The idea that a small, cute and funny girl wielding a gold apple and a tablecloth flag in a post apocalyptic world is enough to make her a top operator.
@@NeostormXLMAX"Technically" for the Durin (her race), the surface is post-apocalyptic. They live in near-singularity level technology subterranean utopia cities where they do not have to worry about anything like wars, Originium, working, etc. The only Durin that ever leave are ones who want adventuee.
So basically, they made her to fix the issue they were introducing, but didn't notice she'd trivialize the entire game if taken outside those specific challenges.
I'd like to imagine how Myrtle can summon an entire army by her side is due to the fact she can levitate a golden apple in mid air, everyone just wants to witness such amazing magic trick that they'd rush to the battle field just to see it!
I'm pretty sure Myrtle is actually the goddess Eris. Kallisti. She throws the golden apple and, next thing you know, there's a trojan horse mudrock destroying everything.
You also forget that HG tried to compensate Myrtle's cheap DP cost by making Ely having a 2 DP discount on snipers and giving Saileach a discount of 2 DP on any operator when she's deployed. Yet they didn't realize that because of Myrtle's low rarity, it's easy to get her to pot 6 so she's back with -2 DP cost
I still use myrtle because of 2 thing 1. her low DP and fast s1 activation 2. her passive regen is absolutely broken with Vanguard low hp. with 28 hp per second is like 2%~ hp regen per second for ALL Vanguard. making them absolute tanky
@@azhar5912 yup the discount on Sailech made it even more nobrainer to run myrtle too. Unless you are on CC and have limited deploy you bring both lol. Especially on max dp reduction risks
To make Myrtle even more cheap you can also bring Zima to the party. How much is the DP cost of Myrtle now with all that pot 6 Myrtle, Saileach -2DP discount and Zima -1DP for all Vanguards discount?
Even then myrtle is still better, since myrtle can e2 so her abilites can be upgraded. 4 stars are also more common to pull in gacha that 3 stars (althought at given 3 stars is likely more common than a given 4 star). Even then it would take until the 3 stars was added to recruitment for it to be able to attempt to creep myrtle. Finally i doubt they would ever make another 3 stars since the inability to e2 is not fun on a character.
@@silverdededestruction2197 The robot would be hilarious. You just drop it in the corner and all it does is print DP not taking up any deployment slots. Even better if it looks like a printer.
Every time somebody thinks of powercreeping her Myrtle just walks into Hypergryph office and threatens to say the n word on camera. Trust me my uncle works at HG
This only applies to players who were there at the time, but another reason why Elysium was considered to be so invaluable at the time was his debut banner. A limited banner (back when that meant something) with the simp magnet W and early CCs relevant Weedy. Chances are, if you were present at the time, you rolled for that banner and got copious amounts of Elysiums, making him a very common unit among players just like Myrtle. Of course, trying to get an Elysium today is a pain in the ass, but I'm fairly certain that part of his popularity stems from the circumstances of his release.
I actually only rolled on that banner to get pot6 Elysium and achieved it within 90 or so rolls,no idea who i got for 6* i still dont have W and Weedy came to me very recently
Yup, pretty sure that on the Anniversary site, my most gachad 5 star was Elysium. I remember getting like 8 copies of him on W banner and I wasnt even saving or P2W
That banner destroyed me even though I went hard on it, just got multiple dupe Shinings (2 or 3 potentials I think, I don't know how), and one other off-banner. Worst banner I've ever had, no W or Weedy, but at least I got Elysium max pot, still used to this day.
@@SUPAH_SUPAH_SUPAH Flagbearers are manual because they go from 1 block to 0 block... imagine if your flagbearer is holding someone down and suddenly you lose... because their skill activated in the most idiot moment possible. The risk of going down to 0 block is why they are all manual skills
I use Saileach for her vulnerability more than thr DP, the DP is a bonus. Often i bring Myrtle ad well. You know who i use alot.... Saga. I use Saga to increase Myrtle's DP printing ability.
A lot of people say to use Suzuran or Gnosis for fragile but saileach does it on a ground op which can matter when high tiles are being mean with their position.
Myrtle prints DP sooner, not faster. Elysium actually beats her on DP/sec with his first activation of S1 even accounting for coming down later unless Bagpipe is pot 5. Even with pot 5 Bagpipe, Myrtle barely pips Elysium on the first activation, whereas Elysium (and Saileach) still crush her on the second activation. For more casual play, I get preferring Myrtle because clicking things ASAP is fun and mastering multiple skills on the other flagbearers is a lot to ask, but Elysium and Saileach's performance in record CC runs speaks for itself.
Myrtle's the entire reason why I built any operator with a DP over 20. Before I got her, I kept thinking "There’s never going to be enough time to deploy these expensive guys, I'm always either going to be dropping faster OPs or dead." After building Myrtle, I finally felt like I could make use of the more powerful units for more than a "My work here is done." meme moment.
Because of Flagpipe, it is hard to come back to the standard vanguard strategy unless the stage forces you to. This strategy pretty much shelved what people were doing back in the day. And even if you refuse to use Myrtle, Bagpipe is still a staple when bringing Vanguards.
I think the 'C' in the DP symbol means 'Cost', because charger vanguards has the Cost 1 when they kill enemies and merchant specialists has Cost -3 every 3 seconds.
Looking back at this, this aged like fine wine, but in a bad way *dp stealing enemies* Dp limiter mechanics (victorian civies and supply caches) And natural dp gen slowed levels
I don't really agree about Saileach as she's invaluable in high risk CCs when you need her fragile, slow, aspd AND dp. Sure, there are better debuffers, but -75% dp sometimes makes her almost a must. I'd say her main problem compared to Myrtle and Elysium (who was a solo rateup on a limited banner, so pretty ez to maxpot) are not her skills and upgrade costs, but her potentials, so unless you're a mega whale, you're gonna have an easier time with regular flagpipe in most situations just bc you can deploy them faster than Saileach. And i can't say i hate them, i quite enjoy flagbearer archetype, but the fact that they made almost entire class completely obsolete (esp poor pioneers) makes me somewhat sad. So now a new vanguard to be at least useful needs to be completely busted like Cantabile. And Ines may end up even more broken.
Another thing is that almost all Meta operators are within Myrtle's first time skill activation alone especially with bagpipe, plus the way almost every stage was designed and balanced (with the exception of certain boss fights and gimmick stages) on which they can be cleared with as low rarity as possible making dp not as a currency but as sort of a deployment cooldown timer.
I simply embrace the change. Back then we do use Pioneers in a very specific way that it became a practice, now I combine Myrtle and Cantabile as much as I can if the stage allows it, which happens plenty amount of time.
I think the game would be slower. For me, I find the starting setups tend to be a lot harder nowadays than when the game first started especially the CCs. Like back when the game first started dogs and slugs might rush you. Now? Enemies with relatively decent defenses start heading towards you
Different uses. I use saileach to debuff during very tight situations in CC where I need that fragile. Elysium's invisible revealing is also very essential. Also when DP down is on cc, you need to maximize DP so just myrtle won't cut it.
Are you wondering why I did no april fools video? Actually, we did quite the thing on the Discord server! Join so you can be there next year! discord.gg/superincorporated ANNOTATIONS: >TL;DW: She is cute but also funny >I don't know what happened with the subtitles at 9:45 the censor is placed wrong and I wrote "enemies" as "enemis" I guess I had a stroke while editing or something
It all comes down to timing when it comes to Vanguards. They were designed as early stage units, the timing for their deployment and skills is critical, and HG clearly never factored timing into account. Other units don't have timing crunch as a part of their assessment because Flagbearers exist to remove that problem. You almost cannot remove Flagbearers from meta without drastically warping some stages or the meta itself (say, by having a stage start where the enemy units will cross into the player safety zone nearly immediately, forcing deployment of a more combat oriented unit first). Even then, players want to be deploying their Mudrocks or other ridiculously high cost units and Flagbearers are the enablers. When the player makes a mistake or underestimates the difficulty of a stage, Flagbearers fix that problem by throwing more DP at it. Deployed units in wrong order? Just deploy MORE UNITS. 4* Defenders getting run over? Ramp into a 6* instead. That said, this kind of thing does enable team comps and builds and units that would not normally work in a vaccum. It isn't a great solution, but it has been one that allows many players to make a small concession in order to play the way they want to.
