I know I wanted to make another positive video but I am really bad at it I am sorry Also, I have not uploaded anything in 2 weeks, and for that I apologize. It has simply been a tumultuous period. Not in a bad way. - - LINKS - - DRAGONGJY'S CHANNEL: www.youtube.com/@DragonGJY MEMBERSHIPS: ruclips.net/channel/UCoplJSyTWXGKgMIu0KvwhkQjoin DISCORD SERVER: (Is an asylum) discord.gg/superincorporated ARCHIVEOFOUROWN: (I SWEAR the Gummy fanfic is good) archiveofourown.org/works/36805624 PIXIV (there is NSFW): www.pixiv.net/en/users/80941808
You might have switched them. It's confusing because Gamepress lists Y before X due to release data order, but the in-game UI lists X before Y. Landen Tactics (Snipers with offensive recovery) is modX. Iron Bowstring (initial SP) is modY. But I do agree that the Iron Bowstring module is a lot better than the Landen Tactics module.
@@cirnobyl9158 Same, it leans into her niche as an AA sniper that can be helidropped, survive an instance of damage and have her S3 up immediately to wipe out a group of lower DEF enemies.
Huh you guys using her as hellidrop? I'm actually believe module X is my personal usage considering I want to use her as synergy while also charge her own skill etc. I don't like redeploy sniper while I needed them the most unless you were named april
@@abrahamwijaya6631 I don't redeploy her much really, it's just that with the ASPD from the iron bowstring module, her skills charge fast enough and the extra sp on deploy and on her shield break enable her to be used in more unique situations like tough openings which is great in IS and stuff.
> makes joke about another gacha games players being pdf files >2 minutes later >"wow this character that looks like a child just makes me ROCK HARD" never change, gacha gamers
You know people say Zofia module is bad but they are just bad dokutahs. It is in fact extremely useful to block a singular attack from the first pleb trash mob that comes along. It is inexcusable to harm my Wife.
@@SUPAH_SUPAH_SUPAH that would be nice esp with the mega list we have now while ive done a couple of modules there are a lot i still have to go back and research that im on the fence for. Huh wtf hypergryph why prevent outside sources of sp regen if your gonna buff her dps that high yikes
@@SUPAH_SUPAH_SUPAH I just hope that you're going to mention Hellagur's and Ch'en's modules X's if you ever make a video about that. Seriously, they are so fun to use now.
Surely I'm not the only one that thinks making the heavyshooters a pseudo-fast redeploy option a random decision? They surely drew that buff out of a hat
Schwarz, aciddrop and provence was long used for redeployment purpose so i dont actually surpised when they released that module. It was pozy that dont deserve redeployment module since her gameplay was more static than the rest sharpshooter.
Timegated material sucks, but it's common in free to play games so it's understandable (not necessarily mean I'm okay with it). For some operator, module is their second chance. Not to be meta-breaking, but simply solidifying their build. I'm sure, with a little bit of adjustment, defensive dp-on-kill vanguard could make sense. But nah, let's kill the character for no reason.
7 aspd makes a difference depending who it’s on. Like dusk for example. I can notice the aspd increase because her initial attack speed was already a bit slow. Now it seems actually alright! It also helps her s3 to counter the attack interval reduction
Here's the thing about that 7 atkspd: -Mod X gives 110% dmg at range, +100 atk, +7 atk spd, +7% atk on talent, reduces talent activation to 6 sec no dmg. -Mod Y gives sp on non-lethal hit, +120 atk, +120 hp, +7 atk spd on talent, reduces talent activation to 3 sec no dmg. 7% atk on p1 fartooth is +91 atk. So mod Y effectively trades 71 atk and up to 110% dmg multiplier for +120 hp, best case -4.5sp reduction on a 20sp skill, and a buff refresh time difference that's a non-factor because Fartooth is designed to be far away from enemies. Which also means her gaining sp on non-lethal hits will be infrequent by the nature of her skill. Although it can situationally make sense for S2, I can count the number of times I've seen anyone use S2 on one hand. Final fun fact: Fartooth needs +8 atk spd in order to get one more shot off during S3. If you don't have any external sources then neither module gives S3 an extra shot.
The best part about grani module is that you can use her in the most optimal way by placing her down and retreating her immediately without spending dp
Worst module is reed no contest. Not because of her module specifically. But the fact that they gave every other 5 star+ vanguard her main ability and made it way better.
i think you missunderstood the flagbearer module the point is that if you need the flagbearer to block and he cant because he uses his skill his block chance gets transitioned to the unit in front of him so lets say you have the flagbearer and another 1 block unit in front of him and 2 enemys appear using the flagbearer skill without the module = 1 leak, with module no leak still insignificant? yes
I mean [a] 4* modules are actually pretty affordable so they IMHO have a lower bar to being "worth it" and [b] it does increase her stun chance by about 44% and duration by 50%. Its like Ethan's or Indigo's, seems small on paper but is actually a massive relative improvement to RNG CC that makes it [almost] reliable.
Wait the most useful thing on shirayukis module is the atk speed buff it removes the floating point error on s2 after all which is very significant, i get the 100 def ignore seems useless, but as a module overall just to get rid of the floating point error its really good
BP one is a bad one, and I say bad not to be volgare, cazzo. Rosa imo is the best module. The 7 asdp on Fartooth makes the last hit from her S3 happen, moduleless she loses 1 hit basically. In practice tho, it's kinda rarely important, but one extra hit can be meaningful
Another thing that drags Fartooth’s Module Y down is that Module X gives THE SAME EXACT attack speed bonus through its stats, not to mention Module X has a better base effect and better module upgrades. It’s like they forgot Module X existed.
Don't worry, in like 10 years all modules will be out and the materials will be farmable with sanity. At the same time they'll hit us with a new time gated weapons upgrade of some sort and we will still be fucked but from another direction.
The time gated aspect is easily the worst part of the modules. If they weren't time gated, almost everybody complaining about them wouldn't be because like you said, for the majority of them, they're just straight up buffs, no matter how small or insignificant, a buff is a buff. As for Eunectes, they should have really made it so the girl would gain SP each time she attacks an enemy in addition to blocking them. So at least that way, you can probably use her skill before you finish getting your phD.
No matter how small or insignificant, a buff is a buff, so why don't you lvl90 Pot6 M9 every single one of your operators? Even without module blocks, they are time gatted, last time I checked LMD and mats don't grow on tree (well LMD kinda does, but at the painfully slow rate, just like a tree) You think you would build THAT many more module if module blocks weren't a thing?
