Feels like a good time to cover this considering Summer Skadi's banner launch today! Hopefully this helps you guys understand the changes and why they made them, but let me ask. Do you think this helps quick card's overall use? Thanks for watching and consider liking the video and subscribing for more!
Thanks for the information, very interesting change, especially the Mighty Chain. Looking forward to it. I guess the Q card will be more used, but solely for the purpose of Mighty Chaining. The change to the lead card effect itself doesn't hit the spot. Even if it generated 50 star right away, it would still feel like it's not worth it over Buster and Arts. Q problem is crappy dmg with effect that does not make up for it. IMO, Q cannot be saved as long as it is focusing on crit stars as this particular resource is not valuable enough for it to be the lowest damaging card. Arts should be the lowest dmg because the effect makes up for it - charging NP gauge, yummy. It would feel better to use a Q card if it actually dealt more dmg. Like, Q could be buffed by * 50%, so 120 144 168, but without changing the main 0.8 modifier to not break the NP calculations (maybe by adding one 0.4 hit to all Q card?). I would then consider and value much more the card when it shows up. As for the effect of selecting quick as leading card, something like increasing the hitcount of all selected cards without dmg increase would be interesting instead of the immediate 20 stars gen: an effect similar to the skill 2 of Miyamoto Musashi Berserker. It would anyway generate more stars as side effect, but it would also increase the NP gauge and enable many interesting combinations according to the different base hitcount of each servant's cards. It may be a bit busted, but it would feel better to see a Q card in hand and would really make it a valuable choice. A for NP gauge and regular dmg Q for hitcount and medium dmg B for max dmg but no resources generation Each choice would be valuable according to the situation, and the Q card retain its Crit Star value through its own natural increased generation rate and additional hits. The only other change I could see to make it neater and smoother is to get an EX atk from a random servant if you combine 3 different servant's card (no matter the card type). It would be easier to get EX atk on QQQ/BBB/AAA and make them worth to perform, because the Mighty Chain is kinda killing their dmg unless you can have 3 same cards from the same hero in hand. There would then be no hands where the choice is to pick the less bad combination with no special effect. But one can dream :)
I love how much the mighty chain democratizes card damage, star gen, and NP gain. Every servant has at least one of each card, so they can either contribute to a mighty chain that benefits themselves and others, or they can get some solid results if they’re in a solo/brave chain context. Before, servants that didn’t have at least two cards of the same color as their NP were at a big disadvantage for consistent damage, but now everyone can manage a reasonably strong card combo. Triple color decks are still useful, but now every other deck has been brought up to comparable effectiveness. I also think the quick buff was very important for Berserkers and Avengers, giving them access to crits when they wouldn’t otherwise. As for everyone else, even if leading with quick isn’t necessarily going to be the best option in every circumstance, it can definitely pull through in a pinch, heavily improving Buster and Art crit consistency, for instance. Overall, this was the best mechanical update the game has ever implemented, imo. It basically boosts servants with weaker decks and helps cover the weaknesses of every single servant (typically as a result of their NP type). It heavily improves on general consistency as well, since Mighty Chains are so readily accessible, leading to fewer wasted turns from bad card RNG. I’m really impressed with what Lasengle did here. Now if only they didn’t worry me with how they balanced the latest crop of Summer servants…
Man, thought I was gonna have to learn the card mechanics all over again when the update comes around. So much of what we already knew/experienced was basically revamped , thanks for this informative guide Khad!
This is exactly why I watch all of your videos, even though I already know most of what you are going to talk about, there's always something new I learn from them and in this case, it was a huge revelation for me. Thanks for making this video.
I started a JP acc to play around with it. Mighty chains are so much fun, you think about what card to pick from what servant again. Feels like quick servants got the biggest improvement from it, buster servants the least since they can't mighty chain with a lead quick on their np turn. Mismatched decks aren't so bad anymore either
The first thing that poped into my mind when I saw this was how this makes servants with scuffed decks so much better. Like Stheno and OG Abby. It looks like it helps solo servants a ton as well.
This is an awesome change, I love that they've been balanced out now so you won't feel awful for starting with a Quick card anymore. In fact, you most likely WANT to! Can't wait to see what kind of damage Might Brave Chains are going to dish out.