I usually use Siege and Bagpipe as my first vanguards, but I always bring out Myrtle if I'm struggling in the early part of a stage. Myrtle simply lets us play with the toys we painfully gacha'd for earlier and easier. I think the game would not be as popular without her. Imagine all those stages when you Surtr some strong enemy down as one of your first operators and get her redeployment up in time for the midstage, giving you likely three Surtr attacks. Or those stages where you need to build SP early on your Thorns or Blaze early. Or when you want to spam out moist Ch'en, Passenger, and Mudrock all at once. Simply more fun with flagpipe.
I'd say she really changed the balance around dp as before your best dp regen was S1 skills of Pioneers but really the combination of Flagbearers and Bagpipe made everyone able to drop down their expensive lane holder and generally changes the pace of the game. DP down risks can still be challenging even with her but even then, you really need an operator to cost like 99 dp because they can't affect her S1 at all. I guess CC9 was an approach to it by having a Vanguard dp risk and sp costs increased and sp regen reduced but you can also choose to not pick them unless you go for high risk in which where you run them regardless because they still produce more dp and you don't need them to block enemies like Pioneers or Charger would. And Saileach tries to be more of an approach to it, where she also has use outside of generating dp but as you said, her rarity makes it hard to make her worth it unlike Myrtle and Ely and is at most either a luxury or a desperate need of 3 Flagbearer. But one thing I'd argue about is that Cantabile is a solid approach to bump Myrtle away from being everywhere by being the first dp generating vanguard that can also serve as a pseudo-fast-redeploy. Also she has a unique way of generating dp but which also relies on stages. If there are no still standing enemies, she can't generate dp and on S1, it's a loss of dp when she doesn't attack which means you require stage knowledge to use her S1 right which also makes her worse for newer players. But there is also her S2 which not only is fixed to give 18 dp at M3 but also can be used multiple times opposed to her S1 only working once per deployment. And most importantly, she can deal damage too which makes her good for fending off weaker enemies or early rushes. But her S1 can be nerfed by reduced attack speed and S2 needs masteries to be actually decent plus is also not instant (25 sp cost, 20 sp initial) and as said before she requires enemies to generate dp. She is cheap with her dp cost though but she is a 5 star so you can rarely get her reliably unless you rolled during Gavialter/Pozy banner like Elysium on on the WWE banner. And even with Ines being the 6 star of Agents, we still don't know her kit yet but even though, she is the same rarity as Saileach, I'd say she won't be forgetable at all (probably also because she was already well-known especially now with chapter 12 and 25thNight simping for her) and she can prove to be an improvement to Cantabile. And even with Agents opening up a new way to generate dp, you can still use Myrtle and Cantabile together.
They finally did change up the vanguard gam-play a bit with Assassin Vanguards, Personally loving Cantabile and her game-play as she provides an initial burst of dp more so then myrtle and is able to support/redeploy more often it makes for fun. I only use Saileach because of those tights/legs in her E2 art.
Ever since I built Myrtle she's never left my squads along with Gummy. Always gotta have Fang, Siege, and Myrtle for every stage recently and I've never encountered any problem with developing my ops since then
Actually, Myrtle heals is pretty good. I remember the first time I finished H7-4, I relied on Myrtle heals to save Baggers from the initial wave of enemies. Her healing is useful when a stage has an opening rush of enemies that can actually put a dent in any 6 star vanguard's hp. Sure it may not be much, but it should give a vanguard an additional few more seconds for anyone to place down an actual medic. Edit: Baggers is 100% Irish. She is the best farmer in both potatoes and dp. She is the hoe to doctah's hands that plows the lands of Myrtle, Saleach and Sexy man.
I was going to complain about the lack of Gummy in the video until you told me that she's the best unit in the game. Thank you SUPAH for reminding me to build my cannibalistic bear 🐻
When Saileach was first teased, I thought her S3 is to throw her flag at global range dealing damage, buff and debuffing at the landing point, making her competitive against Myrtle. Rolled her, and was utterly disappointed since her S3 range is not global.
I payed literally NO attention to the meta, and found out about flagpipe on my own. For fun, I typically bring Cantabile with her instead. I find they do a better job of printing DP together, and Canta doubles as a fast redeploy. Honestly, when I can bring all 3 together, it makes it hilarious when boss mechanics purge your field. I just max DP, dump them early, and immediately redeploy. GG
Her existence really does show itself on these more recent stages the initial rush is so powerful, the normal vanguards like courier, scavenger, or texas can absolutely get smoked. If myrtle doesn't print me my jessicalter, I'm getting clapped.
Wait til Myrtle gets powercrept by robo-Myrtle, a 1-star flagbearer that costs negative DP, lets you deploy mudrock after a single skill activation, and makes your hair grow back
I would like to express my thanks to Myrtle. My gratitude for her indisputably magnificent assistance is almost infinite. Myrtle's efforts have not gone unnoticed. I really like the contribution that she has in our society, she really makes a difference and helps others out. The world could always use more people like Myrtle. Gosh, what a polite and humble fellow. It is such a kind honour for someone as low as me to be in contact with someone of a level such as Myrtle and her golden apple. I thank my good friend Myrtle once again. A world without Myrtle, would be a world I would not be able to live in, and I believe I share that opinion with most people. I can rest easy tonight knowing Myrtle OPPA. I appreciate Myrtle and everything she stands for and on behalf of everyone on planet earth, thanks Myrtle.
Saileach "failed" cuz she's 6 stars so few people even have the chance to get her, it's that simple. After I got Elysium, I never touched Myrtle again despite adoring the girl. Same with Saileach, if I ever get Saileach, I wouldn't touch the other two again either.
Tbf why would you pull for a 6 star flagbearer for meta reasons, myrtle does the minimum requirements easily. I ditched myrtle as soon as I got Saileach. She's just more reliable and I can keep her on field without any drawbacks.
"no stage can challange you" *Hortus de Escapismo enters the chat* I also added Zima in the squad with the 3 flag vanguard to print enough DP to spam the statues (it drains 20 dp often and the enemies can also drain DP so I need a ton of DP regen) and also deploy my unit quicly enough. Possibly it was an overkill, but it worked. I rarely use real vanguards, I can go straight to guards and defenders at the first enemies.
Counterpoint: Flagpipe meta is better than the release DP generation meta in terms of gameplay and balance. I was around long enough to experience some of it, and general consensus was that having a high DP cost was a huge negative for an operator and almost completely invalidated most archetypes that had high DP cost. It also just wasn't as fun as the current DP generation meta. I suspect that Myrtle was a little bit deliberately overtuned, just because they could tell that they needed to provide an option for players to generate DP quickly at all costs. She may have trivialized an entire game mechanic, but that game mechanic was a pain and we are all better off with it gone. IMO the only problem here is that Myrtle tends to be the best option by such a margin, but Agent vanguards are solving that.
12:41 that was a lot of words for "is really cheap to deploy". Whilst you might initially assume a character being easy to gacha and cheap to raise makes them stronger, it very much does not, it just makes them available. having a low DP cost is the only thing which is actually of relevance to her strength in game.
@@SUPAH_SUPAH_SUPAH you've unredundanted one point, but that doesn't affect the cost to raise, so you still used a lot more words than necessary. Also, you exclusively talked about bagpipe potential 5 in the video, and whilst that is only +2 to her E2 talent, its still exactly all of the investment myrtle doesn't need, and yet it that isn't a consideration for strenght of bagpipe or the combo.
