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.
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.
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.
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
I think that module is amazing for Fang Alter. It synergises with her S2. But, it is also welcome to get 2 DP on every kill instead of 1 during the early stage, while her initial DP cost reduces by 4 DP and any operator you deploy after retreating her gets -2 DP. Overall a great Charger Vanguard module in my opinion.
@@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.
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.
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.
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
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.
I am still waiting for an Artsguard and Spreadshooter module. Artsguards can really benefit from a little bit of resistance ignore, or shred. While Spreadshooters, I don't know, maybe the further tiles do the same damage as the closer tiles?
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.
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.
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
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.
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
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.
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
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
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
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
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.
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
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?
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
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.
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.
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.
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
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
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.
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.
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)
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.
A very important aspect of Angelina's atkspd module is that her level 2 gets rid of her anti-synergy with Carnelian's S3, so obviously that one was a must.
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
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 absolutely agree with angelina’s first module not being worth the cost because the second mission requirement to unlock it was singlehandedly one of the most irritating challenges I’ve ever had to do in arknights. Completing any mission with only her and two specialists on a stage with no pits is pure suffering, especially since I did it before texalter even released
I will say, I used her M2 when I pulled her for IS3 on a run. Setting her down to delete anything stupid enough to walk into her range made her handy to bring along. Then I actually started building useful operators like Irene and maxing my Gummy's level.
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.
One of the best module for me is Leizi module, I build her initially cuz I lack good AOE arts damage. Her issue is her skill take too long to charge, but her dps on skill is pretty good. Then her module come, that module is a gamechanger, 4 sp/attack is no joke, she is especially monstrous in SSS
story progression from 0:24 to 2:35 also: the extra range module for splash casters is a joke. they have it to gitano, whose main skill has a range extension that already covers that extra tile while not stacking. similar for lava alter and S1. as for eunectes: youve seen tums videos. pretty sure he used that module more often than the sp one. so its a good module if you are a sweaty giga tryhard niche player.
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.
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
HG should just be open to the idea of reworking these modules aswell. Don't refund materials cause you'd hate doing that, just rework what the modules actually do. Considering the cost it's just too weird to have many that are worthless and then you have Leizi who becomes a geniunely good unit from being worthless before. The discrepancy between either broken or worthless modules is too high.
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.
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😡
Yeah, I've been saying since way back when we first realized how HG was designing modules. They're awful. The entire module system is a massive failure. The ineptitude required to do what they've done with this system is honestly kind of mind-blowing. They can give Ling, one of the most overtuned operators in the game pre-module and give her a third 4-block stat-stick on her module. That's absolutely ridiculous, not just because how insane of a buff that is to Ling; but because the more you look at the module system as a whole the more you see the galactic range of disparity between them. So Ling gets to put down a third EZ-Mode Dragon from her module. Whislash gets....nothing. But she gives 1 shield to operators with 3 block. Kazi ops get 2. Keep in mind Whislash needs 30 seconds to activate S1 and 40 to activate S2. So you'd want to have her down early in a map so you have her skills ready to SUPPORT the team. But her module demands that you don't do that. You put her down after your 3 blocks are down...to block 1 instance of damage. Ling gets another dragon. Speaking of Shields, Roberta...the operator whose entire function is supplying shields gets...+10% DEF on allies affected by a modeler. Not more modelers. Not more shields per modeler. Not faster cycle times for modelers. In the absolute best, most efficient case of pairing Nian and Roberta, you get +82 DEF for Nian who already has 826 DEF. Nian is typically tanky enough to not need 900 Def. You would use Roberta to block hits for weaker operators, which means your return on the modeler caps at 82 and goes down to realistically +20-40 DEF. Or for example you want to use Franka for her true damage, but she reduces her DEF to 0 so your return on investment is completely invalidated. Maybe you want to protect SA during S3? Enjoy +10 DEF for him. Remember, Ling got another 4-block dragon. Okay, but those are 4 and 5 star ops. "It's not fair to compare them to 6's." Fine. Dusk X module. At most, Dusk gains 12% ATK. The requirement for this isn't free. Because you needed to KILL 18 enemies with Dusk in order for her to get the most out of her talent. 18. With her module, you now need to kill 24 enemies just to get the most out of the module. Dusk is still 34DP with this module. So you need a ~34DP operator to kill 24 enemies in a single mission just to get the most of the module before Dusk becomes optimal. And again, it's only +12% ATK. Ling got another fucking 4-block dragon. It's actually insane that HG released these modules knowing their playerbase would pick them apart and realize how ridiculous they were. The module system is essentially Nepotism for in game characters. If HG likes you, you get an amazing module; otherwise you're fucked.
