I genuinely honest to god to not know how the censor sounds and chibi heads got misplaced??? They look fine in the Premiere project and I couldn't fix it The discord server discord.gg/superincorporated
I have idea for duelist def. very cheap skill. If this 3-5 cost or something problem don't exist. But this is the same problem that we have with any other working examples of bad archetype, we ignore problem by adding something that erase archetype.
I have an idea aply the Mountain solution to it give a togable skill that just says now you are an aoe guard include other effects as neccesary and you are good
fun fact about duelist, back on jessica alter event I tried stalling the ex cm boss and duelist still get outclassed at tanking by skadi, granted skadi have gladia mod and her Y mod for more HP but still to be losing at the thing you are supposed to be good at is freaking bad
Dunno. But I like my Eunectes. I don’t even like feet. But fitting her in a Unga Bunga build feels reaaly good. Btw. Supah, where is the Pyrolysis video at?
@@Xephyranth chances are that gummy alter might be drawn outside Supah's expectations. Also, gummy alter will be aged up, and idk if that will be a good or bad thing to Supah
and then there's the mystic caster archetype where the operators in it double down on their archetype gimmick (whether it be a good thing or a bad thing (delphine))
Almost like HG needs to stop making up random archetypes that are debuffs in disguise It's like being born crippled, and that's not something I'd wish for my enemies' favorite operators
@@Hells7rom She kinda technically does because her skills boost the archetype's average ATK stat to compensate for the low ATK SPD (and also her S3 blatantly ignoring ATK SPD altogether)
i think he's tryna say that one operator doesn't define the whole archetype (???) edit: i haven't watched the video when i made this comment. so that's that. my bad
Are you perhaps believing the pugilists work simply because mountain and Chong yue work? Because that's also not the case, it isn't too hard to make a good 6* to redeem an archetype, but that doesn't mean the archetype is suddenly fixed
Ray is good not because she deals big number damage, she's good because she reloads the whole mag while on skill, and very quickly too. She just ignores the one thing that makes the archetype bad, that's not "making it work"
You know why these archtypes are bad?? It's because either - No one ask - It serves no purpose - It serves ONE specific purpose The best operators in these archetypes such as Mountain, Aak, Ulpianus, Ray, NTR Knight, etc. All of them serves OTHER purpose that either everyone asked/want or an important/useful/wide purposes That's why, most of the 5 stars & below for these subclasses are genuinely quite awful. Because they need more skills/talents to make them atleast useful
Crushers could have been decent if they had high res as a trade of for their 0 defense but know they just get to be destroyed by anything that looks at them
Crushers are good with a Tenacity trait since they attack slow. A Crusher's second attack, which is after the enemy's first hit, will be stronger given the enemy is a melee unit. Ranged enemy will deal a substantial amount of damage but will also get a substantial amount of damage upon getting into the Crusher's range. Since Crusher's HP pool is so big that most healers won't be able to heal them completely, their attack will almost always have buffed damage. At low health, they can clutch a big hit to the enemy.
That still won't help at all. Almost all operator have 0 res and they aren't any fragile than anyone else. It's defense that they need most since it's physical enemy that have more attack speeds and attack stats than arts enemy do while most of melee enemy are physical. Otherwise defender would already been benched if that a case since they don't have res while having worst hp than Crushers
Crushers are litteraly pseudo centurion with a negative native gimmick, sometimes I can't help to think that HG is out of ideas same for the new subclass eartshatter they are also pseudo centurion.
@@oturan9728 totally wrong. Earthbreakers're actually AoE snipers on the ground: splash damage to all enemies around main target instead of attacking enemies equal to block count, with skill that increases splash radius
After the rules segment I thought to myself: "oh, so he's probably not gonna mention duelist guards, they're not inherently bad" Number 10: Dreadnought guards. *Proceeds to die of laughter in front of my mom about something she wouldn't understand.*
@@daxfer2945 They can be thrown outside your medic's range and do fine. Dreadnoughts other than NTRK s2 and Matoimaru s1 can't, and it's iffy even with Matoi.
@@vallar57 I guess, but without considering talents which this list is built off of. 70 points of healing is not enough to be worth it. Especially with higher enemy scaling enemies, Musha's who rely on the base class trait tend to suffer more
@@vallar57 there's nothing in the juggernaut trait that talks about healing, their healing comes from skills and talents, their trait only says can't be healed by allies.