@@kevinseraphin5456 I know I couldn't. I still haven't played SSS because I can't spend module blocks fast enough to actually run out, with events giving them out and me spending all my lmd on E2 promotions. My biggest hang-up however is the high-tier mats, they are so hard to get and I'd rather promote 2-3 other ops than get 1 mod3 unless it's as good as Gladiia's.
@@arthorias06 Dude, I've been playing F2P since the ealy days of the game, wich mean when the module system was implemented, I had a shit ton a operator built already, and I have most of the module I wanted built without any issue, plus a few extra luxury ones like fucking Skyfire and Tomimi both mod3, for a total of 31 modules, most of them being level 3 when they don't ned to, and I still have a dozen module block left, what the f are you doing with your module block to run out? Also, I never complained about mats or LMD, I point out to moron too stupid to realize it themselvs that even if you remove the Module block from the game, they'd have 2 to 3 more modules at best. so to peoples who run out of it I only have 1 thing to say: Whale issue, couldn't care less.
You talked about the wrong Archeeto mod. You could have at least watched Dragon's vid on the Cheeto mod if u wanted to bring it up as talking point. He has a full explanation as to why X is bad and Y is actually impactful. Instead it looks like u got confused and just imposed your own inferior understanding instead of actually using Dragons info. Absolutely disrespectful to Dragon and proof that u dont actually do research before forming your opinions. Also one of your major points of the vid, that Eun Y mod actively makes her worse is also just wrong btw. Y mod enhances her dueling abilities, her core strength, in exchange for her basically needing someone to Sp batt for her. While that may be asking alot and kinda unnecessary/overkill, saying it actively makes her worse is only true if u play without having units synergize together, ignoring supportive options in the game.
The "thinking with your penis" supah mentioned is definitely a real thing. Its the reason why i can draw attractive anime women while my skill in drawing men is lagging behind by 10 years.
The problem with the module system is obvious: modules cost WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYY too much and are way too heavily timegated for what many of these do for so many of these operators. Eunectes asides, the small stat boosts and sometimes the small increments to some abilities do help. But once again, because HG decided to be so stingy with the module blocks, it doesn't incentivize the player to bother with many of these outside of either the really cracked ones like Specter The Unchained or Gladiia's, or for waifu/husbando purposes. Even then, I wouldn't recommend the last one unless you're completely down bad. Ultimately, module blocks are proof that Arknights' biggest problems are the mobile game cliches it is forced to follow as a F2P Gacha: that being how the act of building operators is timegated hard through the combination of Sanity and having 6* Star in particular require FAAAR more resources. There are so mamy cool units I'd live to build but either can't because I don't have enough materials, I don't have enough time or sanity to grind enough of said materials, or they simply aren't worth the materials I have already sinxe there's another op like them that would objectively be more worth the cost. And thus I'm forced to leave these ops uninvested in when I really want to use them with my other built up operators and really enjoy the game even more than I already am (in spite of its problems). The way the modules are implemented now only serve to make the already HEAVILY timegated nature of how building operators are even more time-consuming, and it ends up just being a massive waste of time because the benefits of them are NOT worth how much time and effort it takes to get to that point. That's why HG needs to start either STOP BEING STINGY with the modules, or actually make the modules make enough of a difference to actually be worth a damn. It would be nice if they did both, but that's wishful thinking. And we all that will only take you so far.... especially in Terra. XP
I agree with this, except as a semi-new player, the only mat I have never run out of is module parts. I'm heavily bottlenecked by lmd and the high-tier mats and would rather spend that on E2 than build a module that only marginally improves an op. Except for the abyssal girls, they were worth the modules with how much they carried me.
@@abrahamwijaya6631 Another reason why even though I love the art style and characters in BA, I don't want to touch the game. Then again, I wouldn't be able to run it on my phone anyways unlike AK. And the funny part about this is that even with everything I complained about.....AK is still a lot less of a grind than the average mobile game by a LONG MILE. XD
About Hildegard's modules Here my view on them The X one trait is useless barely do too something the only good thing in the module if you upgrade it to the max and have her to pot 5 and if use her like helidrop The Y one trait actually has more value than X also has highest atk bonus as well if you use her for anti drone(why im use it )The problem with the module is the upgrade WHY THE GOD ONLY REDUCE HER TALENT ACTIVITION TO 2.5 TO 1.8(NEED TO PUT ANOTHER SNIPER) IF HG BUFF IT BETTER IT TO DO WHAT THEY DONE TO CHEN MODULE AND IM HAVE NO COMPLAINTS TO IT😡
Also that eunectes module looks good for her being only used for off skill use… so if you plan on literally NEVER using her skill it ironically buffs only that kind of gameplay apparently
i personally think shirayuki's one does not fit into criteria 2, because her skill is an additional damage on top of the phys damage she does, so it is always a 100 damage buff, and if 100 damage is not good enough, then all aoe snipers fall into the 1st category unless they have a cracked passive that gets improved
Tbh i like flag module, it has capability to raise block which mean that aoe guard can hit one more enemies since they attack based on block count (which increasing their dps) . Although i like how it gonna help me to use chong more since 1 block is s*ck. Can just drop flag right behind where i want to put chong and no worry over rush wave coz chong take too long to kill early or his s*ck 1 block let him pass 1 mob (which tbh can happen)
When you go into the video after not touching AK in quite a while, "Oh hey! It's Shirayuki-- Oh no, it's Shirayuki" As one of the two Shirayuki fans out there, stoat girl is best girl tiers be damned
uhm,, acktually.. 🤓 the purpose of fartooth's module giving 7 aspd is very simple but impactful. it allows her to shoot one more time within s3 duration
It’s ironic since her other module grants the same attack speed bonus through its module stats, while having a better base effect for her S3 (damage increasing with distance) and a higher attack up from the talent via module upgrades
yeah the reason why the second module is atrociously bad, is because it provides the same thing as before while having unsynergistic base module, gain 1sp upon hitting enemy. Her s3 cycles rly quickly already on top of full synergy with first module since, well, she attacks enemies as far as outside of her range lol. it's not about the 7 aspd at all
Just coping here, but Eunectes' second module DOES make her S3 even stronger if you can manage to get it up, somehow. Maybe in something like contingnency contract where she can't even kill a normal trash mob too quickly?