Thank you, this is an excellent breakdown; honestly I wouldn't have expected the best chains for Star Gen or Damage or NP Gain to be flipped on their head.
Really great video Khad! It would be so awesome if NA pushed this out :D When I get a notification that you dropped a new vid I always get hyped! Thanks!
Nice guide! Now I'm wondering what the ideal cards to use are for Scathach. She's always been janky. I think the best NP gen was ABB and Star gen was QBB.
Mind blowing! No wonder people are using quick cards as lead, because it is now the most damage output in the chart. Dang, JP peps really knows to get most of the mechanics AND FAST!
Since I switched purely to NA I didn't expect this to help me much, but now I kinda want to copy those charts and add a couple notes for what has the best star gen and/or NP gen for old system, and maybe an extra note about how arts hit counts vs buster hit counts can change the "best" star gen or NP gen option. But that sounds like I need another educational video to help me figure that out... Also, why is the game listed in the description by youtube "Ragnarok Online"?
so for an example, if I use Buster np, quick, then arts, i’d generate a ton of np back? (considering there’s still enemies to attack that is) INTERESTING
Does anyone have a link to that interview with 2-San? I’ve been searching for the 2-San interview with Famitsu like a crazy person and was at the point that I was chalking it up to a fever dream I had because I swore I remembered reading about him mentioning their plans for working on quick this year.
even after understanding the explanation in this video I will need a while to understand this system. It's so counter-intuitive because it entirely changes the priority system I had for the past 3 years. Also is it worth going for Mighty Chains if you're also using your NP? I'm assuming the NP would go first as it is still unaffected by lead effects, so BusterNP + Quick Card + Arts Card is now the best chain to use for a Buster NP servant (unless a triple buster chain is possible)?
With a quick np yes since that adds np gain and damage, arts maybe for the extra damage, and buster no unless the np has an absurd amount of hits like emiya's.
@@poke_dragon24 I'm having trouble understanding what you're referring to and also no clue what the hitcount has to do with anything. NPs are not affected by card chains.
@@Mitsunee_ wait nps don't get affected by the chain? If they don't then I'm an idiot and my entire comment means nothing, but if nps are affected then basically I meant a quick np will benefit from the bonus attack and np compared to any other chain, arts nps will get extra damage while the star gen up doesn't matter much, and a low hit buster np would always prefer to have a buster chain but one with maybe 5+ hits will generate some stars with the star gen increase so the chain has less utility than with the other np types.
What the Mighty Chain does is it grants the First Card Bonus to all cards in the chain. However NPs have never been affected by First Card Bonus, the NP Card (of any type) should be used first in the Mighty Chain.
I still wish more had been done to make Quick standout. As is, this is all basically everything Quick has done, but juiced up a little. I really think Quick should have gotten the Skill Cooldown reduction that Buster got from Koyanskaya - maybe with a Quick brave chain, you also got all of your skill cooldowns reduced by 1 or something. It would have given a solid reason to actually include units with Quick heavy decks, and would play nicely with looping Quick NP’s to help shore up their damage.
Saying Buster leading will do more damage is just a flat lie With resets being a thing Quick is always the most optimal dps choice since you can just reset if you whiff landing a crit
I don’t find the quick changes that good tbh, except the lead card buff, when you start with no/little stars it can help, otherwise it’s useless.. Edit: grammar
Feels like a good time to cover this considering Summer Skadi's banner launch today! Hopefully this helps you guys understand the changes and why they made them, but let me ask. Do you think this helps quick card's overall use? Thanks for watching and consider liking the video and subscribing for more!
Thanks for the information, very interesting change, especially the Mighty Chain. Looking forward to it.
I guess the Q card will be more used, but solely for the purpose of Mighty Chaining. The change to the lead card effect itself doesn't hit the spot. Even if it generated 50 star right away, it would still feel like it's not worth it over Buster and Arts. Q problem is crappy dmg with effect that does not make up for it. IMO, Q cannot be saved as long as it is focusing on crit stars as this particular resource is not valuable enough for it to be the lowest damaging card. Arts should be the lowest dmg because the effect makes up for it - charging NP gauge, yummy.
