I would like to clarify the dude is talking about Vigil the Arknights Operator, not Virgil Van Dijk the footballer. Arknights' Vigil is mediocre, give or take while football Van Dijk is a worldclass footballer but currently having a horrible season overall.
Simple things I can imagine are, keep his wolf block 1 even with 3 heads, and prioritizing attacking enemy blocked by wolf. I'm not asking that much. There are plenty of way to fix him, but I doubt HG would hear us.
HG will give him a module upgrade that make his wolves stronger than Penance and deal 10 Vigilion True damage (trust me, my uncle work in HG, this is totally true, they won't give him the Reed module treatment at all)
If Vigil's wolves are so damn squishy, they could have made just Vigil's kit an entire copy of the event mechanics where he also has Blood Debt for his wolves, and when they all die, Vigil gets a buff or nearby enemies get a debuff.
That's actually a neat idea, it's kinda make him unique amongst tactician vanguard as he would get access to most of his damage when his summon is not up
@@Pomho1812 actually yeah pretty cool. I’d also like him to have the most summons on the board. Since he leads a wolf “pack” so something like his entire range full with wolves for S3 sounds fun.
@@swift-pawedteif386 that's also cool but it would need to leave the last column of his range empty from wolf, if Rosmantis S3 taught me anything is that it is absolutely painfull to see your S3 gets wasted because enemies are blocked outside your range lmao
Don't be fooled by Yii's video, we're currently on a secret mission to save him from the Bellone familigia, who forced him to show off Vigil and his wacky drip
The wolves need to inflict bleed and attack enemies equal to block count Also, make the wolves increase defense and attack with each head Having three lives is near useless unless they actually do something with it
@@ch1dd thats worse than stat boost. That means the attacks get fked by def even more. U cant kill 400 def enemy by hitting it 300 dmg 3 times but u can kill it by hitting 900 dmg at once(900 physical dmg at once will reduce 500 hp, while 3x300 is like... idk 45? I guess it was 5% of the attack at lowest). Fk the calculation for dmg for physical. 300 physical dmg is like nothing.
The solution is really simple really. Make the wolves stronger with each 'wolf shadow' present. Won't make Vigil more META or an alternate pick from other tacticians, but I does make him less shitty.
Honestly a simple fix I can see being added with a future module. Fingers crossed if he does get a module it doesn’t consist of being able to get more wolf shadows 💀
@@ch1dd Not “literally 3 times stronger”. Every head gives it an additional instance of damage per attack. Thing is, it doesn’t help much if the wolf is against an enemy with a defence high enough to basically make its attacks negligible, which is likely to happen a lot with its relatively low attack stat. All that happens is the wolf deals 3 instances of minimal damage.
@@ch1ddTheir stats are exactly the same even with 3 heads. The only thing the heads do is give them 2 extra blocks (and 2 extra lives before they are killed) which is really bad like how SUPAH mentioned because they themselves are squishy. Keep in mind that the wolf attack 3 times at max stack but still deal single target dmg.
@@autonomous_trash It is quite literally 3 times stronger though. It doesn't mean the stats are tripled, because with resistances in the formula that would mean more than 3 times stronger against the same enemy. Still, the defense ignore and extra arts damage are accounting for that. I don't think it's reasonable to expect it to excel against every enemy type to be called good.
@@TheScarletKing13 Nah bro be cooking with this one chief. All those one-on-one sessions with Gummy have been paying off exemplary ya sees. Soon he'll be preparing feasts fit for Sarkaz kings if he keeps this up, I'm sure of it!
The sad fact is this: Vigil had a niche with his Wolf pack block. Then Mumu water clones come and Vigil lost his niche. Besides Vigil skill per se as this video said are not bad at all. The Wolves are. But Fear not: Vigil has still a hidden talent: italian voice acting!😂
his kit are also bad tbh, S1 and S2 wont generated any DP if the wolf are not deployed and on S2 case he wont generated DP if the wolf are not attacking anything. the good thing about tactician subclass is we can get DP and also play with deployment order by deploying the summon last after high ground ops to bait enemy hits, with vigil it doesnt work since we are forced to deploy his wolf first to generated DP unlike blacknight and beanstalk that can generate DP even without their summon deployed. his S2 also make him more like an agent subclass than tactician since his wolf required to hit thing to get DP.