@@higorgabriel2598 Archetype isn't limited to trait. it's also a general stat spread, and common functionality. *All* jusggernauts, as well as guards with a similar trait, have a way to self-sustain, and it's clearly by design, so it's included in the functionality of the archetype.
while quartz might be terrible.. hoederer is surprisingly good, all of his skills are worth upgrading and he has quite interesting niche, for example during current CC, the tag that debuffs defense -200 doesnt affect hoederer at all, while he keeps his big hp, and his S3 is quite powerful boss killing as well i believe, not meta like surtr but good enough
Fixing duelist archetype is actually super easy. You just give them module that decreases their dp cost and their attack by 50% while their skill is not active.
My idea is a module that gives maybe 5sp per kill, but it goes down -1sp per kill per second that the operator blocks the target, or something like that might be hard to code tho
how about, "blocks 1 enemy". They do not have 1 block count , they block 1 regardless whether their block count is 1 or 0 or 2. They ignore enemy block requirements, blocks wraiths and 3-4 block enemies, but only 1 enemy whether they have 0 or 10 block count from buffs. But also [gain sp per second] or [gain atk/def/dmg reduction] per block count.
Feels like they were playing a drinking game where they put halves of abilities on cards and then pulled them out of a box. "OK, block...one! SP on...block! ATK...really high!" (Loud cackling) "No, no, I'll have that one, I can make that one work!" (Later at desk) "And that, son, is how I learned humans aren't supposed to drink brake fluid."
geek archetype is bad cuz it never supposed to exist, it was always just Aak, and that's it, the hp drain balanced out by RNG healing. Geek only exist after HG decide to further categorized classes into archetypes, Aak is a glorified AA sniper with a talent that drain health and RNG HP regen somewhat like Fiametta, you can't convinced me otherwise.
@@Grim-n-play its because he is a crusher with a +60% max hp infinite skill or an incredibly quick +90% max hp skill that gladiia's talent is so much more effective than others
7:11 I feel bad that i forgor Phalanx Casters exist, it gotten so bad that i got Carnelian but never once built her. I did have the same though before that thier just a tank or target practice on the roof, That is when the chongus event was released with Lin as a Phalanx. I just brush it off as easy skip. But the chongus event showed, enemy's on low ground can go to the high ground Thats where it hit me. Its intentional they released Lin as a tank in that event. Like bruh they promote an Archetype for a scenario that would not be common problem I still havent lvl up carnelian on that event lol, more likely never will
Lmaooo beeswax was my first e2 fully maxed operator and favorite character (I couldn't get asbestos and she really stuck with me)... All of that to realize she was really subpar
In defense of Crushers, there is actually one situation where they really shine: True Damage. Where other units with various defenses will be demolished by any damage that can sneak through those defenses, crushers can shrug it off because their HP doesn't care what damage hits them, it's gonna tank it anyway. With adequate healing, crushers can actually do really well as a unique type of tank, especially Hoederer, whom I use regularly nowadays for his true damage and sheer tankiness.
You know how HG fix this Archetype flaw ? By releasing operators that has nothing to do with their Archetype at all, Degenbrecher, Wiš'Adel, Kal'tsit, ...... It is fine in some case, but for Degenbrecher and Wiš'Adel cases they are absolute disgust me that I don't even know why "Archtypes" exist anymore.
*Simplicity isn't a disadvantage. It's a strengh.* Unless you are doing flex work, most will solve, or try to solve, complex problem with simple solution. ;)
"Imagine an FPS where you have to reload every bullet." That's just every bolt-action rifle in every shooter ever...which are commonly used by sniper tryhards on a regular basis. The point of the Hunter is to be a heavy-hitter on one specific enemy at a time, which it seems to do well enough. It also reloads all rounds when not attacking, making it great as a backup unit for dealing with enemies that slip through your main defenses, just as a tracker/hunter might actually do.
Fixing duelist defender is simply just giving them 2 block and lower atk. Then rework the sp gain only when blocking trait to sp gain based on damage taken only. Small hits (
Everything said that doesn't end with a word ending on an E SUPAH adds a E. Every word that does end with a word the last letter is a E, SUPAH adds an A with hos accent. It's fascinating.
Imagine a dualist defender with a passive skill that gives them immortality, and a module that halves their dp cost (like aoe casters)… now you have a solution for their sp regen (because they don’t need sp anymore) and lower dp cost while doing their job of stalling bosses
@@gerorgy3000 that’s like giving juggernauts a module that says “they can be healed now”, that’d defeat the whole purpose behind the arch type, duellists description only says “one block” so I want to at least honour that
Honestly, I just wish they made it so Duelist defenders gain bonus SP if they kill the unit they’re attacking. That would be a pretty good trade off. It would allow them to generate SP way faster from lane holding and killing trash mobs, so you actually could use their skills more often.
It's because they fit into the instructor category. The class is without noticeable drawback except dp, they are just all loaded with dogass hindrances (attack interval increase, rng hits, self stun). If they decide to make one aside from Mostima actually relevant, they could. They just don't want to for some reason.
The only downsides of the splash archetype, like someone said, is the insane DP costs. That doesnt make it inherently bad. The reason why most splash casters are horrible is because of their outrageous SP costs. Look at Mostima, Dusk, Santalla, Lava alter, Gitano. All of them have SP costs so high that I could take a shit, wipe my ass, play CC for 30 hours and still not get 620 points, go to school, graduate, get a job, and their skills would still be just over halfway done.
Or just make that for each enemies around the duelist defender(like 4x4 radius around her) that dies, provides them SP, like, even just 4-5 SP fixes them.
This is how I’d buff Duelist Defenders: 0) Reduce DP by 5-10 across the board 1) Bonus SP on hit&kill Talents. SP economy is their biggest problem 2) High Initial SP on Masteries or with Talents. In High End play, operators that provide immediate value on deployment are favored above others, i.e. Helidrops. Unlike true Helidrops, they would be able to recharge their skills, but you’d likely want to replace them with someone else
I think that the Duelist Defenders could work by creating an operator that is completely something else, just like Mountain is in actuality a Centurion and not a Dreadnaught, by working on the talents and skills extensively. For example: Talent 1: while a skill is not active, this operator has +2 block. While a skill is active, this units has instead +100% of attack. Talent 2: when an enemy dies in any adjacent tile, this units regenerates a few SP. Skill 1: don’t care Skill 2: take a shitton of SP but is then infinite duration and just makes both sides of talent 1 always active, just for AFK maps. Skill 3: this operator gets +150% attack and defence and a very minor percentage of shelter. When the skill ends, the operator is retreated. If an enemy elite is defeated by this skill, the skill deactivates prematurely and you’re back at the start. It would of course have sub-par attack as a start, but I like the idea of having the last skill be an actual duel against a boss, where if you win you’re done and can go back to tanking but if you don’t manage to kill the boss you actually retreat out of shame. The main argument is that this way you just created a unit that is 90% of the time a protector defender and 10% a super dreadnaught. But was this not the point of this archetype? What do you guys feel about this idea?
tbh I don't think "just make another powerful 6-star unit" is a good way to fix an archetype, because all you've done is make another good 6-star unit however, looking at it it would be a good unit
I’d rather just have a helidrop one that is ready to go at deploy. Big ugly on demand would actually be pretty great. I just don’t want to have to have eunectes on field forever to get there.
How to fix Duelist archtype: Talent 1: Extra +0.5 SP generation when not blocking that stacks with 1st module Talent 2: Damage is lowered by 50% but Block and DEF is doubled when skill isnt active, Damage is increased to 150% and gain 5% HP regen per second when skill is active Skill 3: 25 SP cost Increases ATK by +200% Every attack now deals 200% of atk as aoe damage, gains +1 block +80% DEF and +150% HP +50 ASPD and is able to attack all enemies on its range. Get 10 SP back when this skill kills an enemy If this looks to far off to you just remember Ray Mountain and Ulpian exists
Eh the archtypes are bad but most of the "bad" archtypes has a broken 6 star that just ignores it all together and turns it into a benefit. Ray wih high DPH and Ulpian with massive stats for example HGs new method of making operators sucks so much
9:12 Liberators have very low attack so they stll do functionality nothing without their trait fully charged. On the other hand, Phanlanxes have a solid statline by default.