Saga and Bagpipe are my #1 and #2 favourites, respectively, so it’s not really often I whip out the full Flagpipe combo aside from the super tight DP risk; regarding Saga, though, if you’ve got Bagpipe at Pot 5, Saga’s S3 can be used kinda like a Flagbearer’s skill- not as fast, but she can also use it to hold a wave by herself for a while and/or supercharge someone’s SP- not quite as fast, but has some nice utility/synergy with the combo that’s often a little overlooked IMO
I know the video was published long ago but I'll write my idea anyways: A way to push back mirthle would be more risk in early deploy, more ranged enemies or dogos that rush you and a new kind flag bearer, that has more power to defeat this early enemies and instead of gaining dp by skill, it gains dp by the amount of units around it, giving the incentive to specialist or cashback vanguards to start gaining, and then start replacing them
team building 101 : 1. put myrtle in the team (don't think, just do it) 2. put bagpipe in the team for maximum convenient (will revisit later) 3. think about everyone else who should join the team to beat the stage 4. if you need more operator space, go take bagpipe out (but if this happened, you either try to bruteforce the stage or you're already screwed)
Yes the Myrtle Bagpipe and Elysuim combo is incredible. And Bagpipe can be heliportable with S3 or laneholder with S2 or S3. An incredible combo. So much so that I only do it lol. Recently I saw Poncire and it will perhaps allow me to vary my game since it is a pseudo tank, we can even do a combo with Siege (candy box module). I use Mountain a lot, which can be released very early in fact as a complement to the combo. It becomes a 4-way combo. I'm quite happy that this combo and Myrtle came out because it allows for varied strategies otherwise we're almost forced to release Vanguard Pioneers, which takes up space in the team. But in my opinion Yostar has already taken this into account. And it happens that in difficult stages the combo is right and fortunately we have it. Because otherwise we find ourselves overwhelmed. For the most part that the combo exists doesn't change much because the options are numerous. For the healing defenders I use them very little so their interest did not jump out at me. But in Hortus by E., I saw more of their interest. Afterwards, I really like Saria even if I don't use her much, so Gummy, despite her interest, speaks to me less. I fell for Hung because he is the only Guardian who is helicopterable, as his "just a driver" costume testifies, because for the sandwich of bosses Surtr or Nearl Alter are quite fragile as well. I like Skadi module no ending to this dream which completes the Surtr duo, Nearl Alter too even if the Texas alter takes its niche a bit
It's kind of comical how it took one underground gremlin and her farmer sidekick to break an entire game, like no one else in AK or any other gacha, literally in it's first year of life
The thing about Saileach is I can't live without her +ASPD considering I want my stage clears to be faster even by 0.00001 sec. I always use AFKnights so her ASPD and DP regen along with Bagpipe and Myrtle, makes clearing stages extremely fast even if the stage is supposed to be long. I always use her ASPD passive with Thorns, Goldenglow and other casters. I can't play AK without Bagpipe and her.
myrtle - ez to full pot - cheap sp and dp - can heal all vanguard - s2 can heal - cute - bring golden apple - attack with flag stick - s1 can be activated immediately when she get deployed if bring bagpipe pot 5
I still prefer elysium as a flagbear, being able to slow, reveal invisible, Def debuff and generate hecking 20 DP it's very valuable for my team that depends heavily on him (I will soon change Texas with her alter so I'm getting used to not deploy her vanguard form) But myrtle is undeniable a must built, mine is still E1 but that's just because it felt good enough to get the job done, and Boi she does It just makes me sad that pioneer vanguards are practically irrelevant except for a few cases like max risks and vanguardknights, but the damage have been done and any team without a flagbear just feels like utterly PAIN
The best medic defender is Mudrock. She heals herself really good, heals other operators by just killing the enemies before they get to them, and can stop damage from reaching her by just saying "No." Because kids, consent is cool.
saileach module might improve this talent in the future. Spiritual Exchange After deployment, deployment cost of the next operator -2 >>>> half dp cost XD
More than being easy to roll in gacha, Myrtle is ALSO easy to get in recruitment. Healing + vanguard or Healing + DP Gen (yes, vanguards got two tags that does exactly the same, no idea why) and you have a Myrtle.
TBH i think youre underselling saileach and overselling myrtle, unless youre talking specifically about general content (where, most times, a flagbearer isnt actually required in most cases since general content is easy enough without them). so as said, the benefits of myrtle are her cheap cost and combined with bagpipe, obviously has an instant first cast dp on deployment, which is notably useful- but there's drawbacks. her DP over time isn't as good as either of the other higher rarity options (elysium probably being the ideal pick for something like annihilation), and most of the time you're *just* using her for her DP. her s2 is fine, i guess, but it's best use is in niche cases like vanguardknights. the best middleground in terms of pure dp generation is probably elysium- better dp over time, a bit cheaper than saileach with some nice bonuses to snipers if youre using them. other than pure dp generation, s2 is obviously a staple for his kit, since it has the invis reveal/defense debuff/slow, which has been used for a number of CCs since his release. what saileach has over either of them is her both niche and general use cases- in where obviously she has good DP over time, but also has a pretty good s2 and s3. i think s2 is probably her most niche skill (despite it, imo, being better than myrtles) since while the regen healing and def up is nice, i don't actually see a huge usage case outside of vanguardknights like myrtle s2. s3 is her obv trademark skill, with the instant 20 dp and the decently long stun with slow and fragile (used widely in CC7) along with a 20 sp cost, great for debuffs on boss enemies or a difficult start. the biggest usage case for her s1 is showcased well in the CC9 max risk clear done by rhines, where they use her s1 combined with her talent that buffs ally aspd and while debuffing enemy aspd for gladiia skill cancel on the FTTs. tbh this is more of a case of why you should use ely in most cases, but saileach has a lot of great use too! especially in higher end content where every team slot matters
I remember when I was the begining of the game, I had virtually no good VGs, that Courier got my first E2 just because he was useful between what I used, I heard Texas would be free if I finished the pinboard, I played the entire game around that, got my Texas, then a time later I got Myrtle (yes, it took that long), I used Texas a little, and nowadays I only bring Texas if the stage says that Myrtle alone isnt enough.
Damn I forgot that Saileach existed 48 hours ago. I can't believe you reminded me of her existence. Anyhow, all they needed for Saileach to actually be used is to make her S1 better than Elysium's S1. Like seriously who the fuck added DP cost to Saileach, made it harder to get -DP from potentials and then did not upgrade the one skill that everyone was going to use? *Cue Steven He stoooooopid sound* Myrtle is not the mistake, Saileach is.
It’s a binary trade. Flag bearers break defenders and casters, but facilitate fast redeploys entirely. Without DP printer, fast redeploys would rarely be explored because DP would be too scary to spend.
When I started playing I thought Gummy was those units we can only get by buying stuff in the game cuz she was on the real money shop then I got her and was pretty happy that wasnt the case, Gummy ayaya.
I started during the W/Weedy/Elysium banner so Elysium was my default Vanguard all the way until Saileach, at which point she became my default Vanguard due to ASPD aura. I do use Myrtle in IS2 and high risk CC sometimes, but definitely less commonly than most. Raising all 3 is kinda necessary for high risk CC, which means the lower cost of raising Myrtle doesn't really affect me.
