I considered it, but found it too wonky. I would have preferred to hold a button to trigger a chain attack rather than the opposite. NOT doing something to trigger an action feels jarring to me.
Yeah that's totally fair. It does feel kinda backwards at face value but over time it should get easier. I wouldn't be surprised if it got adjusted over time to be a bit smoother in general though
I thought the same thing too. Though thinking about how a lot of characters alternate attacks use holding down the button as their input, it makes sense how releasing would be a more elegant option.
I'd have liked to no longer have the attack chain at all and to be able to really choose when to trigger it myself, now I still feel like I'm being interrupted in my combos.
Yeah I kinda agree, that's what I was hoping for in a way too. But at the same time idk how they would manage that without shuffling all of the controls around in some way rip. This feels like a solid middle ground so far tho
Yeah changes nothing. Cancel button is all you needed to make it faster. In most cases you really want to do the full chain anyway as it triggers various buffs.
I feel like that's kind of the issue. They designed the game in a fundamentally awkward way and now they're unwilling to add in more controls to accommodate the change. I feel like the manual mode is a really awkward fix personally.
@@sparhawk2195 it changes everything. If you cancel a chain attack, the game counts it as you're already using one. So, the opportunity for you to chain attack is reduced by 1. With his suggestion, we'll eliminate that problem. It also allows easier setups for qingyi
So, I've been setting manual off and on since the new patch released, I agree with you, manual adds a lot of depth to the gameplay, at the cost of accessibility, but it's worth the price. However, sometimes I feel like I'm dragging my inputs too much and chain attacks don't trigger when I want, with stunners specifically (Koleda and Anby)... To me it feels a bit counter intuitive that you have to hold to not trigger instead of hold to trigger, still, the added nuances are really intriguing and fun to play with, trying to maximize damage and efficiency or enabling chains in different ways, being able to go deeper with the agents kits, the game feels much better this way and I've been seeing positive results, yesterday I managed to score higher in Shiyu Defense by adjusting chain initiation and doing crowd control more effectively, still, I couldn't manage to S all the nodes, but I felt more capable now. I still feel a bit useless tho, I saw one guy reaching max rank in shiyu defense using solo Piper and solo Ellen for all the nodes but the last one haha
just goes to show that this "deeper" combat gameplay isnt really necessary. good move to hoyo for making it a toggle instead of a permanent implementation. if it was permanent, its gonna cause more problems because there's definitely more casual players than those who prefer this change.
@@iDislikeEditThanksForTheLikes EXACTLY! So many on here and generally online act like the most harcore and complex controls/endgame is the only thing that matters. As if they are not just maybe ~20% at most of the player base. The vast majority can barely use the systems already in play. A lot of the 'tutorials' and explanations are awkward and confusing. Esp to those that are NOT fighting game players... so the vast majority of players. Esp with the changes like THIS. Where they obviously realised that the chain system is kinda busted. It grabs at weird times and they took too long to tweak the chars so they haven't fixed it at the layer of WHERE in the combos it grabs the chain atk. Likely taking at least a couple patches to stealthily modify and refine the system so it's NOT so horrible and convoluted to the vast majority of players. Bc most players will likely just use the base system bc the swap doesn't really explain HOW to use it and many will be scared of losing where to change it in settings. Thankfully the settings are not nearly so convoluted like say warframes, ugh. Bc they will likely forget to do chains at all if they turn it off or still just randomly do them anyways. Heck I am still having massive problems trying to understand the dodge OR assist from atks. As I just see a flash and can't keep track if THIS char is a dodge or assist type. If it even works bc the timing is too tight, the terrain F's you over, you get stuck on the terrain bc it's badly designed at the edges, Get stuck IN the hitboxes of the enemies, etc
Using manual with Qingyi is really nice as you said, being able to just squeeze her last stack in before starting your chain to your DPS is really nice. Especially since, cancelling a Chain will eat up that chain (ie, You can chain twice for an elite, but if you cancel you can only do once) I hope in the future that there are more character that have resources that are valuable enough to delay your chain.
nah. i just switched it back to the auto mode and just press to skip chain attacks if i dont need em. if they put this in the start then id probably been more comfortable with manual.
A trick for people playing with Soukaku against bosses (3 chain attacks). If Soukaku is at exactly two stacks, you can use her hold E to trigger the chain attack, then select your Stunner, then Soukaku, then Main DPS. What will happen is that your stunner will get a buff, and so will the main DPS, which will get the full attack buff. With her M1, Soukaku's buff last for quite a bit, so it's quite possible it's still going to linger when your stunner takes the field again. By default, it's hard to buff the Stunner with Soukaku, because Quick assists are tied to the Main DPS, so you *have* to use chain attacks if you want to buff your Stunner.
Aren't Quick Assists tied to the next character in line? That's how it's been in my experience at least. If I set up my team as Stun > Support > Attack, then my Support's EX Special will call my Attack unit. If I swap the Stun and Support Agents, then the Stun Agent gets called.
Your channel is horrifically under-subscribed. Like I know most youtubers will beg for people to convert from watchers to subscribers, but your production value and skill is so high that I feel like you should have 10x the subs you do. I came from your Anby video (which was fantastic btw) and now you're showing me all this cool tech about chain attacks. I'm a bit too shit to master manual chain attacks yet but you've convinced me to start practicing. Thanks for your vids!
I really appreciate the love 🙏 I've definitely got a ways to go before my content is at the quality I want it to be but it means a lot that it's resonating with so many people. Hearing it can motivate people to start practicing and having fun with something new is everything
Seeing the mob at the end spazzing out while suspended in midair at 12:32 is a hilarious sight lmao. Congrats on winning the 50/50, I'll be looking forward to that Qingyi combo guide
In my opinion, I think it's really cumbersome how you need to hold down the button to make sure chains don't activate. I feel like it makes more sense if you held down the button to activate them instead. There were multiple times where i accidently let go of the button too early and activated it when I didn't mean too, and the effort to re-wire my brain doesn't seem worth the effort.
The auto chain was something my brother and I complained about, wasn’t expecting them to add this change so early but it’s highly appreciated for someone who plays character action games
At the very least it promotes player expression, so whether it turns out to be optimal doesn’t matter. The point of the change is the fun factor imo, and forced QTE’s take that away 100%. W change
Like others has stated, it depends on your team and what units you run with, but imo it doesn't change anything at least from my experience, clear time is generally the same. I wish they just added a pop up button when targeting a enemy is stunned, that would actually change things.
The downside of not executing your chain attacks is that you don't fill up as many defensive assists. For that reason, against bosses, you may want to go stunner -> STUN -> Zhuyuan -> Stunner -> Nicole -> QA into Zhuyuan. The benefit of being able to stun on Ellen's last hits isn't as important as fighting a boss, you can get the enemy into stun with your stunner but not activate the chain then safely charge stacks on Soukaku, and then trigger the chain attack on Soukaku, such that you can end on Ellen without Soukaku eating into the daze.
Not gonna lie, the main issue with the manual chain attacks I have is that my second team is entirely consisting of mashing/holding gimmicks (Qingiy (I cannot for my life type her name) Lycaon Corin). It’s somewhat doable for Qingiy, but oh my lord for Lycaon and Corin it’s just very irritating when I DO want to activate chain attack and I on accident cancel it. Probably just a me issue.
That's likely not just a you problem. On my teams I'm not running into too many hiccups cuz their moves compliment the mechanic pretty well but I can definitely see how it would be a headache while playing Lycaon. Lowkey I wouldn't be surprised if at some point the controls get a slight rework but who knows
tbh, hoyo should not cater to these sorts of requests. their game isnt meant to be that complicated. it's a simple swap character brawler. adding more complexity will just cause problems in the long run. if players want a deeper combat system, they shouldn't be playing a gacha game. hoyo might be getting too ahead of themselves because of their popularity. but if they do manage to work this out, props to them.
This is actually bad. Many charged attack are typically registered as heavy hit, and therefore will trigger chain attack when the enemy daze bar are filled up. But now they do it the other way around that holding button (i.e. doing charged attack) actually disable the automatic trigger. The better solution is actually the skip/cancel button they implemented in this patch. Keep it auto, bind the skip chain attack to some button/keys. That should be the best solution for now. A better solution is actually that of GI, where team member always sitting on specified spot, so you don't get disoriented whether unit 1 sometimes assigned to "left" and sometimes assigned to "right" during the chain attack prompts.
Felt a bit wonky when using it, but it does feel more... good? Actually, here's a good example. The Auto Combos from SF6. Sure it's easy and literally only requires two buttons together, but it leads to damage at the cost of meter and almost no skill. But learning the inputs and gaining your own flow can lead to more optimal routes. The Manual Chain Attacks kinda feel like that in a strange way. Sure the Auto Chain Attacks are good, but if a play can find a way to optimize more damage or gain more Decibel meter, then great. I just feel like it shouldn't be held to cancel but the other way around, just doesn't feel right?
That's funny I was thinking the exact same thing just in terms of the Auto Combos in P4A/DBFZ lol. I love that the option is there to keep the game accessible & fun for everyone while allowing for a bit of extra skill expression if the player wants to engage with learning the inputs. That's a fine line to walk and they're doin a pretty good job so far. Definitely agree though the "hold to cancel" approach is kinda awkward
@@HCCasual My only worry though is a Agent that will rely on certain inputs and eventually it crossing into the territory of Manual being better than Auto. It's going to be difficult treading the path of keeping both types of players satisfied...
i already develop my own method of avoiding chain attacks by switching char right before the heavy attack hits so i can properly start the chain from the correct character (on bosses) this new method seems to be kinda weird (im not used to it yet so idk) and personally would like an actual input instead of hold to avoid/release to trigger , but mobile is priority so it is what it is , other than that, the cancel chain is nice to save time IRL even tho previously it doesnt really do any harm to wait out the timer cause it pauses in game time when the chain prompt trigger (for min maxing shiyu defense or hollow zero ranking cause they base it on TTK)
Manual chain attacks were too annoying in the end. I tried but trying to manually get them to pop when I wanted to was a bigger waste of time then just letting them go when the stun is up and can still be canceled after that. Really they should change the input from holding (Lycon’s basic attacks are enhanced by holding) so the character I’m using to enable chain attacks does not mesh well with this new system. Let me enable them when I want with a new button please devs.
Should have made it like HI3 where teemmate icon lights up when chain attack is available and you can manually initiate it, instead of this awkward system of having to manually cancel it, which is really prone to accidental inputs.
i would have preferred for manual mode to use a different input button to press rather than the whole holding and releasing thing, because some characters rely on that same mechanic and wanting to actually do a chain attack feels unresponsive for some characters, corin as an example, but might be a skill issue from my part. I would prefer to learn when my character can trigger a chain attack and when i actually want to trigger one i just press a button other than attack or special
To be fair, it's not REALLY a game changer but a welcome addition for extra skill expression which can still be achievable through Auto Chain Attacks (albeit with different starting rotations before we start the CA)
I liked this vid thanks for explaining because I honestly didn't think about why having it on or off even meant anything but I think I'm still early in the game and not even stacked with builds so that might give me a reason to practice in the free range actually. Thanks for the vid.
About avoiding chain attacks with thrash mobs, it's way better to use chain attacks in that instance since you generate decibels to burst in your first rotation against the wave boss, I do see some uses for manual tho like if you have Ellen signature you can activate the passives and then start the chain attack and just focus on Ellen's burst rotation
Why not change your chain pattern? Instead of canceling the chain attack for the 3rd character for Zhu Yuan team, you can also For bosses: Zhu Yuan> Anby> Bangboo> Nicole> Zhu Yuan For mini bosses: Zhu Yuan> Nicole> Zhu Yuan For normal mobs: Nicole> Zhu Yuan These patterns guarantees Nicole's orb maximum up time
because you actually lose stun time on the big bosses if your bangboo acts, the least egrigous one is rocketboo only taking half a second, but most of them take over a second, and it doesnt reset the stun bar to full. This means if you order it like that, you can only fit in 8-9 Shotshells instead of a full 14 usually, which fitting a full 14 is massive, considering how much of a buff her passive gives her.
@@demon_spawn1535 I did some test with full chain squad and Nicole and Zhu Yuan chain only. You're right, I was losing around 4~5 bullets with the full squad chain. Considering my Zhu Yuan is fully built, there's no way an Anby barely built will out damage her. Anyways, thanks for clarification about the chain attacks. Edit: Full squad chain attack - 10~11 bullets used Nicole + Zhu Yuan - 14~15 bullets used
@@zell8957 thats not to say theres no place for full chains I want to preface, full chains can be very important at times for buffs or getting your assist points back. Its just there are also many times where Nicole into Zhu, or my preferred Zhu into Nicole (quick assist is an additional bullet and longer debuff duration for lower up front damage from zhus original chain) is superior
@@demon_spawn1535 god, ive had enough of burst windows from playing ffxiv. ive stopped thinking about it in this game. lol. as long as i clear with S-rank, im all good.
My only problem with it so far has been the feature just forcing koledas combo string to not trigger a chain at the end full stop. Idk if it a bug or a consequence of how her conbo works. But it sucks
Yeah that’s my biggest problem as well, assuming you’re talking about the EX Special Attack at the end. You can only trigger the EX exactly when the attack can happen, and it’s such a sudden attack that you have a tiny fraction of a second to let go of the button to trigger the chain attack.
Is "manual chain attacks" really a better solution than fixing the source of the problem such as 'timers not pausing during chain attack animations' or 'chain attacks triggering mid-combo'?
I wasn't expecting the video to close with an impassioned speech on the merits of fun in tryharding, but bravo for nailing it! The extra layer of analysis while optimizing makes the game feel more stimulating, even if that level of optimization isn't really needed for the content you're facing.
God the Manual Mode thing has been a godsend for my burst windows lol, or even making sure all my buffs are up in the right order etc. etc. It's always nice to have more control.
Making sure buffs are rolling in the right order, at the right time, without cutting into stun has definitely been huge. So much more consistent, esp for Ellen3
I've seen some people say they'd rather have to hold it to trigger the chain attack and that was my first thought too, but after playing with it for a bit I realized that could screw you over in situations where you want to hold the button for more damage. Sure I've had my moments of holding the buttons a bit too long and not triggering the chain attack when i wanted to, but I think we're gonna have to accept that it's gonna feel a little clunky whichever way you do it. This way at least gives the player a bit more control if they can figure out the timings. I think it's just another small optional learning curve added to the game to optimize damage and I like that the game does that.
One thing to keep in mind with stunning mobs in manual mode, you can delay triggering it until you have gathered several foes together. Overall I feel cancel is far more impactful than manual mode. But I'm glad they both exist. As others have pointed out, manual mode is currently just too clunky. And honestly I find it really overwhelming for the amount of benefit. I'm already trying to keep track of stun/daze, unit positioning, doing combos, dodging/defensive assists, doing my rotation. And for some of these the subtlety between triggering a chain attack and not is really small. It genuinely makes the game far harder for the most marginal of benefits.
As someone who plays action RPG games such as BDO, the addition of MANUAL CHAIN ATTACK is definitely a huge step. In a nutshell this allows the user to specifically dictate where and when you want it to happen. I play using a controller in this game and both manual and automatic is ok with me. If i feel lazy playing i go automatic, if i really want to get into it, i go manual.
@@HCCasual Almost like they couldn't get it working right at start anyways and was rushed out regardless. With how awkward and arbitrary a lot of the detection is. Then again HI3 is horrible at that too. At least here the flash is actually visible to people that haven't had to break the sfx to make it so. As it seems more layered ON TOP. Instead of at the bottom of the animations as an afterthought. Though the fact that there is dodge OR assist is stupid.
I like the change, but it's still not what I wanted. I thought that instead of going into slow motion and having you manually cancel the chain attack, whenever a chain attack requirement was made, you were prompted to press the button. This way, the flow woulnd't be stoped by the forced slow motion.
Interesting video. I’ve been playing in Auto mode even after the release of the patch, but after hearing about how Manual Mode works, I might consider using it. There are times where I wish I could do that follow-up input when using something Anby’s EX Special, where she somersaults in the air but triggers the Chain.
Funny story. After seeing this I switched to manual to try it out. Wasn't really vibing with it, so switched back to auto. A while later it felt like chain attack were being weird. Found out I somehow never switched back to auto and now I'm so used to manual I had no desire to switch back.
Hey man not sure if you're still reading comments, but I just wanted to say that while this video is super helpful and is the best video I've found on manual chain attacks, the shaking camera became a bit jarring after a while
oh i started when 1.1 was released and ive been playing it this way the entire time lol. i had no idea. qingyi rina and jane are my current main team lol
Thanks! In resume: maybe for Qingyi (because she applied debug for chain attack) and anomaly. For any other, please, feel free to enjoy and make experimentation
not being a very technical player, i initially ignored it when they added this, but i realise that as an ellen main i've been losing out on so much damage! i'll definitely be trying it out! it's a shame that you have to put so much thought into holding and tapping of a single button. i feel like the best solution would be to assume that mobile players will use auto and to map the unused(?) left trigger to a "chain attack on/off" state.
I left it in auto mode, and I can already full clear, but now I gotta try manual mode. I’m hype to play with it. Seems like it will be hard to get used to though.
The problem now is, we can't change the key button option to 'not trigger' the chain attack. It'll be a problem if there's a character that we want to play their tap tap tap basic attack/special EX skill for some reason, we will still trigger the chain attack unintentionally cause of it. I hope they add other button option that doesn't overlapping with the combo button we want to use. It still lacks some flexibility despite we will get use to it eventually.
honestly, if you could rebind this, say, to one of my side mouse buttons, I would most definitely use it, but overall it feels too clunky for me right now to worry about it.
I was really excited for manual chain attacks but I couldn't trigger that stuff every time I wanted it to so I went back to the normal auto chain attack. Due to them finally adding a button to skip it I can control the flow of battle and trigger chain attacks when I really want them to. The way it is implemented now isn't really working for me: some character kits need both spam and holding button attacks and the current way to trigger the manual chain interferes with that for me.
EXCELLENT VIDEO MY KING! 👑 I really appreciate the breakdown! I wanted to know how the manual system works since I automatically enabled it. So thanks for telling me about it! Also I won my 50/50 too so I can't wait to see that video! I do want to ask going forward will your character guides note which attacks are heavy attacks sort of like how you point out launchers? I think it would be helpful!
Glad you liked it! And congrats on your Qingyi haha. You and I are absolutely on the same page re heavy attacks. I'm probably not going to go over every single one in each characters kits but I wanna make a point of mentioning the fastest attacks for triggering a chain attack/stun because they're often overlooked as useless. Like Zhu's non-ex special is actually her fastest way to do it and I think Qingyi's non enhanced held basic make be hers
@@HCCasual Thanks! and that's fair, I will always appreciate every bit of info that helps me understand a character. So highlighting specific heavy attacks is perfect for me.
I've been able to precisely decide when I want to chain attack by switching before the attack animation ends, so Manual mode means nothing to me. :) I'd rather do this than potentially doing an oopsie by not holding the button. And if my team has Nicole, I'll always chain attack Nicole and quick assist to my DPS (unless it's Zhu Yuan, you want her chain attack, it's the best.)
Oh wow, manual seems to have so much potential, and I just ended up pushing that aside because I was too laser focused on other content of 1.1 😂 I should definitely give that a try
when i turn auto off i have hard time try to trigger Chain atk on some character so i decide to use Automatic and cancel it with cancel button instead. maybe i haven't try manual out enough.
I prefer the auto one since it's easier, but I hate the fact that the button to cancel the chain attack is the same as the dodging one. Some enemies get knocked pretty far and I instinctively dash, to close the distance.
i dont know how to feel about this, because i don't know if its one of those scenarios where its like "yea you missed out on a whole 2% extra damage because you decided to do a chain attack instead of not doing one". basically, it feels like it wont really be all that important unless your a geek for numbers and tyring to by hyper optimal (if that makes sense)
Yes, yes, YES!!! The moment the update came out and I saw this option, I knew it was gonna be a gamechanger. But I wasn't sure yet how to use it well. This video came out at the perfect time!
the only thing i directly see is the manual activation condition kinda exists connected with some characters moves. at least canceling it is possible now to.
You mentioned launchers at the end of this video, and I've seen others mention juggles and stuff, and while I've had some fun with them in training mode with invulnerable enemies, I have to say, in actual live play, I don't think I've ever once utilized them. Enemies that can be launched are generally just trash mobs before elites and bosses and they typically either get stunned or die long before I have a chance to send them skyward, and obviously elites and bosses can't be launched. Am I correct in assuming that they're mostly just a style thing, or am I missing something here?
btw, how far did you get in yesterday's Shiyu & todays? There is such a huge gap in skill between what I feel is my gameplay and what I see on your videos. I only have 1 lv.60 DPS at F core, Lv.9 Skills, but none of that means shit if I don't understand how to give field time to that character. OFC, there's still plenty to learn, and I got to s-rank Critical 6 surprisingly thanks to the different enemy comps.
Shiyu 7 requires good grouping and somewhat tight rotations if you’re using F2P Ellen and ZY. I was able to do 2:30 for Ellen’s side, but couldn’t for ZY’s side since I was missing like 5-10% more damage during her burst windows. This is all at lvl 60 w/ lvl 60 F2P engines, lvl 9 skills, E core, and supports that still need work. Tbh once you max out your DPS and support’s buffs, it’ll be pretty easy after learning proper rotations. The hardest part is trying to group the mobs together because those damn floating ethereals love moving away from you lol
Iirc I got to 5 in the last Shiyu cycle before I couldn't be bothered anymore & I only ran the first node of the new one this morning to grab some extra footage. Tbh I don't put a lot of time/energy into Shiyu just cuz I'm not a fan of that style of game mode to the point where I would have ignored it entirely if I wasn't making content lol. Imo the new Disputed Node a great place to practice though if you feel like you're gameplay isn't where you want it to be. No time pressure and the enemies punish you pretty heavily for slip ups so it's perfect to get cozy with the timing for your rotations, dodging enemy attacks, and how everything flows together in a practical environment
For the longest time I always thought this was the standard, day one I turned it off as almost every game that offers a manual and and auto mode of any kind, the manual mode ends up being better
I use Auto, but it feels like I started having a lot of chain attack failures after the update, which never happened before. So even though I'm playing in auto, it feels like manual because it's too easy to accidentally cancel on mobile now.
When i use koleda basic string (the last attack after doing a plunge attack) to trigger the chain, most of the time it fails, anyone knows how to fix this?
use auto mode, cause koleda strings explosion need you to hold the basic buttons which is how you avoid triggering chain attacks, untill the dev give an actual button input outside of this "hold to avoid/release to trigger" that can hurt certain character ima stick with auto mode and just cancel if i dont want that chain attack
As someone that uses Ellen and values my Soukakus buffs whenever available no matter what, i just use auto. I can cancel if i want now, Ellens combos arent that hard to pull off to me, and flash freeze stacks arent that hard to get back
@@HCCasual Why dont you show numbers and graphs instead of saying "I think and im right"? If it is a game changer you should be able to show a HUGE difference between auto and manual with the same team :) Should be easy, a 6 minutes record, if you spend like 1 hour for a 12 minutes video (Good quality of record, sound and script I must say), sure you dont gonna have any troubles to film 2 fights on inferno reap. Prove what you are saying in order to say the video is not clickbait... cause as an opinion or preference is great, but not as a fact
@@fromthedeep7854 Lmao I'm not out here trying to prove anything to you. Just trying to have fun and showing other people a path towards the same. I think you can look at the comments to understand how many other people are seeing the potential of what I showed today. Like I said if you don't get it it's nbd, but maybe also learn what clickbait is before you randomly start yapping? We all enjoy games different ways and you being so extra about the way people like me choose to engage with zzz is just weird af but ay you do you
@@HCCasual I never said you have to prove it to ME, Im nobody, just saying prove your public video that shouldnt be clickbait is not clickbait... thats all, my problem is not what you like, if you like just using EX without energy... sure, do it mate, have fun, its a game! would be bad if you say "Using EX without energy is the best option", and like I said, turn auto to manual is not a game changer, is better? sure, it is a GAME CHANGER? Nope, is not. The video is a clickbait cause in the tittle say something and in the content that statement is not there, is not that hard to understand... so what? you gonna tell me if I clear defense 17 in 3 minutes instead of 3:30 is a game changer? Your video is great mate, I truly mean it, what it bad is why you have to clickbait to ppl for what? a few more views? Why dont you try an honest tittle like "I like this new game style" or "This is better" instead something that incorrect like "this is gona change everything". The manual mode have potential? Yes, can improve the damange and be more fun and comfortable? of course! But is not a game changer. Also, like every other comment Im here to do the same, comment... I use my freedom of speech to say what it is... is not an attack, is not an insult and Im not imponing how you should play.
It’s barely a game changer, maybe it helps with PC and console, on mobile it doesn’t really do anything. And it’s not that much of an issue canceling, that’s just laziness at that point. Plus when you want the chain attack it’ll sometimes not activate, especially at combo enders. I’ll hold the button, won’t activate the chain. I’ll hold the button randomly, it’ll activate. In all honesty, the only thing it does is let you have a little more freedom. That’s about it
On Playstation the button to cancel is X but there should be a tool tip immediately under the chain attack countdown bar telling you what to press regardless of platform 👍
For mobile just tap the screen twice, anywhere on the screene except the character icons For pc, my game just defaults it into pessing the scroll on the mouse
is this im only one who still plays with auto chain mode? i find only quick cancel feature usable, manual feel unnecesarry and confusing to use for me atleast.
You're definitely not but that's why I love that the devs gave us such a comfortable way to switch back and forth. I know if I'm tired/chilling and playing casually I might use auto but outside of that I'll go for manual and the choice is great
I still dont understand why you want to hassle yourself with "flexibility" of manual when you can now cancel a chain attack.. just cancel it if you "accidentally" triggered one.. and its not like you can never trigger chain during manual.. eventually the daze will end.. so you either not stun them immediately or not stun them at all.. at the end of the day, even if you accidentally triggered a chain during auto mode, just fcking cancel it... With the chain cancel I see no point having to wait for a specific time to trigger a chain or not chain at all, because cancelling chain still end up like the other two.. all three scenarios lead to not having a chain attack.. plus you cant accidentally swap out through chain anymore specially on touchscreens because before you can just tap on the direction and not even on the picture and you swap on that character, now it doesn't happen anymore because in touchscreens, in order to cancel, you need to double tap outside of the pictures.. meaning the only way to "accidentally" swap out dueing chaun is to actually press the character picture..
I don’t get it cant you just cancel (or wait out) the chain attack on auto mode too? Isn’t the only real change in manual just choosing if you rather skip a chain attack prompt from appearing?
Cancel or wait out uses up your chain attacks chances (eg. You get three chances for bosses, 2 characters then a bangboo. If you trigger then cancel, the second time you trigger, you can only chain twice, no bangboo) In manual mode, you can actually delay when you trigger (the enemy is dazed indicated by the rainbow bar, but you wont trigger the chain). So you wont use up the chain chances. For me personally, i've only found uses for qingyi and ellen. 1. For qingyi, sometimes i havent put the maximum debuff on the enemy, so i wouldnt want to trigger the chain and waste it. 2. Ellen. I think the video already explained it, for me having manual mode can stop the combo from being interrupted and i can control more when i actually need to chain Hope this helps
I get what you're saying but, I'm the person to turn on autoplay in Honkai, better times or I just don't have enough attention to detail to pull stuff like this off
> Says this changes everything > Spends the next 12min talking about how it's extremely niche, almost never beneficial since multiple core mechanics of the game relies on chain attacks and varies A LOT from character to character It's almost like this is NOT a game changer and if anything it's extremely clunky to actively put into practice for any meaningful reward
least clickbait-y hoyo game video title (no seriously manual chain attacks are literally worthless and add nothing to the combat's depth other than yet another layer to the illusion of it, which is what hoyo always excels at: flashy combat that feels good but is as deep as a puddle):
It doesn't change shit tbh. Remember kids content creators for ZZZ seems to have peant brains at this point except for ones that have absolutely zero visual appeal to their channel and show data on excel spreadsheets. Those are good source for information, rest have peanut brains
Legend says if your the first comment you’ll get pinned
Whatever prophetic scroll you read was spitting facts
*You're = you are. Your =! you are
The prophecy
(Commission)
@@Smartz118 y'our
I considered it, but found it too wonky. I would have preferred to hold a button to trigger a chain attack rather than the opposite. NOT doing something to trigger an action feels jarring to me.
Yeah that's totally fair. It does feel kinda backwards at face value but over time it should get easier. I wouldn't be surprised if it got adjusted over time to be a bit smoother in general though
I thought the same thing too. Though thinking about how a lot of characters alternate attacks use holding down the button as their input, it makes sense how releasing would be a more elegant option.
Exactly, a dedicated button sounds redundant tho, it shohld be like a qte button that pops up only when you are targetting a stunned enemy
Same for me it felt extremely clunky, so much so I completely prefer playing with auto on.
@laughatmypain1655 Same, just doesn't feel good and I'm already full clearing on auto. But I'm glad the option exists
I'd have liked to no longer have the attack chain at all and to be able to really choose when to trigger it myself, now I still feel like I'm being interrupted in my combos.
Yeah I kinda agree, that's what I was hoping for in a way too. But at the same time idk how they would manage that without shuffling all of the controls around in some way rip. This feels like a solid middle ground so far tho
For sure, but we have to consider that mobile market is a top priority for Mihoyo, so controls have to work around the limitations they impose.
Yeah changes nothing. Cancel button is all you needed to make it faster. In most cases you really want to do the full chain anyway as it triggers various buffs.
I feel like that's kind of the issue. They designed the game in a fundamentally awkward way and now they're unwilling to add in more controls to accommodate the change. I feel like the manual mode is a really awkward fix personally.
@@sparhawk2195 it changes everything. If you cancel a chain attack, the game counts it as you're already using one. So, the opportunity for you to chain attack is reduced by 1. With his suggestion, we'll eliminate that problem. It also allows easier setups for qingyi
im too lazy to do that shit
So, I've been setting manual off and on since the new patch released, I agree with you, manual adds a lot of depth to the gameplay, at the cost of accessibility, but it's worth the price. However, sometimes I feel like I'm dragging my inputs too much and chain attacks don't trigger when I want, with stunners specifically (Koleda and Anby)... To me it feels a bit counter intuitive that you have to hold to not trigger instead of hold to trigger, still, the added nuances are really intriguing and fun to play with, trying to maximize damage and efficiency or enabling chains in different ways, being able to go deeper with the agents kits, the game feels much better this way and I've been seeing positive results, yesterday I managed to score higher in Shiyu Defense by adjusting chain initiation and doing crowd control more effectively, still, I couldn't manage to S all the nodes, but I felt more capable now.
I still feel a bit useless tho, I saw one guy reaching max rank in shiyu defense using solo Piper and solo Ellen for all the nodes but the last one haha
just goes to show that this "deeper" combat gameplay isnt really necessary. good move to hoyo for making it a toggle instead of a permanent implementation. if it was permanent, its gonna cause more problems because there's definitely more casual players than those who prefer this change.
@@iDislikeEditThanksForTheLikes EXACTLY! So many on here and generally online act like the most harcore and complex controls/endgame is the only thing that matters.
As if they are not just maybe ~20% at most of the player base. The vast majority can barely use the systems already in play. A lot of the 'tutorials' and explanations are awkward and confusing. Esp to those that are NOT fighting game players... so the vast majority of players.
Esp with the changes like THIS. Where they obviously realised that the chain system is kinda busted. It grabs at weird times and they took too long to tweak the chars so they haven't fixed it at the layer of WHERE in the combos it grabs the chain atk.
Likely taking at least a couple patches to stealthily modify and refine the system so it's NOT so horrible and convoluted to the vast majority of players. Bc most players will likely just use the base system bc the swap doesn't really explain HOW to use it and many will be scared of losing where to change it in settings. Thankfully the settings are not nearly so convoluted like say warframes, ugh.
Bc they will likely forget to do chains at all if they turn it off or still just randomly do them anyways.
Heck I am still having massive problems trying to understand the dodge OR assist from atks. As I just see a flash and can't keep track if THIS char is a dodge or assist type. If it even works bc the timing is too tight, the terrain F's you over, you get stuck on the terrain bc it's badly designed at the edges, Get stuck IN the hitboxes of the enemies, etc
Using manual with Qingyi is really nice as you said, being able to just squeeze her last stack in before starting your chain to your DPS is really nice. Especially since, cancelling a Chain will eat up that chain (ie, You can chain twice for an elite, but if you cancel you can only do once)
I hope in the future that there are more character that have resources that are valuable enough to delay your chain.
nah. i just switched it back to the auto mode and just press to skip chain attacks if i dont need em. if they put this in the start then id probably been more comfortable with manual.
A trick for people playing with Soukaku against bosses (3 chain attacks). If Soukaku is at exactly two stacks, you can use her hold E to trigger the chain attack, then select your Stunner, then Soukaku, then Main DPS.
What will happen is that your stunner will get a buff, and so will the main DPS, which will get the full attack buff. With her M1, Soukaku's buff last for quite a bit, so it's quite possible it's still going to linger when your stunner takes the field again.
By default, it's hard to buff the Stunner with Soukaku, because Quick assists are tied to the Main DPS, so you *have* to use chain attacks if you want to buff your Stunner.
Aren't Quick Assists tied to the next character in line? That's how it's been in my experience at least. If I set up my team as Stun > Support > Attack, then my Support's EX Special will call my Attack unit. If I swap the Stun and Support Agents, then the Stun Agent gets called.
The fact I could cancel them made the difference between me getting A and S rank in Seyu Defence last stage.
Your channel is horrifically under-subscribed. Like I know most youtubers will beg for people to convert from watchers to subscribers, but your production value and skill is so high that I feel like you should have 10x the subs you do. I came from your Anby video (which was fantastic btw) and now you're showing me all this cool tech about chain attacks. I'm a bit too shit to master manual chain attacks yet but you've convinced me to start practicing. Thanks for your vids!
I really appreciate the love 🙏 I've definitely got a ways to go before my content is at the quality I want it to be but it means a lot that it's resonating with so many people. Hearing it can motivate people to start practicing and having fun with something new is everything
we've only gotten to use seth in the story mode, but man his chain attack takes so long lol
Yeaaaah it looks cool but that's prob one I'm likely avoiding like the plague lol
Even longer than Soukaku?
Seeing the mob at the end spazzing out while suspended in midair at 12:32 is a hilarious sight lmao. Congrats on winning the 50/50, I'll be looking forward to that Qingyi combo guide
In my opinion, I think it's really cumbersome how you need to hold down the button to make sure chains don't activate. I feel like it makes more sense if you held down the button to activate them instead. There were multiple times where i accidently let go of the button too early and activated it when I didn't mean too, and the effort to re-wire my brain doesn't seem worth the effort.
It will be cumbersome either way because holding / spam clicking are both part of some characters' kit.
The auto chain was something my brother and I complained about, wasn’t expecting them to add this change so early but it’s highly appreciated for someone who plays character action games
Right? It's such a nice improvement
At the very least it promotes player expression, so whether it turns out to be optimal doesn’t matter. The point of the change is the fun factor imo, and forced QTE’s take that away 100%. W change
Like others has stated, it depends on your team and what units you run with, but imo it doesn't change anything at least from my experience, clear time is generally the same.
I wish they just added a pop up button when targeting a enemy is stunned, that would actually change things.
The downside of not executing your chain attacks is that you don't fill up as many defensive assists. For that reason, against bosses, you may want to go stunner -> STUN -> Zhuyuan -> Stunner -> Nicole -> QA into Zhuyuan. The benefit of being able to stun on Ellen's last hits isn't as important as fighting a boss, you can get the enemy into stun with your stunner but not activate the chain then safely charge stacks on Soukaku, and then trigger the chain attack on Soukaku, such that you can end on Ellen without Soukaku eating into the daze.
0:24 Mtashed moment
Not gonna lie, the main issue with the manual chain attacks I have is that my second team is entirely consisting of mashing/holding gimmicks (Qingiy (I cannot for my life type her name) Lycaon Corin).
It’s somewhat doable for Qingiy, but oh my lord for Lycaon and Corin it’s just very irritating when I DO want to activate chain attack and I on accident cancel it. Probably just a me issue.
That's likely not just a you problem. On my teams I'm not running into too many hiccups cuz their moves compliment the mechanic pretty well but I can definitely see how it would be a headache while playing Lycaon. Lowkey I wouldn't be surprised if at some point the controls get a slight rework but who knows
tbh, hoyo should not cater to these sorts of requests. their game isnt meant to be that complicated. it's a simple swap character brawler. adding more complexity will just cause problems in the long run. if players want a deeper combat system, they shouldn't be playing a gacha game. hoyo might be getting too ahead of themselves because of their popularity. but if they do manage to work this out, props to them.
One of the worst takes I've seen @@iDislikeEditThanksForTheLikes
But zzz IS meant to be @@iDislikeEditThanksForTheLikes
This is actually bad.
Many charged attack are typically registered as heavy hit, and therefore will trigger chain attack when the enemy daze bar are filled up. But now they do it the other way around that holding button (i.e. doing charged attack) actually disable the automatic trigger.
The better solution is actually the skip/cancel button they implemented in this patch.
Keep it auto, bind the skip chain attack to some button/keys. That should be the best solution for now.
A better solution is actually that of GI, where team member always sitting on specified spot, so you don't get disoriented whether unit 1 sometimes assigned to "left" and sometimes assigned to "right" during the chain attack prompts.
Skip button apparently removes the action you would take
so yeah not preferable
Felt a bit wonky when using it, but it does feel more... good? Actually, here's a good example.
The Auto Combos from SF6. Sure it's easy and literally only requires two buttons together, but it leads to damage at the cost of meter and almost no skill.
But learning the inputs and gaining your own flow can lead to more optimal routes.
The Manual Chain Attacks kinda feel like that in a strange way. Sure the Auto Chain Attacks are good, but if a play can find a way to optimize more damage or gain more Decibel meter, then great.