It would feel better to use a Q card if it actually dealt more dmg. Like, Q could be buffed by * 50%, so 120 144 168, but without changing the main 0.8 modifier to not break the NP calculations (maybe by adding one 0.4 hit to all Q card?). I would then consider and value much more the card when it shows up.
As for the effect of selecting quick as leading card, something like increasing the hitcount of all selected cards without dmg increase would be interesting instead of the immediate 20 stars gen: an effect similar to the skill 2 of Miyamoto Musashi Berserker. It would anyway generate more stars as side effect, but it would also increase the NP gauge and enable many interesting combinations according to the different base hitcount of each servant's cards.
It may be a bit busted, but it would feel better to see a Q card in hand and would really make it a valuable choice.
A for NP gauge and regular dmg
Q for hitcount and medium dmg
B for max dmg but no resources generation
Each choice would be valuable according to the situation, and the Q card retain its Crit Star value through its own natural increased generation rate and additional hits.
The only other change I could see to make it neater and smoother is to get an EX atk from a random servant if you combine 3 different servant's card (no matter the card type). It would be easier to get EX atk on QQQ/BBB/AAA and make them worth to perform, because the Mighty Chain is kinda killing their dmg unless you can have 3 same cards from the same hero in hand. There would then be no hands where the choice is to pick the less bad combination with no special effect.
But one can dream :)
I love how much the mighty chain democratizes card damage, star gen, and NP gain. Every servant has at least one of each card, so they can either contribute to a mighty chain that benefits themselves and others, or they can get some solid results if they’re in a solo/brave chain context. Before, servants that didn’t have at least two cards of the same color as their NP were at a big disadvantage for consistent damage, but now everyone can manage a reasonably strong card combo. Triple color decks are still useful, but now every other deck has been brought up to comparable effectiveness.
I also think the quick buff was very important for Berserkers and Avengers, giving them access to crits when they wouldn’t otherwise. As for everyone else, even if leading with quick isn’t necessarily going to be the best option in every circumstance, it can definitely pull through in a pinch, heavily improving Buster and Art crit consistency, for instance.
Overall, this was the best mechanical update the game has ever implemented, imo. It basically boosts servants with weaker decks and helps cover the weaknesses of every single servant (typically as a result of their NP type). It heavily improves on general consistency as well, since Mighty Chains are so readily accessible, leading to fewer wasted turns from bad card RNG.
I’m really impressed with what Lasengle did here. Now if only they didn’t worry me with how they balanced the latest crop of Summer servants…
Man, thought I was gonna have to learn the card mechanics all over again when the update comes around. So much of what we already knew/experienced was basically revamped , thanks for this informative guide Khad!
This is exactly why I watch all of your videos, even though I already know most of what you are going to talk about, there's always something new I learn from them and in this case, it was a huge revelation for me. Thanks for making this video.
I started a JP acc to play around with it.
Mighty chains are so much fun, you think about what card to pick from what servant again.
Feels like quick servants got the biggest improvement from it, buster servants the least since they can't mighty chain with a lead quick on their np turn.
Mismatched decks aren't so bad anymore either
The first thing that poped into my mind when I saw this was how this makes servants with scuffed decks so much better. Like Stheno and OG Abby.
It looks like it helps solo servants a ton as well.
Finally found this one. Don’t know why it didn’t come up
This is an awesome change, I love that they've been balanced out now so you won't feel awful for starting with a Quick card anymore. In fact, you most likely WANT to! Can't wait to see what kind of damage Might Brave Chains are going to dish out.
Very informative, thanks for showing the numbers, I was curious about the exact values of before and after.
Thank you, this is an excellent breakdown; honestly I wouldn't have expected the best chains for Star Gen or Damage or NP Gain to be flipped on their head.
I appreciate you covering this. Always happy to see a new Khad video pop up!
Really great video Khad! It would be so awesome if NA pushed this out :D When I get a notification that you dropped a new vid I always get hyped! Thanks!
Awesome video Khad, going to miss this in the future, but will still watch whatever you post!
Excellent video! I didn't know all the values as an NA player. This will surely help.
