It's more like they're there to add new resources to manage. The frustrating part is the scarcity of those resources, making upgrading a gacha in itself. If the materials were easier to obtain it'd be less of an issue but with a lot of operators you're left wondering if you should commit them to their current module or just wait to see if the next one is an improvement on it. There are a few like Skadi and Spalter where both have their uses depending on what skills you're using but for the majority, like skills, there tends to be just one that the operator benefits the most from in the role you'll use them most often in. Any attempt to use them outside that role and you're often just better off using a different operator who is more immediately suited to it.
Just pay for the 4.99 resource packs and it fixes one stage of one module! You then only have to pay an additional 4.99 per extra stage to make it all perfect and maxed out!
Modules are there so I can lose my mind when your videos claim 5base attack and 2% dmg while saturn is in retrograde gives an operator 40-70% more effective dps and lets them viably deal with enemies between 1000 and 1500 attack
@@Rogue-a-PogueTo top off the scarcity complaints and the completely nonsensical nature of there being overwhelming more t2/t3 mats compared to blocks, the “solution” has turned into hg regularly selling premium mod block bundles.
@@aereonexapprentice7205 When the original comment strips me of the opportunity to reference Limbus like the neuro-divergent dumbass that I am: "That's that, and this is this..."
kroos' module can probably help with that with its 15000% volume increase on top of automatically putting it at max and directing playing it into your ear
It's a vicious cycle: - Weak Operator is released - Nobody uses it because it's weak - Operator disappears from the collective mind of the playerbase and consequently from the devs - Devs have no idea what the Operator needs due to nobody ever using it and they give something useless or random - Operator remains weak and no one uses it. And in this same logic, Operators that are already strong and that everyone uses get the best Modules since the Devs know they are popular
You forgot that there's gonna be that one weirdo who furiously protecting that operator saying the op is decent like their life depends on it, so the dev got confuse on whether the op should be buffed or not on top of all that.
What??? No?? Litterally EVERY weak operator is weak because people know whats missing from them lmfao. Viviana needs res shred, Vigil needs summon buff and etc. We KNOW what these weak operators need, devs just dont care
Well one of the biggest problem in module is that the upgrade is mostly into one talent while some operator are bad because of how their skill or archetype itself works. It would be better if mosy module is adding a new talent that actually fixing the operator's weakness instead of just slapping higher multiplier.
Sometimes HG also messing with base effect of the first module, like why the f**k shirayuki got ignore defense while she's arts damage dealer on skill, chongyue got dodge while he's melt everything in his range before even reaching him and morgan got increase attack while blocking while it would be better to get a revive module due to her HP lost of skill.
@@sirius2417 Morgan one makes sense because unless they code it specifically for her that revive HP is 100% not 40% which means she need to be on like 300 HP to get her full effect. What makes less sense is Flamebringer getting revive module that is only debuff in the game that cut his talent HP.
This vid made me realize 3 things: -Modules were always rng the same way that FEH refines were. You get excited, but 99% you will be shafted.. -SUPAH would be a great dub for Lappdumb. -Emperor is a communist
Lin, Executor alter, Typhon…. The list of ops that simply need their module level 3 to not be dogwater is just ridiculous now. I also remember how excited I was to see lords getting modules and when I saw how good Silverash and thorns were, I thought hey there is no way frostleaf will still be trash right? …
Before I watch the vid: Shining's Module X that directly affects her S2 and S3 should have been the standard in how to freshen up old units by directly tackling issues built into their kit. Idgaf if it wasn't very impactful. Imo it's the most honest attempt at tackling Shining's problems. Now? Modules are just "mandatory" upgrades like Skill Masteries that don't necessarily tackle the inherent issues of the Operators. Done with vid: I think putting more effort on shitting on the devs about how they handle modules is justified rather than just giving up and accepting that an idiotic dev who took one look at Frostleaf, did no reasearch on what players wanted, and went "lmao, ice girl". If you look at a small stupid point in time with Overwatch 1 many years ago, the major content creators for OW who were playing in beta test servers were once testing new upgrades to Bastion, and despite having more than a week to listen to the complains from the content creators that Bastion was way way WAY too difficult to kill, Blizzard released the overtuned Bastion to the public servers anyway, and then (iirc) 1 week later did an emergency patch to quickly nerf Bastion because they realized they fucked up. Blizzard fucked up on that one patch with Bastion because imo whoever in the command chain who thought that community/player opinions didn't matter said to release the problematic patch, and fucked it up because they didn't play their own game. Devs are creating an experience for the players, and Modules are currently so fucking stupid because the devs are, imo, not playtesting their own game and are not taking the community's opinions seriously. They aren't treating Modules like a balance patch like it was basically supposed to be, and instead everyone is, like I said a while ago, kinda being forced to get these "mandatory" upgrades that don't interact with the inherent design flaws of their characters.
Gachas are very allergic to balance patches because the playerbase would be up in arms if an OP character they paid money/resources to roll for gets nerfed. Conversely, players who skipped a banner because of a weak operator get up in arms if an operator they skipped gets buffed, meaning they have missed out. I'm not defending this mentality, it can lead to a toxic environment for players and developers alike. And the current environment of rampant powercreep and time-limited collabs is making short term gains for HG due to FOMO, but in the long term it will absolutely destroy the game and the community. Existing players will leave because they are fed up, and new players won't join because super-meta limited characters are not available in the standard pool, and never re-run.
@Vasharan I didn't use the Bastion overtune + nerf as an example of needing nerfs. I've been playing enough gachas to know that. I used the Bastion overtune + nerf as an example of how a lack of communication between a playerbase, devs, and the updates a game receives can harm a gaming experience, and how SUPAH, to me, feels like they have a passive take on how the devs deal with modules, kind of as if giving up on modules being potentially used/made better. As players, I honestly feel like we can do better in telling the devs that the current state of modules is fucking stupid. But about upgrades creating situations where "players miss out on a weak character". That's normal? And losing out on a potentially strong Operator shouldn't be the reason for arguing against Modules being treated like balance patches instead of the way they are now, which are as Masteries 2.0. What, were people supposed to be happy or sad that Executor Alter got buffed when his module came out in CN that fixed a couple of his issues? Did people really "need" Executor Alter? A properly created buff to an old unit is ultimately a good thing for the veteran playerbase, and arguably a bad move for the developers when it comes to earning money. As an example, the SilverAsh Module in CN right now is a module that brings SilverAsh up to more modern firepower, and that's it. Not a lot about his base kit has been inherently changed/affected, and it's a Module that focused on getting SilverAsh a way to be more useful than just a redeploy timer accelerator, although he gets better at that too. He still didn't replace Mlynar, and Mlynar still has his own advantages. But SilverAsh isn't just a weaker Mlynar with *some* redeploy timer buff anymore, and I finally feel less of a pressure to go get Mlynar. Less of a need for another Guard with a multi-target, large range, high DPS skill. Modules as buffs are supposed to be a way for people to make use of underperformers, to make use of pre-existing designs by reworking them for modern use. It opens avenues for older players with older units to find new ways of playing the game other than just dumping ancient characters in the trash can in favor of always getting the newest shiny 6*. Trying to frame buffs in a speculative of whether or not the buff's qualities will make players feel like they missed out does nothing for the current state of the game where people wanna keep chasing the most obviously new broken units. If an old Operator can begin to do its basic job better when it gets a Module that is specifically catered to dealing with the weaknesses of their kit, then it can significantly reduce the burden other Operators receive in getting a mission done. Just because SilverAsh can do better now in CN with the new Lord Module doesn't mean that Mlynar isn't better at outright killing. Just because Chen and Irene might get better buffs in the future doesn't mean that Degenbrecher isn't currently extremely broken for her archetype. But Modules are currently just so broken/damaged/dull right now because the reason for their inception is not how Modules are being used right now.
