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@@snowisthebestweather I mean they gave Pramanix exactly that so there's certainly hope. Another thing entirely is when will Lords get modules in the first place...
I think that me homie and im ready for it but seriously i have some deep logic behind it and some fix and module already i fucking design her s3 and module for the archetype in my mind
@@EKTOS Alright mate, let's see how it goes then. Hope HG can cook well because Wind Chime as 5* still left me unsure about this whole archetype (and hoping they won't pull Mountain-like scenario with this archetype)
@@autooru6600 well that is the best scenario for me rn i just wish if they every make a module its either shelter effect with atk/atk speed debuff to block enemy when its activated (lets say 50% of hp) or a total regeneration like musha but rather than life steal they just go ham with healing themself the lower the hp or a combine of those two either way im coping bcause this is the only archetype talula for taluna(arts fighter is a thing too but crusher that deal arts burn is much for me)
Musha based crusher module could be interesting. Other types of changes could be like, letting them steal defense like from enemies, like Ines steals attack. Hell, they could probably get a module that sets both their defense and enemy's defense to 0 to compensate for the shitty tanking capabilities. Although, if they really want to lean on "ooga booga" beeg statstick, let them steal attack and a small amount of attack speed from enemies up to a certain percentage, but let it decay slowly when they're not actively hitting an enemy
Or something like Mon3tr's explosion ability that have them explode at low health/on death, but allow them to do it repeatedly on a cooldown so their fragility gets turned into damage.
Or maybe a gimmick like the Duelist Crocs where they do extra damage to and take less damage from blocked enemies but they only take damage from the crusher?
Stealing stats like defence sounds pretty good actually. Making them stronger if you pit them against stronger opponents. If they can do it twice for each enemy blocked, it would differentiate them well against dreadnaughts as well.
"Hey uh SUPAH didnt you make an entire video explaining why operator reviews are bad so why are you making an operator rev-" *explodes* SUPAH: "Oh no he spontaneously combusted, such a shame"
I blame Myrtle they didn't want another brand-new 4-star of a brand-new archetype that was more powerful than every other unit in that class, so they made her intentionally worse than originally intended
I understand the 5* Crusher on CN isn't exactly awe-inspiring either tho... TBH the entire subclass just reeks of fundamentally poor execution, Brawler style, and will likely remain a meme until a Mountain ("who only becomes good by turning into a Centurion instead") analogue hopefully comes along one day.
Quartz S2 should be "Takes 25% more damage, +x attackspeed, Attacks deal 120% damage, When HP is lower than 40%, Instead get 25% Shelter effect, Attacks deal 180% Damage" or something. Made of paper, Until she isn't
Just the Shelter effect would be OP already lol. Other operators would only benefit from shelter when they have like 200 HP left and that's like two more hits. With 5000 HP, Quartz have a whopping 1000 HP to work with. Making Shelter way better.
Now that the 6* Reaper has been announced 6* Crusher I’m guessing will be Ulpian, he will probably still be bad on his own but with Abyssal buffs he will be Cracked
This is actually my favourite video of yours lol. Funny discussion, valid points all around, good idea for who to interview, I can't really think of anything that wasn't done excellently here.
How about giving them a gimmick similar to the duelist crocs’ where they do more damage to and take less damage from blocked enemies, and make these buffs really big? This makes them like an AOE Duelist guard that specialises in taking down multiple big melee units at once.
It is pretty radical, but the change I'd implement in crushers would be to give em all Saria's passive as an unique trait, but up to eleven. To compensate for not having any def, after 1min/1min30sec they would instead achive double of their other stats. The challenge now would be keeping them alive and in an favorable tile to be of any use since they still have a range of just 1. And if somehow that ends up too busted, HG could slap a 'Crushers have 50% healing effectiveness' and call it a day
I discovered your channel a few days ago and I IMMEDIATELY binged most of your videos, your sense of humor is absolutely hilarious and as an Arknights player for 3 years, I don’t know how I never saw your channel sooner! Keep up the amazing videos.
i have a suggestion for the crusher archetype, i think it would be in the theme if it does more or less damage depending on enemy weight. either they crush defence or they crush defenceless enemies. it gives it a unique enough archetype and niche.
It looks like the Crusher archetype aa a whole is designed to be positioned next to a defender, and not in front of. Good luck finding space in the tiles to do that, though
On top of that, Just the DP cost of that is about as much as just using mudrock at that point. And there are just many other units that generally are better as suplemental DPS to assist a defender and/or have better range to help multiple lanes.
