choose your risks for 620 and work on your tactics until you get there. The best change was certainly to put the quest items on the CC map, it is way cooler to get your skin or decoration from clearing certain quests instead of just buying them from the shop, but then there is also the problem with how the risks were structured. I understand why they put certain risks behind some other risks, it gives them more agency over how difficult some risks get, but it also takes agency away from the player, in addition they added point bonuses for maxing out a certain branch, which felt super weird and shoehorned you into certain risks even more. I would like them to keep maybe two of the branches this way, but make the rest free to pick like the old CC. Now to the part I disagree the most on, and that is the difficulty. I think the difficulty was piss easy! BUT what they did do with this 'CC' is push certain units down your throat, like you could solo a map with max risk with the Swedish archer or how Ines made the main map 80% easier, which in turn made the map extremely hard for people (or niches) that didn't have the obvious answer to the problem the map gave you. This is what made people feel the difficulty was high, but when you had and used everything at your disposal it felt way easier than classic CC. This is something a lot of gacha games do to promote their new characters, but Arknights so far didn't do it much, but this 'CC' felt like their first attempt at that given how much this CC pushed the use of Ines and some others.
@bionicfactory1
@bionicfactory1 4 месяца назад
Yeah I'm a Kazimerizknights player so a lot of my difficulty complaints could be down to playing a specific niche. I will say difficulty is the one thing that probably varies the most when asking players what the problem is cause it was a struggle for me but you bodied it
@zomfgroflmao1337
@zomfgroflmao1337 4 месяца назад
@@bionicfactory1 Nah, I didn't body it, I usually do no 6 star welfare clears, and while I had some ideas how I could do it I didn't have enough time to finish a clear in time (too much work), so in the end I just used whatever and did it pretty fast. It is just that 1-3 key units make it like 90% easier.
@vonplackus527
@vonplackus527 4 месяца назад
I actually like the ever-changing enemies as it varies the main map a bit. Its some variety to add so we don't beat out head against the same stage for 2 weeks. I do agree that It made climbing risks much harder to do; the change to ghost soldiers was the biggest one to watch out for imo
@Nebvla
@Nebvla 3 месяца назад
I like how U are only allowed to use a single operator at a time in dossoles, very unique
@rage665s
@rage665s 4 месяца назад
Its hard :(
@dujoudo777
@dujoudo777 4 месяца назад
you have some good points, but just saying... CC is not for casual players, so if they decide to have harder requirements for the medal, it's fair game. There are a lot of very strong operators in the game, and it is supossed to challenge people to put them to good use. It's just that CC is not for casual, and that's fine.
@alexeystarkov7504
@alexeystarkov7504 3 месяца назад
Gonna drop a very controversial take, events shouldn't be veterans-only. I've seen many people just quit the game after DOS and POO, i won't be surprised if many players have dropped the game after they've been hit with another unbeatable event and that's not very good
@dujoudo777
@dujoudo777 3 месяца назад
@@alexeystarkov7504 I understand your point, and you're right, not all events should be veterans-only. But CC is a special case, it's *especially* for people who wants more of a challenge in the game. It was made only for this point. The reason why i think it should have events like that in games is because veterans do deserve to have something for them. A lot of content is possible to do being a begginer, but when you're a veteran and can go through most of the games challenges, it's nice that they think of ways to also give the veterans a good challenge.
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