My ideas to reworking and buffing Vigil, with two caveats: 1) The big thing is buffing the wolves since the summon is what defines Vigil's archetype. 2) Vigil's theme is wolfpack tactics, because Lupo. So that's what I'm designing his skills around. First, buff the wolves so they have some sort of staying power as they are currently quite useless. Now that the wolves can theoretically do things other than sit and play dead (disclaimer: they aren't playing), redesign the skills to function at least partly around them. Some ideas: S1: Slow enemies within one square area of the wolves, and generate DP whenever they attack an enemy slowed by this effect. It will start somewhat slow, but gradually become a monstrous DP printer that does the job of a Vanguard. S2: Instead of generating DP per hit, each hit shreds a bit of the enemy's defense. Vigil also gains this ability vs enemies bit by the wolves, giving him team utility vs high defense enemies. (like a Vanguard Meteor). His DP printing is now instead keyed to whenever his skill passively replenishes a wolf summon charge. Slower than S1, but still present. S3: Wolf Howl [Offensive Recovery, Manual Activation]: Wolf hits generate 1SP per hit, incentivizing multi-hit placements. When the skill activates, replenish ALL summon charges to maximum, generate a moderate amount of DP over time, and provide a temporary buff boosting the Attack and Attack Speed of all operators within three squares of Vigil. (Lupo Operators gain double the effect) Additionally: Each time this skill activates, permanently increase the Attack and ASPD of ALL deployed operators by a small %, stacking up to ten times. (again, Lupo units gain twice the effect) The purpose of this S3 is to provide momentum-based support for the team, while giving Vigil a small burst of DPS for handling more small and some mid-grade units. He is not Saga, Bagpipe or even Siege, and I am thus, not treating him as their roles. Rather, his job is not to clear stacks of tougher enemies, but to lead and direct his wolfpack...which includes his fellow operators to a degree. By enabling stronger units than himself to perform better, he gains utility. By making this utility build over time, you're encouraged to deploy him early (which is fine, as he is a Vanguard), and make the tactical decision of whether or not to replace him with another stronger unit. These are rough ideas I came up with on the fly fitting one theme. There's obviously a lot more you could do with Vigil and I'm certain better ideas to be found elsewhere.
You don't understand, he got asked by Lavinia to contain is power because she wants to stay top in the relationship, we can't have the twink be even a bit intimidating. Lmao still flabbergasted how they gave him two Italian's VA, the EN one who sounds Albanian and the IT one who confirms his twinkness
Vigil has a pretty decent DPS with S3,. but it falls WAY TOO FAST when the summon dies, The 3headed thing is supposed to salvage its survival, But all it means is Vigil needs to stay out of the fight for a while.
I don't think he will ever get any major fixes, HG has clearly shown that they're trying to fix their underperforming units by giving them modules, not reworking them (adding 5% atk to aoe casters didn't really help, but Mostima module sure did somewhat). Results... may vary, from Blemishine and Tachanka to Passenger, Spalter and Lin module. So realistically he can probably get generic stat buffs for his wolves and decreased spawn time to 15-20 secs. If they try to be creative, then wolves can also gain something like 15-20% shelter for each wolf head present/enemy blocked, but that's probably copium. For Vigil himself some added sp regen can also help, considering how bad his skill cycling and initial windup on s3 are, but probably not gonna happen too. So my bet is on some generic buffs for wolves. The thing is, Mumu gonna get her first module on the same patch, and for every1 having both the choice will be obvious.
I like his s2 but it relies on wolves to attack and cannot generate dp when wolves die. But I think his best skill is s2. He generates a lot of dp/sec.