I actually almost never used Myrtle, cause i didnt get her until after i got pot 6 of Elysium after rolling for W on her original banner. Also i had a mindset that if the unit was bigger rarity then the other its just better, so when i actually got her (witch was probably during the same pulling session i got pot 6 Elysium from) i didn't bother to build her. I only upgraded her to e1 60lv relatively recently cause there were the cases i needed 2 flag vanguards to beat a stage. As for Saileach, i was somewhat interested in geting her, but i made a break before that and didnt play while her banner was on. Still i would like to get her if i get an offbaner while pulling for texas alter when she finally comes out
I'm a new player, and my experience with Vanguards was basically: Fang: So you're telling me I can gain 3 DP if I wait some seconds then retreat Fang? Courier: So you're telling me I can gain 4 DP if I wait some seconds while Courier also kills an enemy or two? Myrtle: the frick Also I finally got Myrtle from the Healing+Vanguard Recruitment lol
Aight, EVERYONE BACK UP, I'm pulling the Hot Take out the oven Myrtle is the most overrated operator in Arknights Is she broken? Most certainly. Does everyone spam her? Without a doubt. Are stages and challenges made specifically around myrtle? This is demonstrably not true What's the first stage that had a dp reduction CM? 0-1, literally the first stage in the game Let us leave CC stages out of this discussion for a bit. Taking the event and story stages alone, almost 100% of them can be cold opened by an 18 DP E2 Gummy first with no vanguards 7-9 is considered one of the biggest rush stages in the game and you can open with an E2 Dur-Nar(22DP 4DP more than Gummy) just fine, provided you brought a cheap operator for the left lane (imagine brawlers that aren't low DP AOE guards doing something useful for once) Clearly stages aren't designed to compensate people using myrtle Even in CC unless you stack the risks so high that Mr.Randomchcuklefack 354 Can kill every operator that isn't surtr, Myrtle isn't that essential. The reason vanguards as a whole have a limited value if you know the stages in AK is because DP doesn't really correspond to power, you touched on this in the video, but it isn't due to powercreep. You have 40 DP who do you deploy Mostima or Silver ash From the start DP didn't correspond to power well in AK So if Flags aren't essential why does everyone use them. Because it's easy and effective. Why consider what operators you should bring in a hard stage to open when you can Just drop a flag and then drop ALL OF THEM. If Flags didn't exist people would simply use the next best DP gen vanguard in line and we would be watching a video about why they're overpowered instead. TLDR "myrtle is overrated" is clickbait She is broken, but the game isn't designed around myrtle and works fine without her.
I view Myrtle as a gimme unit for new players. She's basically someone you can't screw up, is incredibly powerful, is easy to get so that even if you have bad luck as a new player on pulls, you still feel like you have an obtainable end game unit. It's like Genshin's Bennett.
*Hot-take:* Myrtle is fine. In order to be able to produce a lot of DP, she sacrifices her ability to block and is terrible at line-holding, while her skill is on cooldown anyway. The downside of flagbearers was supposed to be that you pretty much bring a dedicated unit to just print DP and nothing else. With other Vanguards they can hold line in early game and later you can use them as crutch saves and often they have some other utility. Myrtle has heal, Elysium shreds def and reveals invisible and Saileach stuns, slows, gives fragile and makes your breakfast, isn't that super strong utility? Yes, but in order to do it they sacrifice their ability to generate DP faster than Pioneers. So you're sacrificing entire point you want to bring flagbearer in the first place, in order for them to not be useless later. And yes, in some stages you don't have time to deploy them and generate DP, before enemies swarm you and stages like that always existed. Flagbearers have a lot of weaknesses. You can bring both Myrtle and Elysium, or hell all 3 flagbearers, but that means you sacrifice 3 slots of your squad that could be used for some stronger operators, that you might need... ... or that should have been the case. The true issue isn't Myrtle. The true issue is that operators are too strong. I know I'm vast minority with that, but for me the entire point of AK's gameplay was building a balanced *squad* of operators that covers their weaknesses and synergize with their strong suits. All that goes out of the window, cos game is not balanced around how strong operators can get. If you are underleveled, not E2 or don't have max E2/masteries, then sure content will be challenging with even entire squad, but once you max out your operators or at least bring them very close to max (E2 lvl60 max masteries), they literally become stronger than the content. Sure there's still understanding the stages and their mechanics, but your operators deal so much more dmg, dealing with certain enemies etc. just becomes much easier. And if you dare to bring any 6 stars most stages become a joke. The truth is operators, and especially 6 stars, are way too strong compare to most enemies on normal stages. Outside of few events/special missions, you're never really properly challenged. So if it was about sacrificing having more operator and being more flexible in exchange for ability to deploy your operators faster and set up quicker, but having to make-do with less operators, that would be a interesting trade-off, but because you can literally beat stages with 2-3 6 stars, any downside of bringing flagbearers just disappears. PS. Mountain is a bad example, because his DP is in line with all other Fighter operators. HG simply "fixed" Fighters issues by simply giving Mountain skill to change into Centurion, so the reason Mountain is busted is because he's basically a Centurion that costs 11 DP. And say what you want about how poorly designed Eunectes is, she *is* dealing insane amount of dmg, theoretically justifying her high cost. EDIT/ Some typos
Add Flametail S3 to the formula of Myrtle/Bagpipe/Elysium and you are God,although same as with Saileach,problem is initial pot0 cost,which,gets solved by Myrtle
I started the game months ago and never used Myrtle because I got her a little late and I already built Texas which seemed cooler, then got spooked by Saga. So no room for her. I don't have Bagpipe either.
I literally swapped my Elysium for Myrtle because I ran over 3000+ missions with Elysium alone and knew about it during the anniversary so I want to change that to Nearl lol
The idea that a small, cute and funny girl wielding a gold apple and a tablecloth flag in a post apocalyptic world is enough to make her a top operator.
When putting on a swimsuit and buying a watergun makes you a god...
CUNNY?😭😭
Wait new to ark knights, its post apocalyptic? From the events it seems pretty normal sci fi type world
@@NeostormXLMAX"Technically" for the Durin (her race), the surface is post-apocalyptic. They live in near-singularity level technology subterranean utopia cities where they do not have to worry about anything like wars, Originium, working, etc.
The only Durin that ever leave are ones who want adventuee.
she brought hope
and therefore hope will come
with enough sanity
Terrific fact :
Myrtle had been with us since CC Beta, the first ever Introduction of DP Down risk
Myrtle vs Red Avenger will be the greatest anime battle ever
@@bobjohnson2929 once of beta strats was make her a good punch to Weeb and leak 'em when they start to move.
Just a reminder that she got her own EP
@@ameiys8168Ethan too i think
So basically, they made her to fix the issue they were introducing, but didn't notice she'd trivialize the entire game if taken outside those specific challenges.
I'd like to imagine how Myrtle can summon an entire army by her side is due to the fact she can levitate a golden apple in mid air, everyone just wants to witness such amazing magic trick that they'd rush to the battle field just to see it!
I'm pretty sure Myrtle is actually the goddess Eris.
Kallisti.
She throws the golden apple and, next thing you know, there's a trojan horse mudrock destroying everything.
You also forget that HG tried to compensate Myrtle's cheap DP cost by making Ely having a 2 DP discount on snipers and giving Saileach a discount of 2 DP on any operator when she's deployed.
Yet they didn't realize that because of Myrtle's low rarity, it's easy to get her to pot 6 so she's back with -2 DP cost
I still use myrtle because of 2 thing
1. her low DP and fast s1 activation
2. her passive regen is absolutely broken with Vanguard low hp. with 28 hp per second is like 2%~ hp regen per second for ALL Vanguard. making them absolute tanky
plus deploy saileach first & get cheaper Myrtle and bring Bagpipe in Squad, 😅dang dp print
@@azhar5912 yup the discount on Sailech made it even more nobrainer to run myrtle too.
Unless you are on CC and have limited deploy you bring both lol.
Especially on max dp reduction risks
Sai's discount is also trivialised by just having Texas in your squad. Not even deployed, just bring her.
To make Myrtle even more cheap you can also bring Zima to the party. How much is the DP cost of Myrtle now with all that pot 6 Myrtle, Saileach -2DP discount and Zima -1DP for all Vanguards discount?
So in order to powercreep Myrtle and Bagpipe combo, they need to release a 3 star FlagBearer with full initial SP.
1 star robot vanguard that upon deployment gives you 1 dp every 2 seconds
Even then myrtle is still better, since myrtle can e2 so her abilites can be upgraded. 4 stars are also more common to pull in gacha that 3 stars (althought at given 3 stars is likely more common than a given 4 star). Even then it would take until the 3 stars was added to recruitment for it to be able to attempt to creep myrtle.
Finally i doubt they would ever make another 3 stars since the inability to e2 is not fun on a character.
@@silverdededestruction2197 The robot would be hilarious. You just drop it in the corner and all it does is print DP not taking up any deployment slots. Even better if it looks like a printer.
