Granblue Fantasy: Relink

Granblue Fantasy: Relink

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Killermajaro Feb 22, 2024 @ 8:39pm
2
raise the damage cap.
so 90% of the other sigils can become viable rather than just being completely fking pointless. maybe lower max level of damage cap aswell.
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Showing 1-15 of 21 comments
Daddy Kaneki Feb 22, 2024 @ 8:48pm 
It's a mindset issue. You don't need 4 damage caps to have fun or be a useful member of the team. Damage cap exists as a concept to prevent people from oneshotting things while still having meaningful power progression. If there wasn't damage cap, or if it was raised too high, the compromise would be to nerf all forms of offensive power to keep the game balanced.

Therefore, if damage cap frustrates you, try playing other characters. Katalina is a great tank and she gets damage cap just from having Ares around when you have one of her signature sigils. She can heal and she barely takes any damage when she has Stout Heart + her def buff + Steel Nerves.

Cagliostro is a great support that buffs ATK, DEF, and crit rate. Use Quick Cooldown with Cascade to have maximum uptime on it, and keep her signature sigil on so that her fully charged Collapse can cause a hefty -30% DEF Down.

Reaching damage cap is not, by itself, a bad sign. It exists specifically so you cannot kill the boss in 30 seconds. If you reach damage cap, that's a GOOD thing - it's a sign that "okay, I'm doing maximum damage and now I can focus on other aspects of my kit/build." Thus meaning that taking Damage Cap sigils is a voluntary decision on your part to opt even further into dealing damage. It's an opportunity cost.

The current player-devised meta is balanced around killing the boss as fast as possible so that people can get the materials they want/need as soon as they can. But you don't have to be a meta slave. I say this as someone with a fully maxed out meta DPS build on Id (sans Terminus weapon, still working on that) with a bit of defense. You don't HAVE to do that. I, for one, don't mind seeing a Vane with Provoke on my team and you shouldn't feel so much pressure to opt into dealing damage to the point where it frustrates you, when there's so many fun and effective strategies in this game. "Do more damage" really isn't the only way to enjoy the game. It's a good, balanced game with multiple viable strategies that don't require the boss to die in less than 2 minutes.
Zero1 Feb 22, 2024 @ 9:25pm 
damage cap should only take one sigil spot then for max level 15 instead of 65 levels!!!
Tiasmoon Feb 22, 2024 @ 11:31pm 
Originally posted by 🌙Id🌙:
It's a mindset issue. You don't need 4 damage caps to have fun or be a useful member of the team. Damage cap exists as a concept to prevent people from oneshotting things while still having meaningful power progression. If there wasn't damage cap, or if it was raised too high, the compromise would be to nerf all forms of offensive power to keep the game balanced.

Therefore, if damage cap frustrates you, try playing other characters.

No, its not a mindset issue but a game design issue.

They are not talking about the damage cap LIMIT, but the actual base damage cap itself.

Its too low, to the point that most character buff skills and damage sigils are entirely useless if you aren't using damage cap sigils to increase the cap, and the game doesnt even inform the player of that.

Which is very bad game design.
Rigor Mortex Feb 23, 2024 @ 3:02am 
Originally posted by 🌙Id🌙:
It's a mindset issue. You don't need 4 damage caps to have fun or be a useful member of the team. Damage cap exists as a concept to prevent people from oneshotting things while still having meaningful power progression. If there wasn't damage cap, or if it was raised too high, the compromise would be to nerf all forms of offensive power to keep the game balanced.

Therefore, if damage cap frustrates you, try playing other characters. Katalina is a great tank and she gets damage cap just from having Ares around when you have one of her signature sigils. She can heal and she barely takes any damage when she has Stout Heart + her def buff + Steel Nerves.

Cagliostro is a great support that buffs ATK, DEF, and crit rate. Use Quick Cooldown with Cascade to have maximum uptime on it, and keep her signature sigil on so that her fully charged Collapse can cause a hefty -30% DEF Down.

Reaching damage cap is not, by itself, a bad sign. It exists specifically so you cannot kill the boss in 30 seconds. If you reach damage cap, that's a GOOD thing - it's a sign that "okay, I'm doing maximum damage and now I can focus on other aspects of my kit/build." Thus meaning that taking Damage Cap sigils is a voluntary decision on your part to opt even further into dealing damage. It's an opportunity cost.

The current player-devised meta is balanced around killing the boss as fast as possible so that people can get the materials they want/need as soon as they can. But you don't have to be a meta slave. I say this as someone with a fully maxed out meta DPS build on Id (sans Terminus weapon, still working on that) with a bit of defense. You don't HAVE to do that. I, for one, don't mind seeing a Vane with Provoke on my team and you shouldn't feel so much pressure to opt into dealing damage to the point where it frustrates you, when there's so many fun and effective strategies in this game. "Do more damage" really isn't the only way to enjoy the game. It's a good, balanced game with multiple viable strategies that don't require the boss to die in less than 2 minutes.