@@Vasharan Balance patches don't really have to nerf the units. I am sure people won't really complain if all it does is add a benefit to the character. Their only objective should be to make the units usable since the game doesn't have pvp.
@@Vasharan Fuck the gacha players. Balance is important. And no, not everything has to be balanced perfectly. It starts with NOT having -ANTI-synergy like Frostleaf and ends with making it viable in niche cases like Sleep or Abyssal squad.
“Does the random Hypergryph employee know what is needed to make a unit good?” Honestly….i expect them to. What the hell else should the people designing these things be doing? For a game like this, I also expect some portion of the game to be spent analyzing meta data, player data, and running numbers and simulations for various operators, before, after, and during the development of a new operator. Honestly, how unreasonable is it to expect that the devs of this game occasionally have some idea of the meta? And having an idea of the place in the meta for every character they make SHOULD be a consideration.
That could work on an indie-scale. When you are a corporation like HG, everything has to go through so many layers of pointless bureaucracy and the machine becomes so huge that it becomes impossible to make fine-tuned changes like this, or only hire people who play the game
@@SUPAH_SUPAH_SUPAH I mean, I still feel like there’s too much of a gap between Hypergryph’s understanding of their game and the community. Literally all they’d have to do to know how to design a module is to pay even a little bit of attention to stuff online and the community. That shouldn’t be that big of an ask.
@@SUPAH_SUPAH_SUPAH I don't think that is the issue, theres no way they don't have data models to find the issues, the question is both "why would they fix the issues?" and "what fixing the issues would even achieve?" for example, Frostleaf, the poster child of shitty OP design, they could remove her ASPD debuff, that would make her better, but what would that achieve? would suddenly she become meta? no, would she become more popular? probably would be less popular since she would lose her infamy, now what would this achieve would be taking away the design space for the interesting thing, applying cold, which improves her fantasy, and makes her more interesting for the silent majority that doesn't care about meta. Another interesting thing to look at is Vigil, Vigil module clearly shows that they know what his issue is, just weren't able to/didn't want to fully fix to make him be actually good (probably because he is free). Thanks for coming to my TED Talk, don't max out your Mumu (she is mine), bye!
You would think with millions of gacha money, they would hire at least 2 people for simulating operators damage and balancing purposes aka: "hey don't make vigil and Viviana dogshit, hey don't make Flinger that deals a Willion damage that can also hit aerial enemies".
There is only two ways for modules to be good: 1] Make modules for already broken characters 2] Make modules that work on existing elements of characters that could be broken if increased or changed 1st one is characters like Mudrock, Bagpipe Degenbreacher and GG. They are already good characters and modules are just a bonus. 2nd one is characters like Gladiia, Rosa and Ceobe. These characters has insane talents that needed a change or increase to make them much stronger wich modules did
I think that the whole module cost is kind of insane. Like, first, unless you like the character, all the more niche units are never going to get their modules. Like, why make some D tier unit useable when I can just make an S tier unit S+. Secondly, the cost of the modules is so expensive even compared to both e2ing a unit and m3ing them. Would you rather have a whole new playable unit to use, or make one already completely fine unit slightly better? Especially on newer accounts that want a stronger cast to use compared to just a few select good units. And late game players, I would rather just build more characters for art or IS funny comps since pretty much all content is beatable with what I have. So who is it for? Nichenight players? Maybe, but only some comps get nice support like Kaz and AH. Other comps like Vanguardnights or Snipernights do have some good buffs, but you know what's better? A new unit who can fill that slot instead. I would understand if maybe the modules how some super unique things that some units are lucky to get, like Kal'tsit get fun Monster buffs, but for the most, they are the type-gamma or type-alpha modules kind of boring, like Eyja who gets res ignore, strong, but boring. Modules really just are so cool on paper, but high cost, little pay off really sucks. Not to mention having to different modules also. Like, Hoshi, both modules are good, but dam, it's not worth in the slightest getting both. (Kal'tsit is my only one with both but she is also m9, pot 6, max lvl so...)
Like they *CARES* About Balancing module from begin with. The only reason doing so is they *Pretending*, as for fact, It's exclusive for Favoritism & Discrimination. Bad operator exist, and so it's modules
I can never stop to think why they make brawler module bad when the archetype need it and giving lord module actual good things when it's already been good (except that one)
2:40 You know I did actually keep track of AK's balance changes before as a meme, and turns out there was more than like, the 2 that I expected: -Franka and Earthspirit did actually get a buff...to their base skills. Infact, RIIC is where most buffs happen lol. -Some archetypes got stat boosts before (AoE casters, brawlers, instructors, dreadnoughts, menders, chain casters). -Nightmare S2 did actually get a buff before, her S2's damage based on distance travelled got increased by +50% (from 800 damage if target moves 1 tile, to 1200). Still sucks though. -Instructors got their trait buffed, from simply "can attack distant enemies" to also "dealing 120% damage to enemies not blocked by self." -Phantom's summon did get buffed!...a long time ago, and its +10 ATK, +10 DEF and +100 HP. There's a few more, but RUclips will probs delete this comment if I post a link so here's 3/4 of a link /document/d/1I0k_DHufdnXDWeJRKSULxoXn4A9F2HjXs1wtjw4hCYA/edit?usp=sharing
A really good example you omitted to show how incompetent hg are at fixing an operator would be Ebenholz, because god DAMN they just have no clue what to do with his twink ass. Of course he suffered from the issue of day 1 module which means his base power is completely unusable, but the fact it took them THREE whole ass tries to make him functional other than extremely niche one shot skits is baffling, and even then he needs to be breastfed necrosis by mommy Arturia to even do anything now
Man.. The fact that Carnelian will never get a truly good module that is both worth the investment and plays to her kit's strengths is super depressing.
"I don't blame the developers, there is no good option here." Um, fuck no, there is a good option. If you want all the modules to be good, maybe balance then end result to the same point. IE: IF an Operator is already good with a strong talent make the module good. If they are under-tuned/have bad talents BUFF THE FUCK OUT OF THEM. Bagpipe kind of OP? Sure +4 SP for her talent is fine. Grani hot trash? Grant a second talent that is good, or at least buff her 25% dodge to something like ~50%. The problem is that HG insists on giving modules out by the archtype and having the same base effect. The least they could do is tune the stat/talent upgrades to favour underwhelming units more. Also as you mentioned module blocks are SUPER limited, as such the whole "Who do I raise 1st" is even more crititcal here. Every time you spend module blocks on a bad op with a bad module you miss out on a good operators/module. Finally, why don't they just BUFF OPERATORS DIRECTLY. You know, go in and improve the numbers on skills/talents? FFS the power-creep is so bad they are more likely to release a Time limited Alternate version of an operator that renders the rest of the archetype pointless than they are to directly buff a unit's skills/talents/etc.
The problem is the you can't really know how good an operator is until they release and the players use them. Except for edge cases like Wis'adel. The real, actual problem here is that they are releasing modules WITH the operators.
