Quote Originally Posted by Cobblemaniac View Post
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You will hear a lot of DMM players doomsaying debuffs, because the main caveat here is that you don't center your gameplay around debuffs. And that means you don't center your miracle tickets, and your team building (unless you have no choice) around debuff himes. It's past year 1 kamhime already, debuffs are given many fingers from the devs because it's that good. Quite basically, buffs will become the good ones soon because debuffs become 0%. And 10% will look better than 0%.
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The problem with that is, there isn't much else you CAN build your team around. Because yeah, debuffs really are that good. I remember asking Bear the "then what?" question, but Bear being Bear, he basically just waved off the whole question. I think his best answer was "Berserk + Guard + Intercept", which is nice... for a turn. If the enemy happens to triple attack that turn. And only works for a select few element with select few exact Hime.

Aside from Svarog and Uriel, there's basically no Hime that can do respectable damage when debuffs aren't up (though we are getting more). Debuffs are extremely central to the game, and high resistance bosses just ruin the game for everyone who isn't an ultraspacewhale. You know, people not able to bring forth the very best full SSR combinations of on-element Hime into every fight.

You work with what you have, and debuffs are what makes "what you happen to have" work so far. Well, actually, we're past that stage now - you work with what you have and you have that full slvl20 Assault Grid to back it up.