Okay but seriously, we NEED more burn id's, the fact magic bullet outis is sooo essential for burn and she's an walpurgis id is insane... And Philip too, but man.
She's not necessary for Burn to function, but I won't lie that Mb Outis makes boss fights go by EXCEPTIONALLY faster. I just wish her support passive came into play more often, I haven't run a Pride-Res team in a hot minute, and her EGO damage-boosting passive is Resonance... I also agree with the other guy, we need more Burn units. From the beginning of Limbus to now, we've always lacked Burn support despite having so much EGO...
To be honest, I don't blame pm for not letting outis apply dark flame with skill 2 after reaching 4 bullets. That'd mean that an outis with 2 slots would be capable of applying 7 dark flame every turn provided she has a skill 2 in both of her slots, which is sort of insane. Do sort of wish she had some sort of alternative effect at that point, maybe like +2 clash power at 4 bullets? Outis' second thing other than the dark flame IS her insane clash potential (holy shit 17 rolling skill 1) Maybe in the future, at uptie 5, in place of a burn ego nuke, we get fed this as we wait to get a single ego or non-walpurgis id for burn
I think the main problem is PM hasn't set up enough factions that make use of burn, we have Liu and Dawn Office and that's basically it. I'm hoping the shortly-mentioned Firefist Office could have something but, you know.
if you could spare the rod and drop stubbornness, you could get dawn sinclair's passive for extra count instead. you'd just have to resonate 3 wrath, which with your clash power; isn't that big of an issue considering your skill 1 rolls as good as a lot of skill 2's
Most of the time you only ever actually need burn count on the first or second turn where resonance passives are completely useless. Any time after that you don't need count at all and can easily build a max burn stack from nothing with only EGO gifts. The only time I actually needed burn count was during the gossypium and Nelly fight, two fights where I was usually dead by the third turn and thus his passive would have been completely useless.
At some point (maybe near the end of the year) you should do a tier list video ranking all the IDs you have solo'd with recently and rank them in terms of how fun or unique their solo was.
recently i noticed liu hong lu passive which at first didnt affect her, now does, lets her inflict burn count only when she inflicts burn by dark flame amount (which is how it should have worked since her release)
Magic Bullet Outis is honestly restricted by 2 things - the fact that she relies much more on burn than anyone, and being only a boss unit. I would say that, generally, Dawn Office Sinclair is the best burn unit in the game, cuz he has good burn application, and, even tho he relies on burn as much as Outis, he is just incredible for human fight and strong against bosses. Burn really is a strange archetype. But I still like Bullet Outis, cuz her ego is my second favorite from all of lobcorp (after solemn lament (which I HAVEN'T GOT)) for making me restart 4 times until I understood that her bullets do, in fact, pierce my employees against the biggest bird Oh, also, the next is Zwei Faust. I used her in, like, 4 solos, and she is pretty good except for her skill 2 being pretty mid at clashing, however you can just get a poise build or that marinade from one of the events in hell's chicken
Skill 1 could give 1 bullet and skill 2 could give more in a pride or wrath resonance, but considering more bullets is a two edged swords idk how good that would be
So uhh, i tried to solo it myself and succeeded in that, but my god that was painful. Like, unless you get healing and ego resource gifts on F1, you aren't getting past F2. And Liu Hong Lu isn't worth it, like, all your skills can inflict burn only once, and even then his support passive wouldn't work on anything except S2 for some reason. Literally, you gain 0 count from S1 and S3 even with his passive active, i actually think it's a bug. It would literally be better to run TT for extra damage.