@@SUPAH_SUPAH_SUPAH Fair point. There is, to an extent, a limit to how much you can test your game vs how much the community can test in. In that case wouldn't it be safer to add operators and modules that are undertunned and buff them later. Oh wait, that doesn't work. I forgot that HG is allergic to actually directly buffing indivudual units. So yeah, I can see your point about the Devs being stuck in a no-win situation.
Delete modules. Remove them now and rebalance things properly. If some random dumb intern fucks up THE ONLY CHANCE AN OPERATOR GETS TO MAYBE BE USABLE EVER they shouldn't stay like that. WHY ARE THEY LIKE THIS?
As stronger units get released, modules would be what keeps the older units competitive in the meta. Modules as a concept weren't a bad idea to fight power creep. The problem is how they made it class based, once swordmasters got their module, all new released swordmasters need to release with module for some reason (like degenbrencher just now). It shouldn't work like that, it should be more time based, give modules to operators that are 2+ years old as they get powercrept.
@@lowcalibremine3004 He's the average braindead idiot who goes around screaming "COPE!!!! SEETHE!!!! MALD!!!!" at legitimate game criticism without even reading it at all. Because that's easier than having a singular critical thought.
Sadly modules never existed to balance out old operators. Litterally the 2nd batch of modules gave Bagpipe one of the most broken modules in the game and made her powercreep entirety of vanguard archtype even harder.
@@kyarumomochi5146 Bagpipe module actually didnt shift the meta, she became better at what she does, but she was already the best at what she did, she didn't displace anyone
because it is a gacha buffing/nerfing is taboo, because imagine they nerf the character you spent your pulls on, or imagine they buff the character that you skipped for being bad, and now they are meta. Personally I wish they did balance to updates to fix when it's a broken archtype at it's core, but the gacha community, specially on CN side is not a fan of that
This has to be a strange CN only thing, because I play other gachas that that gives buffs to units with no problem. And I mean just buffs not a balance patch. I have yet to play a gacha that nerfed a unit.
@@nexpersonal5066 If you read my comment you would have seen that i said "powercreep vanguards even harder" and not that she become good thanks to her module.
Well this video made me sad, i thought it was pretty obvious that frostleaf need her module to fix her literally being worse after being upgraded to elite 2.
I never took modules as a way to "buff ops" I saw them as a grail system like FGO, yes it makes your units stronger but it is to show dedication to whatever shitty unit you like. people just saw number increase and were like buffs. this is why they do modules on release it is to show that you like the operator, if it were for the purpose of buffing ops you would have to wait and see how they preform
5:19 OMG! Is that the seaborn monkey hybrid abyssal hunter Admiral Brickell!?!? Jokes aside, I hope you continue the Aknights SUPAHverse/story summary series. I loved every one of the videos and still watch them sometimes when I feel like I need a laugh.
The primary issue is just that they need to adjust the module based on the individual operator's kit, not just release a blanket module for the whole archetype and then whine when it's useless on most operators in that archetype while making only 1 of them very busted even though said operator didn't need a buff to begin with
Saying that there is no bad operators because every one of them have some stage they are optimal in is like saying there is no bad writing because all media has someone who ejoys them
imo a new operator should have to wait a few months for a module, even if their class already has them. This would give time for new ops to find a place in the power scale, and then the module can rebalance them accordingly once there's some solid player data.
I'd add to the "but I have 80 module blocks" argument that that just means you haven't been using them which is exactly the point... Also, Siege is an interesting example to even have, haven't all pioneer vanguards fallen off extremely hard, except for niche cases and utility (in my case a rare Texas if a stage starts with 0 dp and even then if it's really time sensitive). It's all flags and agents. The latter doesn't even have a module yet and the former doesn't really get anything out of theirs. Tacticians are fun (as long as you forget a certain italian wolf exists), but they were already fun without modules as well. Did I forget someone? Oh yeah, Bagpipe... interesting they never released any other chargers than her... Then there's some weird cases like Ebenholz where they're not sure where they want to go with an operator and bad ones like Phantom where they're not even trying to make an operator viable. Also module devs reading lore on Frostleaf? You think so? Really?
"frostleaf isn't bad, there just aren't and stage she is good in yet" well and I'm not obese, I'm just a bit short for my weight and you can hardly blame me for me height, can you?
Most modules are the equivalent of increasing max level to e2 lv100, a cherry ontop of the cake for completionists. Other ones are emergency modules, like spalter was a disaster of a limited unit without modules.
I think taking the AL and princonne route(make “module” ez to obtain and is being tied to their skill rather than their talent)(shining module?) would be nice
There is a good option for new opeartors >Release a NEW operator, > wait for 6months for players to figure it out >Release first module for the said NEW operator >Voilà It's just better if they truly wish to balance the game, but something about the way they make these new operators (even without modules) tells me that they don't care, and that's it, we can meme or cry as hard as we could about buffing siege or shining but we know it aint coming
Modules ruined the game. Instead of releasing "reasonable" and "playable" OP, they have to rely on Modules to fix the problem when it can be avoided to begin with.
Exactly, like why the hell they are releasing new operators with module, when they can just buff the operators without it? I get it if the module makes their gameplay completely different than before, but most of these modules are just boring ass buffs which even doesn't really solve the problem those operators have
The developers have an incentive to tax you out of as many resources as possible as often as they can get away with so you pay for the pulls or resources or sanity to get more.
To be honest, ever since Endfield was announced I got the feeling a big chunk of the original Arknights Dev team got moved to Endfield and the new devs just do not know about the game at all. This feeling gets even stronger when you see the updates in CN being a bugfest itself giving you the feeling they do not even playtest the game anymore.
Honestly, the dev needs to take notes from players the balance is already broken with new ops anyways, aint no harm in giving players what they want from said operators.
I wish there would be ways for global players to reach the devs. The state of some operators are just sad. And the no more touch policy of the dev is not commendable.
You know I feel like there is a different team that works on an operators base effect and one that works on individual operator upgrades. Take Musha as an example, their base module effect is insane, shelter literally fixes majority of all their problems of needing to maintain a sweet spot to have max attack speed. But when you look at the level 3 upgrades for each operator you can kind of see that the people who made the modlues don't play the game. Take Akafuyu whose level 3 module gives her additional 12% defense while blocking, which is useless during skill 1 as she stops blocking while its active and even more useless during skill 2 as the skills base effect is 120% additional defence she already gives herself almost twice the amount of defence whats a measely 12% gonna do when she has that and Shelter already from the base module effect. So this tells me they have unpaid interns design the modules for 5 and 4 stars based on this analysis. And probably that is also the case for whoever designed Siege's module.
I still don't even use Passenger with his module upgrade. He's just "good" with his modules, but even then, there are just simply better operators without modules than him. And that's the crux of it all. Because modules don't turn bad units into "amazing" units, this means that the better operators without modules will still be used instead, and when those better operators get modules, it's game over for the bad operators that became "good".
Sorry, but I've never been disappointed about a module of my life. Why ? Because the only module that interests me and makes me Hype when it was announced was Gladiia's first module
I have a theory to how the module are made. The good one are made by the dev that are a huge simp for the character and the bad one was bc no one in the dev team like them.
Module system can be a cool concept when it alters how an operator is played. Modules are glorified buffs and it does not help operators who are fundamentally broken. I hope they can differentiate buffs and modules one day. It's like we're spending our own resources to fix operators they broke
This is just copium here, but with 6 stars getting a third module, there is hope that 5 stars could be getting a second mod eventually. I pretty much agree with everything you said in this video, mods should fix an ops kit or improve it, not whatever they are doing with the current ones.