I think you brought a good point for a rework on crushers Like a Tryndamere or Olaf (league of legends) the closer to death the stronger they get But not like Musha's, make Crushers paper thin but the more their hp gets close to 0, the higher their attack (like, really fricking high, i'm talking about multiplication with two digits is possible) and maybe in a module give them either Shelter or attack speed buff (or go in a weird direction and give them a revive like Skadi Guard/Flamebringer) If the idea is glass cannon them make them nuke in meele tile, that's the trade off, you die easy, but you can kill also really easily
One cool thing to add to this branch would be some kind of immortality/invulnerability. For example, crushers get X seconds of invincibility + large atk buff for a few seconds when their hp reaches 0. Balancing would need testing, but could for example add a long cooldown to the immortality. Another idea is add a common skill to all crushers that reduce the cooldown for the next immortality by half but has terrible uptime. This could lead to fun gameplay like: place a crusher in a chaotic Frontline, they activate immortality once and chunk all enemies with aoe dmg and atk up, then use their skill once to do the same next wave, then pray that you get enough time to "reload" the immortality again. Another idea is them getting an extra buff everytime they "die"
The last idea Will be GOOD. Something like gain damage reduction with redeploy but losses an strating high attack. Or viceversa. And the gimmick Will be stacking defense using as semi helidrop
I mean to be fair, Fanka isn't bad nor unusable, she just needs to be paired with a defender to work, in fact she works amazingly when paired with Liksarm. Idk what HG were thinking when they released quartz, like there are 2 stars more functional than her and they don't have skills. All they needed to do to make her good is take that 25% damage taken and turn it into damage reduced and raise that stun chance to 30% and she would actually almost be able to replace Popukar.
Franka has clear use cases thanks to her talent + S2’s significant ATK buff- she only loses DEF during skill duration, which can be worked around. Crusher guards, on the other hand...
@@Kaleforce I mean they can work if they had a stat line that supported it more. 1300 attack is only slightly higher than a juggernaught guard who already work like helidrop fast redeploy. Instead make it like 15-1800 to make up for the 0 def and make them have high hp like juggernaught guards but make them have increased redeploy time. That way you are invested to keep them alive and they are not completely defenceless but if you let them die they won't be around to help for a while. They can serve as eliete killers or just something you drop when you start struggling like Sutr or Texalter. Hope they release a 6 star version in future that actually packs a wallop.
seeing how much utility I managed to get from Franka with her module upgrades, I think this would be a solid way of making crushers a viable archetype while not being too powerful since they still have no defense. Essentially both them and the opponent are at an equilibrium
The 0 defence is an intresting design choice, it really says "use her to go after people with big attack values", because against 800 attack or 1000 attack 100 or 200 defence is not worth that much, translate it into 600 HP and you can do better. But she does AoE. And as much as i am usually a fan of "make everything AoE, then you kill all the single targets at once", in arknights it says "put me against multiple smaller target's so i can kill them all for you" which is the opposite of low defence strats. And her skills have the same problem. 80% attack says i do damage, but 80% attack speed and a stun says i do CC, it makes no sense. If the trait was the skill 2 stun then she'd make sense, it's just deal with people who hit really hard, by having high HP and stopping incoming attacks with a stun. Change attack up to swift strike because it works better with the stun idea.
A new trait idea could be ''When this unit is retreated via their HP turning to 0, deal X% damage to enemies in the surrounding tiles and stun them. If retreated by this effect this unit has reduced redeployment time''
When I heard Archetype “Crusher” when getting Quartz I would the would do the same thing as like the Defense Crusher enemy in which they would be some kind of stunner class for the guards, maybe if they do that it be for the crushers; “Stuns enemies for a brief moment after attacking [add number here]” and the skills can either increase DMG/Range or increase atk spd
Now hold on, the chain caster archetype today is probably one of most consistently good. Leizi does need her level 2 module, but then she becomes straight up good and even a hard carry in SSS with full sniper stacks. Astgenne and Pudding are solid as well without needing such extreme investment.
Glass cannons tend to be stuff like assassins or long-ranged snipers, leveraging either the speed to kill before they themselves get killed, or the range so they can't get hit so who cares if they have 1 HP. An alternative is something like THERMAL-EX (hopefully I got the name right) where it sacs itself to deal massive damage. We already have the latter since most ranged ops are fragile. And we already have "assassins" in executors.
She should have had double the HP. And a reverse Vigor/Berserk skill for good measure. I think her archetype's point is to exchange their DEF and RES as an excuse to bloat their HP pool. This in itself is not bad, considering we use effective HP to measure Defenders durability anyway. The problem is that DEF and RES are multiplicative with the enemy's ASPD (as in, the faster they attack, the more times DEF and RES applies to them) and with further DEF/RES buff. This makes the concept of effective HP pool WILDLY variable depending on the enemy. Against high ASPD low ATK enemies, higher DEF/RES would have more effective HP. But put them against a lumbering behemoths who hits once every ten seconds for 20x their DEF and they'd look like they don't have any DEF. This is where pure HP pool comes in. If you can only mitigate 5% of their damage anyway, why not take all of it to survive more hits? However HG REALLY undertuned her HP pool when it SHOULD have been double or triple that. At least make it so that her HP loss percentage vs intermediate enemies look the same as other Guard archetypes (i.e. if an axe guy hits melanta for 1/5 of her HP bar, then he should also hit Quartz for 1/5 of her HP bar). This archetype could be good if HG would just double down on their HP bloating concept. Imagine Hoshiguma tanking a 1000 ATK enemy. She can survive roughly 20 hits from them without healing. If there would be a 6* Crusher, they SHOULD have AT LEAST 20,000 HP so they can survive the same 20 hits as Hoshiguma. Bonus point because they huge HP pool increases the effectiveness of Abjurer's Shelter.