Supah have you seen Broca's horrible module that doesn't synergize with his kit whatsoever and came out at the same time as guard Specter's strong module which is another Abyssal Snoozer buff. It feels like HG is really playing favourites with some of these modules
10:47 Hi yes that would be me, and I love this module precisely because of it. The downside of not generating sp in time for when a elite enemy comes is kind of almost completely negated if with s1 she _passively_ gets an effective up to 2k atk and 1100+ def (before any outside buffs) and can dunk on that elite without needing to worry about sp costs and skill timings either way. I'd still recommend using module 1 for her s2 and s3, but I'd also advise to not sleep on s1 with module 2 becauss fuck me she can pull some truly empty brain clears with that. Also small correction at 3:06, operators placed in such tiles can actually end up blocking enemies depending on how they are pathed, when they cut their corners I guess far enough that their hitbox reaches the hitbox of the operator inside. See cc maps like with the croc/sandstorm and the fireball/flamethrower that will ruin your day if you think operators inside those fenced tiles are safe.
Ngl I kinda like her second module as well. I mean yeah it's gonna be hard for her to gain SK points, but her slow attack speed kinda allows her to still gain some. I suppose Phantom's second module is kinda in the same boat (the being slept on boat that is). They do however require a bit of thinking if one wants to use them to their fullest potential.
You know, worst thing about Fartooth Y is not only that 7 ASPD is pathetic and rather unnoticable, but X mod gives her the exact same amount... As a fucking stat buff. I mean her Y mod is considered second, so they had X mod for her long before Y, it's not like they tried to make X mod better that Y, it's literally the opposite. I just can't understand why
Criteria 4: a module that is just plain not as good as another of that operator's modules. Nothing comes to mind because I haven't fished around the wiki enough, but I'm sure there's at least one.
Off the top of my mind- Kal'tsit and Lumen Module X: Kal'tsits' Module X increases healing by 15% when target has less than 50% HP, and boosts the damage of Mon3tr's self destruct (also allows an additional proc when it hits 50% first time per deployment) meanwhile Module Y offers the same healing buff regardless of current HP so long as said target is on a ground tile (Kal is only here to heal Mon3tr anyway) alongside a +20 ASPD boost and a 20% DEF boost while it's in her range Lumens' Module X gives him permanent status resistance' less base aggro, and makes him a better Therapist, meanwhile his Module Y removes his reduced healing and buffs his insta-heal-on-status, turning him from a good niche healer to a great general-use healers
hey supah. could you also talk about new operators that are coming out in the future? i know you did one for Lin & Chongyue but they were kinda short, no? you are the kind of guy we can trust about tellinng us the short commings of an operator
Can’t say that I agree on Eunectes module Y being the worst one. Her module X is entirely focused on her SP issues, but her skill 1 is completely SP agnostic, so they wanted to give her a module that actually works for it. I also believe her module Y has an unlisted (in the English translation) effect where it removes the SP battery lock out effect, but in that case I think it was HG admitting they went too far with SP restrictions without saying it. If I did my math correctly, my level 60 Eunectes with S1 rank 7 and module Y rank 1 could have tanked the H11-4 steam knight pile bunker without atk down support or shining def increase, which would have made that clear a lot easier considering I had to borrow Kal so couldn’t borrow Nian.
The Module blocks, oh man the Module blocks. Theres many Modules I want to build, but why oh why are they so hard to get? Its ridiculus how little youre able to get each month, and some of em is through Yellow Cert shop, which is very expensive if youre a f2p tryna save for someone in shop. Why cant they put it in Green Cert shop instead? Anyway, I only have 17 blocks left, and 12 of those are already reserved for Rosa.
That and to increase her strength with passive skill further (it seems to be possible to make a difference in some situations, where she probably could solo some lane)
Rosa has an amazing module. She was already an OP you can deploy in almost any stage to kill bosses, elites, everyone really. NOW she ignores EVEN MORE defense and does a second hit! She already hits like a truck without module and now she just kills everything, heh.
Kinda surprising no one mention mizuki second module. His first module fixed him while his second one was unneccesary upgrade no one asked for, the 50% dodge was already useful and adding 15% more doesnt matter much. Moreover his second module doesnt cover his biggest weakness, lack of cc. His second module was medicore at best.
Fartooth modY is even more hilariously terrible than many people realize: -Mod X gives 110% dmg at range, +100 atk, +7 atk spd, +7% atk on talent, reduces talent activation to 6 sec no dmg. -Mod Y gives sp on non-lethal hit, +120 atk, +120 hp, +7 atk spd on talent, reduces talent activation to 3 sec no dmg. 7% atk on p1 fartooth is +91 atk. So mod Y effectively trades 71 atk and up to 110% dmg multiplier for +120 hp, best case -4.5sp reduction on a 20sp skill, and a buff refresh time difference that's a non-factor because Fartooth is designed to be far away from enemies. Which also means her gaining sp on non-lethal hits will be infrequent by the nature of her skill. Although it can situationally make sense for S2, I can count the number of times I've seen anyone use S2 on one hand. Final fun fact: Fartooth needs +8 atk spd in order to get one more shot off during S3. If you don't have any external sources then neither module gives S3 an extra shot.
I'm pretty sure you do not understand the intention of the Flagbearers modules. It is NOT to protect them. Your entire skit about the walled-off ground blocks is pointless. Flagbearers on their skills don't block no matter where you place them. It's exactly to offset that so that their block is NOT lost that it is there for. And is that good? Yes. It's basically a second skill. Imagine giving Bagpipe a second block, so that she can use her third skill against two tankier enemies that aren't melted by her that easily. Or to better utilize her talent against the fast enemies. Imagine Myrtle behind the likes of Blaze or Gavial Alter, giving them +1 block and the ability to attack another enemy. Imagine Myrtle behind Reaper Guards, giving them another target to heal from (they heal for every target hit UP TO BLOCK COUNT). Imagine Myrtle behind any number of 'invincible' units, blocking an extra enemy (either Specter on their second skill, Blaze on her talent, Surtr on her skill 3). This goes particularly well with their less efficient skills. Myrtle? 40% uptime that adds block and heals the operator. Elysium? 33% uptime that makes up to four enemies fragile and visible in a good AoE (perfect for the centurion that JUST SO HAPPENS to have exactly 4 block and can attack four enemies...). Saileach? 33% Myrtle that also adds bonus defense (again, great for a unit that's going to block extra!) OR 33% uptime on a fragile and slow effect that will let that centurion deal even more damage. So yes. This module is VERY good. It's just not a module for people that don't bother thinking things through.
I think i have to disagree with your eune take, because her mod 2 DOES allow her to gain sp from external sources without having to block enemies (this does not synergize with ptilo as eune would get like 0.00001 sp/sec), you'd take her with stainless which you should be doing no matter which mod you have
Fartooths module goes well with her skill 2 though 🤷🏻♂️ shit, a mastery of her skill 2 only gives a 5+ bonus to SPD. It all adds up, especially if she gets further speed buffs.
Wait, there is a problems with module blocks? I thought more terryfing about modules is T5 resources (they cost like m3 for +8% atk buff from talent wtf) I just have 70+ module blocks, idk
The problem with module is that every operator HAS to get one, module seems to only benefit to those who have huge drawbacks (like mostima and rosa) but then you also have to consider other operators who are already OP eithout modules (silverash, surtr, thorns, and so on) and if hg isnt careful they could make them full of steroids (in this case the AH)
The issue isn't that every operator has to get a module. It's that HG decided that Modules (almost) always buff talents, and the best operators in the game tend to have overpowered talents, or overpowered skills that benefit from good talents. Almost all bad/mediocre operators have less useful/impactful talents/skills. So if you just buff talents with modules, great operators become even better and bad operators stay bad. It didn't have to be that way, but if I had to guess it was probably the easiest way to produce modules for every operators instead of looking at them individually and finding a solution to make them more impactful. They apparently don't have the resources to do that, so they litter the system with inconsequential atk/def buffs and call it a day.
From the first time i saw it until now, I really believe that the devs accidently fucked up eunectes' module. If she gets the survivability when she has high hp, she could block a stronger enemy while waiting for her skills to charge up and when her skills finally activate, she then hits like a fucking train
OK but have you ever had to need Eunectes to deal ever so slightly more damage to the waves of enemies and don't care about her SP regen being slow because it takes a really long time for the boss to reach her? ... Just me? Never mind then
@@abrahamwijaya6631 that's the thing, you can't, her archetype trait is 'do NOT gain SP when not blocking, it inclus any SP battery effect, her first module actualy remove this restriction
SUPAH... I know someone who has Eunectes with S1 M3 and no other masteries in other skills, I even have a screenshot of her Maybe I'll advise him to build module 2 xD
That's fine, but keep in mind that the module system is time, money, and resources for HG. The module system is a system HG is still working on, and will continue to work on probably for the lifespan of the game. So if they're resources are going towards this system, then it should at least be a beneficial system; and it's not. And it's not going to get better, but at least the community can be vocal about their issues with the system as a whole, and the individual modules that came from it to let HG know that it's garbage so we can hopefully avoid more failed systems like this one.
Suppose Lords get their module and Sea Urchin DEZTREZA boi gets two modules, which one would you like: A) Toxin does more damage and enemy movement and ASPD is slowed (neurotoxin, makes sense) B) Regen potency increased and always active. Double healing when not attacking
I got both Angelina's module upgrades and I have to say the 2nd module is better, at least for what I wanted Ange to do. I kinda regret spending materials on her 1st module. Probably my favourite modules are Schwarz's 2nd module because it gives her a big improvement to her overall kit, Ash's because it extends the stun duration and her atk spd helping a lot with her S2 burst, and Eyja's since it gives a lot of RES ignore and extra dmg for that S3 volcano. Also, your tier-1 material problem is S K I L L I S S U E You can get a lot of those from event stores and mission rewards. I have only done SSS twice and I've only had problems with tier2 module material.
My main issue with modules is that they very seldom actually address the problems that a given unit has. There are a few where it does, such as Eunectes and Rosa, but in most cases the issues with a given operator just flies over their heads, clearly just being a copy and paste job. Or sometimes it gets weirder, such as Waai Fu's module being what you would expect (for better or worse), but her module upgrades instead of improving her talent, instead gives her a second niche talent and then making it too small to matter (Increases Physical damage dealt to [Infected Creatures] by 14%). Note that for some reason they felt the need to include that it's only physical damage on a unit that exclusively deals physical damage.
I know I wanted to make another positive video but I am really bad at it I am sorry
Also, I have not uploaded anything in 2 weeks, and for that I apologize. It has simply been a tumultuous period. Not in a bad way.
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Dont worry no man is perfect
Thank you to supah for having me!
Edit: WAIT I DID MEAN TO SAY ARCHETTO X
You might have switched them. It's confusing because Gamepress lists Y before X due to release data order, but the in-game UI lists X before Y.
Landen Tactics (Snipers with offensive recovery) is modX.
Iron Bowstring (initial SP) is modY.
But I do agree that the Iron Bowstring module is a lot better than the Landen Tactics module.
@@cirnobyl9158 Same, it leans into her niche as an AA sniper that can be helidropped, survive an instance of damage and have her S3 up immediately to wipe out a group of lower DEF enemies.
I was hoping blemishine to rank the top worst module..
Huh you guys using her as hellidrop?
I'm actually believe module X is my personal usage considering I want to use her as synergy while also charge her own skill etc. I don't like redeploy sniper while I needed them the most unless you were named april
@@abrahamwijaya6631 I don't redeploy her much really, it's just that with the ASPD from the iron bowstring module, her skills charge fast enough and the extra sp on deploy and on her shield break enable her to be used in more unique situations like tough openings which is great in IS and stuff.
ah yes, the positive video
> makes joke about another gacha games players being pdf files
>2 minutes later
>"wow this character that looks like a child just makes me ROCK HARD"
never change, gacha gamers
I mean we are all wannabe cunnyseurs. But still touching real children is off limits bruh
To be fair, she is actually an adult though
@@GreenTheGrape Ah yes, the 400 year old vampire
@@trash_girlfriend more like a dwarf that used to live underground, because that's what myrtle is.
@@raddrew42 And the 400 year old vampire has it's own reasons to look like a child
You know people say Zofia module is bad but they are just bad dokutahs. It is in fact extremely useful to block a singular attack from the first pleb trash mob that comes along. It is inexcusable to harm my Wife.
“no bad modules just bad doctors” people when they see gladiia module:
@@heroponriki518 i dunno man level 2 and 3 gladiia module seems pretty good
are you gonna make a video about the AWESOME modules of arkinghts as a counterpart? (it would also balance out the negativity)
Hmm...
@@SUPAH_SUPAH_SUPAH that would be nice esp with the mega list we have now while ive done a couple of modules there are a lot i still have to go back and research that im on the fence for. Huh wtf hypergryph why prevent outside sources of sp regen if your gonna buff her dps that high yikes
Yeah Mostima module make her became the best Decel Binder in the game🤣🤣🤣
@@aryapratama5648 ZA WARUDO.
@@SUPAH_SUPAH_SUPAH I just hope that you're going to mention Hellagur's and Ch'en's modules X's if you ever make a video about that. Seriously, they are so fun to use now.
Who cares about modules when you have attack up gamma
Surely I'm not the only one that thinks making the heavyshooters a pseudo-fast redeploy option a random decision? They surely drew that buff out of a hat
Me using mofu be like: wait so we don't?