" I don't understand why Module Blocks are the rarest materials in the game" Well, there's a reason why Raythean was so rich that a certain cat has the national budget for lunch money.
I know it may sound super heavy, but I personally believe modules should switch out the base kit of the operator, skills or basic attack. In azur lane, modules also exist, however these modules change the passives/actives of the skill, I think this could work. It would change either s1/s2/s3 to be an enchanced version of the skill with enchanced/different animations, or mabye you can sacrifice a skills stats/uptime/increased SP in a module to have after each (X amount) of basic attacks fire in a pattern dealing (X multipler) and applying (effect) on enemy etc etc... Or maybe have 1 module be a unique passive to enhance the kit to be more reliable (only buffs talent and stats) And have another module which changes a skill to be enhanced to do something different but not completely different, kinda imagine if arknights gave 5* operators a 3rd skill but it was a module, giving stats depending on how it affects the operators performance. I personally find arknights less customisable so I think this would be a way to add more variety into the game while adding a further investment that you can make (which currently are modules) Although this may be a problem in arknights as its meant to be tower defense, and all towers shouldn't be flexible in any position, I feel like this can be done although very tedious as there are allot of operators to do this with. Just an idea, but I doubt it can be implimeted unless if it's really, really, really, slow.
Imo, the whole current idea/vision of modules in my opinion negatively affect the game and do not provide much for what they are. Which is why I just think the whole thing should be changed.
module is not a bad idea but the fact that they give the strongest operator in the archetype or class the most buff while others just some sprinkles says that they really don't care about balancing at all
The problem with HG is not introducing a problematic mechanic then sell the solution later on like they did with elemental damage. Instead they introduce stronger operators and then bloat enemy stats in an unending arms race. Faction buffs would have been the next logical step in operator design but they need operators with bigger numbers to sell.
@@kyarumomochi5146 Yeah. Minos faction is so anti-f2p while AH makes sense when AH buffs main beneficiaries are 2 six stars, 1 limited six star and a 5 star.
What really make me mad is the cost to get module block. 120 red ticket for 1 block? ARE YOU SERIOUS?? Plus not only HG do dirty to Frostleaf module I just realize she never appear in main story after chap 6.
2:44 iirc there was a patch that directly buffed brawlers with a little more atk, a long time ago. More than just making bad units viable, I think modules also mitigate powercreep by bringing old units up to new power standards. With lord modules only coming out now, after Wisadel and Logos release, while Liberators still don't have modules. Modules can't fix operators with skills that are inherently bad though. Supah harps on a lot about Frostleaf's attack interval decrease talent, but even if her S1 was an offensive recovery with 2SP cost, it's a 1.5x multiplier. Silverash's power strike gamma is 2.9x. Frostleaf S1 won't be killing at range, and the movespeed slow is entirely useless when the enemy eventually walks up to her and she starts blocking. Unless her module was absolutely bonkers like making her attacks do arts damage with skills active, there was never going to be a module that was going to make her good. Don't blame the poor module devs doing their best. I think they have more hits than misses.
to be fair to Frostleaf, getting her module to stage 3 is roughly the same cost as increasing a 6-star's module by one more level imagine how much worse it would be if you also had to pay 6-star development costs
To be unfair to Frostleaf, she's still sitting at E0L1 in my roster since I got her around 4 years ago. All my 6* are at E2L60, some with module lvl 3, fewer even higher and I do have all of them. Spending any materials (even if I have them) on her seems like a waste. Now if she had any potential... say a module level 3 that made her usable in any case, I might've reconsidered and built her. Most (perhaps not all, but close) 6* have or at least can have a use case. That "what if" argument is incredibly weak
I am a avid weedy fan and both her modules are so meh its not even funny on the wiki i was resding it and it also showed where u can place the turret to get more sp and i thought that it made it so she could hit in the tiles around her... Her modules are not bad dont get me wront but its like oh okay.... I guess less cooldown on cannon is good?
Modules are not there to buff operators, they are there to drain your resources
It's more like they're there to add new resources to manage.
The frustrating part is the scarcity of those resources, making upgrading a gacha in itself. If the materials were easier to obtain it'd be less of an issue but with a lot of operators you're left wondering if you should commit them to their current module or just wait to see if the next one is an improvement on it.
There are a few like Skadi and Spalter where both have their uses depending on what skills you're using but for the majority, like skills, there tends to be just one that the operator benefits the most from in the role you'll use them most often in. Any attempt to use them outside that role and you're often just better off using a different operator who is more immediately suited to it.
Just pay for the 4.99 resource packs and it fixes one stage of one module! You then only have to pay an additional 4.99 per extra stage to make it all perfect and maxed out!
Modules are there so I can lose my mind when your videos claim 5base attack and 2% dmg while saturn is in retrograde gives an operator 40-70% more effective dps and lets them viably deal with enemies between 1000 and 1500 attack
@@Rogue-a-PogueTo top off the scarcity complaints and the completely nonsensical nature of there being overwhelming more t2/t3 mats compared to blocks, the “solution” has turned into hg regularly selling premium mod block bundles.
I lament the fact that modules only have 2 moods:
>Wow Frostleaf can now outDPS her 3* counterpart
>Ebenholz: I have become death, destroyer of worlds
Also claiming the obligatory "lAmEnT? PM lIMbUS coMpAny RefERnCe" for myself, fawk y'all
@@aereonexapprentice7205 When the original comment strips me of the opportunity to reference Limbus like the neuro-divergent dumbass that I am: "That's that, and this is this..."
- 1~6 Blunt
Each die on this page is rolled 8 times
On Hit, Deal either 3 damage or 3 Stagger damage to target@@aereonexapprentice7205
LOGOS (Also getting Delta Module): LOL, LMAO even
oh wait ebenholz module makes him good?
7:29 can HG release a module that will protect me from hearing this?
no
kroos' module can probably help with that with its 15000% volume increase on top of automatically putting it at max and directing playing it into your ear
📣📣📣 KO KO DAYO 📣📣📣
Real question tho ain’t gummy like 16
@@viper340vi She's around the same age as Leto, who is confirmed 19 in the Degenbrecher event
It's a vicious cycle:
- Weak Operator is released
- Nobody uses it because it's weak
- Operator disappears from the collective mind of the playerbase and consequently from the devs
- Devs have no idea what the Operator needs due to nobody ever using it and they give something useless or random
- Operator remains weak and no one uses it.
And in this same logic, Operators that are already strong and that everyone uses get the best Modules since the Devs know they are popular
Nah, it's even worse than that nowadays. Just wait until people see what they did to a character like Kestrel.
Idk, all Frostleaf needed was for the ASPD debuff to be removed. It's pretty much impossible to miss, but they did.
You forgot that there's gonna be that one weirdo who furiously protecting that operator saying the op is decent like their life depends on it, so the dev got confuse on whether the op should be buffed or not on top of all that.
What??? No?? Litterally EVERY weak operator is weak because people know whats missing from them lmfao. Viviana needs res shred, Vigil needs summon buff and etc. We KNOW what these weak operators need, devs just dont care
@@schmushschroom3873Devs give no Fs about EN and espiecelly those nitpicked people
Well one of the biggest problem in module is that the upgrade is mostly into one talent while some operator are bad because of how their skill or archetype itself works. It would be better if mosy module is adding a new talent that actually fixing the operator's weakness instead of just slapping higher multiplier.