The problem here is both the operators and the archetype itself. If I had a chance to fix the archetype I would change the trait where they could ignore/reduce defense based on the damage dealt on them like a counterattack. The name of their archetype is "crusher" they're supposed to crush enemies' defense.
I didn't expect to hear The Circle at then end, that's cool. Anyway to fix the archetype... I would make their trait *Attacks apply bleed for 10 seconds, dealing 30% attack per second (bleed ignores 80% def). Recovers bleed damage as HP" and make their talents "While below 55% (+5%) hp attacks deal damage to all enemies in range" and maybe make the skill "(Can't be healed above 50% hp) Range expands Gain 100 atsp, and increase bleed damage to 80% attack"
If we include all AH Buffs we have so far His Hp would in theory be about 9k, because of +50% Max Hp from Spalter and Skadi, +50% SP regen from Spalter, And 30% dmg reduction and 3.5% Hp regen from Gladiia. Which means she could heal him for 315 Hp per second, which can compete with some single target medic in terms of Heals/sec We also dont have a module yet for normal Spectre, which if we assume she can buff AH members using her passive, its another 10% Max Hp, and 2% regen (at pot 1) Edit: also +12 aspd from Andreana
I'm not calling that Ulpianus become 6* crusher will resolve the crusher archetype. Instead, crusher Ulpianus (if real) just got carried by the Gold banner of abyssal hunter. No matter how bad his crusher kits is he will do good&fine. That doesn't fix crusher archetype at all.
I think she is alright. She is very fragile, yes... but if you support her with a burst healer like Purestream for example she can actually do a lot of damage in early stages. I had no centurion so I built her and I enjoy using her. You definitely have to think where you are putting her.
Its supposed to be more like, Anti-Arts/Truedamage. Since her HP is *VERY* high, And those ignore Defence anyway. (But yeah just use Matoimaru/Melantha/Franka/Skadi)
@@nacl4988 that's fairly easy I think you just need to complete the record restoration? I don't have him built and was late for the event but they give that letter thing that gives event operators complete potential.
Quartz just needed cooler skills and like the whole archtype get like +2000 HP on top of their already high HP to give them the weird good against "True Damage" niche
idk if anyone said this yet, but for an archetype called “CRUSHER” you’d expect them to do something like. apply fragility to enemies similar to defense downs for operators
She's been in my party since her release. I pushed her DEF to about 2.8k as a meme. I like her. I will say she's kind of difficult to use compared to other things I actively use, but she's one of my favorites now. Alongside Tomimi gaming, of course.
I wish they lean even harder on the glass cannon idea. Her S2 should make her take +100% dmg or something but in return she becomes an inter-continental missile. She should become the ultimate pressure test for your medics lol
@@randomf2pplayah768 franka technically should get a crusher alter considering her talent and second skill. which is surprsingly very fun to use and worked really well for me in this event. Franka's armor pen, while not true damage, is very reliable if you place her right or support her with a decent healer
@@silverdededestruction2197 Yeah that could work if they rework crushers though tbh crushers kit is currently in a weird spot so for franka alter she could also be a geek specialist and should get her first skin as well (copium after HG decided to give only liskarm through favoritism(some salt).
I think to make Crusher guards Unique is to: 1) Trait Change --- Can block 1 enemy, has very high attack, has very high HP and damage taken will be additive to his/her next attack (For example, if an enemy hits her with 1000 damage. She could add that 1000 damage to her next attack.)
Giving them increased healing from all sources would be a unique fix for their high HP pool. I always wanted a unit that was nasty with strength but needed a couple healers to reach max potential. Especially since most units that heal do other utility for the units they heal.
a good way to fix crushers is they getting more atk and shelter the lower the hp gets, something like musha but diferent another way is give them a certain amount of ignore defence because well they're crushers and glass-cannon with high atk
I think the best way to fix the archtype is to give them lifesteal or the ability to regenerate hp when killimg something, or you could also give them the ability to stack up on stats like lapluma or dusk like getting up to 50% more attack and hp when killing or attacking
In RPG terms, I think crushers are like the dumb big brutes/off-tanks. I think the current trait kinda makes since cuz swinging a big weapon around would definitely hit multiple enemies. But I think it could have an added effect like a chance to stun, chance to reduce enemy atk, or chance to reduce enemy def. It makes sense that getting bonked by a literal caveman would incapacitate you in some way. This in a way would balance out their fragility by lowering enemy DPS or helping their teammates kill the enemies faster. Just a brainstorm...
May you please make a long video explaining why your Goddess Gummy-Sama is the best because I don’t see nor comprehend y she is the best. Explaining y she is the best might make me simp for your Goddess as well. Amazing video by the way.