@@niallk9336that look fun tho
@silverdededestruction2197 Boy, do i have news... (Poncirus)
Every time somebody thinks of powercreeping her Myrtle just walks into Hypergryph office and threatens to say the n word on camera. Trust me my uncle works at HG
This only applies to players who were there at the time, but another reason why Elysium was considered to be so invaluable at the time was his debut banner. A limited banner (back when that meant something) with the simp magnet W and early CCs relevant Weedy. Chances are, if you were present at the time, you rolled for that banner and got copious amounts of Elysiums, making him a very common unit among players just like Myrtle.
Of course, trying to get an Elysium today is a pain in the ass, but I'm fairly certain that part of his popularity stems from the circumstances of his release.
Ironically enough I somehow only got Weedy from that banner lol. I only got Elysium just last month.
I actually only rolled on that banner to get pot6 Elysium and achieved it within 90 or so rolls,no idea who i got for 6* i still dont have W and Weedy came to me very recently
Yup, pretty sure that on the Anniversary site, my most gachad 5 star was Elysium. I remember getting like 8 copies of him on W banner and I wasnt even saving or P2W
That banner destroyed me even though I went hard on it, just got multiple dupe Shinings (2 or 3 potentials I think, I don't know how), and one other off-banner. Worst banner I've ever had, no W or Weedy, but at least I got Elysium max pot, still used to this day.
I didn't get a single elysium in that banner but I was able to use my 70 or so token things to just buy him from the shop luckily lol
Saileach would have been top tier for me if her S1 was automatic and not manual.
Automatic flagbearer S1 skill would be so good actually now that you mention it
@@SUPAH_SUPAH_SUPAH Flagbearers are manual because they go from 1 block to 0 block... imagine if your flagbearer is holding someone down and suddenly you lose... because their skill activated in the most idiot moment possible. The risk of going down to 0 block is why they are all manual skills
@@Darkstar96X Wouldn't matter to me. I would still use Saileach if her skill was automatic and dropped her block to 0. I know what I'm signing up for.
Having flag bearers skills be automatic would've been a good nerf
@@Darkstar96X they get one shot anyways
"just myrtle it"
- sun tzu, the art of war
Year 2369: Myrtle become finally first operator who have 5 alters and 10 events only about her
I use Saileach for her vulnerability more than thr DP, the DP is a bonus. Often i bring Myrtle ad well.
You know who i use alot.... Saga. I use Saga to increase Myrtle's DP printing ability.
It allllll comes back to myrtle
A lot of people say to use Suzuran or Gnosis for fragile but saileach does it on a ground op which can matter when high tiles are being mean with their position.
Same
YOOOO, HG DID A BIG BRAIN MOVE
On chapter 12, they limit Flagpipe's usefulness by capping the DP limit to 20 at the beginning 😂
Can u explain?
@@lovableairheadmile6809 It's a mechanic which caps DP gain at 20 (at least until later in the stage). This makes Bagpipe even more valuable, however.
Myrtle prints DP sooner, not faster. Elysium actually beats her on DP/sec with his first activation of S1 even accounting for coming down later unless Bagpipe is pot 5. Even with pot 5 Bagpipe, Myrtle barely pips Elysium on the first activation, whereas Elysium (and Saileach) still crush her on the second activation. For more casual play, I get preferring Myrtle because clicking things ASAP is fun and mastering multiple skills on the other flagbearers is a lot to ask, but Elysium and Saileach's performance in record CC runs speaks for itself.
Myrtle's the entire reason why I built any operator with a DP over 20.
Before I got her, I kept thinking "There’s never going to be enough time to deploy these expensive guys, I'm always either going to be dropping faster OPs or dead."
After building Myrtle, I finally felt like I could make use of the more powerful units for more than a "My work here is done." meme moment.
Because of Flagpipe, it is hard to come back to the standard vanguard strategy unless the stage forces you to. This strategy pretty much shelved what people were doing back in the day. And even if you refuse to use Myrtle, Bagpipe is still a staple when bringing Vanguards.
I think the 'C' in the DP symbol means 'Cost', because charger vanguards has the Cost 1 when they kill enemies and merchant specialists has Cost -3 every 3 seconds.
Looking back at this, this aged like fine wine, but in a bad way
*dp stealing enemies*
Dp limiter mechanics (victorian civies and supply caches)
And natural dp gen slowed levels
I don't really agree about Saileach as she's invaluable in high risk CCs when you need her fragile, slow, aspd AND dp. Sure, there are better debuffers, but -75% dp sometimes makes her almost a must. I'd say her main problem compared to Myrtle and Elysium (who was a solo rateup on a limited banner, so pretty ez to maxpot) are not her skills and upgrade costs, but her potentials, so unless you're a mega whale, you're gonna have an easier time with regular flagpipe in most situations just bc you can deploy them faster than Saileach.
And i can't say i hate them, i quite enjoy flagbearer archetype, but the fact that they made almost entire class completely obsolete (esp poor pioneers) makes me somewhat sad. So now a new vanguard to be at least useful needs to be completely busted like Cantabile. And Ines may end up even more broken.
Tbh myrtle impacted arknights alot but main impact that set the nail came from bagpipe
Omg the lord came back when did you come back king?
Princess connect died
@@YandereENjoyer4469 :(
@@YandereENjoyer4469 EN*
Jp is great as ever
Fuck CR
@@ttemsadge5714 I had always been around lmao
Another thing is that almost all Meta operators are within Myrtle's first time skill activation alone especially with bagpipe, plus the way almost every stage was designed and balanced (with the exception of certain boss fights and gimmick stages) on which they can be cleared with as low rarity as possible making dp not as a currency but as sort of a deployment cooldown timer.
I simply embrace the change. Back then we do use Pioneers in a very specific way that it became a practice, now I combine Myrtle and Cantabile as much as I can if the stage allows it, which happens plenty amount of time.
I think the game would be slower. For me, I find the starting setups tend to be a lot harder nowadays than when the game first started especially the CCs. Like back when the game first started dogs and slugs might rush you. Now? Enemies with relatively decent defenses start heading towards you
Different uses. I use saileach to debuff during very tight situations in CC where I need that fragile. Elysium's invisible revealing is also very essential.
Also when DP down is on cc, you need to maximize DP so just myrtle won't cut it.
Are you wondering why I did no april fools video? Actually, we did quite the thing on the Discord server! Join so you can be there next year! discord.gg/superincorporated
ANNOTATIONS:
>TL;DW: She is cute but also funny
>I don't know what happened with the subtitles at 9:45 the censor is placed wrong and I wrote "enemies" as "enemis" I guess I had a stroke while editing or something
What a mod in your monster hunter?
It all comes down to timing when it comes to Vanguards. They were designed as early stage units, the timing for their deployment and skills is critical, and HG clearly never factored timing into account. Other units don't have timing crunch as a part of their assessment because Flagbearers exist to remove that problem.
You almost cannot remove Flagbearers from meta without drastically warping some stages or the meta itself (say, by having a stage start where the enemy units will cross into the player safety zone nearly immediately, forcing deployment of a more combat oriented unit first). Even then, players want to be deploying their Mudrocks or other ridiculously high cost units and Flagbearers are the enablers.
When the player makes a mistake or underestimates the difficulty of a stage, Flagbearers fix that problem by throwing more DP at it. Deployed units in wrong order? Just deploy MORE UNITS. 4* Defenders getting run over? Ramp into a 6* instead.
That said, this kind of thing does enable team comps and builds and units that would not normally work in a vaccum. It isn't a great solution, but it has been one that allows many players to make a small concession in order to play the way they want to.
I usually use Siege and Bagpipe as my first vanguards, but I always bring out Myrtle if I'm struggling in the early part of a stage.
Myrtle simply lets us play with the toys we painfully gacha'd for earlier and easier. I think the game would not be as popular without her. Imagine all those stages when you Surtr some strong enemy down as one of your first operators and get her redeployment up in time for the midstage, giving you likely three Surtr attacks. Or those stages where you need to build SP early on your Thorns or Blaze early. Or when you want to spam out moist Ch'en, Passenger, and Mudrock all at once. Simply more fun with flagpipe.