Schwarz, aciddrop and provence was long used for redeployment purpose so i dont actually surpised when they released that module. It was pozy that dont deserve redeployment module since her gameplay was more static than the rest sharpshooter.
I like fast redeploy Schwarz
Supah positivity challenge(impossible)
Love another video. Good points made. Only part id like to add, why so many damn high tier mats. Its like a e2 cost
actually, it's twice more expensive than e2 if you go up to lvl 3
Timegated material sucks, but it's common in free to play games so it's understandable (not necessarily mean I'm okay with it).
For some operator, module is their second chance. Not to be meta-breaking, but simply solidifying their build. I'm sure, with a little bit of adjustment, defensive dp-on-kill vanguard could make sense. But nah, let's kill the character for no reason.
You basically can tell if a module is going to be good/bad based on the operator's trait rework and their talents
I mean yeah , that _should_ be the point of moduling , like giving more def to a defender?
¯\_(ツ)_/¯
Sometimes they decide to be quirky like what they did with Wild Mane and Gladiia tho.
@@beefystu559 I wish more modules did what Gravel’s did!
7 aspd makes a difference depending who it’s on. Like dusk for example. I can notice the aspd increase because her initial attack speed was already a bit slow. Now it seems actually alright! It also helps her s3 to counter the attack interval reduction
Here's the thing about that 7 atkspd:
-Mod X gives 110% dmg at range, +100 atk, +7 atk spd, +7% atk on talent, reduces talent activation to 6 sec no dmg.
-Mod Y gives sp on non-lethal hit, +120 atk, +120 hp, +7 atk spd on talent, reduces talent activation to 3 sec no dmg.
7% atk on p1 fartooth is +91 atk. So mod Y effectively trades 71 atk and up to 110% dmg multiplier for +120 hp, best case -4.5sp reduction on a 20sp skill, and a buff refresh time difference that's a non-factor because Fartooth is designed to be far away from enemies. Which also means her gaining sp on non-lethal hits will be infrequent by the nature of her skill. Although it can situationally make sense for S2, I can count the number of times I've seen anyone use S2 on one hand.
Final fun fact: Fartooth needs +8 atk spd in order to get one more shot off during S3. If you don't have any external sources then neither module gives S3 an extra shot.
The best part about grani module is that you can use her in the most optimal way by placing her down and retreating her immediately without spending dp
7:10 Wait, isn't that Archetto module Y?
A very positive video on modules.
Thank you Mr.Gummy Husband man.
Worst module is reed no contest. Not because of her module specifically. But the fact that they gave every other 5 star+ vanguard her main ability and made it way better.
i think you missunderstood the flagbearer module
the point is that if you need the flagbearer to block and he cant because he uses his skill
his block chance gets transitioned to the unit in front of him
so lets say you have the flagbearer and another 1 block unit in front of him and 2 enemys appear
using the flagbearer skill without the module = 1 leak, with module no leak
still insignificant? yes
Eunectes S1 is NOT GOOD. It just isn't. End of story. I've used it so much and it's like if you brought a knife to a gun fight.
Ikr? She just becomes an inefficient and way way way too expensive Skadi without skills
Well should I get gummys module then? Doesn't it just increase her stun chance
It increases it from once every 6 hits to once every 4 hits. It's a very noticeable upgrade
@@SUPAH_SUPAH_SUPAHThanks for sharing your knowledge I will definitely get it as she's my best defender
I mean [a] 4* modules are actually pretty affordable so they IMHO have a lower bar to being "worth it" and [b] it does increase her stun chance by about 44% and duration by 50%. Its like Ethan's or Indigo's, seems small on paper but is actually a massive relative improvement to RNG CC that makes it [almost] reliable.
Wait the most useful thing on shirayukis module is the atk speed buff it removes the floating point error on s2 after all which is very significant, i get the 100 def ignore seems useless, but as a module overall just to get rid of the floating point error its really good
True on that myrtle skin tbh, literally the hottest thing arknights has ever released
HG dodging lord's module by making more arctype. Also you forget to discuss blemishine..
BP one is a bad one, and I say bad not to be volgare, cazzo.
Rosa imo is the best module.
The 7 asdp on Fartooth makes the last hit from her S3 happen, moduleless she loses 1 hit basically. In practice tho, it's kinda rarely important, but one extra hit can be meaningful
Another thing that drags Fartooth’s Module Y down is that Module X gives THE SAME EXACT attack speed bonus through its stats, not to mention Module X has a better base effect and better module upgrades.
It’s like they forgot Module X existed.
Don't worry, in like 10 years all modules will be out and the materials will be farmable with sanity.
At the same time they'll hit us with a new time gated weapons upgrade of some sort and we will still be fucked but from another direction.
The time gated aspect is easily the worst part of the modules. If they weren't time gated, almost everybody complaining about them wouldn't be because like you said, for the majority of them, they're just straight up buffs, no matter how small or insignificant, a buff is a buff.
As for Eunectes, they should have really made it so the girl would gain SP each time she attacks an enemy in addition to blocking them. So at least that way, you can probably use her skill before you finish getting your phD.
So leizi module upgrade?
No matter how small or insignificant, a buff is a buff, so why don't you lvl90 Pot6 M9 every single one of your operators?
Even without module blocks, they are time gatted, last time I checked LMD and mats don't grow on tree (well LMD kinda does, but at the painfully slow rate, just like a tree)
You think you would build THAT many more module if module blocks weren't a thing?
@@kevinseraphin5456 I know I couldn't. I still haven't played SSS because I can't spend module blocks fast enough to actually run out, with events giving them out and me spending all my lmd on E2 promotions. My biggest hang-up however is the high-tier mats, they are so hard to get and I'd rather promote 2-3 other ops than get 1 mod3 unless it's as good as Gladiia's.
@@kevinseraphin5456 are you actually complaining about mats and LMD that you can farm whenever?
Compared to time gated module blocks, this is nothing
@@arthorias06 Dude, I've been playing F2P since the ealy days of the game, wich mean when the module system was implemented, I had a shit ton a operator built already, and I have most of the module I wanted built without any issue, plus a few extra luxury ones like fucking Skyfire and Tomimi both mod3, for a total of 31 modules, most of them being level 3 when they don't ned to, and I still have a dozen module block left, what the f are you doing with your module block to run out?
Also, I never complained about mats or LMD, I point out to moron too stupid to realize it themselvs that even if you remove the Module block from the game, they'd have 2 to 3 more modules at best.
so to peoples who run out of it I only have 1 thing to say: Whale issue, couldn't care less.
You talked about the wrong Archeeto mod. You could have at least watched Dragon's vid on the Cheeto mod if u wanted to bring it up as talking point. He has a full explanation as to why X is bad and Y is actually impactful. Instead it looks like u got confused and just imposed your own inferior understanding instead of actually using Dragons info.