How to fix quartz: put a huge chunk of arts res. That's all. Edit: or exploit crusher's hp loss by turning them into psuedo musha but instead of life steal, they get attack buff for every hp loss
Crusher archetype would be better if they had a base stun chance on all attacks (25%?) and some sort of DEF shred (5-10%?), because their blows "crush" armor, but in exchange, they have longer attack intervals because heavy crushing weapons are hard to swing quickly, and the low DEF because it is too demanding to wear heavy armor and swing gigantic crushing implements. Numbers would probably need to be balanced and whatnot, but I think it would be far more interesting than what they currently are, worse Centurions.
I remember when Crushers were introduced a lot of people thought they were gearing up for a Greatsword user for the Monster Hunter collab. Nope, musha and fast redeploy. Really don't know why they made an entire garbage class when Centurions and Reapers exist.
I think after they release geek or duelist defender class, they only release new branch class as free 5* or 4* because they know its to experimental to making them as *6 right away
I feel like they can have a talent or trait that allows them to resist damage depending on the percent of hp lost (50%hp gone=resist50% dmg). Maybe let it cap out at 80%. Idk if that’s gonna be too op but at least they don’t die as quickly. Oh and let their attacks ignore 30% defense, that would be nice to have too.
For me, ever since she got announced into the game. Her archetype and design always giving me vibe of greatsword armed strength build on Dark souls. Which that's how i played both on DS2 and DS3. I like her and yes, i build her as well.
You know. If you want stun, you could use Texas Alter. She does a good job at it and maybe even better than gum-...wait, SUPAH, please put tHE KNIFE DOWN-
The best scenario to use quartz is to put her on free empty tile, the one that no enemy pass through it. Then put defender to block the enemies while quartz doing a free hit a bunch of enemies. However, you can just use the normal guard + defender combo. So it makes the whole strategy useless.
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She has a niche, she is a literal enemy damage check.
Your brain is so huge.
💀
You’re right, and the worst part is that you’re right.
Gummy vs Quartz is just so unfair, its like comparing an Ant with a literal God in Ursus shape!
The violation is too much in this one 😂💀
It seems that this archetype will only shiny with 5/6* versions of it.
@@jonnevitu4979 CN got Wind Chimes for the 5*, she's also pretty bad
Been using gummie in IS and she really is an amazing starting pick.
@@ak_nora I didnt knew about the 5* cuz literally no one cared about her in the ~4 months Im playing the game lol
Holy shit, SUPAH has an interview segment now. Those memberships really upped the video quality.
5:10 I like how Gummy has a HIGHER chance of stunning. It's like a low blow at this point 😂
By 1% too, like wow.
@@airlynaces Reminder that Gummy's is an always-on passive...
14:25 Did Silvergun just fucking foretold Hoederer's S3 TO THE LETTER?
As a Frostleaf lover, I felt attacked when they roast her. Well, at least she gets her screen time in the anime.
The storyline is, unfortunately, the only place where poor Frosty shines :/
@@broadbandislife Her vs FrostNova is still imbedded to me.
I'm still coping that she'll get a module that lets her freeze.
@@snowisthebestweather I mean they gave Pramanix exactly that so there's certainly hope.
Another thing entirely is when will Lords get modules in the first place...
I once heard someone said that she's the closest Talulah we'll ever get. And I'm never been so mad at someone in Arknights before.
I think that me homie and im ready for it but seriously i have some deep logic behind it and some fix and module already i fucking design her s3 and module for the archetype in my mind
@@EKTOS Alright mate, let's see how it goes then. Hope HG can cook well because Wind Chime as 5* still left me unsure about this whole archetype (and hoping they won't pull Mountain-like scenario with this archetype)
@@autooru6600 At the very least HG has a solid 50% success rate at turning seemingly worthless archetypes into something great with a 6*.
@@autooru6600 well that is the best scenario for me rn i just wish if they every make a module its either shelter effect with atk/atk speed debuff to block enemy when its activated (lets say 50% of hp) or a total regeneration like musha but rather than life steal they just go ham with healing themself the lower the hp or a combine of those two either way im coping bcause this is the only archetype talula for taluna(arts fighter is a thing too but crusher that deal arts burn is much for me)
She’s excellent at fighting Talulah, however. Pretty much ignores the true damage
Musha based crusher module could be interesting. Other types of changes could be like, letting them steal defense like from enemies, like Ines steals attack. Hell, they could probably get a module that sets both their defense and enemy's defense to 0 to compensate for the shitty tanking capabilities. Although, if they really want to lean on "ooga booga" beeg statstick, let them steal attack and a small amount of attack speed from enemies up to a certain percentage, but let it decay slowly when they're not actively hitting an enemy
Or something like Mon3tr's explosion ability that have them explode at low health/on death, but allow them to do it repeatedly on a cooldown so their fragility gets turned into damage.
Or maybe a gimmick like the Duelist Crocs where they do extra damage to and take less damage from blocked enemies but they only take damage from the crusher?
setting enemy def to 0 is fkin broken,
Stealing stats like defence sounds pretty good actually. Making them stronger if you pit them against stronger opponents.
If they can do it twice for each enemy blocked, it would differentiate them well against dreadnaughts as well.
@@Glicole_ Take pure damage, give pure damage. Sounds okay to me for a glass cannon build.