Sometimes HG also messing with base effect of the first module, like why the f**k shirayuki got ignore defense while she's arts damage dealer on skill, chongyue got dodge while he's melt everything in his range before even reaching him and morgan got increase attack while blocking while it would be better to get a revive module due to her HP lost of skill.
@@sirius2417 I use Morgan a lot and the block module is good because her main role is screening enemies especially elites with her S2.
@@sirius2417 Morgan one makes sense because unless they code it specifically for her that revive HP is 100%
not 40% which means she need to be on like 300 HP to get her full effect. What makes less sense is Flamebringer getting revive module that is only debuff in the game that cut his talent HP.
This vid made me realize 3 things:
-Modules were always rng the same way that FEH refines were. You get excited, but 99% you will be shafted..
-SUPAH would be a great dub for Lappdumb.
-Emperor is a communist
Ofc emp is a communist, he has a shirt of 2Pac
Lin, Executor alter, Typhon…. The list of ops that simply need their module level 3 to not be dogwater is just ridiculous now. I also remember how excited I was to see lords getting modules and when I saw how good Silverash and thorns were, I thought hey there is no way frostleaf will still be trash right?
…
Typhon is still really really strong even without her Module, she is not comparable to those 2
Typhon would go to the rich get richer category
Before I watch the vid:
Shining's Module X that directly affects her S2 and S3 should have been the standard in how to freshen up old units by directly tackling issues built into their kit. Idgaf if it wasn't very impactful. Imo it's the most honest attempt at tackling Shining's problems.
Now? Modules are just "mandatory" upgrades like Skill Masteries that don't necessarily tackle the inherent issues of the Operators.
Done with vid:
I think putting more effort on shitting on the devs about how they handle modules is justified rather than just giving up and accepting that an idiotic dev who took one look at Frostleaf, did no reasearch on what players wanted, and went "lmao, ice girl".
If you look at a small stupid point in time with Overwatch 1 many years ago, the major content creators for OW who were playing in beta test servers were once testing new upgrades to Bastion, and despite having more than a week to listen to the complains from the content creators that Bastion was way way WAY too difficult to kill, Blizzard released the overtuned Bastion to the public servers anyway, and then (iirc) 1 week later did an emergency patch to quickly nerf Bastion because they realized they fucked up.
Blizzard fucked up on that one patch with Bastion because imo whoever in the command chain who thought that community/player opinions didn't matter said to release the problematic patch, and fucked it up because they didn't play their own game.
Devs are creating an experience for the players, and Modules are currently so fucking stupid because the devs are, imo, not playtesting their own game and are not taking the community's opinions seriously. They aren't treating Modules like a balance patch like it was basically supposed to be, and instead everyone is, like I said a while ago, kinda being forced to get these "mandatory" upgrades that don't interact with the inherent design flaws of their characters.
Gachas are very allergic to balance patches because the playerbase would be up in arms if an OP character they paid money/resources to roll for gets nerfed.
Conversely, players who skipped a banner because of a weak operator get up in arms if an operator they skipped gets buffed, meaning they have missed out.
I'm not defending this mentality, it can lead to a toxic environment for players and developers alike.
And the current environment of rampant powercreep and time-limited collabs is making short term gains for HG due to FOMO, but in the long term it will absolutely destroy the game and the community. Existing players will leave because they are fed up, and new players won't join because super-meta limited characters are not available in the standard pool, and never re-run.
@Vasharan I didn't use the Bastion overtune + nerf as an example of needing nerfs. I've been playing enough gachas to know that.
I used the Bastion overtune + nerf as an example of how a lack of communication between a playerbase, devs, and the updates a game receives can harm a gaming experience, and how SUPAH, to me, feels like they have a passive take on how the devs deal with modules, kind of as if giving up on modules being potentially used/made better.
As players, I honestly feel like we can do better in telling the devs that the current state of modules is fucking stupid.
But about upgrades creating situations where "players miss out on a weak character". That's normal? And losing out on a potentially strong Operator shouldn't be the reason for arguing against Modules being treated like balance patches instead of the way they are now, which are as Masteries 2.0. What, were people supposed to be happy or sad that Executor Alter got buffed when his module came out in CN that fixed a couple of his issues? Did people really "need" Executor Alter?
A properly created buff to an old unit is ultimately a good thing for the veteran playerbase, and arguably a bad move for the developers when it comes to earning money.
As an example, the SilverAsh Module in CN right now is a module that brings SilverAsh up to more modern firepower, and that's it. Not a lot about his base kit has been inherently changed/affected, and it's a Module that focused on getting SilverAsh a way to be more useful than just a redeploy timer accelerator, although he gets better at that too.
He still didn't replace Mlynar, and Mlynar still has his own advantages. But SilverAsh isn't just a weaker Mlynar with *some* redeploy timer buff anymore, and I finally feel less of a pressure to go get Mlynar. Less of a need for another Guard with a multi-target, large range, high DPS skill.
Modules as buffs are supposed to be a way for people to make use of underperformers, to make use of pre-existing designs by reworking them for modern use. It opens avenues for older players with older units to find new ways of playing the game other than just dumping ancient characters in the trash can in favor of always getting the newest shiny 6*. Trying to frame buffs in a speculative of whether or not the buff's qualities will make players feel like they missed out does nothing for the current state of the game where people wanna keep chasing the most obviously new broken units.
If an old Operator can begin to do its basic job better when it gets a Module that is specifically catered to dealing with the weaknesses of their kit, then it can significantly reduce the burden other Operators receive in getting a mission done.
Just because SilverAsh can do better now in CN with the new Lord Module doesn't mean that Mlynar isn't better at outright killing. Just because Chen and Irene might get better buffs in the future doesn't mean that Degenbrecher isn't currently extremely broken for her archetype.
But Modules are currently just so broken/damaged/dull right now because the reason for their inception is not how Modules are being used right now.
@@Vasharan Balance patches don't really have to nerf the units. I am sure people won't really complain if all it does is add a benefit to the character. Their only objective should be to make the units usable since the game doesn't have pvp.
@@Vasharan Fuck the gacha players. Balance is important. And no, not everything has to be balanced perfectly. It starts with NOT having -ANTI-synergy like Frostleaf and ends with making it viable in niche cases like Sleep or Abyssal squad.
“Does the random Hypergryph employee know what is needed to make a unit good?”
Honestly….i expect them to. What the hell else should the people designing these things be doing? For a game like this, I also expect some portion of the game to be spent analyzing meta data, player data, and running numbers and simulations for various operators, before, after, and during the development of a new operator. Honestly, how unreasonable is it to expect that the devs of this game occasionally have some idea of the meta? And having an idea of the place in the meta for every character they make SHOULD be a consideration.
That could work on an indie-scale. When you are a corporation like HG, everything has to go through so many layers of pointless bureaucracy and the machine becomes so huge that it becomes impossible to make fine-tuned changes like this, or only hire people who play the game
@@SUPAH_SUPAH_SUPAH But couldn't they like listen to the community and response accordingly.
@@SUPAH_SUPAH_SUPAH I mean, I still feel like there’s too much of a gap between Hypergryph’s understanding of their game and the community. Literally all they’d have to do to know how to design a module is to pay even a little bit of attention to stuff online and the community. That shouldn’t be that big of an ask.