I just feel like it shouldn't be held to cancel but the other way around, just doesn't feel right?
That's funny I was thinking the exact same thing just in terms of the Auto Combos in P4A/DBFZ lol.
I love that the option is there to keep the game accessible & fun for everyone while allowing for a bit of extra skill expression if the player wants to engage with learning the inputs. That's a fine line to walk and they're doin a pretty good job so far. Definitely agree though the "hold to cancel" approach is kinda awkward
@@HCCasual My only worry though is a Agent that will rely on certain inputs and eventually it crossing into the territory of Manual being better than Auto. It's going to be difficult treading the path of keeping both types of players satisfied...
i already develop my own method of avoiding chain attacks by switching char right before the heavy attack hits so i can properly start the chain from the correct character (on bosses) this new method seems to be kinda weird (im not used to it yet so idk) and personally would like an actual input instead of hold to avoid/release to trigger , but mobile is priority so it is what it is , other than that, the cancel chain is nice to save time IRL even tho previously it doesnt really do any harm to wait out the timer cause it pauses in game time when the chain prompt trigger (for min maxing shiyu defense or hollow zero ranking cause they base it on TTK)
Manual chain attacks were too annoying in the end. I tried but trying to manually get them to pop when I wanted to was a bigger waste of time then just letting them go when the stun is up and can still be canceled after that.
Really they should change the input from holding (Lycon’s basic attacks are enhanced by holding) so the character I’m using to enable chain attacks does not mesh well with this new system. Let me enable them when I want with a new button please devs.
Should have made it like HI3 where teemmate icon lights up when chain attack is available and you can manually initiate it, instead of this awkward system of having to manually cancel it, which is really prone to accidental inputs.
i would have preferred for manual mode to use a different input button to press rather than the whole holding and releasing thing, because some characters rely on that same mechanic and wanting to actually do a chain attack feels unresponsive for some characters, corin as an example, but might be a skill issue from my part. I would prefer to learn when my character can trigger a chain attack and when i actually want to trigger one i just press a button other than attack or special
I honestly disabled Manual mode right away, but not that you mention it, practicing on how to play Manual Mode could play dividends long term.
To be fair, it's not REALLY a game changer but a welcome addition for extra skill expression which can still be achievable through Auto Chain Attacks (albeit with different starting rotations before we start the CA)
I was going to make a guide for this but idk if there is even a reason to because of how well you explained everything. Amazing video!
That means a lot coming from you especially my guy🙏
I've got a lot of respect for your work in the space
@@HCCasual Appreciate the love man! Hopefully, we can talk in the near future and even work on some stuff together! Keep up the good content
I liked this vid thanks for explaining because I honestly didn't think about why having it on or off even meant anything but I think I'm still early in the game and not even stacked with builds so that might give me a reason to practice in the free range actually. Thanks for the vid.
About avoiding chain attacks with thrash mobs, it's way better to use chain attacks in that instance since you generate decibels to burst in your first rotation against the wave boss, I do see some uses for manual tho like if you have Ellen signature you can activate the passives and then start the chain attack and just focus on Ellen's burst rotation
Why not change your chain pattern? Instead of canceling the chain attack for the 3rd character for Zhu Yuan team, you can also
For bosses:
Zhu Yuan> Anby> Bangboo> Nicole> Zhu Yuan
For mini bosses:
Zhu Yuan> Nicole> Zhu Yuan
For normal mobs:
Nicole> Zhu Yuan
These patterns guarantees Nicole's orb maximum up time
because you actually lose stun time on the big bosses if your bangboo acts, the least egrigous one is rocketboo only taking half a second, but most of them take over a second, and it doesnt reset the stun bar to full.
This means if you order it like that, you can only fit in 8-9 Shotshells instead of a full 14 usually, which fitting a full 14 is massive, considering how much of a buff her passive gives her.
@@demon_spawn1535
I did some test with full chain squad and Nicole and Zhu Yuan chain only. You're right, I was losing around 4~5 bullets with the full squad chain. Considering my Zhu Yuan is fully built, there's no way an Anby barely built will out damage her.
Anyways, thanks for clarification about the chain attacks.
Edit:
Full squad chain attack - 10~11 bullets used
Nicole + Zhu Yuan - 14~15 bullets used
@@zell8957 thats not to say theres no place for full chains I want to preface, full chains can be very important at times for buffs or getting your assist points back. Its just there are also many times where Nicole into Zhu, or my preferred Zhu into Nicole (quick assist is an additional bullet and longer debuff duration for lower up front damage from zhus original chain) is superior
This is exactly what I'm talking about
@@demon_spawn1535 god, ive had enough of burst windows from playing ffxiv. ive stopped thinking about it in this game. lol. as long as i clear with S-rank, im all good.
My only problem with it so far has been the feature just forcing koledas combo string to not trigger a chain at the end full stop. Idk if it a bug or a consequence of how her conbo works. But it sucks
Yeah that’s my biggest problem as well, assuming you’re talking about the EX Special Attack at the end. You can only trigger the EX exactly when the attack can happen, and it’s such a sudden attack that you have a tiny fraction of a second to let go of the button to trigger the chain attack.
Is "manual chain attacks" really a better solution than fixing the source of the problem such as 'timers not pausing during chain attack animations' or 'chain attacks triggering mid-combo'?
Peak editing as usual
I've always had manual chain attack since I started the game I didn't know what the difference was I just now learn the difference
I wasn't expecting the video to close with an impassioned speech on the merits of fun in tryharding, but bravo for nailing it! The extra layer of analysis while optimizing makes the game feel more stimulating, even if that level of optimization isn't really needed for the content you're facing.
God the Manual Mode thing has been a godsend for my burst windows lol, or even making sure all my buffs are up in the right order etc. etc.
It's always nice to have more control.
Making sure buffs are rolling in the right order, at the right time, without cutting into stun has definitely been huge. So much more consistent, esp for Ellen3
I've seen some people say they'd rather have to hold it to trigger the chain attack and that was my first thought too, but after playing with it for a bit I realized that could screw you over in situations where you want to hold the button for more damage. Sure I've had my moments of holding the buttons a bit too long and not triggering the chain attack when i wanted to, but I think we're gonna have to accept that it's gonna feel a little clunky whichever way you do it. This way at least gives the player a bit more control if they can figure out the timings. I think it's just another small optional learning curve added to the game to optimize damage and I like that the game does that.
One thing to keep in mind with stunning mobs in manual mode, you can delay triggering it until you have gathered several foes together. Overall I feel cancel is far more impactful than manual mode. But I'm glad they both exist. As others have pointed out, manual mode is currently just too clunky. And honestly I find it really overwhelming for the amount of benefit. I'm already trying to keep track of stun/daze, unit positioning, doing combos, dodging/defensive assists, doing my rotation. And for some of these the subtlety between triggering a chain attack and not is really small. It genuinely makes the game far harder for the most marginal of benefits.
As someone who plays action RPG games such as BDO, the addition of MANUAL CHAIN ATTACK is definitely a huge step. In a nutshell this allows the user to specifically dictate where and when you want it to happen. I play using a controller in this game and both manual and automatic is ok with me. If i feel lazy playing i go automatic, if i really want to get into it, i go manual.
I love that that the give us the option to alternate between the two so easily for that exact reason. Was a brilliant call on the devs part
@@HCCasual Almost like they couldn't get it working right at start anyways and was rushed out regardless. With how awkward and arbitrary a lot of the detection is. Then again HI3 is horrible at that too. At least here the flash is actually visible to people that haven't had to break the sfx to make it so. As it seems more layered ON TOP.
Instead of at the bottom of the animations as an afterthought. Though the fact that there is dodge OR assist is stupid.
Absolutely massive change for Ellen, she's so much more comfortable to use now.
I think automatic is so much better and you can just cancel pressing a buttom
Automatic is easier but not better. Manual mode can do more than automatic and that's ok. Hoyo made a good call to let people choose
Insane, this changes everything
I like the change, but it's still not what I wanted. I thought that instead of going into slow motion and having you manually cancel the chain attack, whenever a chain attack requirement was made, you were prompted to press the button. This way, the flow woulnd't be stoped by the forced slow motion.
Interesting video. I’ve been playing in Auto mode even after the release of the patch, but after hearing about how Manual Mode works, I might consider using it. There are times where I wish I could do that follow-up input when using something Anby’s EX Special, where she somersaults in the air but triggers the Chain.
Manual trigger is kinda shit, I rather just cancel it early
Funny story. After seeing this I switched to manual to try it out. Wasn't really vibing with it, so switched back to auto. A while later it felt like chain attack were being weird. Found out I somehow never switched back to auto and now I'm so used to manual I had no desire to switch back.
Hey man not sure if you're still reading comments, but I just wanted to say that while this video is super helpful and is the best video I've found on manual chain attacks, the shaking camera became a bit jarring after a while
oh i started when 1.1 was released and ive been playing it this way the entire time lol. i had no idea. qingyi rina and jane are my current main team lol
Thanks!
In resume: maybe for Qingyi (because she applied debug for chain attack) and anomaly. For any other, please, feel free to enjoy and make experimentation
not being a very technical player, i initially ignored it when they added this, but i realise that as an ellen main i've been losing out on so much damage! i'll definitely be trying it out! it's a shame that you have to put so much thought into holding and tapping of a single button. i feel like the best solution would be to assume that mobile players will use auto and to map the unused(?) left trigger to a "chain attack on/off" state.
really what they need to do is add a button you can map that allows you to manually trigger a chain attack yourself.
I left it in auto mode, and I can already full clear, but now I gotta try manual mode. I’m hype to play with it. Seems like it will be hard to get used to though.
It's awkward and first but I swear it's not that hard to adjust to as long as you spend some time getting used to it
The problem now is, we can't change the key button option to 'not trigger' the chain attack. It'll be a problem if there's a character that we want to play their tap tap tap basic attack/special EX skill for some reason, we will still trigger the chain attack unintentionally cause of it. I hope they add other button option that doesn't overlapping with the combo button we want to use. It still lacks some flexibility despite we will get use to it eventually.
honestly, if you could rebind this, say, to one of my side mouse buttons, I would most definitely use it, but overall it feels too clunky for me right now to worry about it.
I was really excited for manual chain attacks but I couldn't trigger that stuff every time I wanted it to so I went back to the normal auto chain attack. Due to them finally adding a button to skip it I can control the flow of battle and trigger chain attacks when I really want them to. The way it is implemented now isn't really working for me: some character kits need both spam and holding button attacks and the current way to trigger the manual chain interferes with that for me.
EXCELLENT VIDEO MY KING! 👑 I really appreciate the breakdown! I wanted to know how the manual system works since I automatically enabled it. So thanks for telling me about it! Also I won my 50/50 too so I can't wait to see that video! I do want to ask going forward will your character guides note which attacks are heavy attacks sort of like how you point out launchers? I think it would be helpful!
Glad you liked it! And congrats on your Qingyi haha. You and I are absolutely on the same page re heavy attacks. I'm probably not going to go over every single one in each characters kits but I wanna make a point of mentioning the fastest attacks for triggering a chain attack/stun because they're often overlooked as useless. Like Zhu's non-ex special is actually her fastest way to do it and I think Qingyi's non enhanced held basic make be hers
@@HCCasual Thanks! and that's fair, I will always appreciate every bit of info that helps me understand a character. So highlighting specific heavy attacks is perfect for me.
I've been able to precisely decide when I want to chain attack by switching before the attack animation ends, so Manual mode means nothing to me. :)
I'd rather do this than potentially doing an oopsie by not holding the button. And if my team has Nicole, I'll always chain attack Nicole and quick assist to my DPS (unless it's Zhu Yuan, you want her chain attack, it's the best.)
I understood that automatic got chain cancel button for it also?
So I just started using that.
Oh wow, manual seems to have so much potential, and I just ended up pushing that aside because I was too laser focused on other content of 1.1 😂 I should definitely give that a try
when i turn auto off i have hard time try to trigger Chain atk on some character so i decide to use Automatic and cancel it with cancel button instead. maybe i haven't try manual out enough.
I prefer the auto one since it's easier, but I hate the fact that the button to cancel the chain attack is the same as the dodging one. Some enemies get knocked pretty far and I instinctively dash, to close the distance.
4 months later and manual chain provides zhu yuan and harumasa's their highest damage output.
Tbh as a lycaon user, what.
i dont know how to feel about this, because i don't know if its one of those scenarios where its like "yea you missed out on a whole 2% extra damage because you decided to do a chain attack instead of not doing one".
basically, it feels like it wont really be all that important unless your a geek for numbers and tyring to by hyper optimal (if that makes sense)
awesome
waiting for nicole guide tho.
I'm really looking forward to making that one tbh
Yes, yes, YES!!! The moment the update came out and I saw this option, I knew it was gonna be a gamechanger. But I wasn't sure yet how to use it well.
This video came out at the perfect time!
Ayy glad I could help! Manual chain attacks are gonna be crazy useful going forward!
After trying this out i actually prefer swap cancelling any unwanted stun instead.
the only thing i directly see is the manual activation condition kinda exists connected with some characters moves. at least canceling it is possible now to.
You mentioned launchers at the end of this video, and I've seen others mention juggles and stuff, and while I've had some fun with them in training mode with invulnerable enemies, I have to say, in actual live play, I don't think I've ever once utilized them. Enemies that can be launched are generally just trash mobs before elites and bosses and they typically either get stunned or die long before I have a chance to send them skyward, and obviously elites and bosses can't be launched. Am I correct in assuming that they're mostly just a style thing, or am I missing something here?
btw, how far did you get in yesterday's Shiyu & todays? There is such a huge gap in skill between what I feel is my gameplay and what I see on your videos. I only have 1 lv.60 DPS at F core, Lv.9 Skills, but none of that means shit if I don't understand how to give field time to that character. OFC, there's still plenty to learn, and I got to s-rank Critical 6 surprisingly thanks to the different enemy comps.
Shiyu 7 requires good grouping and somewhat tight rotations if you’re using F2P Ellen and ZY. I was able to do 2:30 for Ellen’s side, but couldn’t for ZY’s side since I was missing like 5-10% more damage during her burst windows. This is all at lvl 60 w/ lvl 60 F2P engines, lvl 9 skills, E core, and supports that still need work.
Tbh once you max out your DPS and support’s buffs, it’ll be pretty easy after learning proper rotations. The hardest part is trying to group the mobs together because those damn floating ethereals love moving away from you lol
Iirc I got to 5 in the last Shiyu cycle before I couldn't be bothered anymore & I only ran the first node of the new one this morning to grab some extra footage. Tbh I don't put a lot of time/energy into Shiyu just cuz I'm not a fan of that style of game mode to the point where I would have ignored it entirely if I wasn't making content lol.
Imo the new Disputed Node a great place to practice though if you feel like you're gameplay isn't where you want it to be. No time pressure and the enemies punish you pretty heavily for slip ups so it's perfect to get cozy with the timing for your rotations, dodging enemy attacks, and how everything flows together in a practical environment
For the longest time I always thought this was the standard, day one I turned it off as almost every game that offers a manual and and auto mode of any kind, the manual mode ends up being better
I use Auto, but it feels like I started having a lot of chain attack failures after the update, which never happened before. So even though I'm playing in auto, it feels like manual because it's too easy to accidentally cancel on mobile now.