"Hey uh SUPAH didnt you make an entire video explaining why operator reviews are bad so why are you making an operator rev-" *explodes*
SUPAH: "Oh no he spontaneously combusted, such a shame"
This isn't a review, it's an autopsy.
@@blackhammer5035 Made by an Italian Schizophrenic.
I blame Myrtle
they didn't want another brand-new 4-star of a brand-new archetype that was more powerful than every other unit in that class, so they made her intentionally worse than originally intended
I understand the 5* Crusher on CN isn't exactly awe-inspiring either tho...
TBH the entire subclass just reeks of fundamentally poor execution, Brawler style, and will likely remain a meme until a Mountain ("who only becomes good by turning into a Centurion instead") analogue hopefully comes along one day.
Tbh blaming myrtle isn't wrong since we rarely got good 4star now
Jaye was the last one
Quartz S2 should be "Takes 25% more damage, +x attackspeed, Attacks deal 120% damage, When HP is lower than 40%, Instead get 25% Shelter effect, Attacks deal 180% Damage" or something. Made of paper, Until she isn't
Just the Shelter effect would be OP already lol. Other operators would only benefit from shelter when they have like 200 HP left and that's like two more hits. With 5000 HP, Quartz have a whopping 1000 HP to work with. Making Shelter way better.
@@straypaper0 defence.
Now that the 6* Reaper has been announced
6* Crusher I’m guessing will be Ulpian, he will probably still be bad on his own but with Abyssal buffs he will be Cracked
So Ulpian can possibly be broken with the power of harem.
Guess so
@@Dorankuu Yup, That would suck for the people that don’t use AH and want a 6* Crusher though
@@etgamer16 to be fair they only really need Gladiia
@@randomcatname7792 yeah I suppose so
This is actually my favourite video of yours lol. Funny discussion, valid points all around, good idea for who to interview, I can't really think of anything that wasn't done excellently here.
How about giving them a gimmick similar to the duelist crocs’ where they do more damage to and take less damage from blocked enemies, and make these buffs really big?
This makes them like an AOE Duelist guard that specialises in taking down multiple big melee units at once.
I'd say make them do way less damage to unblocked enemies to make it balanced
I actually had the opposite idea, where they have massive damage reduction from UNblocked enemies
Your arknights insights are always a pleasure to watch, absolutely love your content
"When they play Monster Hunter they only use LS"
BURN
In short: HG wanted to make a copy of Matoimaru but they failed miserably
It is pretty radical, but the change I'd implement in crushers would be to give em all Saria's passive as an unique trait, but up to eleven. To compensate for not having any def, after 1min/1min30sec they would instead achive double of their other stats. The challenge now would be keeping them alive and in an favorable tile to be of any use since they still have a range of just 1. And if somehow that ends up too busted, HG could slap a 'Crushers have 50% healing effectiveness' and call it a day
4:21 imagine the smell 🥵
That still gets a wtf from me. It's nice but borderline softcore porn.
I discovered your channel a few days ago and I IMMEDIATELY binged most of your videos, your sense of humor is absolutely hilarious and as an Arknights player for 3 years, I don’t know how I never saw your channel sooner! Keep up the amazing videos.
7:04 "Use my wife"
-SUPAH
1:53 lappland spotted
The last question of the interview was FUNDAMENTAL to understand Quartz's flaws, as she wouldn't have even muttered a coherent answer to that one.
i have a suggestion for the crusher archetype, i think it would be in the theme if it does more or less damage depending on enemy weight. either they crush defence or they crush defenceless enemies. it gives it a unique enough archetype and niche.
That would've been way cooler something that crushes elite and buff bois
It looks like the Crusher archetype aa a whole is designed to be positioned next to a defender, and not in front of. Good luck finding space in the tiles to do that, though
On top of that, Just the DP cost of that is about as much as just using mudrock at that point.
And there are just many other units that generally are better as suplemental DPS to assist a defender and/or have better range to help multiple lanes.
im surprised that reapers wasnt mentioned here since theyre crushers with all of the benefits, but none of the downsides
The best part was the intervew with Mr Handgun made of a mineral called silver
I actually wanna know what silver gun thinking of Gummy. It wouldn’t be that bad… right?
I think you brought a good point for a rework on crushers
Like a Tryndamere or Olaf (league of legends) the closer to death the stronger they get
But not like Musha's, make Crushers paper thin but the more their hp gets close to 0, the higher their attack (like, really fricking high, i'm talking about multiplication with two digits is possible) and maybe in a module give them either Shelter or attack speed buff (or go in a weird direction and give them a revive like Skadi Guard/Flamebringer)
If the idea is glass cannon them make them nuke in meele tile, that's the trade off, you die easy, but you can kill also really easily
Glass cannons usually are ranged can keep distance on their enemies and not in the front lines. An example of this is lina from dota2
Dammit, Blaze, this wouldn’t have happened had you remembered to use protection!