@@SUPAH_SUPAH_SUPAH I don't think that is the issue, theres no way they don't have data models to find the issues, the question is both "why would they fix the issues?" and "what fixing the issues would even achieve?" for example, Frostleaf, the poster child of shitty OP design, they could remove her ASPD debuff, that would make her better, but what would that achieve? would suddenly she become meta? no, would she become more popular? probably would be less popular since she would lose her infamy, now what would this achieve would be taking away the design space for the interesting thing, applying cold, which improves her fantasy, and makes her more interesting for the silent majority that doesn't care about meta. Another interesting thing to look at is Vigil, Vigil module clearly shows that they know what his issue is, just weren't able to/didn't want to fully fix to make him be actually good (probably because he is free). Thanks for coming to my TED Talk, don't max out your Mumu (she is mine), bye!
You would think with millions of gacha money, they would hire at least 2 people for simulating operators damage and balancing purposes aka: "hey don't make vigil and Viviana dogshit, hey don't make Flinger that deals a Willion damage that can also hit aerial enemies".
There is only two ways for modules to be good:
1] Make modules for already broken characters
2] Make modules that work on existing elements of characters that could be broken if increased or changed
1st one is characters like Mudrock, Bagpipe Degenbreacher and GG. They are already good characters and modules are just a bonus.
2nd one is characters like Gladiia, Rosa and Ceobe. These characters has insane talents that needed a change or increase to make them much stronger wich modules did
That's why I am scared shitless to see what Skalter module ends up being. Carnelian was already such a disappointment
Modules don't exist to make bad operators good. If they were, they wouldn't put them on operators while they're being released
There is no excuse in a strictly PVE game to do shit operator and shit modules, even more when they dont give a F about powecreep.
I've recently chatted with people who unironically dislike and disregard Supah and it's just bizarre to me.
Limbus' uptie 4 is everything i wished the buffs arknights module would have
I think that the whole module cost is kind of insane. Like, first, unless you like the character, all the more niche units are never going to get their modules. Like, why make some D tier unit useable when I can just make an S tier unit S+. Secondly, the cost of the modules is so expensive even compared to both e2ing a unit and m3ing them. Would you rather have a whole new playable unit to use, or make one already completely fine unit slightly better? Especially on newer accounts that want a stronger cast to use compared to just a few select good units. And late game players, I would rather just build more characters for art or IS funny comps since pretty much all content is beatable with what I have. So who is it for? Nichenight players? Maybe, but only some comps get nice support like Kaz and AH. Other comps like Vanguardnights or Snipernights do have some good buffs, but you know what's better? A new unit who can fill that slot instead.
I would understand if maybe the modules how some super unique things that some units are lucky to get, like Kal'tsit get fun Monster buffs, but for the most, they are the type-gamma or type-alpha modules kind of boring, like Eyja who gets res ignore, strong, but boring. Modules really just are so cool on paper, but high cost, little pay off really sucks. Not to mention having to different modules also. Like, Hoshi, both modules are good, but dam, it's not worth in the slightest getting both. (Kal'tsit is my only one with both but she is also m9, pot 6, max lvl so...)
Like they *CARES* About Balancing module from begin with.
The only reason doing so is they *Pretending*, as for fact, It's exclusive for Favoritism & Discrimination.
Bad operator exist, and so it's modules
And instead putting "there are no bad operator", replace with "Good in one thing, and 🗑️ in everywhere else",
I can never stop to think why they make brawler module bad when the archetype need it and giving lord module actual good things when it's already been good (except that one)
7:28 you wild for that one
2:40 You know I did actually keep track of AK's balance changes before as a meme, and turns out there was more than like, the 2 that I expected:
-Franka and Earthspirit did actually get a buff...to their base skills. Infact, RIIC is where most buffs happen lol.
-Some archetypes got stat boosts before (AoE casters, brawlers, instructors, dreadnoughts, menders, chain casters).
-Nightmare S2 did actually get a buff before, her S2's damage based on distance travelled got increased by +50% (from 800 damage if target moves 1 tile, to 1200). Still sucks though.
-Instructors got their trait buffed, from simply "can attack distant enemies" to also "dealing 120% damage to enemies not blocked by self."
-Phantom's summon did get buffed!...a long time ago, and its +10 ATK, +10 DEF and +100 HP.
There's a few more, but RUclips will probs delete this comment if I post a link so here's 3/4 of a link
/document/d/1I0k_DHufdnXDWeJRKSULxoXn4A9F2HjXs1wtjw4hCYA/edit?usp=sharing
5:19 ...I can't believe it took me nearly half a day to realize you had VIGIL answer with Number 2.
Clever Gummy-loving bastard.
"2 dp!!!!!"
The module system got my veteran ass unironically making actual priority lists for who gets module 3.
A really good example you omitted to show how incompetent hg are at fixing an operator would be Ebenholz, because god DAMN they just have no clue what to do with his twink ass. Of course he suffered from the issue of day 1 module which means his base power is completely unusable, but the fact it took them THREE whole ass tries to make him functional other than extremely niche one shot skits is baffling, and even then he needs to be breastfed necrosis by mommy Arturia to even do anything now
do you know who else has dementia?
yea my doctor told me who had dementia, hmmm i cant seem to remember who he mentioned tho 🤔
If you say "your mom" you're fired
MY MOM
Who?
About 30% of American politicians?
Gladiia's module turning her from a 6* puller that just exists to being a cornerstone of one of the most broken squads in the game
Man.. The fact that Carnelian will never get a truly good module that is both worth the investment and plays to her kit's strengths is super depressing.
"I don't blame the developers, there is no good option here."
Um, fuck no, there is a good option. If you want all the modules to be good, maybe balance then end result to the same point. IE: IF an Operator is already good with a strong talent make the module good. If they are under-tuned/have bad talents BUFF THE FUCK OUT OF THEM. Bagpipe kind of OP? Sure +4 SP for her talent is fine. Grani hot trash? Grant a second talent that is good, or at least buff her 25% dodge to something like ~50%. The problem is that HG insists on giving modules out by the archtype and having the same base effect. The least they could do is tune the stat/talent upgrades to favour underwhelming units more.
Also as you mentioned module blocks are SUPER limited, as such the whole "Who do I raise 1st" is even more crititcal here. Every time you spend module blocks on a bad op with a bad module you miss out on a good operators/module.
Finally, why don't they just BUFF OPERATORS DIRECTLY. You know, go in and improve the numbers on skills/talents? FFS the power-creep is so bad they are more likely to release a Time limited Alternate version of an operator that renders the rest of the archetype pointless than they are to directly buff a unit's skills/talents/etc.
The problem is the you can't really know how good an operator is until they release and the players use them. Except for edge cases like Wis'adel. The real, actual problem here is that they are releasing modules WITH the operators.
@@SUPAH_SUPAH_SUPAH Fair point. There is, to an extent, a limit to how much you can test your game vs how much the community can test in.
In that case wouldn't it be safer to add operators and modules that are undertunned and buff them later.
Oh wait, that doesn't work. I forgot that HG is allergic to actually directly buffing indivudual units.
So yeah, I can see your point about the Devs being stuck in a no-win situation.
Delete modules.
Remove them now and rebalance things properly.
If some random dumb intern fucks up THE ONLY CHANCE AN OPERATOR GETS TO MAYBE BE USABLE EVER they shouldn't stay like that.
WHY ARE THEY LIKE THIS?
As stronger units get released, modules would be what keeps the older units competitive in the meta. Modules as a concept weren't a bad idea to fight power creep. The problem is how they made it class based, once swordmasters got their module, all new released swordmasters need to release with module for some reason (like degenbrencher just now). It shouldn't work like that, it should be more time based, give modules to operators that are 2+ years old as they get powercrept.
@@juancesIssue is modules are also released for meta operators so litterally nothing changes lmfao
@@juances Give me whatever brand of copium you're smoking i need that shit too.
@@megabenis6257How is that copium if he literally acknowledges that the current system is wrong and shouldn’t work the way it does
@@lowcalibremine3004 He's the average braindead idiot who goes around screaming "COPE!!!! SEETHE!!!! MALD!!!!" at legitimate game criticism without even reading it at all. Because that's easier than having a singular critical thought.
"Completely shattering her skill 1 cycles like how I do with Gummy's hymen." Absolutely one of the funniest things Supah has ever uttered. 💀💀💀
got the reccomendation, clicked, and got the notification 15 seconds later
But like imagine a Surtr redeployment time reduction and more res ignore module would go or just a Chalter module
Eh, Texas2 module or Mlynar module would be much more insane
@@kyarumomochi5146 I mean, make the old broken characters broken again
Looks like you did foresight that chalter module lmao.
You forgot to mention how Module upgrades only exist because Spalter is literally worse than her 5* version lol.
Spalter+Ebenholz are the core reason why module upgrades exist lmfao
@@kyarumomochi5146mostima and the entire aoe caster in the corner
@@nasriq Ebenholz and Spalter was close to unusable tough
@@nasriq And also only Dusk and Mostima got something worthwhile from the aoe caster mpdules lol
I dont get why HG would chose to create a whole new system to balance out weak ops instead of simply changing some stats
Sadly modules never existed to balance out old operators. Litterally the 2nd batch of modules gave Bagpipe one of the most broken modules in the game and made her powercreep entirety of vanguard archtype even harder.
@@kyarumomochi5146 Bagpipe module actually didnt shift the meta, she became better at what she does, but she was already the best at what she did, she didn't displace anyone
because it is a gacha buffing/nerfing is taboo, because imagine they nerf the character you spent your pulls on, or imagine they buff the character that you skipped for being bad, and now they are meta. Personally I wish they did balance to updates to fix when it's a broken archtype at it's core, but the gacha community, specially on CN side is not a fan of that
This has to be a strange CN only thing, because I play other gachas that that gives buffs to units with no problem. And I mean just buffs not a balance patch. I have yet to play a gacha that nerfed a unit.
@@nexpersonal5066 If you read my comment you would have seen that i said "powercreep vanguards even harder" and not that she become good thanks to her module.
Sorry couldnt pay attention to the video after watching your ass getting beaten by the Magnamalo. Still i bet its amazing
7:28 is fucking crazy lmao
Another Supah classified banger.
Ay yo kindly share that Huohuo fanfic.
Modules are like Bond CE in FGO. 99% of them are "meh" to "useless", with only a few that you can say are usable
Well this video made me sad, i thought it was pretty obvious that frostleaf need her module to fix her literally being worse after being upgraded to elite 2.
Also Module's are so expensive... in the end I only use them for the Operators I always use
I never took modules as a way to "buff ops" I saw them as a grail system like FGO, yes it makes your units stronger but it is to show dedication to whatever shitty unit you like. people just saw number increase and were like buffs. this is why they do modules on release it is to show that you like the operator, if it were for the purpose of buffing ops you would have to wait and see how they preform
I only invest in guard modules that gives them +1 block :3
5:19 OMG! Is that the seaborn monkey hybrid abyssal hunter Admiral Brickell!?!?
Jokes aside, I hope you continue the Aknights SUPAHverse/story summary series. I loved every one of the videos and still watch them sometimes when I feel like I need a laugh.
The primary issue is just that they need to adjust the module based on the individual operator's kit, not just release a blanket module for the whole archetype and then whine when it's useless on most operators in that archetype while making only 1 of them very busted even though said operator didn't need a buff to begin with
did vigil just chose option 2 cuz...
TWO D P
Saying that there is no bad operators because every one of them have some stage they are optimal in is like saying there is no bad writing because all media has someone who ejoys them
imo a new operator should have to wait a few months for a module, even if their class already has them. This would give time for new ops to find a place in the power scale, and then the module can rebalance them accordingly once there's some solid player data.
I'd add to the "but I have 80 module blocks" argument that that just means you haven't been using them which is exactly the point...
Also, Siege is an interesting example to even have, haven't all pioneer vanguards fallen off extremely hard, except for niche cases and utility (in my case a rare Texas if a stage starts with 0 dp and even then if it's really time sensitive). It's all flags and agents. The latter doesn't even have a module yet and the former doesn't really get anything out of theirs. Tacticians are fun (as long as you forget a certain italian wolf exists), but they were already fun without modules as well. Did I forget someone? Oh yeah, Bagpipe... interesting they never released any other chargers than her...
Then there's some weird cases like Ebenholz where they're not sure where they want to go with an operator and bad ones like Phantom where they're not even trying to make an operator viable.
Also module devs reading lore on Frostleaf? You think so? Really?
Never know that Huo-huo play LS agains Magnamalo can be kinda funny
Oh supah but I got 341 of them and I genuinely dont know what to do with them
frostleaf is good, I use her every day, in the factory.
Gladiaa normal : your usual *6 puller
Gladiaa module : heal every AH by simply existing
"frostleaf isn't bad, there just aren't and stage she is good in yet"
well and I'm not obese, I'm just a bit short for my weight and you can hardly blame me for me height, can you?
Most modules are the equivalent of increasing max level to e2 lv100, a cherry ontop of the cake for completionists. Other ones are emergency modules, like spalter was a disaster of a limited unit without modules.
I think taking the AL and princonne route(make “module” ez to obtain and is being tied to their skill rather than their talent)(shining module?) would be nice
There is a good option for new opeartors
>Release a NEW operator,
> wait for 6months for players to figure it out
>Release first module for the said NEW operator
>Voilà
It's just better if they truly wish to balance the game, but something about the way they make these new operators (even without modules) tells me that they don't care, and that's it, we can meme or cry as hard as we could about buffing siege or shining but we know it aint coming
When you played world i was playing rise, and now that I'm playing world and just started iceborne you're playing rise now ffs
SUPAH is the BGM in some of your videos the one from Neon White? It at least sounds like it to me lol
Yes.
Modules ruined the game. Instead of releasing "reasonable" and "playable" OP, they have to rely on Modules to fix the problem when it can be avoided to begin with.
Exactly, like why the hell they are releasing new operators with module, when they can just buff the operators without it? I get it if the module makes their gameplay completely different than before, but most of these modules are just boring ass buffs which even doesn't really solve the problem those operators have
The developers have an incentive to tax you out of as many resources as possible as often as they can get away with so you pay for the pulls or resources or sanity to get more.
Hou Hou appreciation on this channel
it's HUO HUO
HUOOGHH😭😭HUUUOOGHH😭😭👺💢💢?
@@SUPAH_SUPAH_SUPAH
Enjoy the Minor Inconvenience lol
HUO HUO PEAK
To be honest, ever since Endfield was announced I got the feeling a big chunk of the original Arknights Dev team got moved to Endfield and the new devs just do not know about the game at all. This feeling gets even stronger when you see the updates in CN being a bugfest itself giving you the feeling they do not even playtest the game anymore.
Honestly, the dev needs to take notes from players
the balance is already broken with new ops anyways, aint no harm in giving players what they want from said operators.
I wish there would be ways for global players to reach the devs.
The state of some operators are just sad.
And the no more touch policy of the dev is not commendable.
You know I feel like there is a different team that works on an operators base effect and one that works on individual operator upgrades.
