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Iyo

@Iyokuu6,507 subscribers

The Straw Hat Ronin and the only Adult Swim themed Toonami Twitch Partner. Got it memorized? | Business here: [email protected]

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Buddy's calling me a larper as if Guilty Gear is not notorious for Dust Loop combos. C'mon dawg... 💀

Buddy's calling me a larper as if Guilty Gear is not notorious for Dust Loop combos. C'mon dawg... 💀

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Everyone has been sharing mixed opinions about Vesper as the new DA boss in Zenless. Today was my first time fighting her (haven't finished the story). Originally I hated this boss and thought it was dick (the fight not the actual boss). My first run was a collection of 8-12k scores. I read the boss guide but still didn't understand how to fight her. Within the hour I spent time learning which moves I could block, parry, hard counter, flinch, etc. and increased my score by 2x. Below I'll try to give a TLDR of my thoughts, but 2 videos will release next week going in full detail. TLDR of what I learned from this experience? - Anyone complaining about this boss is 101% justified. For once, it's not a "learn the game" situation. Will that help? Absolutely, but there's a bigger problem here. - Vesper isn't an Aria-only boss. I understand why some would think that, but it's not true. She's an Abloom boss. This boss is designed around Agents that abuse Abloom, and the closest thing to that is Hypercarry AM-teams, which Anomaly is not traditionally built to do. - The problem is the game (aka Devs) have not properly equipped the general player base to handle them dropping a boss like this out of nowhere. There are only 3 Abloom focused Agents in the game. 1 is a Sub-DPS. 1 is a Standard S-Rank. 1 is Resisted. None of them are A-Ranks or easily accessible to most players. - We realistically only have 7 Agents out of the entire roster that have a "positive matchup" against Vesper (pre-Aria). All 7 don't work together btw. - Grace is nutty against this boss.

Iyo

63,542 Aufrufe • vor 3 Monaten

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Just got a comment on my latest video saying something about how it was hard for Agents like Evelyn to clear the new Shiyu Defense because it favors "front loaded DMG" and she "can't properly clear" due to it working against her nature of saving everything for the stun window. ... So I tested it. Again. Honestly, I'm convinced a lot of y'all are just parroting what we (CCs) say at this point and use it as your own validation without knowing the actual reasoning/testing behind the opinion. There's no shot in hell you guys are talking about front loaded DMG and who it prevents from clearing, then changing the goal post to anything else after random players show you otherwise. Evelyn is one of the strongest Agents to own in ZZZ because she's practically a baby Yixuan (neutral matchups across the board). Eve has front loaded, back loaded, & any other loaded DMG at her disposal. Your linear, one-track thinking is preventing most of you from being way better players than you believe. Most of y'all would curb stomp the game if you just tried instead of instantly quitting after the first couple fails. And before I get the usual crowd of 6th grade readers, I completely understand how some of these end game changes are affecting the players who are trying but don't know the method, or players who just straight up don't care and play what they want. I'm not talking about you with this tweet. lol This'll be the last time I take light jabs about the Shiyu Defense stuff until I release the guide (it's being edited now). I'm not bothered negatively, it's just a really weird brain scratch I'm trying to completely understand.

Iyo

88,938 Aufrufe • vor 5 Monaten

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Honkai Star Rail issue TLDR; no real improvements towards the gameplay/TRPG depth itself while continuing to make changes that don't matter 'in the now'. More context; As of the last few patches it's felt like HSR has made 1 step forward & 3 back (Ex. Wishful Resin availability vs impact of the item). With a turn based RPG, I expect more actions to be taken that encourage strategic gameplay, combat/gear choices, or otherwise game defining matters that give the player more satisfaction (of their wins, accomplishments, goal challenges, etc.) in the game. Great examples of this are FF Tactics, Valkyria Chronicles, Octopath Traveler, & any Shin Megami Tensei or Fire Emblem game. I don't have any definite backing behind this, just my own assumptions & experiences, but it feels like HSR has become more greedy than their usual gacha self. A game (that presents itself) based around team structure, archetypes, & decision making has shown a severe lack of these since shortly after Superbreak's introduction. The lack of STRONG 4-stars has left many of our viable "teams" lingering on a "play this or bust" situation. Of course, having at least 80% of the limited 5-stars removes this entirely, but that introduces an entirely different subject that still favors my argument in the lack of team variety we have. Ex. The counter-archetype team. There's little to no difference between THE optimal team if you use Yunli or Clara, despite the two of them playing differently w/ different build opportunities. You won't swap support units because they offer a new 'thing' to benefit Yunli/Clara. You will swap units because you don't have the premier one or you don't have the other premier one (i.e Sunday vs Sparkle selection). The enemy design has been decent, with some bosses having amazing potential, but that effort is quickly made irrelevant due to the HP inflation or lack of preventative measures the avg player can take against them (i.e not having shields, cleanse, enhanced breaking, AV control, etc.) By no means is that me alluding to every player deserves every limited thing, but it is me saying there's 0 reason the last 4-star we got was on Sept 9th, and per the drip marketing received, we aren't getting a new one any time soon. On stream, I spoke about how impactful a row system (Persona 1, Unicorn Overlord, Torna DLC for Xenoblade 2, etc.) would be to the strategy behind the game IF they prioritized combat depth instead of selling only selling limited characters. HSR has the potential to really put their foot in the combat strategy and team building of the game, but I don't understand the reason they refuse to do it when they have the means to. This brings me to the greed I believe HSR has displayed lately. There are multiple pts I want to address on this matter, but this tweet is too long & I wanna go play Metaphor so I'll try to emphasize this point a lot stronger. Keep in mind, these items are conceptually of top 3 importance in the game (value wise). * There is 0 reason the bundle of Wishful Resin should cost $35-50 worth of stellar jade bundles instead of a flat price. They are purposely inflating your purchase on an item that, in my opinion, is insanely valuable for every player. * Trading 800 relic remains or Self Modeling Resin for 1 Wishful Resin is a scam. 800 RR = 80 trash relics or 2 +15 relics. Both of which, require you to invest a LOT of resources into in order to obtain them in the first place. * 2 sub-stats should not cost 4 Wishful Resin if 1 sub-stat only cost 1 Wishful Resin. * Receiving ONE WISHFUL RESIN FOR FREE per 40ish days, is INSANE. lol Receiving TWO IF YOU PAY per 40ish days is even more ludicrous. In the event you decided to buy all the Wishful bundles per 40 days & only choose the WR as your option, that's $120 (70 + 50) for 22 WR. Adding the BP into that is now just shy of paying for a limited character. Don't even get me started on how the only available dice in the game is paid for while still having a 75% chance to screw you over in RNG, either. I understand this looks like a giga rant, & it is. It pisses me off watching a game you avidly enjoy make decisions that, I can only assume, are out of pure greed. They could do so much to spin this game into an easy top 5 position with little to similar effort in pushing out stronger characters per $300. Hence, my feeling of being burnt out & even that took me months to understand/realize.

Iyo

135,611 Aufrufe • vor 1 Jahr

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