Absolutely disrespectful to Dragon and proof that u dont actually do research before forming your opinions.
Also one of your major points of the vid, that Eun Y mod actively makes her worse is also just wrong btw. Y mod enhances her dueling abilities, her core strength, in exchange for her basically needing someone to Sp batt for her. While that may be asking alot and kinda unnecessary/overkill, saying it actively makes her worse is only true if u play without having units synergize together, ignoring supportive options in the game.
The "thinking with your penis" supah mentioned is definitely a real thing. Its the reason why i can draw attractive anime women while my skill in drawing men is lagging behind by 10 years.
TBH I was hoping Gummy to have 15% damage reduction module
SUPAH : "...as rare as a Genshin fan who doesn't like minors"
Also SUPAH : 2:33
SUPAH, are you a Genshin fan ?
I am not
@@SUPAH_SUPAH_SUPAHadmin bro you like gummy(which is not legal yet) means you into it😂😂
Just because all Genshin fans like minors doesn't mean that all who like minors are Genshin fans
@@byeguyssry I know, I'm a Genshin fan who's not into minors
No comparaison between the 2 fartooth's modules ?
Like the 7 aspd..
The problem with the module system is obvious: modules cost WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAYYYYYYY too much and are way too heavily timegated for what many of these do for so many of these operators. Eunectes asides, the small stat boosts and sometimes the small increments to some abilities do help. But once again, because HG decided to be so stingy with the module blocks, it doesn't incentivize the player to bother with many of these outside of either the really cracked ones like Specter The Unchained or Gladiia's, or for waifu/husbando purposes. Even then, I wouldn't recommend the last one unless you're completely down bad.
Ultimately, module blocks are proof that Arknights' biggest problems are the mobile game cliches it is forced to follow as a F2P Gacha: that being how the act of building operators is timegated hard through the combination of Sanity and having 6* Star in particular require FAAAR more resources. There are so mamy cool units I'd live to build but either can't because I don't have enough materials, I don't have enough time or sanity to grind enough of said materials, or they simply aren't worth the materials I have already sinxe there's another op like them that would objectively be more worth the cost. And thus I'm forced to leave these ops uninvested in when I really want to use them with my other built up operators and really enjoy the game even more than I already am (in spite of its problems). The way the modules are implemented now only serve to make the already HEAVILY timegated nature of how building operators are even more time-consuming, and it ends up just being a massive waste of time because the benefits of them are NOT worth how much time and effort it takes to get to that point. That's why HG needs to start either STOP BEING STINGY with the modules, or actually make the modules make enough of a difference to actually be worth a damn. It would be nice if they did both, but that's wishful thinking. And we all that will only take you so far.... especially in Terra. XP
Bro I would rather grind in arknights than working on just one student in BA.
You have no idea how stupid Nexon making the farming system by a lot!
I agree with this, except as a semi-new player, the only mat I have never run out of is module parts. I'm heavily bottlenecked by lmd and the high-tier mats and would rather spend that on E2 than build a module that only marginally improves an op. Except for the abyssal girls, they were worth the modules with how much they carried me.
@@abrahamwijaya6631 Another reason why even though I love the art style and characters in BA, I don't want to touch the game. Then again, I wouldn't be able to run it on my phone anyways unlike AK. And the funny part about this is that even with everything I complained about.....AK is still a lot less of a grind than the average mobile game by a LONG MILE. XD
my exact reaction seeing eunectes's second module was ''why, why would someone use this instead of the first module''
Mmph,valid opinions,
About Hildegard's modules
Here my view on them
The X one trait is useless barely do too something the only good thing in the module if you upgrade it to the max and have her to pot 5 and if use her like helidrop
The Y one trait actually has more value than X also has highest atk bonus as well if you use her for anti drone(why im use it )The problem with the module is the upgrade
WHY THE GOD ONLY REDUCE HER TALENT ACTIVITION TO 2.5 TO 1.8(NEED TO PUT ANOTHER SNIPER) IF HG BUFF IT BETTER IT TO DO WHAT THEY DONE TO CHEN MODULE AND IM HAVE NO COMPLAINTS TO IT😡
Also that eunectes module looks good for her being only used for off skill use… so if you plan on literally NEVER using her skill it ironically buffs only that kind of gameplay apparently
i personally think shirayuki's one does not fit into criteria 2, because her skill is an additional damage on top of the phys damage she does, so it is always a 100 damage buff, and if 100 damage is not good enough, then all aoe snipers fall into the 1st category unless they have a cracked passive that gets improved
Tbh i like flag module, it has capability to raise block which mean that aoe guard can hit one more enemies since they attack based on block count (which increasing their dps) . Although i like how it gonna help me to use chong more since 1 block is s*ck. Can just drop flag right behind where i want to put chong and no worry over rush wave coz chong take too long to kill early or his s*ck 1 block let him pass 1 mob (which tbh can happen)
11:10 Normal day in a discord channel
When you go into the video after not touching AK in quite a while, "Oh hey! It's Shirayuki-- Oh no, it's Shirayuki"
As one of the two Shirayuki fans out there, stoat girl is best girl tiers be damned
uhm,, acktually.. 🤓
the purpose of fartooth's module giving 7 aspd is very simple but impactful. it allows her to shoot one more time within s3 duration
It’s ironic since her other module grants the same attack speed bonus through its module stats, while having a better base effect for her S3 (damage increasing with distance) and a higher attack up from the talent via module upgrades
yeah the reason why the second module is atrociously bad, is because it provides the same thing as before while having unsynergistic base module, gain 1sp upon hitting enemy. Her s3 cycles rly quickly already on top of full synergy with first module since, well, she attacks enemies as far as outside of her range lol. it's not about the 7 aspd at all
Just coping here, but Eunectes' second module DOES make her S3 even stronger if you can manage to get it up, somehow. Maybe in something like contingnency contract where she can't even kill a normal trash mob too quickly?
Supah have you seen Broca's horrible module that doesn't synergize with his kit whatsoever and came out at the same time as guard Specter's strong module which is another Abyssal Snoozer buff. It feels like HG is really playing favourites with some of these modules
At least modules can be unequipped
Can you please stop dunking on my wife Zumama? I mean, you’re correct, but please, have some mercy
Keep it up Italian man love the vids
*just don’t diss chen*
Regarding being bad at making positive videos, the thing is you are pretty consistently good at showcasing gummy :)
10:47 Hi yes that would be me, and I love this module precisely because of it.