Could you provide input in regards to this Solo Argument? The Claim: Solo (and other ID counts below) battles should start with the coin slot total equal to the sinner alloutment total (usually six). The reason for this is that starting with lesser slots makes many encounters (especially unfocused encounters) practically if not completely impossible for many if not most IDs. While some units may be better in solo with full slots, even overpowered, that is a necessary sacrifice to make solos viable for all of them. Additionally, it is important to differentiate an ID being overpowered because it performs best in solo, and IDs being overpowered because the ID is just that good. "Would you say 'Yes' to rather having six of [insert] ID on a single team over one of it starting with six slots." Solo is not objectively better as there are disadvantages: Having 1/6th the health pool, no defenders when staggered, limited defensive and offensive coverage, and not able to fill all slots with EGO and limited EGO options (and support) and usability due to sin generation (not counting daily superbia). Testing should be done using Luxcavation *at-level* so that sin stockpiles, starting SP, and EGO gifts are not factors, discounted due to being either variable luck or an unfair advantage as this is a test of ID viability, not how well EGO and supports can carry an IDs initial survivability. The Counter: Solo would be completely overpowered. Having more starting slots would ruin any sense of challenge as the challenge comes from the first 2-3 turns. Many IDs would become completely undefeatable due to their gimmicks. Any ID having Evade alone would make them overpowered. All IDs perform better in solo than as part of a full team. Being able to reach 45 SP quickly makes solo IDs clearly better. Most characters would be able to complete all Luxcavation content. Mirror Dungeon solos are obvious examples for why solo IDs would be overpowered with more starting coin slots.
I absolutely agree that it would be overpowered to start with all 6 slots. Pretty much the only challenge I ever face when using a regular team is RNG due to low sanity and the occasional inability to redirect attacks. When you use a single character with 6 slots neither of these are an issue as you can clash with everything and have the clashing be consistent due to gaining sanity quickly. The single best defensive tool in any identities kit is the ability to clash and nobody does it better than a solo identity with full skill slots. EGOs only really matter when the enemy has a single powerful attack that you cannot clash with otherwise but if you can clash with everything else, you'll likely be able to tank it anyway. For example, Siltcurrent's blind obsession skill is a very powerful attack that is more than capable of instakilling you but only if you are fatal to pierce or already have a large sinking stack by the time it uses it otherwise it will only nuke your sanity. The reason why it's overpowered is because it completely negates the only real difficulty in the game, RNG. You will always have max sanity turn 1, you'll be able to clash with everything no matter what and you will likely always have perfect synergy with whatever status effect the identity is tied to.
There is only one counter argument that needs to be made. I have seen _R.B Sous Chef Gregor_ clear a solo run before. If he can clear a solo run, _any_ ID can.
@Q-Hatred I can see the reasoning behind your support of the claim that it would be overpowered, but I am curious how you would address the point of IDs currently being not-viable, and the testing method posited being Luxcavation as opposed to Mirror Dungeons.
@shamrocksardonic2582 I would consider that an invalid counter argument, as the Claim argued against Mirror Dungeons as a basis for proof. You would have to counter that argument before using MD runs as evidence.
I don't see luxcavation as real content, so I say anything goes in there. You could make EGO use free for all I care. But for arguments sake let's pretend that it's actually interesting content. I would say every single identity in the game is incapable of soloing all content, besides the mirror dungeon, to some extent. It entirely depends on the identity's resistances and the specific enemies. Any identity who is fatal to blunt damage will never be able to solo the brazen bull for example, unless they have an evade and get lucky. Giving any identity full skill slots would allow them to beat anything and ignore the one and only weakness solo identities have, a lower overall health pool and certain death upon stagger. Unless of course the identity has abysmal clash power in which case there is no saving them. There would be no reason to run a full team anymore because a single identity would be able to do everything a full team could do but do it better. If you really want to make solos viable in content besides the mirror dungeon the only way I see to make it at least somewhat balanced is to increase the amount of skill slots unlocked per turn. Starting with two skill slots and gaining two every turn might make it more balanced but even then, I'm not entirely sure. When it comes to solos it's feast or famine so it's really difficult to find a nice middle ground.
Okay but seriously, we NEED more burn id's, the fact magic bullet outis is sooo essential for burn and she's an walpurgis id is insane... And Philip too, but man.
Phillip is more of an extra, he doesnt bring anything new to burn like outis imo
@@halften5818 i agree, philip is here to enjoy burn, not to improve its' cause
@@realmeme6 pray for xiao on this walpurg
@@csbamskateri doubt it, from what i've heard, the sinners are ~urban nightmare, and xiao is a sotc reception
@@cs-nw6ugNo no... I am definitely sotc when 10 coffin... Trust...