"at my core I am a hater, I am a little goblin hater bastard" that is now my favourite quote, also I would fix Virgil by making the wolves reduce defence so that everyone deals more damage, or give them a howl that deals masive damage in a line or make them last longer when their hp drops to 0 and buff them when they do, or make them attack up to blockl count
The best way to fix him is to give him a very sexy summer skin. Preferably his wolf would have a cute life preserver, because god damn their life sure does need preserving
Beanstalk is to Vigil what Myrtle is to Saileach, lol He could be fixed by reducing the spawnrate of the wolves from 25 to 15 seconds, atk buff (the reed one you mentioned), less dp cost, more atk himself, bigger wolf range, living parents, a new jacket and bigger muscles. Good video, I like the little gummy pointing at stuff. edit: I love saileach but im talking from an investment point of view. there is a reason why myrtle is used so much, lmao. But some are right, saileach is in compatison to myrtle much more useful than whatever Vigil has going on in comparison to beanstalk.
Based pfp but terrible comparison.. Saileach is in no way shape or form remotely as bad as Vigil even in some cases better than Myrtle plus the Utility she offers.
That's a terrible comparison lol. the thing with saileach is that her kit is overkill if you just want a dp printer, which is where the whole myrtle vs saileach comparison started from because people only looking at the dp printing aspect of it, unlike vigil which is just straight up bad.
Sanity broken, my wallet is open, I've even forgotten my name! I don't know the season or what is the reason I'm standing here holding my card! A shitty alter! (Alter!) Without any thought! (Thought!) It's only the despair I feel It's me that I spite as I sit down and whale The only thing I know for real I will be dirt (poor!) The father at my door shakes his head The only coin (coin) left (left) Will ride upon HG's bank Because the gacha doesn't give back what it takes Oh no, i will be dirt (dirt!) poor! (poor!) It's the only thing I've ever known Losing my credit balance Wondering, "Have I gone insane?" To find the truth in front of me I must beat this EX-stage Looking downward from this trimmed badge and never realizing why I play
Vigil is very skillful at making wolves exist in a stage, I'd say that's one skill that separates him from the rest of the operator roster. Did you know, no other operator can make wolves exist in a stage! The way in which I go about getting the most out of this talent is by placing him down somewhere in the far corner of a map that no enemy will reach, to make sure the wolves remain alive for as long as possible. Sure, it's one less deployment slot and operator slot, but the wolves' existence makes up for it, I'd say, and it's a pretty unique playstyle fit for few other operators.
How to fix Vigil: 1 - make the wolves reach the tile ahead of them (makes S2 decent with Stainless bandaid) 2 - make them attack all blocked units (can actually kill mooks now) 3 - make them have a bigger stat stick than fucking Myrtle (a three headed spirit wolf should NOT be weaker than 1 crabby boy, especially so when you're capped at 3 wolves while Beanstalk can impromptu breed 5 of them onto the field with S2) This wouldn't make Vigil meta or anything, but at least its give me a reason to raise him ALONGSIDE the other male vanguard wellfare that is also an edgy twink, Puzzle, instead of being completely shafted by him.
I think using the wolves as shields and just boosting Vigils normal attack would help a little, and giving him a niche attack would help even more. The question is what kind if niche attack should he get? He fights like a range unit so maybe a range type niche could help him out. Something similar to Kroos or Meteor (Not sure about Jessica, haven't maxed her yet so I can't say anything about her second skill), and then make him a crit dps unit and his wolf a defender with a taunting ability. Or give Virgil a piercing ability where, again, the bar that is used to resummon the wolf, also give him a crit shot chance to K.O an enemy with the wolves causing the enemies defense to break everytime the wolf disappears.