I'd say she really changed the balance around dp as before your best dp regen was S1 skills of Pioneers but really the combination of Flagbearers and Bagpipe made everyone able to drop down their expensive lane holder and generally changes the pace of the game. DP down risks can still be challenging even with her but even then, you really need an operator to cost like 99 dp because they can't affect her S1 at all. I guess CC9 was an approach to it by having a Vanguard dp risk and sp costs increased and sp regen reduced but you can also choose to not pick them unless you go for high risk in which where you run them regardless because they still produce more dp and you don't need them to block enemies like Pioneers or Charger would. And Saileach tries to be more of an approach to it, where she also has use outside of generating dp but as you said, her rarity makes it hard to make her worth it unlike Myrtle and Ely and is at most either a luxury or a desperate need of 3 Flagbearer.
But one thing I'd argue about is that Cantabile is a solid approach to bump Myrtle away from being everywhere by being the first dp generating vanguard that can also serve as a pseudo-fast-redeploy. Also she has a unique way of generating dp but which also relies on stages. If there are no still standing enemies, she can't generate dp and on S1, it's a loss of dp when she doesn't attack which means you require stage knowledge to use her S1 right which also makes her worse for newer players. But there is also her S2 which not only is fixed to give 18 dp at M3 but also can be used multiple times opposed to her S1 only working once per deployment. And most importantly, she can deal damage too which makes her good for fending off weaker enemies or early rushes. But her S1 can be nerfed by reduced attack speed and S2 needs masteries to be actually decent plus is also not instant (25 sp cost, 20 sp initial) and as said before she requires enemies to generate dp. She is cheap with her dp cost though but she is a 5 star so you can rarely get her reliably unless you rolled during Gavialter/Pozy banner like Elysium on on the WWE banner.
And even with Ines being the 6 star of Agents, we still don't know her kit yet but even though, she is the same rarity as Saileach, I'd say she won't be forgetable at all (probably also because she was already well-known especially now with chapter 12 and 25thNight simping for her) and she can prove to be an improvement to Cantabile.
And even with Agents opening up a new way to generate dp, you can still use Myrtle and Cantabile together.
I demand a new video of how gummy is the best healing defender that puts saria to shame ..
It's so self-evident and obvious it doesn't need a video
@@SUPAH_SUPAH_SUPAH facts
@SUPAH you're deflecting
They finally did change up the vanguard gam-play a bit with Assassin Vanguards, Personally loving Cantabile and her game-play as she provides an initial burst of dp more so then myrtle and is able to support/redeploy more often it makes for fun.
I only use Saileach because of those tights/legs in her E2 art.
Ever since I built Myrtle she's never left my squads along with Gummy. Always gotta have Fang, Siege, and Myrtle for every stage recently and I've never encountered any problem with developing my ops since then
We're counting on you again today little apple.
Saria is great to heal a lot of operator and generate SP, but gummy do more damage and is great to keep someone alive
Also thanks to you i Know i need to level up Bagpipe and use her with my already elite 2 and level 40 flag team
Actually, Myrtle heals is pretty good. I remember the first time I finished H7-4, I relied on Myrtle heals to save Baggers from the initial wave of enemies. Her healing is useful when a stage has an opening rush of enemies that can actually put a dent in any 6 star vanguard's hp. Sure it may not be much, but it should give a vanguard an additional few more seconds for anyone to place down an actual medic.
Edit: Baggers is 100% Irish. She is the best farmer in both potatoes and dp. She is the hoe to doctah's hands that plows the lands of Myrtle, Saleach and Sexy man.
I was going to complain about the lack of Gummy in the video until you told me that she's the best unit in the game. Thank you SUPAH for reminding me to build my cannibalistic bear 🐻
I'm from the future and I can confirm that Myrtle is still broken and, the base is still in beta.
Fck they better made the base VR or brain operated out of beta
I'm from the future of the future and Ines happened.
I actually completely forgot I had saileach, she currently sits at E0 with the likes of Aak
When Saileach was first teased,
I thought her S3 is to throw her flag at global range dealing damage, buff and debuffing at the landing point, making her competitive against Myrtle.
Rolled her, and was utterly disappointed since her S3 range is not global.
I payed literally NO attention to the meta, and found out about flagpipe on my own. For fun, I typically bring Cantabile with her instead. I find they do a better job of printing DP together, and Canta doubles as a fast redeploy. Honestly, when I can bring all 3 together, it makes it hilarious when boss mechanics purge your field. I just max DP, dump them early, and immediately redeploy. GG
Her existence really does show itself on these more recent stages
the initial rush is so powerful, the normal vanguards like courier, scavenger, or texas can absolutely get smoked. If myrtle doesn't print me my jessicalter, I'm getting clapped.
I love Myrtle😭
Wait til Myrtle gets powercrept by robo-Myrtle, a 1-star flagbearer that costs negative DP, lets you deploy mudrock after a single skill activation, and makes your hair grow back
TL;DR: Myrtle is Myrtle, Rhode's Generalissimo.
I would like to express my thanks to Myrtle. My gratitude for her indisputably magnificent assistance is almost infinite. Myrtle's efforts have not gone unnoticed. I really like the contribution that she has in our society, she really makes a difference and helps others out. The world could always use more people like Myrtle. Gosh, what a polite and humble fellow. It is such a kind honour for someone as low as me to be in contact with someone of a level such as Myrtle and her golden apple. I thank my good friend Myrtle once again. A world without Myrtle, would be a world I would not be able to live in, and I believe I share that opinion with most people. I can rest easy tonight knowing Myrtle OPPA. I appreciate Myrtle and everything she stands for and on behalf of everyone on planet earth, thanks Myrtle.
Saileach "failed" cuz she's 6 stars so few people even have the chance to get her, it's that simple. After I got Elysium, I never touched Myrtle again despite adoring the girl. Same with Saileach, if I ever get Saileach, I wouldn't touch the other two again either.
Tbf why would you pull for a 6 star flagbearer for meta reasons, myrtle does the minimum requirements easily.
I ditched myrtle as soon as I got Saileach. She's just more reliable and I can keep her on field without any drawbacks.
Myrtle isn't a mistake, the one talent that gives SP boost to entire class is.
"no stage can challange you"
*Hortus de Escapismo enters the chat*
I also added Zima in the squad with the 3 flag vanguard to print enough DP to spam the statues (it drains 20 dp often and the enemies can also drain DP so I need a ton of DP regen) and also deploy my unit quicly enough. Possibly it was an overkill, but it worked. I rarely use real vanguards, I can go straight to guards and defenders at the first enemies.
Counterpoint: Flagpipe meta is better than the release DP generation meta in terms of gameplay and balance. I was around long enough to experience some of it, and general consensus was that having a high DP cost was a huge negative for an operator and almost completely invalidated most archetypes that had high DP cost. It also just wasn't as fun as the current DP generation meta.
I suspect that Myrtle was a little bit deliberately overtuned, just because they could tell that they needed to provide an option for players to generate DP quickly at all costs. She may have trivialized an entire game mechanic, but that game mechanic was a pain and we are all better off with it gone. IMO the only problem here is that Myrtle tends to be the best option by such a margin, but Agent vanguards are solving that.
12:41 that was a lot of words for "is really cheap to deploy".
Whilst you might initially assume a character being easy to gacha and cheap to raise makes them stronger, it very much does not, it just makes them available. having a low DP cost is the only thing which is actually of relevance to her strength in game.
Available, therefore easy to max pot, therefore for most players stronger compared to the higher rarities, as they don't have the pot buffs
@@SUPAH_SUPAH_SUPAH you've unredundanted one point, but that doesn't affect the cost to raise, so you still used a lot more words than necessary.
Also, you exclusively talked about bagpipe potential 5 in the video, and whilst that is only +2 to her E2 talent, its still exactly all of the investment myrtle doesn't need, and yet it that isn't a consideration for strenght of bagpipe or the combo.