She's not necessary for Burn to function, but I won't lie that Mb Outis makes boss fights go by EXCEPTIONALLY faster. I just wish her support passive came into play more often, I haven't run a Pride-Res team in a hot minute, and her EGO damage-boosting passive is Resonance...
I also agree with the other guy, we need more Burn units. From the beginning of Limbus to now, we've always lacked Burn support despite having so much EGO...
To be honest, I don't blame pm for not letting outis apply dark flame with skill 2 after reaching 4 bullets. That'd mean that an outis with 2 slots would be capable of applying 7 dark flame every turn provided she has a skill 2 in both of her slots, which is sort of insane. Do sort of wish she had some sort of alternative effect at that point, maybe like +2 clash power at 4 bullets? Outis' second thing other than the dark flame IS her insane clash potential (holy shit 17 rolling skill 1)
Maybe in the future, at uptie 5, in place of a burn ego nuke, we get fed this as we wait to get a single ego or non-walpurgis id for burn
I think the main problem is PM hasn't set up enough factions that make use of burn, we have Liu and Dawn Office and that's basically it. I'm hoping the shortly-mentioned Firefist Office could have something but, you know.
@@equixhimself9076 we didn't have that many tremor factions set up, those guys have tons of ids
if you could spare the rod and drop stubbornness, you could get dawn sinclair's passive for extra count instead. you'd just have to resonate 3 wrath, which with your clash power; isn't that big of an issue considering your skill 1 rolls as good as a lot of skill 2's
Most of the time you only ever actually need burn count on the first or second turn where resonance passives are completely useless. Any time after that you don't need count at all and can easily build a max burn stack from nothing with only EGO gifts. The only time I actually needed burn count was during the gossypium and Nelly fight, two fights where I was usually dead by the third turn and thus his passive would have been completely useless.
At some point (maybe near the end of the year) you should do a tier list video ranking all the IDs you have solo'd with recently and rank them in terms of how fun or unique their solo was.
I'm glad you put on all the lob-corp announcers :)
recently i noticed liu hong lu passive which at first didnt affect her, now does, lets her inflict burn count only when she inflicts burn by dark flame amount (which is how it should have worked since her release)
Did you know that the single arrow targeting display (what you had on) cycles between skills in the order that they will attack?
Congrats on the solo
Magic Bullet Outis is honestly restricted by 2 things - the fact that she relies much more on burn than anyone, and being only a boss unit. I would say that, generally, Dawn Office Sinclair is the best burn unit in the game, cuz he has good burn application, and, even tho he relies on burn as much as Outis, he is just incredible for human fight and strong against bosses. Burn really is a strange archetype. But I still like Bullet Outis, cuz her ego is my second favorite from all of lobcorp (after solemn lament (which I HAVEN'T GOT)) for making me restart 4 times until I understood that her bullets do, in fact, pierce my employees against the biggest bird
Oh, also, the next is Zwei Faust. I used her in, like, 4 solos, and she is pretty good except for her skill 2 being pretty mid at clashing, however you can just get a poise build or that marinade from one of the events in hell's chicken
And exactly on the clock when her "brother"s 2nd EGO comes out
wish she had more ways to get more bullets without a 2nd skill slot. But Whatever shes cool
Skill 1 could give 1 bullet and skill 2 could give more in a pride or wrath resonance, but considering more bullets is a two edged swords idk how good that would be
Nice
shouldve done this solo with der freischutz mod
So uhh, i tried to solo it myself and succeeded in that, but my god that was painful. Like, unless you get healing and ego resource gifts on F1, you aren't getting past F2.
And Liu Hong Lu isn't worth it, like, all your skills can inflict burn only once, and even then his support passive wouldn't work on anything except S2 for some reason. Literally, you gain 0 count from S1 and S3 even with his passive active, i actually think it's a bug. It would literally be better to run TT for extra damage.
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Could you provide input in regards to this Solo Argument?