One cool thing to add to this branch would be some kind of immortality/invulnerability. For example, crushers get X seconds of invincibility + large atk buff for a few seconds when their hp reaches 0. Balancing would need testing, but could for example add a long cooldown to the immortality. Another idea is add a common skill to all crushers that reduce the cooldown for the next immortality by half but has terrible uptime. This could lead to fun gameplay like: place a crusher in a chaotic Frontline, they activate immortality once and chunk all enemies with aoe dmg and atk up, then use their skill once to do the same next wave, then pray that you get enough time to "reload" the immortality again. Another idea is them getting an extra buff everytime they "die"
The last idea Will be GOOD. Something like gain damage reduction with redeploy but losses an strating high attack. Or viceversa. And the gimmick Will be stacking defense using as semi helidrop
I mean to be fair, Fanka isn't bad nor unusable, she just needs to be paired with a defender to work, in fact she works amazingly when paired with Liksarm. Idk what HG were thinking when they released quartz, like there are 2 stars more functional than her and they don't have skills. All they needed to do to make her good is take that 25% damage taken and turn it into damage reduced and raise that stun chance to 30% and she would actually almost be able to replace Popukar.
Franka has clear use cases thanks to her talent + S2’s significant ATK buff- she only loses DEF during skill duration, which can be worked around. Crusher guards, on the other hand...
@@Kaleforce I mean they can work if they had a stat line that supported it more. 1300 attack is only slightly higher than a juggernaught guard who already work like helidrop fast redeploy. Instead make it like 15-1800 to make up for the 0 def and make them have high hp like juggernaught guards but make them have increased redeploy time.
That way you are invested to keep them alive and they are not completely defenceless but if you let them die they won't be around to help for a while. They can serve as eliete killers or just something you drop when you start struggling like Sutr or Texalter.
Hope they release a 6 star version in future that actually packs a wallop.
Instructions unclear, i maxed out Gummy but she is still too cute to be put in harm's way
Lowlight cooking that OP 6 star crusher that probably has something that negates the entire archetype weakness that's what
I think you need to give Crushers True Damage as a trait just to fix the archetype.
seeing how much utility I managed to get from Franka with her module upgrades, I think this would be a solid way of making crushers a viable archetype while not being too powerful since they still have no defense. Essentially both them and the opponent are at an equilibrium
The music for this event is absolutely amazing
They could've just added a damage reduction trait and/or module. But I also use Kyo's guides so...
It's too bad her design absolutely captivates me. I'd have ignored her otherwise, but now i'm obligated to squeeze her into my niche teams
Wait quartz is real? I thought it was just a bad dream
I forgot she existed for a while, until this video, honestly
The 0 defence is an intresting design choice, it really says "use her to go after people with big attack values", because against 800 attack or 1000 attack 100 or 200 defence is not worth that much, translate it into 600 HP and you can do better. But she does AoE. And as much as i am usually a fan of "make everything AoE, then you kill all the single targets at once", in arknights it says "put me against multiple smaller target's so i can kill them all for you" which is the opposite of low defence strats. And her skills have the same problem. 80% attack says i do damage, but 80% attack speed and a stun says i do CC, it makes no sense. If the trait was the skill 2 stun then she'd make sense, it's just deal with people who hit really hard, by having high HP and stopping incoming attacks with a stun. Change attack up to swift strike because it works better with the stun idea.
A new trait idea could be ''When this unit is retreated via their HP turning to 0, deal X% damage to enemies in the surrounding tiles and stun them. If retreated by this effect this unit has reduced redeployment time''
When I heard Archetype “Crusher” when getting Quartz I would the would do the same thing as like the Defense Crusher enemy in which they would be some kind of stunner class for the guards, maybe if they do that it be for the crushers; “Stuns enemies for a brief moment after attacking [add number here]” and the skills can either increase DMG/Range or increase atk spd
Now hold on, the chain caster archetype today is probably one of most consistently good. Leizi does need her level 2 module, but then she becomes straight up good and even a hard carry in SSS with full sniper stacks. Astgenne and Pudding are solid as well without needing such extreme investment.
Before Passenger came out only Leizi existed, and at that time (before the balance patch that buffed them and the modules) she was damn near unusable
Godsenger
Glass cannons tend to be stuff like assassins or long-ranged snipers, leveraging either the speed to kill before they themselves get killed, or the range so they can't get hit so who cares if they have 1 HP. An alternative is something like THERMAL-EX (hopefully I got the name right) where it sacs itself to deal massive damage. We already have the latter since most ranged ops are fragile. And we already have "assassins" in executors.
Having such a bloated HP pool, one could just have her trait be % heal on kill, or some sorta Dmg reduction vs blocked enemies
She should have had double the HP. And a reverse Vigor/Berserk skill for good measure.
I think her archetype's point is to exchange their DEF and RES as an excuse to bloat their HP pool. This in itself is not bad, considering we use effective HP to measure Defenders durability anyway. The problem is that DEF and RES are multiplicative with the enemy's ASPD (as in, the faster they attack, the more times DEF and RES applies to them) and with further DEF/RES buff. This makes the concept of effective HP pool WILDLY variable depending on the enemy. Against high ASPD low ATK enemies, higher DEF/RES would have more effective HP. But put them against a lumbering behemoths who hits once every ten seconds for 20x their DEF and they'd look like they don't have any DEF.
This is where pure HP pool comes in. If you can only mitigate 5% of their damage anyway, why not take all of it to survive more hits? However HG REALLY undertuned her HP pool when it SHOULD have been double or triple that. At least make it so that her HP loss percentage vs intermediate enemies look the same as other Guard archetypes (i.e. if an axe guy hits melanta for 1/5 of her HP bar, then he should also hit Quartz for 1/5 of her HP bar).
This archetype could be good if HG would just double down on their HP bloating concept. Imagine Hoshiguma tanking a 1000 ATK enemy. She can survive roughly 20 hits from them without healing. If there would be a 6* Crusher, they SHOULD have AT LEAST 20,000 HP so they can survive the same 20 hits as Hoshiguma. Bonus point because they huge HP pool increases the effectiveness of Abjurer's Shelter.
The problem here is both the operators and the archetype itself. If I had a chance to fix the archetype I would change the trait where they could ignore/reduce defense based on the damage dealt on them like a counterattack. The name of their archetype is "crusher" they're supposed to crush enemies' defense.
Nice analysis and cool collab. Now kiss
oh trust me, me and Silvergun kiss plenty
Pray to the Rng gods Gummy ends you life with 29% chance, cuz you don’t wanna be awake for what comes next 🍴😋
I didn't expect to hear The Circle at then end, that's cool. Anyway to fix the archetype... I would make their trait *Attacks apply bleed for 10 seconds, dealing 30% attack per second (bleed ignores 80% def). Recovers bleed damage as HP" and make their talents "While below 55% (+5%) hp attacks deal damage to all enemies in range" and maybe make the skill "(Can't be healed above 50% hp) Range expands Gain 100 atsp, and increase bleed damage to 80% attack"
we need Ulpianus as a 6 star crusher, abyssal buffs are the only thing that can fix the archtype
If we include all AH Buffs we have so far
His Hp would in theory be about 9k, because of +50% Max Hp from Spalter and Skadi,
+50% SP regen from Spalter,
And 30% dmg reduction and 3.5% Hp regen from Gladiia.
Which means she could heal him for 315 Hp per second, which can compete with some single target medic in terms of Heals/sec
We also dont have a module yet for normal Spectre, which if we assume she can buff AH members using her passive, its another 10% Max Hp, and 2% regen (at pot 1)
Edit: also +12 aspd from Andreana
Andreana would like her honorable mention.
@@Lukashoffmann94 done
I'm not calling that Ulpianus become 6* crusher will resolve the crusher archetype. Instead, crusher Ulpianus (if real) just got carried by the Gold banner of abyssal hunter. No matter how bad his crusher kits is he will do good&fine. That doesn't fix crusher archetype at all.
I think she is alright.
She is very fragile, yes... but if you support her with a burst healer like Purestream for example she can actually do a lot of damage in early stages.
I had no centurion so I built her and I enjoy using her.
You definitely have to think where you are putting her.
Just imagine, a crusher guard who gains additional ATK stat based on DMG taken. Take 2000 dmg? Gain an additional 2000 atk for X seconds
Its supposed to be more like, Anti-Arts/Truedamage. Since her HP is *VERY* high, And those ignore Defence anyway.
(But yeah just use Matoimaru/Melantha/Franka/Skadi)
Just reminder that Flamebringer with his module and full talent have more HP than both Crushers and 200 DEF.
@@januszpolak254 the full talent is a big problem to get though.
@@nacl4988 that's fairly easy I think you just need to complete the record restoration? I don't have him built and was late for the event but they give that letter thing that gives event operators complete potential.
God that MH joke Silvergun made is way too good.
At the very least her base skill is something
Quartz just needed cooler skills and like the whole archtype get like +2000 HP on top of their already high HP to give them the weird good against "True Damage" niche
Counter point, she has a big ass sword and an eyepatch. This satisfies my ape brain.
This video really inspired me to build Quartz
idk if anyone said this yet, but for an archetype called “CRUSHER” you’d expect them to do something like. apply fragility to enemies similar to defense downs for operators
[Gummy Slander Removed]
LMFAO.
12:52
As a Long Sword Main way back from Gen 2 of MonHun I felt so attacked.
She's been in my party since her release. I pushed her DEF to about 2.8k as a meme. I like her. I will say she's kind of difficult to use compared to other things I actively use, but she's one of my favorites now. Alongside Tomimi gaming, of course.
I wish they lean even harder on the glass cannon idea. Her S2 should make her take +100% dmg or something but in return she becomes an inter-continental missile.
She should become the ultimate pressure test for your medics lol
make her s2 deal true damage as well, this can be added in a module so I think it can work out.
as it is she's still pretty neat
Why the fuck was that “have you thought of your mortality?” So out of pocket
When I think of Crushers, the word armor break comes to mind.
Bruh.. if you say it like this franka/pinecone and other ops with def reduction should be crushers at this point.
@@randomf2pplayah768 franka technically should get a crusher alter considering her talent and second skill.
which is surprsingly very fun to use and worked really well for me in this event. Franka's armor pen, while not true damage, is very reliable if you place her right or support her with a decent healer
@@silverdededestruction2197 Yeah that could work if they rework crushers though tbh crushers kit is currently in a weird spot so for franka alter she could also be a geek specialist and should get her first skin as well (copium after HG decided to give only liskarm through favoritism(some salt).
Just Pot6 E2M3 my Quartz last week! Hope he says something positive about her
Having an inverse vigor effevt, where you get ATK or something when below a certain % hp would've made the branch a bit more interesting
I think to make Crusher guards Unique is to:
1) Trait Change --- Can block 1 enemy, has very high attack, has very high HP and damage taken will be additive to his/her next attack (For example, if an enemy hits her with 1000 damage. She could add that 1000 damage to her next attack.)
Her e1 base skill are pretty good
Giving them increased healing from all sources would be a unique fix for their high HP pool. I always wanted a unit that was nasty with strength but needed a couple healers to reach max potential. Especially since most units that heal do other utility for the units they heal.
She has the strength of a quartz gem
a good way to fix crushers is they getting more atk and shelter the lower the hp gets, something like musha but diferent
another way is give them a certain amount of ignore defence because well they're crushers and glass-cannon with high atk
2:33 glass is made out of quartz
I think the best way to fix the archtype is to give them lifesteal or the ability to regenerate hp when killimg something, or you could also give them the ability to stack up on stats like lapluma or dusk like getting up to 50% more attack and hp when killing or attacking
...So, turn them into Estelle or Gavial the Invincible?
In RPG terms, I think crushers are like the dumb big brutes/off-tanks. I think the current trait kinda makes since cuz swinging a big weapon around would definitely hit multiple enemies. But I think it could have an added effect like a chance to stun, chance to reduce enemy atk, or chance to reduce enemy def. It makes sense that getting bonked by a literal caveman would incapacitate you in some way. This in a way would balance out their fragility by lowering enemy DPS or helping their teammates kill the enemies faster. Just a brainstorm...
May you please make a long video explaining why your Goddess Gummy-Sama is the best because I don’t see nor comprehend y she is the best.
Explaining y she is the best might make me simp for your Goddess as well.
Amazing video by the way.
Eventually.
Still waiting for the day they release the legendary AoE Defender that recruitment advertising foretold.
How to fix quartz: put a huge chunk of arts res. That's all.
Edit: or exploit crusher's hp loss by turning them into psuedo musha but instead of life steal, they get attack buff for every hp loss
Already M6, dont worry. Gummy that is, obviously
Go on my child
I wonder how would Crushers fare if they slightly pushed away enemies with each attack
They could give Crushers a buff at low HP so that they'll synergize well with Abjurers. It'll be nice to see two trash branches doing well together.
That mortality question is uncalled for hahahahahaha
I guess quartz has a niche for people who do no pulls and use silence alter with her 😂
If Lowlight was cooking, Quartz is a fucking grease fire
Crusher archetype would be better if they had a base stun chance on all attacks (25%?) and some sort of DEF shred (5-10%?), because their blows "crush" armor, but in exchange, they have longer attack intervals because heavy crushing weapons are hard to swing quickly, and the low DEF because it is too demanding to wear heavy armor and swing gigantic crushing implements.
Numbers would probably need to be balanced and whatnot, but I think it would be far more interesting than what they currently are, worse Centurions.
I remember when Crushers were introduced a lot of people thought they were gearing up for a Greatsword user for the Monster Hunter collab. Nope, musha and fast redeploy. Really don't know why they made an entire garbage class when Centurions and Reapers exist.
Omg. Your videos are SOOOO fucking good. 😂😂😂👌 I just discovered you but I love the accent and the juxtapositions. 😂😂😂😂
Well, yeah but like, she's a Lupo so like, 7/10?
I think after they release geek or duelist defender class, they only release new branch class as free 5* or 4* because they know its to experimental to making them as *6 right away
now now
i think he makes a pretty good point 9:57
I feel like they can have a talent or trait that allows them to resist damage depending on the percent of hp lost (50%hp gone=resist50% dmg). Maybe let it cap out at 80%. Idk if that’s gonna be too op but at least they don’t die as quickly.
Oh and let their attacks ignore 30% defense, that would be nice to have too.
For me, ever since she got announced into the game.
Her archetype and design always giving me vibe of greatsword armed strength build on Dark souls.
Which that's how i played both on DS2 and DS3.
I like her and yes, i build her as well.
Still waiting for 6* flamebringer alter in the crusher archetype
I still E2'd her because Lupo squad is a thing now
You know. If you want stun, you could use Texas Alter. She does a good job at it and maybe even better than gum-...wait, SUPAH, please put tHE KNIFE DOWN-
The best scenario to use quartz is to put her on free empty tile, the one that no enemy pass through it. Then put defender to block the enemies while quartz doing a free hit a bunch of enemies. However, you can just use the normal guard + defender combo. So it makes the whole strategy useless.
Technically, Frostleaf's DPS is worse than E1 max from E2 lv 1 to E2 lv 11. At level 12 it evens out, becoming more as the level increases more