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
Ah yes, doubling down on her biggest weakness, making it near impossible to charge her skill in exchange for promising that she will have gargantuan stats -when- if you do activate her skill. Or if you use skill 1 and just want a shitty expensive dreadnought guard I guess.
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
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)
From my understanding, Eunectes's primary function is for bossing, not defending (I mean, yes. She still defends but only against bosses) hence the skyhigh damage plus having just 1 block, specifically to 1v1 dangerous bosses such as Patriot, Degen, etc. She's a defender for bosses so don't ever use her for mobbing. It's just a no-no. If you pay attention, RA2 is made specially for her. She is one of those niche operators who can beat most bosses easily in RA2. It's a bonus if you have her token
I sold my Wife, 2 of my child and 3 house for 300 Raythean blocks for my ops modules but Raytheans only gave me 50... Imma call Reunion to raid them with their "originite but mostly peacefull" raid on their HQ
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 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.
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
ah yes, the positive video
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
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
I think that module is amazing for Fang Alter. It synergises with her S2. But, it is also welcome to get 2 DP on every kill instead of 1 during the early stage, while her initial DP cost reduces by 4 DP and any operator you deploy after retreating her gets -2 DP. Overall a great Charger Vanguard module in my opinion.
@@LordNNerobecause it actually works for fang alter’s kit who encourages being placed and withdrawn once her s2 duration is up
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.
Supah positivity challenge(impossible)
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.
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
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.
my exact reaction seeing eunectes's second module was ''why, why would someone use this instead of the first module''
Too late I have been frivolously using Modules. I got my Tomimi M3, Module 3.
Lets Go Myrtle-Alter, Summoner.
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
7:10 Wait, isn't that Archetto module Y?
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.
I am still waiting for an Artsguard and Spreadshooter module. Artsguards can really benefit from a little bit of resistance ignore, or shred. While Spreadshooters, I don't know, maybe the further tiles do the same damage as the closer tiles?
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.
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.
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
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.
HG dodging lord's module by making more arctype. Also you forget to discuss blemishine..
I like how the flagbearer modules are straightup useless and don't do anything at all for any of them.
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
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.
True on that myrtle skin tbh, literally the hottest thing arknights has ever released
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
TBH I was hoping Gummy to have 15% damage reduction module
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
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
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
No comparaison between the 2 fartooth's modules ?
Like the 7 aspd..
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.
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
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?
Praise be gummy!!, because of you I suddenly found gummy as a goddess that I should worship
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
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.
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.
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
At least modules can be unequipped
Regarding being bad at making positive videos, the thing is you are pretty consistently good at showcasing gummy :)
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.
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
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
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.
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.
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)
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.
11:10 Normal day in a discord channel
A very important aspect of Angelina's atkspd module is that her level 2 gets rid of her anti-synergy with Carnelian's S3, so obviously that one was a must.
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
I 100% agree, why the fuck are the module blocks so sparse...
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 absolutely agree with angelina’s first module not being worth the cost because the second mission requirement to unlock it was singlehandedly one of the most irritating challenges I’ve ever had to do in arknights. Completing any mission with only her and two specialists on a stage with no pits is pure suffering, especially since I did it before texalter even released
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 will say, I used her M2 when I pulled her for IS3 on a run. Setting her down to delete anything stupid enough to walk into her range made her handy to bring along. Then I actually started building useful operators like Irene and maxing my Gummy's level.
Angelina gets enhanced HP regen
AK community in general: It's bad.
Me, perfumer + angelina + abyssal hunters enjoyer: Haha, yes! 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
Reminder that Windflit still remains trash after the Artificers got their module update xd
I actually got Grani's module. Mainly because I like using Flametail and her S3.
Can you please stop dunking on my wife Zumama? I mean, you’re correct, but please, have some mercy
god I love eunectes so fucking much
3:08 what, I've been playing this game for years and I only now found this out 😭😭😭
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.
7:25 console player cope. When you're actually playing it's very noticeable in FPS games.
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.
One of the best module for me is Leizi module, I build her initially cuz I lack good AOE arts damage. Her issue is her skill take too long to charge, but her dps on skill is pretty good. Then her module come, that module is a gamechanger, 4 sp/attack is no joke, she is especially monstrous in SSS
story progression from 0:24 to 2:35
also: the extra range module for splash casters is a joke. they have it to gitano, whose main skill has a range extension that already covers that extra tile while not stacking. similar for lava alter and S1. as for eunectes: youve seen tums videos. pretty sure he used that module more often than the sp one. so its a good module if you are a sweaty giga tryhard niche player.
100 ursine children being needed to make the module boxes I guess that’s why we haven’t gotten another children of ursus event
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
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
HG should just be open to the idea of reworking these modules aswell. Don't refund materials cause you'd hate doing that, just rework what the modules actually do.