Possible improvements: T1: wolfpack size increased to 4. T2: ignore 15 Res or 250 Def depending on enemy's attack pattern (Arts or Phys) S1: sp cost reduced, stacked at least twice. S2: 8-tile AoE attack, istead of %buff, ATK is multiplied by the amount of wolves. S3: istead of mixed damage, both Vigil and wolfpack deal Arts or Phys depending on what is enemy more vulnerable to. I tried to imagine slight buffs, but this guy actually needs his rework
Module should provide further extension of wolfpack (even temporary would be great) and/or archetype buff. For example tacticians' aspd increase for every active "reinforcement" on field. It may not seem great outside of vanguardknights and can be probably abused by Beanstalk S2 and new CN operator. However it is nothing wrong about something being niche istead of being bad
8:41 was my favourite part of your Video. The moment when Supah said "It's Gummy time." and Gummied all over the place! But Jokes aside, the main reason I decided not to invest into Vigil at all is because of Mumu Congrats on getting your 10k subs my friend! Lets see when I am gonna reach that far :D
Well, I was acutally going to E2 him to give him a chance but.. after learning that an E1 Lv. 80 Vigil sucks against an E1 Lv. 50 Blacknight, I immediately reconsidered building him and I really regret that I didn't use my ressources to max out Gummy. :(
My idea for vigil skill set: Talent 1: since muelsyse clone also got skill, why not give the wolves a skill. The trait of the wolf is same as the original. (1 wolf shadow gain 1 block and additional hit). However, change the 25 sec to gain a wolf shadow into a skill with 25sp cost auto recovery to gain 1 wolf shadow. If the stacked is full, the skill will recover the wolf hp to max. Talent 2: When deployed, Vigil and his wolves ignore 200 def and 10 res for enemies blocked by wolves. Sircausa operator gain half of this effect on enemies block by themselves. A support talent to sircausa gang suits his sircausa theme. Cuz why not ? Skill 1: Give 8 dp, gain 1 wolf shadow and wolves gain 8 sp. Just a little buff to this skill, helps to improve vigil wolves survivability. Skill 2: Give 3 dp, wolves gain 1sp and buff the wolves next attack that can attack all blocked enemies, restore 25% hp and inflict bleed(-10aspd - 10%attack) for 5 seconds. If only 1 enemy blocked, deal additional arts damage equals to vigil 50%attack. Vigil and his wolves gain 1sp if this attacks defeats an enemy. A unique debuff that can increase wolves survivability. The original skill 2 only recover a little hp that doesn't help a lot in wolves survivability. Skill 3: During skill duration, gradually gain 12 dp and causes attack hit 3 times. Each hit from vigil and wolves grant the wolves 1 sp. When vigil or wolves deal damage to enemies block by the wolves, deal additional arts damage equals to vigils 50% attack. Vigil prioritise attacking enemies block by his wolves. The original skill 3 has decent damage, however the wolves is too fragile to support the whole duration. With this buff, it helps the wolf to recover the sp greatly, which means gain wolf shadow more often. Since vigil heavily rely on his wolves, this mechanic helps to improve the wolves survival. It also provide unique debuff, bleed that trigger when the wolf attacks the enemies on skill 2. Advantages: Wolves survivability has greatly improve. Makes him a reliable laneholder for trash mob. Disadvantages: The wolf shadow was affected by sp recovery, means that it is vulnerable to sp recovery down or necrosis damage(cannot gain sp, reduce sp 1 per sec and deal 100 arts damage per sec)
VIgil actually looks like a pretty good vanguard, if you treat him as an actual vanguard. His s2 for example, only generates 2 dp, but it activates every 5 seconds, so he'll outpace the dp generation of any pioneer. On top of that it gives his wolves the charger trait of 1 dp on kill, and throws on a bit of healing. It looks like he was made to excel in the early part of a stage when the weak trash rushes at you, like dogs, slugs, and unarmored sword boys. Of course, other vanguards like Siege, Bagpipe, and Texas can all hold an early lane pretty easily, and flag bearers will still give much more dp. I feel like Vigil is worth more than you're giving him credit for, but I can't honestly say if he's worth building up if you have strong vanguards already.
I've been thinking that a good gimmick to fix him with a module upgrade, would be to let his wolfpack's stats stack with each other. If they're worried it would snowball too hard, make it so they only receive half the stats of the previous one
my 3 ideas would be: 1. just remove S2 and make him a 5star, hes a welfare op anyway 2. make the wolves healable (maybe even make it so that overheal spawns a new wolf at the excess heal amount of hp) 3. give him is own niche by increasing his DP generation by 50%.