Very informative. Sometimes having other people explain it really helps. 😃
Nice guide! Now I'm wondering what the ideal cards to use are for Scathach. She's always been janky. I think the best NP gen was ABB and Star gen was QBB.
This'll probably buff her play style allowing her to do what she always did.
It'll help her QAB a lot more as well.
Thank you, Khadroth, for making another great analysis tutorial of the updated meta in such a speed~!
I hope this is a mechanic they fast-track to NA
mighty chains definitely gonna break in more strategies for my solo runs
Thanks!
Mind blowing!
No wonder people are using quick cards as lead, because it is now the most damage output in the chart.
Dang, JP peps really knows to get most of the mechanics AND FAST!
Wonder if it will be a long wait for na
Big buff for anyone soloing that didn't have a triple type deck.
Since I switched purely to NA I didn't expect this to help me much, but now I kinda want to copy those charts and add a couple notes for what has the best star gen and/or NP gen for old system, and maybe an extra note about how arts hit counts vs buster hit counts can change the "best" star gen or NP gen option. But that sounds like I need another educational video to help me figure that out...
Also, why is the game listed in the description by youtube "Ragnarok Online"?
so for an example, if I use Buster np, quick, then arts, i’d generate a ton of np back? (considering there’s still enemies to attack that is)
INTERESTING
Biggest take away I got from this is that I should've been using BQA instead of BAQ all this time 0.0
Does anyone have a link to that interview with 2-San? I’ve been searching for the 2-San interview with Famitsu like a crazy person and was at the point that I was chalking it up to a fever dream I had because I swore I remembered reading about him mentioning their plans for working on quick this year.
even after understanding the explanation in this video I will need a while to understand this system. It's so counter-intuitive because it entirely changes the priority system I had for the past 3 years. Also is it worth going for Mighty Chains if you're also using your NP? I'm assuming the NP would go first as it is still unaffected by lead effects, so BusterNP + Quick Card + Arts Card is now the best chain to use for a Buster NP servant (unless a triple buster chain is possible)?
With a quick np yes since that adds np gain and damage, arts maybe for the extra damage, and buster no unless the np has an absurd amount of hits like emiya's.
@@poke_dragon24 I'm having trouble understanding what you're referring to and also no clue what the hitcount has to do with anything. NPs are not affected by card chains.
@@Mitsunee_ wait nps don't get affected by the chain? If they don't then I'm an idiot and my entire comment means nothing, but if nps are affected then basically I meant a quick np will benefit from the bonus attack and np compared to any other chain, arts nps will get extra damage while the star gen up doesn't matter much, and a low hit buster np would always prefer to have a buster chain but one with maybe 5+ hits will generate some stars with the star gen increase so the chain has less utility than with the other np types.
What the Mighty Chain does is it grants the First Card Bonus to all cards in the chain. However NPs have never been affected by First Card Bonus, the NP Card (of any type) should be used first in the Mighty Chain.
@@poke_dragon24 NPs are not affected by card effects.
Mighty chain will make Units with mismatched deck to be better while it might make Solo servants Meta
Here I am again, tyvm Khat.
❤️
I still wish more had been done to make Quick standout. As is, this is all basically everything Quick has done, but juiced up a little.
I really think Quick should have gotten the Skill Cooldown reduction that Buster got from Koyanskaya - maybe with a Quick brave chain, you also got all of your skill cooldowns reduced by 1 or something. It would have given a solid reason to actually include units with Quick heavy decks, and would play nicely with looping Quick NP’s to help shore up their damage.
Skill CDR is gonna make Solo Cursed Arm Hassan a god lol
At least all those awful NP/deck mismatches and hybrid deck units have something to do now without begging for a Emiya/SpIshtar mechanics.
nice explanation, I wonder why you tube is saying this is Ragnarok Online lol
RUclips being dumb lol
In what money that NA is getting this by the end of the year?
Saying Buster leading will do more damage is just a flat lie
With resets being a thing Quick is always the most optimal dps choice since you can just reset if you whiff landing a crit
I don’t find the quick changes that good tbh, except the lead card buff, when you start with no/little stars it can help, otherwise it’s useless..
Edit: grammar