Results 1 to 10 of 11627

Hybrid View

  1. #1
    Hime obsolation and power creep is an interesting point that i didnt consider. Will that happen? I didnt check jp wiki and its hard to imagine himes like Amaterasu/Sol/Ryu-oh/Cthulhu get replaced. They got their place in core hime by bringing immense amount of utility. To replace them they would need to release even stronger himes like with 30-40% debuff or himes with 4 active ability, otherwise new himes doesnt replace them, just give an equal substitute.
    As for dmg himes, yeah its pretty realistic new dmg himes get even more dmg and new interesting mechanic, but i'm more interested in utility when i build teams (in all games). I will opt for versatile or endurance build if its possible, and only go burst only if the game force me to do.

    In conclusion: 100% eido isn't a free pass to endgame content, but gonna make your progress smoother. Multiple core himes of the same element is also a nice way to start out, but that's probably even less likely than a 100% eido of RNG's choice & yet, those himes will fall out of meta sooner or later.
    You missed my main concern. Im not concerned about easy or hard way to endgame. Im concerned about bottleneck when i reach endgame in the far future. I understand 100% eidolon is indispensable, coz its the only reliable way to boost elemental dmg. Does SSR hime also indispensable for a good team, which force me to reroll for both, coz otherwise there's no garantee i get SSR hime for endgame?
    As for the definition of "good team", im obviously not planning to compete for top ranks as free player. I would consider a team good at endgame if it can comfortably earn all individual (not competitive) rewards for event, and clear all solo content.
    I guess either way i'll reroll 200 more just to reach nice number (currently at 800). Thanks for reply.

  2. #2

    Join Date
    Nov 2017
    Posts
    963
    Credits
    532
    Items Thread Title Style ChangeProfile MusicUser Name Style ChangeThread Title Style ChangeThread Title Style Change
    Yesterday I was talking with some DMM veterans who were saying that himes like Sol (clear example) are being replaced because of this fast meta. Every element can burst in turn 2 or 3, also saying that Light can burst in turn 1.

    I don't quite like that "Meta" DMM is enforcing, but eh... that's how it is.
    Looking for a kinda good account? Send me a Private Message or meet me at Discord: L'aventale.-#4530

    Quote Originally Posted by Cobblemaniac View Post
    Lavendaddy do your thing.
    Kamihime ID: 2700172

  3. #3
    Quote Originally Posted by Nelerion View Post
    As for the definition of "good team", im obviously not planning to compete for top ranks as free player. I would consider a team good at endgame if it can comfortably earn all individual (not competitive) rewards for event, and clear all solo content.
    I guess either way i'll reroll 200 more just to reach nice number (currently at 800). Thanks for reply.
    You don't need a 100% eido or even SSR teams to clear all content in the game; yes that's including all of the hardest end-game content currently. So if that's your primary concern, just be aware that all solo content in the game can easily be cleared if you work properly on your grids. All the challenges/missions/off-element teams, etc... can be done if you have proper grids for it.

    That being said, if you're just now starting, it will be a long, long while before you build "proper" grids since you missed a majority of the events for them so far. So a 100% helps bridge the powergap between you and those with grids a little bit. In the end, you will still need to grind a lot to ever catch up. As for SSR himes, you're much more likely to get those even as a free player, simply out of jewels eventually. Whereas the chances of a 100% seem to be weighted to be lower in general. To put it in a way to answer your question: if you're farming jewels actively and don't miss any usually, even as a f2p player, you'll eventually be able to snag some core himes to build teams around.
    ✦ Union Leader of Ixion (Kamihime Game ID#: 1318886 | Discord ID: VeryVoodoo#0081)
    ✦ Recruiting Active/Strong Players - Apply on Discord: https://discord.gg/kJdnGWq

  4. #4
    Unregistered Guest
    From what DMM players say, the 'meta' or ideal direction to build toward shifts more into something like 'hit hard and hit fast/burst frequently'. That is, at the top end, you're focusing more towards killing quickly, which lowers the value of skillsets geared more towards survival. I like to think of it as, first you try kill something before it kills you, but if that doesn't work out, then you switch to outliving it.

    For example, for water, I think that Cthulhu loses value once Vohu Manah comes out. Vohu Manah offers a huge chunk of fire atk/water resist debuff (30%) and can build up her own burst gauge faster (her abi1 gives her a 2 turn guaranteed triple atk buff and her abi2 is 'do a normal attack'). Cthulhu's offering less atk reduction, less def reduction, and her abi1 eating an orb every 9 turns is less valued compared to what else Vohu Manah has.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •