Quote Originally Posted by Gludateton View Post
Tbh I never understood the idea of f2p maining one element (unless you have ridiculous luck in pulling one element). Why would you shoot yourself in the foot ? And damn, proving endurance of team without healers... I mean you can clear GO with offensive water team without healers, but going on defense without healers... are there any more requirements or can we start composing such team already ?


I see, so f2p grids need to be event only, point taken. What about Kamihime ?
I'd argue that F2P-players can 'main' an element... by mass rerolling until they get a 100% eidolon or 2 core SSR hime in that element. That's about all they can do, and afterward, their gacha rolls should be expected to fan out across all elements. This the really the only deterministic means to achieving a strong starting point as a F2P-player, and I completely agree that its nonsense you'd ever find yourself in a scenario where it is not worth it to just work on upgrading other elements. Gacha games like Kamihime are ultimately games where your growth potential is limited by time & money, and as a F2P-player, there is no way you won't have enough resources to pour into other elements unless your luck is insanely biased towards that same element you rerolled for.

My overall feeling is that any team which needs to rely endurance should have at least some nominal amounts of healing, even if it's not that great. Healing and endurance are ultimately multiplicative paradigms, since more defense draws more healing and vice-versa. The main draw of endurance for F2P-players is of course the inability to meet damage checks, so I agree with Slashley that we should remember new players benefit a lot from compensating for present grid weaknesses with endurance based-strategies. At the very least, getting through more waves of GO allows weaker players to still reap part of the rewards.

I'd say the concept of F2P-grids has two interpretations... one is whether it is replicable by another F2P player, and the other is that players should optimize based on what random things the gacha throws at them. I don't exactly believe in the former definition because it doesn't really help new players to look at things old players got; it's really only a construct which applies to old players looking at other old players. And if you're an old player, then surely you've gotten enough of your own randomized rewards from the gacha. This is why I think discussing F2P in the context of "is everything in that grid only event weapons?" to be a little too restrictive for my taste.