When i use koleda basic string (the last attack after doing a plunge attack) to trigger the chain, most of the time it fails, anyone knows how to fix this?
use auto mode, cause koleda strings explosion need you to hold the basic buttons which is how you avoid triggering chain attacks, untill the dev give an actual button input outside of this "hold to avoid/release to trigger" that can hurt certain character ima stick with auto mode and just cancel if i dont want that chain attack
@jundahbalafif2610 so i WASNT going insane in testing! No wonder it felt so bad to play in manual for me. Ty for confiming this
As someone that uses Ellen and values my Soukakus buffs whenever available no matter what, i just use auto. I can cancel if i want now, Ellens combos arent that hard to pull off to me, and flash freeze stacks arent that hard to get back
So basically it isn't a big deal
Clickbait, sorry... is not a game changer. When you said "not a clickbait" I trusted and watched all the video, my fault.
It's ok if you don't get it lol like I said take what you want leave what you don't it's nbd
@@HCCasual Why dont you show numbers and graphs instead of saying "I think and im right"? If it is a game changer you should be able to show a HUGE difference between auto and manual with the same team :) Should be easy, a 6 minutes record, if you spend like 1 hour for a 12 minutes video (Good quality of record, sound and script I must say), sure you dont gonna have any troubles to film 2 fights on inferno reap. Prove what you are saying in order to say the video is not clickbait... cause as an opinion or preference is great, but not as a fact
@@fromthedeep7854 Lmao I'm not out here trying to prove anything to you. Just trying to have fun and showing other people a path towards the same. I think you can look at the comments to understand how many other people are seeing the potential of what I showed today. Like I said if you don't get it it's nbd, but maybe also learn what clickbait is before you randomly start yapping?
We all enjoy games different ways and you being so extra about the way people like me choose to engage with zzz is just weird af but ay you do you
@@HCCasual I never said you have to prove it to ME, Im nobody, just saying prove your public video that shouldnt be clickbait is not clickbait... thats all, my problem is not what you like, if you like just using EX without energy... sure, do it mate, have fun, its a game! would be bad if you say "Using EX without energy is the best option", and like I said, turn auto to manual is not a game changer, is better? sure, it is a GAME CHANGER? Nope, is not. The video is a clickbait cause in the tittle say something and in the content that statement is not there, is not that hard to understand... so what? you gonna tell me if I clear defense 17 in 3 minutes instead of 3:30 is a game changer?
Your video is great mate, I truly mean it, what it bad is why you have to clickbait to ppl for what? a few more views? Why dont you try an honest tittle like "I like this new game style" or "This is better" instead something that incorrect like "this is gona change everything". The manual mode have potential? Yes, can improve the damange and be more fun and comfortable? of course! But is not a game changer.
Also, like every other comment Im here to do the same, comment... I use my freedom of speech to say what it is... is not an attack, is not an insult and Im not imponing how you should play.
I ended up sticking with auto because it's much easier for me to do my combo.
My brain is not braining with these.
Maybe it's because I'm only lvl30
It’s barely a game changer, maybe it helps with PC and console, on mobile it doesn’t really do anything. And it’s not that much of an issue canceling, that’s just laziness at that point. Plus when you want the chain attack it’ll sometimes not activate, especially at combo enders. I’ll hold the button, won’t activate the chain. I’ll hold the button randomly, it’ll activate. In all honesty, the only thing it does is let you have a little more freedom. That’s about it
the FE warriors tracks go so hard
Due to skill issue playing on manual makes me not procking chain attack way to often
honestly just the ability to cancel out alone would have made me happy, manual mode is just deserts
i actually dont know how tf to start a chain attack on manual mode so i turned it off haha
Qinqyi pullers 💪
Did he say how to cancel out of chain attacks? I cant find out how to cancel them.
On Playstation the button to cancel is X but there should be a tool tip immediately under the chain attack countdown bar telling you what to press regardless of platform 👍
For mobile just tap the screen twice, anywhere on the screene except the character icons
For pc, my game just defaults it into pessing the scroll on the mouse
there is an automatic option for chain attacks ?
is this im only one who still plays with auto chain mode? i find only quick cancel feature usable, manual feel unnecesarry and confusing to use for me atleast.
You're definitely not but that's why I love that the devs gave us such a comfortable way to switch back and forth. I know if I'm tired/chilling and playing casually I might use auto but outside of that I'll go for manual and the choice is great
@@HCCasual yeah giving a options is always great.
pull for qingyi, shes worth it for zhu yuan
I still dont understand why you want to hassle yourself with "flexibility" of manual when you can now cancel a chain attack.. just cancel it if you "accidentally" triggered one.. and its not like you can never trigger chain during manual.. eventually the daze will end.. so you either not stun them immediately or not stun them at all.. at the end of the day, even if you accidentally triggered a chain during auto mode, just fcking cancel it... With the chain cancel I see no point having to wait for a specific time to trigger a chain or not chain at all, because cancelling chain still end up like the other two.. all three scenarios lead to not having a chain attack.. plus you cant accidentally swap out through chain anymore specially on touchscreens because before you can just tap on the direction and not even on the picture and you swap on that character, now it doesn't happen anymore because in touchscreens, in order to cancel, you need to double tap outside of the pictures.. meaning the only way to "accidentally" swap out dueing chaun is to actually press the character picture..
Congrats on getting Qingyi and screw you on winning 3 50/50, I hope you win your next 50/50.
I don’t get it cant you just cancel (or wait out) the chain attack on auto mode too? Isn’t the only real change in manual just choosing if you rather skip a chain attack prompt from appearing?
Cancel or wait out uses up your chain attacks chances (eg. You get three chances for bosses, 2 characters then a bangboo. If you trigger then cancel, the second time you trigger, you can only chain twice, no bangboo)
In manual mode, you can actually delay when you trigger (the enemy is dazed indicated by the rainbow bar, but you wont trigger the chain). So you wont use up the chain chances.
For me personally, i've only found uses for qingyi and ellen.
1. For qingyi, sometimes i havent put the maximum debuff on the enemy, so i wouldnt want to trigger the chain and waste it.
2. Ellen. I think the video already explained it, for me having manual mode can stop the combo from being interrupted and i can control more when i actually need to chain
Hope this helps
@@09_alifindrapermana24 ty this is a really good explanation idk why it was kinda hard for me to follow the vid lol
I get what you're saying but, I'm the person to turn on autoplay in Honkai, better times or I just don't have enough attention to detail to pull stuff like this off
Ay more than fair my friend
I left this video even more confused
If you don't mind, what confused you? I've been wondering if I should follow up and clarify a couple of things lol
I suppose this opinion is based on PC or controller players, but what about mobile devices?
terrible advice
Em português a gente chama esse incômodo com o chain attack de frescura
so its not as simple as hsr auto and manual lol
It isnt better, just cancel the chain. Easier.
That’s what I was thinking I don’t really get this vid tbh lol
> Says this changes everything
> Spends the next 12min talking about how it's extremely niche, almost never beneficial since multiple core mechanics of the game relies on chain attacks and varies A LOT from character to character
It's almost like this is NOT a game changer and if anything it's extremely clunky to actively put into practice for any meaningful reward
Exactly, the benefits are too small for it to be used as a default mode.
least clickbait-y hoyo game video title (no seriously manual chain attacks are literally worthless and add nothing to the combat's depth other than yet another layer to the illusion of it, which is what hoyo always excels at: flashy combat that feels good but is as deep as a puddle):
It doesn't change shit tbh. Remember kids content creators for ZZZ seems to have peant brains at this point except for ones that have absolutely zero visual appeal to their channel and show data on excel spreadsheets. Those are good source for information, rest have peanut brains
Nah I don't want to over complicate a simple game 😂