yea i think half annis dont need to have a 6 star, cuz the near light event has wildmane. but i think they wanna make the half anni welfares shit compared to the annual events, so they could "possibly" give us an abyss event at their 5th anniversary which i think "everyone" loves, and give a broken abyss welfare operator
A good way to fix him would be that the wolves still stack, but dont gain more block, instead their stacks give more stats, now they just hit 3 time( 3 times nothing is still nothing). Make them gain stats based on the heads and then they will be tanky, have more atk and dont have to block 3 enemy at once. 3* the hp/def/atk would be really good for a summon imo. They could also reduce the wolves redeploy time so they stack faster. BK and Beanstalk can "revive" their summons with s1, make him do it as well but not on an autotrigger skill.( this was a really bad skill to make auto trigger imo)
Imagine if he gave a buff to all stats to all wolf race operators by 10% when in squad therefore he wont even need to be deployed to buff them and maybe add way more wolf operators
vigil should get a module that buffs the stats of his wolfs and reduces the time it needs to respawn and get its lives back make it so when it loses a life it goes into a 10 second bleed out like surt that way even if it cant survive against enemies you have garunteed amout of time for vigil to do his damage and even makes his s1 actually usable as purely a stall skill
Change Vigil"s second talent to be a def steal for the wolves instead of just an ignore and you almost immediately make him an actually usable operator while also giving him some support capability.
The answer for buff is Simple, gave wolfcub more HP (At least 400) and 20% damage reduction, that's it. His wolf *SHOULD BE* to be rewarding but as for now it's just not enough bcs as 6 stars, we don't want Average but we want a best consider how much investment 6 stars is. And he doesn't even bring a new niche despite have fake "Crowd Control" Tag. Some ppl think this would be overpowered, but for operator that has Zero Stat boost for their pet, it's absolute godsense, plus we have Blue woman, Pozyomka, Mlynar, AH Gang, so why not Vigil? shame really, Vigil on paper is supergood, but HG decide to troll by adding strange restriction and missing important stuff, like Executors where he would still fantastic when his Skill 2 has atleast ATK multiplier. It's just HG afraid to kill sales bagpipe despite she's still strong until now. if there's a time we need a Passenger threadment, it would have to be Vigil.
S1: (reworked) vigil's wolves can do ranged attack a.k.a lunge at an enemy, upon kill of an enemy generate 3 dp while it retains the 7 dp gen and gain attack both vigil and the wolves for 30% S2: (buff) the more block count the wolf becomes tanky and also deal more damage and upon kill makes 4 or 5 dp at the cost of longer skill charge S3: (buff) every 3rd shot becomes aoe arts damage, and each hit be it from vigil shooting a target or the wolf hitting applies defense reduction, said 3rd shot also crits when enemies affected by the aoe debuff are the ones affected This will give him a niche mix between mumu's range style water clone And also be another debuffer alongside blacknight And even tho i enjoy e2ing vigil and how he has clutched several times as mister make a infinite bait enemy attacks and extra blocker in events where i cant just go fast and quick target enemies and have my passenger and ling setted up, he genuinely is kinda bad in general and out of all the tactical vanguards he is the one who have the bad end of the stick while everyone in his branch are alright to A+ to S+ tier He falls in a E- ever so slightly heading into F tier No bias, no hate, just my honest take
Reduce wolves attack further, give wolves way more health and defense, let them heal by attacking during s3, make s2 actually generate dp, and make one of vigils talents also make themself attack faster when his wolves hp are lower (yes i know this counteracts the wolves becoming tanks i do not care)
Fine, here's a comment to boost your algorithm. Warning a lot of words and numbers(I like tweaking stats) So, Ideas for modules. Tactitioner vanguards have 2 very easy routes they can go to. Module X can focus on buffing the summon while Module Y can buff the 150% atk boost on block to 200% or smthng. Module X upgrade can focus on his first talent. A way to make him good but not broken is to do something like this: Lvl 1-Increase the summons stats Lvl 2-Stack count +1, For each stack increase the wolves HP by 20%, Def by 10%, Atk by 10%(Tweak the numbers a bit), [if gaining a stack while stacks is maxed, heal wolf to 100% hp instead] Lvl 3-lvl 2 but HP 30%, Def 15%, Atk 15%. Assume the hypothetical that module X (at max level) raises the wolf stats to 1600HP, 471Atk, 417 Def; at lvl3 module max stacks(4), it would be 3,520HP, 743Atk, 667Def. Anyway it was fun making this, but idk what's the point. Every other operator just acts as a cheerleader for the greatest operator in the game, Gummy.