Considering the cost it's just too weird to have many that are worthless and then you have Leizi who becomes a geniunely good unit from being worthless before.
The discrepancy between either broken or worthless modules is too high.
Meanwhile ho'olheyak have a problem about High sp cost in S3 yet HG giving her ignore 10 res module instead of 1SP upon hit elite enemy one🗿
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
I mean, of course I'm not gonna notice 60 and 120 fps on the device that doesn't go past 60 fps.
And here I am, complitely replaced my Perfumer with Angelina for my Ling'"s Dragons healing needs.
1:34 i uhh, recognise that image and I'm very sad about that.
Thank you funny Italian dokutah with good music taste. I will now cook spagetti with gummy
Remember when ops came complete day one and didn't need 3 month dlc to be "good"
Mama johns remembers
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.
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😡
1:33 I recognize that artstyle ( ͡° ͜ʖ ͡°)
She tastes good
We have finally come full circle with Supah using his own lewds as transtions.
"like watching a league of legends gameplay"
jokes on u i understood everything that happened here
Yeah, I've been saying since way back when we first realized how HG was designing modules. They're awful. The entire module system is a massive failure. The ineptitude required to do what they've done with this system is honestly kind of mind-blowing.
They can give Ling, one of the most overtuned operators in the game pre-module and give her a third 4-block stat-stick on her module. That's absolutely ridiculous, not just because how insane of a buff that is to Ling; but because the more you look at the module system as a whole the more you see the galactic range of disparity between them.
So Ling gets to put down a third EZ-Mode Dragon from her module.
Whislash gets....nothing. But she gives 1 shield to operators with 3 block. Kazi ops get 2. Keep in mind Whislash needs 30 seconds to activate S1 and 40 to activate S2. So you'd want to have her down early in a map so you have her skills ready to SUPPORT the team. But her module demands that you don't do that. You put her down after your 3 blocks are down...to block 1 instance of damage. Ling gets another dragon.
Speaking of Shields, Roberta...the operator whose entire function is supplying shields gets...+10% DEF on allies affected by a modeler. Not more modelers. Not more shields per modeler. Not faster cycle times for modelers. In the absolute best, most efficient case of pairing Nian and Roberta, you get +82 DEF for Nian who already has 826 DEF. Nian is typically tanky enough to not need 900 Def. You would use Roberta to block hits for weaker operators, which means your return on the modeler caps at 82 and goes down to realistically +20-40 DEF. Or for example you want to use Franka for her true damage, but she reduces her DEF to 0 so your return on investment is completely invalidated. Maybe you want to protect SA during S3? Enjoy +10 DEF for him. Remember, Ling got another 4-block dragon.
Okay, but those are 4 and 5 star ops. "It's not fair to compare them to 6's." Fine. Dusk X module. At most, Dusk gains 12% ATK. The requirement for this isn't free. Because you needed to KILL 18 enemies with Dusk in order for her to get the most out of her talent. 18. With her module, you now need to kill 24 enemies just to get the most out of the module. Dusk is still 34DP with this module. So you need a ~34DP operator to kill 24 enemies in a single mission just to get the most of the module before Dusk becomes optimal. And again, it's only +12% ATK. Ling got another fucking 4-block dragon.
It's actually insane that HG released these modules knowing their playerbase would pick them apart and realize how ridiculous they were. The module system is essentially Nepotism for in game characters. If HG likes you, you get an amazing module; otherwise you're fucked.
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
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 😅
Ah yes, doubling down on her biggest weakness, making it near impossible to charge her skill in exchange for promising that she will have gargantuan stats -when- if you do activate her skill. Or if you use skill 1 and just want a shitty expensive dreadnought guard I guess.
Keep it up Italian man love the vids
*just don’t diss chen*
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
0:24 bullshit, We’re not rare, we just stop being Genshin fans after first taken shower.
i didt know Heavy Freight Train Derricrane have yt channel
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)
Instructions unclear, i already upgraded and max every module
From my understanding, Eunectes's primary function is for bossing, not defending (I mean, yes. She still defends but only against bosses) hence the skyhigh damage plus having just 1 block, specifically to 1v1 dangerous bosses such as Patriot, Degen, etc. She's a defender for bosses so don't ever use her for mobbing. It's just a no-no. If you pay attention, RA2 is made specially for her. She is one of those niche operators who can beat most bosses easily in RA2. It's a bonus if you have her token
I sold my Wife, 2 of my child and 3 house for 300 Raythean blocks for my ops modules but Raytheans only gave me 50... Imma call Reunion to raid them with their "originite but mostly peacefull" raid on their HQ
Ah yes.
Non eunectes players
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.