@@Santisima_Trinidad ...potential 5 bagpipe is infinitely harder to achieve than potential 5 myrtle
@@theSato that was my point though?
Can’t wait for myrtle alter where upon deployment sue eats the golden apple and gains +9999 ASPD making her the ultimate “boss killer”
Saga and Bagpipe are my #1 and #2 favourites, respectively, so it’s not really often I whip out the full Flagpipe combo aside from the super tight DP risk; regarding Saga, though, if you’ve got Bagpipe at Pot 5, Saga’s S3 can be used kinda like a Flagbearer’s skill- not as fast, but she can also use it to hold a wave by herself for a while and/or supercharge someone’s SP- not quite as fast, but has some nice utility/synergy with the combo that’s often a little overlooked IMO
Thank you for educating me so when I follow this video but just use Saileach and Bagpipe to avoid Myrtle I know I’m actively doing this wrong👍
I know the video was published long ago but I'll write my idea anyways:
A way to push back mirthle would be more risk in early deploy, more ranged enemies or dogos that rush you and a new kind flag bearer, that has more power to defeat this early enemies and instead of gaining dp by skill, it gains dp by the amount of units around it, giving the incentive to specialist or cashback vanguards to start gaining, and then start replacing them
"C" comes from Cost.
...
or Cmyrtle Points. I forget.
Cyrtle
team building 101 :
1. put myrtle in the team (don't think, just do it)
2. put bagpipe in the team for maximum convenient (will revisit later)
3. think about everyone else who should join the team to beat the stage
4. if you need more operator space, go take bagpipe out (but if this happened, you either try to bruteforce the stage or you're already screwed)
This is the definition of "Where the law (arknights) changes to suit the individual (operator), not the other way around!".
Yes the Myrtle Bagpipe and Elysuim combo is incredible. And Bagpipe can be heliportable with S3 or laneholder with S2 or S3. An incredible combo. So much so that I only do it lol. Recently I saw Poncire and it will perhaps allow me to vary my game since it is a pseudo tank, we can even do a combo with Siege (candy box module). I use Mountain a lot, which can be released very early in fact as a complement to the combo. It becomes a 4-way combo. I'm quite happy that this combo and Myrtle came out because it allows for varied strategies otherwise we're almost forced to release Vanguard Pioneers, which takes up space in the team. But in my opinion Yostar has already taken this into account. And it happens that in difficult stages the combo is right and fortunately we have it. Because otherwise we find ourselves overwhelmed. For the most part that the combo exists doesn't change much because the options are numerous. For the healing defenders I use them very little so their interest did not jump out at me. But in Hortus by E., I saw more of their interest. Afterwards, I really like Saria even if I don't use her much, so Gummy, despite her interest, speaks to me less. I fell for Hung because he is the only Guardian who is helicopterable, as his "just a driver" costume testifies, because for the sandwich of bosses Surtr or Nearl Alter are quite fragile as well. I like Skadi module no ending to this dream which completes the Surtr duo, Nearl Alter too even if the Texas alter takes its niche a bit
It's kind of comical how it took one underground gremlin and her farmer sidekick to break an entire game, like no one else in AK or any other gacha, literally in it's first year of life
The thing about Saileach is I can't live without her +ASPD considering I want my stage clears to be faster even by 0.00001 sec. I always use AFKnights so her ASPD and DP regen along with Bagpipe and Myrtle, makes clearing stages extremely fast even if the stage is supposed to be long. I always use her ASPD passive with Thorns, Goldenglow and other casters. I can't play AK without Bagpipe and her.
myrtle
- ez to full pot
- cheap sp and dp
- can heal all vanguard
- s2 can heal
- cute
- bring golden apple
- attack with flag stick
- s1 can be activated immediately when she get deployed if bring bagpipe pot 5
your editing and accent are funny in a good way, nice one
I do find it difficult to stray away from flagbearers, but with cantabile it seems easier now
I still prefer elysium as a flagbear, being able to slow, reveal invisible, Def debuff and generate hecking 20 DP it's very valuable for my team that depends heavily on him (I will soon change Texas with her alter so I'm getting used to not deploy her vanguard form)
But myrtle is undeniable a must built, mine is still E1 but that's just because it felt good enough to get the job done, and Boi she does
It just makes me sad that pioneer vanguards are practically irrelevant except for a few cases like max risks and vanguardknights, but the damage have been done and any team without a flagbear just feels like utterly PAIN
By the time Texalter comes to global you'll be able to use her and her vanguard form on the same team
The best medic defender is Mudrock. She heals herself really good, heals other operators by just killing the enemies before they get to them, and can stop damage from reaching her by just saying "No." Because kids, consent is cool.
saileach module might improve this talent in the future.
Spiritual Exchange
After deployment, deployment cost of the next operator -2 >>>> half dp cost XD
REAL?
@@bittersuet nah, just copium.
Oh god, you're right. If I wasn't in love with Saileach's theme song, I would probably would forget her a lot.
i find it its like the sunflower in pvz. well unlike pvz u cant spam myrtle everywhere on the map but itbasiclly help with the deployment
More than being easy to roll in gacha, Myrtle is ALSO easy to get in recruitment. Healing + vanguard or Healing + DP Gen (yes, vanguards got two tags that does exactly the same, no idea why) and you have a Myrtle.
TBH i think youre underselling saileach and overselling myrtle, unless youre talking specifically about general content (where, most times, a flagbearer isnt actually required in most cases since general content is easy enough without them).
so as said, the benefits of myrtle are her cheap cost and combined with bagpipe, obviously has an instant first cast dp on deployment, which is notably useful- but there's drawbacks. her DP over time isn't as good as either of the other higher rarity options (elysium probably being the ideal pick for something like annihilation), and most of the time you're *just* using her for her DP. her s2 is fine, i guess, but it's best use is in niche cases like vanguardknights.
the best middleground in terms of pure dp generation is probably elysium- better dp over time, a bit cheaper than saileach with some nice bonuses to snipers if youre using them. other than pure dp generation, s2 is obviously a staple for his kit, since it has the invis reveal/defense debuff/slow, which has been used for a number of CCs since his release.
what saileach has over either of them is her both niche and general use cases- in where obviously she has good DP over time, but also has a pretty good s2 and s3. i think s2 is probably her most niche skill (despite it, imo, being better than myrtles) since while the regen healing and def up is nice, i don't actually see a huge usage case outside of vanguardknights like myrtle s2. s3 is her obv trademark skill, with the instant 20 dp and the decently long stun with slow and fragile (used widely in CC7) along with a 20 sp cost, great for debuffs on boss enemies or a difficult start. the biggest usage case for her s1 is showcased well in the CC9 max risk clear done by rhines, where they use her s1 combined with her talent that buffs ally aspd and while debuffing enemy aspd for gladiia skill cancel on the FTTs.
tbh this is more of a case of why you should use ely in most cases, but saileach has a lot of great use too! especially in higher end content where every team slot matters
myrtle dp printing is kinda nerfed in ch 12 with the dp cap mechanic. I can see dp cap mechanic will be used more often to finally put down myrtle use
I remember when I was the begining of the game, I had virtually no good VGs, that Courier got my first E2 just because he was useful between what I used, I heard Texas would be free if I finished the pinboard, I played the entire game around that, got my Texas, then a time later I got Myrtle (yes, it took that long), I used Texas a little, and nowadays I only bring Texas if the stage says that Myrtle alone isnt enough.
Damn I forgot that Saileach existed 48 hours ago. I can't believe you reminded me of her existence.
Anyhow, all they needed for Saileach to actually be used is to make her S1 better than Elysium's S1.
Like seriously who the fuck added DP cost to Saileach, made it harder to get -DP from potentials and then did not upgrade the one skill that everyone was going to use?
*Cue Steven He stoooooopid sound*
Myrtle is not the mistake, Saileach is.
PRAISE HER!!! PRAISE OUR GODDESS MYRTLE!!!! PRAISE HER MORTALS!!!!
Me: "Nah, this is bs."
Me: **Watches the Intro**
Me: "HE'S ON TO SOMETHING."