That's the thing I notice about dreadnaught guard, they are with exception of NTR, doesn't have an actual use case beside standing on the side of a blocking defender and help kill enemies. Both the 6* are borderline not-so-fast fast-redeploy. Duelist on the other hand, with their defense would allow a drop and forget kind of play. I remember when we use to call dreadnaught duelist guard, but with their defense being so low they can't duel. Now duelist defender kit from my perspective can be made to be good, have a talent that regenerate shield like Mudrock but instead of healing on pop, grant sp to the duelist defender. Now we kinda got rid of the sp problem in most situation, give the duelist a talent that slow enemies in a certain range except for one kinda like with Lee S3 to allow them to queue up enemies to kill easier. Also if needed be, give the caster Amiya gain bunch of sp on kill talent?
In terms of duelist defender either they should make a remake or make some changes for the archetype like for example What if instead of sp on block they will get sp per amunt of hp loss could be in 1:1 ratio when in each ho loss they get 1 sp and they will also had increased taunt and 2 blocks with the same humongous attack but their range is only 1 tile and they had low def and res but huge hp like crushers And for some operators like eunectes if her skills is focused towards boss killing she will get -block but incread def/res +attack +aspd and can only block elite/boss
I Genuinely like your Videos Your Sarcastic talk Made me Laugh all the Time, I'm just Relieved that Finally I find an Arknights RU-vidr that Dare to stand up and said "Hey Dude This Operator is bad and Also This Archetype Is Bad". I Remember that many People on the Arknights Community used to Say this "There are no Bad Operator,There are just Bad Doctors",I never Believed it at all.
I think a duelist defender with somewhat more bloated stats and either passive skills and/or a talent that basically gives them offensive recovery could work if the sp costs were right, also just lowering sp costs for future characters in the archetyp could potentially work, but those would likely make them an exception that proves the rules more than anything else. Only getting sp when blocking really kils the archetype.
I think a simple solution is to make one a helidrop. Just have skill active on deploy so don’t have to interact with the charge mechanic unless you leave them out. A helidrop big ugly would actually be pretty great.
I think a good way to fix hunter archetype, it's making every bullet a extra attack accumulative like mistic casters. But while mistic casters only stacks with no anemies, the hunter should still attacking but reloading the ammo at the same time. Or put the ammo system with the skills but with the plus of "if the operator already have a max mag, you can use it with skill too". And with some gimmick of switching between weapon like Ash, Jessica alter etc.
When you were building up to the final archetype i just already knew it was gonna be duelist defenders. Like I remember when I got Eunectes, she proceeded to be the only 6 star operator i left at e0 lv 1. Like, where and when will I ever need a block 1 defender???
Might be wrong and even remember wrong but it feels like duelist defenders were released together with Nian, sort of remember Nian's banner being close to Eunectus, and with her S3 giving +1 block count + more def made Eunectus + Nian seem like a very good pairing, and probably make ppl pull for both.
I mean AoE casters work as an archetype but it just has alot of bad operators, its decent on clearing multiple trash mobs and high def enemies that are being blocked by defenders but it is clunky.
I think duelist defenders are how dreadnoughts supposed to be. As a "duelist guards" they should be able to 1v1 the enemy. So having high attack, hp and defense should be their kits. But them having really low defense kinda make them contradictory, while Lord guards having wider and longer range,, can target drones but having even higher defense than dreadnought. Like it's so not balance at all.
well the problem is they already have TWO module that one of them kinda remove the sp charge condition and it's not that good since it still generate sp slow while not blocking so even hg decide to release 3rd module for eunectes i don't think it's gonna fix it also...
I like the idea someone preposed here in the comments that Duelist Defenders should regain SP via kills or via any enemies that die within their 4 adjacent tiles. That way their _asininely high Atk stat_ be no longer a hindrance to their SP gains. And yea I do agree they need a _steep_ decrease in DP cost. I think 25 DP should be a nice, comfortable spot for Duelist Defenders to be in. Not too low, not too high but that's just me personally ya sees.
@@ThaDude am thinking a concept that it will be a melee unit, fast redeploy, and it heal allies instead of attacking just like allerdale (that unit that gives barrier in episode 11)
Noice, enjoyed this informative video, agreed to some of these. But as an avid Integrated Strategies enjoyer, high tile tanking actually comes up more often than one would think. Often i got caught with my pants down and had to leak several pesky drones because HG just hands them to you in IS like a dealer trying to hook kids with free samples, or have emergency buttons like texalter. And even then theres a whole buncha maps in IS where HG said "NOPE. No ground tiles for you. Drones be upon ye.", so i found myself appreciating high tile tanking or heal tanking with medics.