The Claim: Solo (and other ID counts below) battles should start with the coin slot total equal to the sinner alloutment total (usually six). The reason for this is that starting with lesser slots makes many encounters (especially unfocused encounters) practically if not completely impossible for many if not most IDs. While some units may be better in solo with full slots, even overpowered, that is a necessary sacrifice to make solos viable for all of them. Additionally, it is important to differentiate an ID being overpowered because it performs best in solo, and IDs being overpowered because the ID is just that good. "Would you say 'Yes' to rather having six of [insert] ID on a single team over one of it starting with six slots." Solo is not objectively better as there are disadvantages: Having 1/6th the health pool, no defenders when staggered, limited defensive and offensive coverage, and not able to fill all slots with EGO and limited EGO options (and support) and usability due to sin generation (not counting daily superbia). Testing should be done using Luxcavation *at-level* so that sin stockpiles, starting SP, and EGO gifts are not factors, discounted due to being either variable luck or an unfair advantage as this is a test of ID viability, not how well EGO and supports can carry an IDs initial survivability.
The Counter: Solo would be completely overpowered. Having more starting slots would ruin any sense of challenge as the challenge comes from the first 2-3 turns. Many IDs would become completely undefeatable due to their gimmicks. Any ID having Evade alone would make them overpowered. All IDs perform better in solo than as part of a full team. Being able to reach 45 SP quickly makes solo IDs clearly better. Most characters would be able to complete all Luxcavation content. Mirror Dungeon solos are obvious examples for why solo IDs would be overpowered with more starting coin slots.
I absolutely agree that it would be overpowered to start with all 6 slots. Pretty much the only challenge I ever face when using a regular team is RNG due to low sanity and the occasional inability to redirect attacks. When you use a single character with 6 slots neither of these are an issue as you can clash with everything and have the clashing be consistent due to gaining sanity quickly. The single best defensive tool in any identities kit is the ability to clash and nobody does it better than a solo identity with full skill slots. EGOs only really matter when the enemy has a single powerful attack that you cannot clash with otherwise but if you can clash with everything else, you'll likely be able to tank it anyway. For example, Siltcurrent's blind obsession skill is a very powerful attack that is more than capable of instakilling you but only if you are fatal to pierce or already have a large sinking stack by the time it uses it otherwise it will only nuke your sanity.
The reason why it's overpowered is because it completely negates the only real difficulty in the game, RNG. You will always have max sanity turn 1, you'll be able to clash with everything no matter what and you will likely always have perfect synergy with whatever status effect the identity is tied to.
There is only one counter argument that needs to be made.
I have seen _R.B Sous Chef Gregor_ clear a solo run before. If he can clear a solo run, _any_ ID can.
@Q-Hatred I can see the reasoning behind your support of the claim that it would be overpowered, but I am curious how you would address the point of IDs currently being not-viable, and the testing method posited being Luxcavation as opposed to Mirror Dungeons.
@shamrocksardonic2582 I would consider that an invalid counter argument, as the Claim argued against Mirror Dungeons as a basis for proof. You would have to counter that argument before using MD runs as evidence.
I don't see luxcavation as real content, so I say anything goes in there. You could make EGO use free for all I care. But for arguments sake let's pretend that it's actually interesting content. I would say every single identity in the game is incapable of soloing all content, besides the mirror dungeon, to some extent. It entirely depends on the identity's resistances and the specific enemies. Any identity who is fatal to blunt damage will never be able to solo the brazen bull for example, unless they have an evade and get lucky. Giving any identity full skill slots would allow them to beat anything and ignore the one and only weakness solo identities have, a lower overall health pool and certain death upon stagger. Unless of course the identity has abysmal clash power in which case there is no saving them. There would be no reason to run a full team anymore because a single identity would be able to do everything a full team could do but do it better.
If you really want to make solos viable in content besides the mirror dungeon the only way I see to make it at least somewhat balanced is to increase the amount of skill slots unlocked per turn. Starting with two skill slots and gaining two every turn might make it more balanced but even then, I'm not entirely sure. When it comes to solos it's feast or famine so it's really difficult to find a nice middle ground.
Oh my god my favorite id