It’s a binary trade. Flag bearers break defenders and casters, but facilitate fast redeploys entirely. Without DP printer, fast redeploys would rarely be explored because DP would be too scary to spend.
When I started playing I thought Gummy was those units we can only get by buying stuff in the game cuz she was on the real money shop then I got her and was pretty happy that wasnt the case, Gummy ayaya.
I like variety, so I just imagine this like the representation of physical representation of strategy defecating in batter, if you ask me...
I started during the W/Weedy/Elysium banner so Elysium was my default Vanguard all the way until Saileach, at which point she became my default Vanguard due to ASPD aura. I do use Myrtle in IS2 and high risk CC sometimes, but definitely less commonly than most.
Raising all 3 is kinda necessary for high risk CC, which means the lower cost of raising Myrtle doesn't really affect me.
I actually almost never used Myrtle, cause i didnt get her until after i got pot 6 of Elysium after rolling for W on her original banner. Also i had a mindset that if the unit was bigger rarity then the other its just better, so when i actually got her (witch was probably during the same pulling session i got pot 6 Elysium from) i didn't bother to build her. I only upgraded her to e1 60lv relatively recently cause there were the cases i needed 2 flag vanguards to beat a stage. As for Saileach, i was somewhat interested in geting her, but i made a break before that and didnt play while her banner was on. Still i would like to get her if i get an offbaner while pulling for texas alter when she finally comes out
I'm a new player, and my experience with Vanguards was basically:
Fang: So you're telling me I can gain 3 DP if I wait some seconds then retreat Fang?
Courier: So you're telling me I can gain 4 DP if I wait some seconds while Courier also kills an enemy or two?
Myrtle: the frick
Also I finally got Myrtle from the Healing+Vanguard Recruitment lol
Now to do it 5 more times for max potential!
Aight, EVERYONE BACK UP, I'm pulling the Hot Take out the oven
Myrtle is the most overrated operator in Arknights
Is she broken?
Most certainly.
Does everyone spam her?
Without a doubt.
Are stages and challenges made specifically around myrtle?
This is demonstrably not true
What's the first stage that had a dp reduction CM? 0-1, literally the first stage in the game
Let us leave CC stages out of this discussion for a bit.
Taking the event and story stages alone, almost 100% of them can be cold opened by an 18 DP E2 Gummy first with no vanguards
7-9 is considered one of the biggest rush stages in the game and you can open with an E2 Dur-Nar(22DP 4DP more than Gummy) just fine, provided you brought a cheap operator for the left lane (imagine brawlers that aren't low DP AOE guards doing something useful for once)
Clearly stages aren't designed to compensate people using myrtle
Even in CC unless you stack the risks so high that Mr.Randomchcuklefack 354 Can kill every operator that isn't surtr, Myrtle isn't that essential.
The reason vanguards as a whole have a limited value if you know the stages in AK is because DP doesn't really correspond to power, you touched on this in the video, but it isn't due to powercreep.
You have 40 DP who do you deploy Mostima or Silver ash
From the start DP didn't correspond to power well in AK
So if Flags aren't essential why does everyone use them.
Because it's easy and effective.
Why consider what operators you should bring in a hard stage to open when you can Just drop a flag and then drop ALL OF THEM.
If Flags didn't exist people would simply use the next best DP gen vanguard in line and we would be watching a video about why they're overpowered instead.
TLDR
"myrtle is overrated" is clickbait
She is broken, but the game isn't designed around myrtle and works fine without her.
I will never forgive the Durins.
they must release flag bearer *3 if they want replacing myrtle 😂
Then I got 6 pot Cantible...
Also Elysium also makes snipers cheaper to deploy. Love that trait.
I view Myrtle as a gimme unit for new players. She's basically someone you can't screw up, is incredibly powerful, is easy to get so that even if you have bad luck as a new player on pulls, you still feel like you have an obtainable end game unit. It's like Genshin's Bennett.
took 12 mins to get to the gummy simping I think thats a new record
Hearing Faust theme in the end of the arknights video was the very... Obscure experience
*Hot-take:* Myrtle is fine. In order to be able to produce a lot of DP, she sacrifices her ability to block and is terrible at line-holding, while her skill is on cooldown anyway. The downside of flagbearers was supposed to be that you pretty much bring a dedicated unit to just print DP and nothing else. With other Vanguards they can hold line in early game and later you can use them as crutch saves and often they have some other utility. Myrtle has heal, Elysium shreds def and reveals invisible and Saileach stuns, slows, gives fragile and makes your breakfast, isn't that super strong utility? Yes, but in order to do it they sacrifice their ability to generate DP faster than Pioneers. So you're sacrificing entire point you want to bring flagbearer in the first place, in order for them to not be useless later. And yes, in some stages you don't have time to deploy them and generate DP, before enemies swarm you and stages like that always existed. Flagbearers have a lot of weaknesses. You can bring both Myrtle and Elysium, or hell all 3 flagbearers, but that means you sacrifice 3 slots of your squad that could be used for some stronger operators, that you might need...
... or that should have been the case. The true issue isn't Myrtle. The true issue is that operators are too strong. I know I'm vast minority with that, but for me the entire point of AK's gameplay was building a balanced *squad* of operators that covers their weaknesses and synergize with their strong suits. All that goes out of the window, cos game is not balanced around how strong operators can get. If you are underleveled, not E2 or don't have max E2/masteries, then sure content will be challenging with even entire squad, but once you max out your operators or at least bring them very close to max (E2 lvl60 max masteries), they literally become stronger than the content. Sure there's still understanding the stages and their mechanics, but your operators deal so much more dmg, dealing with certain enemies etc. just becomes much easier. And if you dare to bring any 6 stars most stages become a joke. The truth is operators, and especially 6 stars, are way too strong compare to most enemies on normal stages. Outside of few events/special missions, you're never really properly challenged.
So if it was about sacrificing having more operator and being more flexible in exchange for ability to deploy your operators faster and set up quicker, but having to make-do with less operators, that would be a interesting trade-off, but because you can literally beat stages with 2-3 6 stars, any downside of bringing flagbearers just disappears.
PS. Mountain is a bad example, because his DP is in line with all other Fighter operators. HG simply "fixed" Fighters issues by simply giving Mountain skill to change into Centurion, so the reason Mountain is busted is because he's basically a Centurion that costs 11 DP. And say what you want about how poorly designed Eunectes is, she *is* dealing insane amount of dmg, theoretically justifying her high cost.
EDIT/ Some typos
Add Flametail S3 to the formula of Myrtle/Bagpipe/Elysium and you are God,although same as with Saileach,problem is initial pot0 cost,which,gets solved by Myrtle
myrtle just god... she just have MC aura
Myrtle alter where she just gets an extra skill which is saileachs 3rd and shes a guard that can one shot patriot but still a flagbearer
Saileach was my first 6 star after coming back, now at pot 6 I can say, she is nice
myrtle will get powercrept by operator 5* or 6* if that operator have a talent to reduce their dp cost and gain aditional sp in first deployment
Hell yeah! Another good vid from supah!
(Only a few hundred more subs then supah will reach 10 k! :)
What if I said Spot is better then Saria
I started the game months ago and never used Myrtle because I got her a little late and I already built Texas which seemed cooler, then got spooked by Saga. So no room for her. I don't have Bagpipe either.
Myrtle is still very worth using, especially instead of Texas
I love how the team included Enterprise and Sans from undertale.
Ines costs 0dp for first deployment with s3 and we haven't even seen her full kit or numbers yet.
This video did not age well.
can't wait for Ines to reach Texas Alter or Reed Alter levels of over-hyping
Well, that was a fucking disappointment.
@@SUPAH_SUPAH_SUPAHhello train man
When I was a new player my first E2 and Skill Mastery was Mrytle. Best decision I ever made.
Bold of you to assume a longsword main can have an opinion
/s ofc
I literally swapped my Elysium for Myrtle because I ran over 3000+ missions with Elysium alone and knew about it during the anniversary so I want to change that to Nearl lol