Actually designing a duelist defender could be a great challenge, here is a talent idea I came up with : Talent 1 : gain +1 block for every 2 operators deployed with this operator's faction (self inclued) The goal of this talent is to make this duelist defender usable in frontline, blocking multiple units while also making the operator gain sp more consistently. It will also make planning a stage more interesting because you can deploy/retreat operators of the same faction to change the block count. So you can adapt your strategy depending on if you need more or less blocks. I added the restriction of "operator with the same faction" so the squad creation is a bit more interesting, so if you want to have at least 2 blocks you need this operator + 1 other. If you want 3 blocks you need this operator + 3 other, etc Then for the other talent and the skills, the design could go anywhere. Maybe Talent 2 could help with survivability to help the operator charge sp, then the skill could be dps oriented to kill the blocked enemies My comment isn't useful because HyperGryph do their own things, but I like the exercise of designing stuff
How to fix duelist defenders: just give them a talent that puts there range to zero and gives them like 4SP for killing an enemy. Then give them Slayers mega punch from GGS as an S3 to just 1 shot actual god.
I feel like another solution would be to make them a helidrop. Just don’t worry about charging as you get the skill on deploy. Basically like how skadi used to be mostly used, but now with better defense.
I can be glad that Swordmasters aren't on the list and are all actually really good (except Tachanka) and not just the 6 stars. Now let me point out all the Cutters seen in this video: 2:49 7:15 12:55 Thanks for your attention. What do you mean this has nothing to do with the video?
Duelist defenders have one really cool thing and a bazillion flaws. I would love a defender with their effect of generating sp whenever they take damage but without at least three of these flaws. 1-Higher sp cost because why not 2-block 1 3-actually having to block an enemy (let them supercharge if poisoned) Imagine one of these guys with a push-stun and sp needed like 20. There's still another flaw tho and that's it... This kind of gimmick is a reward for playing bad, as you would've rewarded for letting a big group to accumulate instead of killing them quicker.
the only way to fix Duelist Defenders is to give them insane synergy with SP batteries. Like, maybe, a trait that says "Can't gain SP on own except when blocking but SP gained from other operators is doubled/tripled" or something less wordy than that only problem is, without modules, game designers messed up: they can't even gain SP from SP batteries when not blocking literally had to make BOTH module variants say (or imply) "oh yeah SP batteries work now"
For Duelist Defenders, it could be fixed by by upping defense and reducing attack. You really only need them to stall the boss for your real DPS. Having a healable 1 block with stacked defense would be very useful. Give their skill a stun immunity or elemental res, and they would be awesome.
I personally would've put Merchants somewhere high on the list. While the reduced redeployment time is pretty nice and makes them more versatile, the cons are way too big to ignore. Like DragonGJY said in his Swire alter video, having them on the field is actually detrimental for the whole team, not only themselves. Like sure, Crushers will die against trash mobs and Duelist Defenders will never charge their skills, but outside of wasting a deployment slot, they aren't active harming your team just for existing. That trait also makes it almost impossible to use on hard content that reduced natural DP generation (at least not without tons of flagbearer support). About the operators we currently have, Jaye is just insane for his rarity, Lee and Swire alter aren't really bad, but they're on the niche side, and Mr. Nothing is "I peaked at CC#5" (and I think he also saw some use on IS#3 Ending 2).
Abjurers are weird because one of their most annoying things, the HP conditioned shelter that they all have, is technically a talent not a trait of the branch itself. Their trait is just switching between dealing damage and healing.
I have an idea on how to fix Duelists! What if they had a talent that allows them to "block" enemies from further away? Something like slowing enemies in front of them in X range up to block count and make that count as blocking an enemy, would that work?
So kind of like with the sentinel protector's module but with slow added as well? Sentinels reveal invisible enemies in their range Could be pretty interesting for an operator
Since the identity of Duelist Defenders is "Duel one-on-one", fitting changes are limited. I'd say give them increased DEF and RES while their skill is not active, much like Phalanx Casters. And maybe lower their cost to around 20. That way they can be heli-dropped to stall a troublesome enemy much like Gravel, trading redeploy time for a powerful skill if they survive long enough.