supah i love the fact that you always subtitle your videos, it makes it way easier to watch them with my GF :) also, CONSUMING TEN BILLIONNNNNNNNNNNNN YEARS IN AN INSTANT
why does hypergryph hate this man so much? they kill his dad, make his bro hate him, his crush curve him, and they make him THIS bad. not to mention that they made him look like a mid 00s screamo frontman, that's not a look that has aged well. anyway, i think they can make him playable by buffing the wolves even just a bit, like 2k hp and 400 attack, and making them mini mountains that can attack all blocked enemies and get a bit of hp back. i don't think it's too strong considering they can't even be healed otherwise and are so squishy anyway, their lives are in the end just a 1k shield that charges very slowly. there's the issue however of WHY would you want mini mountains for 17 dp when the whole ass mountain is just 11, but one thing at a time. 17 dp for a vanguard tho. what were they thinking? as if the pintsize and thot bird didn't make the whole rest of the class irrelevant.
If anyone wants to play around with an E2/69 M9 Vigil at any point, I am currently in the process of doing so and will likely be leaving him as a permanent support unit. IGN is the same as here.
By the nature of his subclass trait, he already deals more damage to enemies blocked by wolves. So i'd instead buff his wolfs. Not even their damage, but their defensive capabilities, so they can hold enemies for Vigil to shoot at with s3. And even that would probably not be enough.
And what make vigil more stupid, if an enemy blocked by his wolfpack, Vigil will keep focus to hit enemy close to blue box or enemy that walked past his wolfpack.
Ironically all the ways to buff vigil, are all things mumu does:better stats:get a statstick. Dont like block: get a statstick with low block, or go ranged. Need range: range copied. Support option: pull + stun, or binds galore
I think the way to fix him is by reducing the cooldown of refreshing a head. The second thing that needs a buff is each wolfs general stats. And make it so that the wolf stacks their stats multiplicative so that they have proper stats while blocking 3 enemies. All the things I mentioned can actually be fixed by a module upgrade for his first talent. This however ignores the problem with his skills, especially the second one. But from what I have heard Arknights have never changed an operators entire kit.
Just make wolves stack HP and def. First wolf gets full stats, second gives 50% extra to HP and Defence Booom, at lvl 3, his wolves would be quite stronk. (Also, his S3 has actually quite bad uptime, 35 sec with 15 duration for a vanguard means it's either a strong enough skill, or you are gonna use it one in the entire node before it becomes obsolete)
I think the best way to fix Vigil personally is make it so that every time one of his wolves loose a life he gets a vengeance stack which increases his attack, attack speed, grants armor ignore and generates 1 dp every time an enemy dies after recently being attacked by him with vengeance stacks. Of course this would make him too snipery so if you want the wolves to be better. Instead make his attacks mark enemies, when wolves attack marked enemies they deal additional damage and gain some bonus max hp that can permanently stack up to 5 times so that each life has around double what it normally has. Or just pull a ling and make it when he gets his wolf up to 3 lives it starts dealing splash damage and gains a bunch of bonus stats that last until the wolves loose a life.
simple buff, not lose all stacks when the wolf dies, you place him, he grows to 3 stacks, the stacks that have grown regrow back at a faster rate? 25 secondsx3 for 3 stacks for something that papery is just garbage yes. but 25 seconds for all 3 stacks is not.
The wolves' design is paradoxical. It is like duelist defenders, except being squishy doesnt work well with it. While everyone is calling for buffed wolves, I have a simpler solution: give them extra range. Even one tile in front can do them great favours, and two will make them legit strong (also change the defensive bonuses to offensive ones). If Mumu can summon 4 Exus, there is no reason why the wolves cant have longer range. This would preserve the high risk high reward nature of Vigil, which I like.
5:30 that stage you can complete even if you take out vigil from your party really. With similar composition, you only need uncle, judge, texas alter. Plus gummy.