Take Musha as an example, their base module effect is insane, shelter literally fixes majority of all their problems of needing to maintain a sweet spot to have max attack speed.
But when you look at the level 3 upgrades for each operator you can kind of see that the people who made the modlues don't play the game. Take Akafuyu whose level 3 module gives her additional 12% defense while blocking, which is useless during skill 1 as she stops blocking while its active and even more useless during skill 2 as the skills base effect is 120% additional defence she already gives herself almost twice the amount of defence whats a measely 12% gonna do when she has that and Shelter already from the base module effect.
So this tells me they have unpaid interns design the modules for 5 and 4 stars based on this analysis. And probably that is also the case for whoever designed Siege's module.
I still don't even use Passenger with his module upgrade. He's just "good" with his modules, but even then, there are just simply better operators without modules than him. And that's the crux of it all. Because modules don't turn bad units into "amazing" units, this means that the better operators without modules will still be used instead, and when those better operators get modules, it's game over for the bad operators that became "good".
I use passenger in SSS regularly, sometimes in IS and in rare occasions in normal stages.
Sorry, but I've never been disappointed about a module of my life. Why ? Because the only module that interests me and makes me Hype when it was announced was Gladiia's first module
I have a theory to how the module are made. The good one are made by the dev that are a huge simp for the character and the bad one was bc no one in the dev team like them.
Module system can be a cool concept when it alters how an operator is played. Modules are glorified buffs and it does not help operators who are fundamentally broken. I hope they can differentiate buffs and modules one day. It's like we're spending our own resources to fix operators they broke
This is just copium here, but with 6 stars getting a third module, there is hope that 5 stars could be getting a second mod eventually. I pretty much agree with everything you said in this video, mods should fix an ops kit or improve it, not whatever they are doing with the current ones.
442 views in 19 minutes? climbing the ladder steadily!!
Module packs it will be available after the 10th year anniversary is this continue
I'm not so worried about buffing weak operators. I'm more worried about ridiculously overtuned operators like Walter.
1:06 my man Is Inhaling Copium Really Hard
Hey, at least Skadi's module (both) are useful
Probably a dumb question, but what is "SP lockout"? Why does Siege S3 have it?
i love huouhuou 😭😭😭😭😭
Am i the only one thinking module is just there to make all abyssal hunters stronger?
That huohuo tho..lol
I like siege... i even use her more than bagpipe heck i dont use bagpipe in normal play
" I don't understand why Module Blocks are the rarest materials in the game"
Well, there's a reason why Raythean was so rich that a certain cat has the national budget for lunch money.
why is huohuo fighting some lizard? XD
I know it may sound super heavy, but I personally believe modules should switch out the base kit of the operator, skills or basic attack.
In azur lane, modules also exist, however these modules change the passives/actives of the skill, I think this could work. It would change either s1/s2/s3 to be an enchanced version of the skill with enchanced/different animations, or mabye you can sacrifice a skills stats/uptime/increased SP in a module to have after each (X amount) of basic attacks fire in a pattern dealing (X multipler) and applying (effect) on enemy etc etc...
Or maybe have 1 module be a unique passive to enhance the kit to be more reliable (only buffs talent and stats)
And have another module which changes a skill to be enhanced to do something different but not completely different, kinda imagine if arknights gave 5* operators a 3rd skill but it was a module, giving stats depending on how it affects the operators performance.
I personally find arknights less customisable so I think this would be a way to add more variety into the game while adding a further investment that you can make (which currently are modules)
Although this may be a problem in arknights as its meant to be tower defense, and all towers shouldn't be flexible in any position, I feel like this can be done although very tedious as there are allot of operators to do this with.
Just an idea, but I doubt it can be implimeted unless if it's really, really, really, slow.
Imo, the whole current idea/vision of modules in my opinion negatively affect the game and do not provide much for what they are. Which is why I just think the whole thing should be changed.
We got problem with module is only because the devs didn't play the game, at all. So they don't know what's wrong with those bad operators
module is not a bad idea but the fact that they give the strongest operator in the archetype or class the most buff while others just some sprinkles says that they really don't care about balancing at all
You forgot option 5) both the operator and module are weak because they aren't already popular enough to warrant actual care or consideration.
The biggest reason is hg wants to sell new characters or alters so they don't relly care about making old units too good
The problem with HG is not introducing a problematic mechanic then sell the solution later on like they did with elemental damage.
Instead they introduce stronger operators and then bloat enemy stats in an unending arms race.
Faction buffs would have been the next logical step in operator design but they need operators with bigger numbers to sell.
@@ThaDude Tbh even that is a horrible idea. AH makes sense but making more faction buffs would be very anti f2p
@@kyarumomochi5146 Yeah. Minos faction is so anti-f2p while AH makes sense when AH buffs main beneficiaries are 2 six stars, 1 limited six star and a 5 star.
Why most modules are underwhelming?
Cuz most of them are sh!t
**Video ends**
Modules are only there to make strong operators more appealing.
making module something to be released so often without polishing em properly is the hugest mistake here imho
my fav youtuber
What really make me mad is the cost to get module block. 120 red ticket for 1 block? ARE YOU SERIOUS?? Plus not only HG do dirty to Frostleaf module I just realize she never appear in main story after chap 6.
You really should try to maxing Honkai Impact's Valkyries. In comparison Arknights is more satisfying than real life's results.
I'm never disappointed cuz I only use trash operators like Greyy caster so at least the module gives a -8 cost and make him LESS trash.
I feel so disappointed every time I see Kestrel's module.
2:44 iirc there was a patch that directly buffed brawlers with a little more atk, a long time ago.
More than just making bad units viable, I think modules also mitigate powercreep by bringing old units up to new power standards. With lord modules only coming out now, after Wisadel and Logos release, while Liberators still don't have modules.
Modules can't fix operators with skills that are inherently bad though. Supah harps on a lot about Frostleaf's attack interval decrease talent, but even if her S1 was an offensive recovery with 2SP cost, it's a 1.5x multiplier. Silverash's power strike gamma is 2.9x. Frostleaf S1 won't be killing at range, and the movespeed slow is entirely useless when the enemy eventually walks up to her and she starts blocking. Unless her module was absolutely bonkers like making her attacks do arts damage with skills active, there was never going to be a module that was going to make her good. Don't blame the poor module devs doing their best. I think they have more hits than misses.
I didn't max out my gummy 😅
nothing made me more suicidal than looking at stalkers second module
to be fair to Frostleaf, getting her module to stage 3 is roughly the same cost as increasing a 6-star's module by one more level
imagine how much worse it would be if you also had to pay 6-star development costs
To be unfair to Frostleaf, she's still sitting at E0L1 in my roster since I got her around 4 years ago. All my 6* are at E2L60, some with module lvl 3, fewer even higher and I do have all of them. Spending any materials (even if I have them) on her seems like a waste. Now if she had any potential... say a module level 3 that made her usable in any case, I might've reconsidered and built her. Most (perhaps not all, but close) 6* have or at least can have a use case.
That "what if" argument is incredibly weak
hell yeah; good vid :)
QIUBAIMODILEQIUBAIMODULE2 PLEASE BE GOOD PLEASE BE SOON
I am a avid weedy fan and both her modules are so meh its not even funny on the wiki i was resding it and it also showed where u can place the turret to get more sp and i thought that it made it so she could hit in the tiles around her... Her modules are not bad dont get me wront but its like oh okay.... I guess less cooldown on cannon is good?