I find it at least mildly hilarious that you posted this during our current rotating plate on Pyrolysis, everyone has 1 guard and only those actively blocking can deal damage, but skills that increase block count, Eunectes and Mountain for example, still work. Mixed with the sheer quantity of buffs on enemies from going to 200 and doing all the 'quests' in one go means that Duelist Defenders are pretty great for this exact use case. Sure, it doesn't make them generally good, just funny that they are specifically good when you released this video. I think I have a way to make at least one outlier Duelist Defender that 'just works', as well. Just toss an OP unlimited duration skill on them. Then, even without the module, even if you have to deal with a long charge time, you get a Thorns or better level payoff. If we want to talk about some kinda weird experimental 5-star that manages it in spite of not being blessed like the unnamed 6-star above, then we'd probably be looking at a talent that makes it so that they block +2 off skill and deal aoe damage on skill, or something like that, weird, might not work in certain ways, but enough to get the job done.
I think what makes Phalanx Casters really awkward is that off skill you want them to tank, but on skill they become really squishy. Mint and Linn kind of sidestep this issue with their Talent and skills but in general yeah the base archetype is bad.
Imagine shooting game loading one bullet at a time. Snowbreak shotgun users : How to make Eunectes work : All of her skill SP cost reduced to 10% of the original.
because Abjurer isn't an inherently bad archetype, it's just that it's exclusively defensive units and current meta says defending is almost always inherently worse than just having higher DPS
Yo supah this can fix duelist defender trait: gain +1 block whenever this unit kills an enemy, when blocking more than 1 enemy: give "tremble" to all other blocked enemies. That solves the dp and sp problems while still keeping the idea of being a duelist since only one enemy actually attacks them 😂
Simple fix for fighters would ve an archetype damage amp and damage resist. Simple fix for hunter sniper would be AoE attacks whilst they have ammo, reload only when no target. Can still attack but single target with no ammo.
I'm surprised splash caster didn't made into the list. The moment you get either Eyja or Goldenglow they basically gone unless you got Mostima. Well, the DP- module really great on them and I think it would also fix the issue with Duelist archetype..
A solution for duelists that i was thinking about the other day is to make their DP rate with module (0.2/sec) be their natural DP rate, and the bump the module effect to 0.4/sec or maybe 0.5/sec. Obviously that wouldnt solve everything, and maybe it would just be better to remove that limitation entirely anyway. Also, I dont view duelists as boss killers, but rather boss (and elite) tanks. Theyre not so much meant to deal damage as they are meant to hold a high threat enemy in place and have high survivability while your other ops deal damage. Or at least thats how I use Cement with her S2, now that I think about aurora and eunectes's skills I guess thats not really the common design mentality...so yeah, i guess youre right, theyre kind of a mess. I wish HG would actually patch existing content (they did it ONE time with chain casters...)
Duelist Defenders should have niche of trading amount of enemies for being immortal slab of divinity that can hold still singular enemy until you feel like dealing with them. Like, having Aurora just CC Patriot while having self sustain to ensure enormous amount of damage would be way cooler and actually useful than what we got now.
Increase block count for duelists, this is the only way to fix that. Or make a skill that charges when blocking and then increases block count forever, kinda like Blaze's second skill. Put that duelist defender infront of Mountain and add healer and you'll get autobattler with basically one ground line covered. Yes, it would be weird guard, but it would have pretty decent application.
I figured Mushas would be on the list. They are basically dreadnoughts that are unhealable, that have to have self preservation in their kit to not he shit, rather than any other cool mechanics
If anything I think they are worse normally. Dreadnoughts have high atk but low atk speed. Skadi can show how enough atk can make you relevant even now. But musha have high atk speed and low atk, which screws them over against any armored enemies, which is common among things you want to 1v1 duel.
Ok hear me out shouldn't ulpanius(idk how to spell his name) work way better than hoederer bc of gladiia abysmal talent max hp regen ? And since he a crusher guard fat stack of max hp? The only problem is yea another slot needed to bring gladiia.
He is better than Hoederer and probably also more unique cause of S3 mechanic giving Ulpian Gladiia is basically not as bad as giving Skadi the entire AH squad and the trade off from it is far better cause thanks to Gladiia PHY + ARTS resistance and HP regen turn Ulpianus to be absolutely unkillable