The downside of not generating sp in time for when a elite enemy comes is kind of almost completely negated if with s1 she _passively_ gets an effective up to 2k atk and 1100+ def (before any outside buffs) and can dunk on that elite without needing to worry about sp costs and skill timings either way.
I'd still recommend using module 1 for her s2 and s3, but I'd also advise to not sleep on s1 with module 2 becauss fuck me she can pull some truly empty brain clears with that.
Also small correction at 3:06, operators placed in such tiles can actually end up blocking enemies depending on how they are pathed, when they cut their corners I guess far enough that their hitbox reaches the hitbox of the operator inside. See cc maps like with the croc/sandstorm and the fireball/flamethrower that will ruin your day if you think operators inside those fenced tiles are safe.
Ngl I kinda like her second module as well.
I mean yeah it's gonna be hard for her to gain SK points, but her slow attack speed kinda allows her to still gain some.
I suppose Phantom's second module is kinda in the same boat (the being slept on boat that is).
They do however require a bit of thinking if one wants to use them to their fullest potential.
You know, worst thing about Fartooth Y is not only that 7 ASPD is pathetic and rather unnoticable, but X mod gives her the exact same amount... As a fucking stat buff. I mean her Y mod is considered second, so they had X mod for her long before Y, it's not like they tried to make X mod better that Y, it's literally the opposite. I just can't understand why
Criteria 4: a module that is just plain not as good as another of that operator's modules. Nothing comes to mind because I haven't fished around the wiki enough, but I'm sure there's at least one.
Off the top of my mind- Kal'tsit and Lumen Module X: Kal'tsits' Module X increases healing by 15% when target has less than 50% HP, and boosts the damage of Mon3tr's self destruct (also allows an additional proc when it hits 50% first time per deployment)
meanwhile Module Y offers the same healing buff regardless of current HP so long as said target is on a ground tile (Kal is only here to heal Mon3tr anyway) alongside a +20 ASPD boost and a 20% DEF boost while it's in her range
Lumens' Module X gives him permanent status resistance' less base aggro, and makes him a better Therapist, meanwhile his Module Y removes his reduced healing and buffs his insta-heal-on-status, turning him from a good niche healer to a great general-use healers
hey supah. could you also talk about new operators that are coming out in the future? i know you did one for Lin & Chongyue but they were kinda short, no? you are the kind of guy we can trust about tellinng us the short commings of an operator
god I love eunectes so fucking much
Heavy Freight Train Derricrane ? 🤨
Can’t say that I agree on Eunectes module Y being the worst one. Her module X is entirely focused on her SP issues, but her skill 1 is completely SP agnostic, so they wanted to give her a module that actually works for it. I also believe her module Y has an unlisted (in the English translation) effect where it removes the SP battery lock out effect, but in that case I think it was HG admitting they went too far with SP restrictions without saying it. If I did my math correctly, my level 60 Eunectes with S1 rank 7 and module Y rank 1 could have tanked the H11-4 steam knight pile bunker without atk down support or shining def increase, which would have made that clear a lot easier considering I had to borrow Kal so couldn’t borrow Nian.
I 100% agree, why the fuck are the module blocks so sparse...
Theres no bad modules only bad operators 🤓🤓
Ah yes.
Non eunectes players
Great video sir! Tho I think DragonGJY is talking about Archetto's other module.
Yup. He just confirmed to me he meant Module Y. Well, X kinda sucks too so it works
Yeah it makes me sad sir that they are both mid.
The Module blocks, oh man the Module blocks. Theres many Modules I want to build, but why oh why are they so hard to get? Its ridiculus how little youre able to get each month, and some of em is through Yellow Cert shop, which is very expensive if youre a f2p tryna save for someone in shop. Why cant they put it in Green Cert shop instead?
Anyway, I only have 17 blocks left, and 12 of those are already reserved for Rosa.
I think Eunectis is just meant to be paired with Warfrain 😂 just slap them together and don't worry about that lane.
That and to increase her strength with passive skill further (it seems to be possible to make a difference in some situations, where she probably could solo some lane)
Reminder that Windflit still remains trash after the Artificers got their module update xd
Rosa has an amazing module. She was already an OP you can deploy in almost any stage to kill bosses, elites, everyone really. NOW she ignores EVEN MORE defense and does a second hit! She already hits like a truck without module and now she just kills everything, heh.
Kinda surprising no one mention mizuki second module. His first module fixed him while his second one was unneccesary upgrade no one asked for, the 50% dodge was already useful and adding 15% more doesnt matter much. Moreover his second module doesnt cover his biggest weakness, lack of cc. His second module was medicore at best.
I like how the flagbearer modules are straightup useless and don't do anything at all for any of them.
Fartooth modY is even more hilariously terrible than many people realize:
-Mod X gives 110% dmg at range, +100 atk, +7 atk spd, +7% atk on talent, reduces talent activation to 6 sec no dmg.
-Mod Y gives sp on non-lethal hit, +120 atk, +120 hp, +7 atk spd on talent, reduces talent activation to 3 sec no dmg.
7% atk on p1 fartooth is +91 atk. So mod Y effectively trades 71 atk and up to 110% dmg multiplier for +120 hp, best case -4.5sp reduction on a 20sp skill, and a buff refresh time difference that's a non-factor because Fartooth is designed to be far away from enemies. Which also means her gaining sp on non-lethal hits will be infrequent by the nature of her skill. Although it can situationally make sense for S2, I can count the number of times I've seen anyone use S2 on one hand.
Final fun fact: Fartooth needs +8 atk spd in order to get one more shot off during S3. If you don't have any external sources then neither module gives S3 an extra shot.
I'm pretty sure you do not understand the intention of the Flagbearers modules. It is NOT to protect them. Your entire skit about the walled-off ground blocks is pointless. Flagbearers on their skills don't block no matter where you place them. It's exactly to offset that so that their block is NOT lost that it is there for.
And is that good? Yes. It's basically a second skill. Imagine giving Bagpipe a second block, so that she can use her third skill against two tankier enemies that aren't melted by her that easily. Or to better utilize her talent against the fast enemies.
Imagine Myrtle behind the likes of Blaze or Gavial Alter, giving them +1 block and the ability to attack another enemy.
Imagine Myrtle behind Reaper Guards, giving them another target to heal from (they heal for every target hit UP TO BLOCK COUNT).
Imagine Myrtle behind any number of 'invincible' units, blocking an extra enemy (either Specter on their second skill, Blaze on her talent, Surtr on her skill 3).
