Don't make old units useless! The OPTC mechanics I dislike the most! OPTC Analysis

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  • Опубликовано: 4 авг 2022
  • I'd liked to talk about the Uta Super-Sugo but we literally have zero info lol
    Hey guys, Chauzu here. Hope you enjoyed the video!
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Комментарии • 9

  • @rezziesimms6083
    @rezziesimms6083 Год назад +1

    Oh man what a sad day when super bind shuts down Yamatos captain ability 😔

  • @rajawira2116
    @rajawira2116 Год назад +1

    Make more video about your analysis chau, it’s so rare to see someone put so much effort into this game. Thanks bro

    • @ChauzuOPTC
      @ChauzuOPTC  Год назад

      I just need to think about a topic :)

  • @PoisonedWit
    @PoisonedWit Год назад +1

    Very good points! Personally, I would have them go back and update some old units so that they can now resist new mechanics like Fear, or manipulate Super Block. Basically what I thought we were getting with Grand Voyage when they said something like 'your older units will be usable again'. I thought they would include normal rare recruits in those updates, not just legends (and not all of the legends get good upgrades either, and getting to lv150 is a HUGE investment). You're absolutely right that it's lazy on Bandai's part, but not just because of lack of creativity but also because many older non-legend units need to be updated and they won't be. Like adding Jinbe to support abilities that work for all Straw Hats, for example.
    We also need captain abilities and support abilities that specifically resist these new mechanics. Supports, especially, have been fairly lackluster till somewhat recently. I feel like v1 Roger, or the expected Red Roc Luffy (we got the kinda-boring 8th anni dex Luffy instead) should have had Fear resistance built into their captain abilities and it would have made thematic sense for the characters. Heck, the game has been out for 8 years now and there are still only 3 captains that resists bind at all (and Woger only resists it a little). It'll probably be another 3-5 years before we get captains with Fear resist built in, or super block manipulation. In the meantime we'll have to deal with 20 'new' enemy mechanics, whether they're actually new or just buffed versions of old ones is anybody's guess.

    • @ChauzuOPTC
      @ChauzuOPTC  Год назад +2

      Many good points. I agree old RR need LLB buffs as well, and I think it’ll happen as we approach newer legends. There has also been a downturn in good supports which is kinda worrying, but at least we get more supports nowadays. And ye, main issues with mechanics like this is that the drip feed in terms of counters is very slow.

  • @thetrash6033
    @thetrash6033 Год назад +1

    I just wanted a mechanic that deactivates NAO if you're using double V1 kaido, I want my lazy runs back

  • @2stylish4y0u7
    @2stylish4y0u7 Год назад

    Wow 😲😲😲

  • @maniakk1300
    @maniakk1300 Год назад

    What's the difference with new mechanics tho? In any case, you weren't able to use those units regardless?
    At least, it also gives units who maybe offer less to have a time to shine if they do have Fear, or hunger or whatever.
    This problem can also come from just amount of duration. If silence is 7 turns, all those units are useless except very few, however that's been apart of the game since the very start, we've been having 8+ turns of bind since Sockets were a thing.
    Also, you talk about Super Bomb right after, but that's just a new mechanic where we can't use most units then? Isn't it the exact same point of "options are limited"?
    It feels like just a discussion around powercreep itself, but this is a gacha, without powercreep, you lose a good reason to pull and especially for whales.

    • @ChauzuOPTC
      @ChauzuOPTC  Год назад

      I don’t mind increasing turns as much since you can use supports to help out, at least when it comes to special bind. I’d probs be more annoyed by Super Bomb if Bomb slots were ever relevant, now I’m more annoyed that neither are really used.