This goes particularly well with their less efficient skills. Myrtle? 40% uptime that adds block and heals the operator. Elysium? 33% uptime that makes up to four enemies fragile and visible in a good AoE (perfect for the centurion that JUST SO HAPPENS to have exactly 4 block and can attack four enemies...). Saileach? 33% Myrtle that also adds bonus defense (again, great for a unit that's going to block extra!) OR 33% uptime on a fragile and slow effect that will let that centurion deal even more damage.
So yes. This module is VERY good. It's just not a module for people that don't bother thinking things through.
I think i have to disagree with your eune take, because her mod 2 DOES allow her to gain sp from external sources without having to block enemies (this does not synergize with ptilo as eune would get like 0.00001 sp/sec), you'd take her with stainless which you should be doing no matter which mod you have
Fartooths module goes well with her skill 2 though 🤷🏻♂️ shit, a mastery of her skill 2 only gives a 5+ bonus to SPD. It all adds up, especially if she gets further speed buffs.
No you see SUPAH we aren't just big brains enough TO UNDERSTAND THE GENIUS DESING OF HYPERGRIF!!! (This post was sponsored by Attack Gamma Enjoyers)
Desing yes 😅
Me, who has so much module block to spare that I can throw it around like I'm a billionaire: "oh dear, I have archetto's module"
I really like to get everyone all their powa bs
Be it masteries or module or exp
But module data block is just a bitch that doesn't exist
Wait, there is a problems with module blocks? I thought more terryfing about modules is T5 resources (they cost like m3 for +8% atk buff from talent wtf)
I just have 70+ module blocks, idk
70+ is not a lot. That is around 6 mod3 modules for 6-stars. Just six of them
@@SUPAH_SUPAH_SUPAH wait, there is a whole 6 6* ops that have worth mod 3 modules? Wow
The problem with module is that every operator HAS to get one, module seems to only benefit to those who have huge drawbacks (like mostima and rosa) but then you also have to consider other operators who are already OP eithout modules (silverash, surtr, thorns, and so on) and if hg isnt careful they could make them full of steroids (in this case the AH)
The issue isn't that every operator has to get a module. It's that HG decided that Modules (almost) always buff talents, and the best operators in the game tend to have overpowered talents, or overpowered skills that benefit from good talents.
Almost all bad/mediocre operators have less useful/impactful talents/skills. So if you just buff talents with modules, great operators become even better and bad operators stay bad.
It didn't have to be that way, but if I had to guess it was probably the easiest way to produce modules for every operators instead of looking at them individually and finding a solution to make them more impactful. They apparently don't have the resources to do that, so they litter the system with inconsequential atk/def buffs and call it a day.
I actually got Grani's module. Mainly because I like using Flametail and her S3.
As someone who absolutely hates the SSS mode of this game despite having a very easy time with it, I agree with everything in this video
Hellagur 2nd module is pointless even it's trait effect is worthless
1:33 I recognize that artstyle ( ͡° ͜ʖ ͡°)
She tastes good
We have finally come full circle with Supah using his own lewds as transtions.
Can yall tell me whos on the thumbnail? I need it for uhhhhh my dekstop background (i swear)
3:08 what, I've been playing this game for years and I only now found this out 😭😭😭
Remember when ops came complete day one and didn't need 3 month dlc to be "good"
Mama johns remembers
Praise be gummy!!, because of you I suddenly found gummy as a goddess that I should worship
Angelina is good pair with mudrock, hellagur since they can't receive heal from healer
0:24 bullshit, We’re not rare, we just stop being Genshin fans after first taken shower.
I love my wife Eunectes
i didt know Heavy Freight Train Derricrane have yt channel
From the first time i saw it until now, I really believe that the devs accidently fucked up eunectes' module.
If she gets the survivability when she has high hp, she could block a stronger enemy while waiting for her skills to charge up and when her skills finally activate, she then hits like a fucking train
Lol finally someone that isnt blind by "urr durr 120 fps better" kek
OK but have you ever had to need Eunectes to deal ever so slightly more damage to the waves of enemies and don't care about her SP regen being slow because it takes a really long time for the boss to reach her?
... Just me?
Never mind then
Just slap stainless call it a day
@@abrahamwijaya6631 that's the thing, you can't, her archetype trait is 'do NOT gain SP when not blocking, it inclus any SP battery effect, her first module actualy remove this restriction
@@kevinseraphin5456 god damn we can't cook
SUPAH... I know someone who has Eunectes with S1 M3 and no other masteries in other skills, I even have a screenshot of her
Maybe I'll advise him to build module 2 xD
If modules are bad just don't use them.
I find it rather time consuming to farm for modules so I just don't use em.
That's fine, but keep in mind that the module system is time, money, and resources for HG. The module system is a system HG is still working on, and will continue to work on probably for the lifespan of the game. So if they're resources are going towards this system, then it should at least be a beneficial system; and it's not. And it's not going to get better, but at least the community can be vocal about their issues with the system as a whole, and the individual modules that came from it to let HG know that it's garbage so we can hopefully avoid more failed systems like this one.
Instructions unclear, i already upgraded and max every module
1:34 i uhh, recognise that image and I'm very sad about that.
Suppose Lords get their module and Sea Urchin DEZTREZA boi gets two modules, which one would you like:
A) Toxin does more damage and enemy movement and ASPD is slowed (neurotoxin, makes sense)
B) Regen potency increased and always active. Double healing when not attacking
please dont sell me for a module that is nice to have
I'm one of the two Shirayuki fans out there
I got both Angelina's module upgrades and I have to say the 2nd module is better, at least for what I wanted Ange to do. I kinda regret spending materials on her 1st module.
Probably my favourite modules are Schwarz's 2nd module because it gives her a big improvement to her overall kit, Ash's because it extends the stun duration and her atk spd helping a lot with her S2 burst, and Eyja's since it gives a lot of RES ignore and extra dmg for that S3 volcano.
Also, your tier-1 material problem is
S K I L L I S S U E
You can get a lot of those from event stores and mission rewards. I have only done SSS twice and I've only had problems with tier2 module material.
Ash' Module didnt give extended stun duration, for now.
The module only benefit to her first deploy which very very cheap
10 months late, but...
Ehem, thumbnail artist?
I think I should Max out my Gummy but I don't know why
My main issue with modules is that they very seldom actually address the problems that a given unit has. There are a few where it does, such as Eunectes and Rosa, but in most cases the issues with a given operator just flies over their heads, clearly just being a copy and paste job. Or sometimes it gets weirder, such as Waai Fu's module being what you would expect (for better or worse), but her module upgrades instead of improving her talent, instead gives her a second niche talent and then making it too small to matter (Increases Physical damage dealt to [Infected Creatures] by 14%). Note that for some reason they felt the need to include that it's only physical damage on a unit that exclusively deals physical damage.