First of dmg cap is sadly the most important sigil and stat in this game. You grieve the entire team if you not take them.

"Katalina is a great tank and she gets damage cap just from having Ares around when you have one of her signature sigils. She can heal and she barely takes any damage when she has Stout Heart + her def buff + Steel Nerves."

Shes still a great tank with dmg cap if you get some defence extras on dmg sigils. At least she has also a freeze one of the best tools in the game.


"Cagliostro is a great support that buffs ATK, DEF, and crit rate. Use Quick Cooldown with Cascade to have maximum uptime on it, and keep her signature sigil on so that her fully charged Collapse can cause a hefty -30% DEF Down."

Again dmg cap cucks any support build super heavy. The only tool Caglio brings is Deff up for the party the rest is not doing anything when you have dmg cap.

I argue Buffs and dmg down on a enemy should increase the dmg cap.

Its funny that the only good endgame debuffs are slows/para and freeze
Silence Suzuka Feb 23, 2024 @ 4:01am 
Originally posted by 🌙Id🌙:
It's a mindset issue. You don't need 4 damage caps to have fun or be a useful member of the team. Damage cap exists as a concept to prevent people from oneshotting things while still having meaningful power progression. If there wasn't damage cap, or if it was raised too high, the compromise would be to nerf all forms of offensive power to keep the game balanced.

Therefore, if damage cap frustrates you, try playing other characters. Katalina is a great tank and she gets damage cap just from having Ares around when you have one of her signature sigils. She can heal and she barely takes any damage when she has Stout Heart + her def buff + Steel Nerves.

Cagliostro is a great support that buffs ATK, DEF, and crit rate. Use Quick Cooldown with Cascade to have maximum uptime on it, and keep her signature sigil on so that her fully charged Collapse can cause a hefty -30% DEF Down.

Reaching damage cap is not, by itself, a bad sign. It exists specifically so you cannot kill the boss in 30 seconds. If you reach damage cap, that's a GOOD thing - it's a sign that "okay, I'm doing maximum damage and now I can focus on other aspects of my kit/build." Thus meaning that taking Damage Cap sigils is a voluntary decision on your part to opt even further into dealing damage. It's an opportunity cost.

The current player-devised meta is balanced around killing the boss as fast as possible so that people can get the materials they want/need as soon as they can. But you don't have to be a meta slave. I say this as someone with a fully maxed out meta DPS build on Id (sans Terminus weapon, still working on that) with a bit of defense. You don't HAVE to do that. I, for one, don't mind seeing a Vane with Provoke on my team and you shouldn't feel so much pressure to opt into dealing damage to the point where it frustrates you, when there's so many fun and effective strategies in this game. "Do more damage" really isn't the only way to enjoy the game. It's a good, balanced game with multiple viable strategies that don't require the boss to die in less than 2 minutes.

Then what's the difference between "Raise the damage cap to one shot things" and "raise the ATK value to one shot things"?

They were basically the same thing. There is no design superior to another, it just make all buff/sigil that raises ATK become a pure joke. Which is a design defect.
Last edited by Silence Suzuka; Feb 23, 2024 @ 4:03am
DaHedgehog27 Feb 23, 2024 @ 5:19am 
I think as time goes on people will realize how truly lazy the developers were.. Game has such potential but atm is completely destroyed by lazy balancing.. Buffs are completely useless.. Tbh even mob mechanics are useless.. You can basically potion horder / critical time everything without worrying about anything.

You hit the damage cap with a weapon, imbue and over mastery.. thats what 12 sigil slots basically wasted. 4 damage cap, 2 SD and an elements.. 7 slots to get around a crappy system..


How is additional content going to work as well? Raise damage cap which will do nothing because all people will do is add an additional damage cap sigil.. I like the game but man it's really pointless when you hit a certain point.
Killermajaro Feb 23, 2024 @ 1:39pm 
all i want, is to be able to make a build with other sigils rather than being forced to add in max damage cap and still then hit without adding damage sigils. combo sigils? pointless, aggressive dodge sigil? pointless, charge attack? pointless. higher defence depending on how low your hp is? pointless when attacks nearly one shot you or one shot you anyways so you will die in 1 hit or 2 regardless of that sigil. right now there is 0 build diversity because of the damage cap. everyone running pure damage cap + guts + potion + revive + elemental + dodge + hp + character specific sigil and that's it. that's the cookie cutter build everyone is forced into.
Chris.T Feb 23, 2024 @ 2:17pm 
Originally posted by Killermajaro:
so 90% of the other sigils can become viable rather than just being completely ♥♥♥♥♥ pointless. maybe lower max level of damage cap aswell.


When you play FF or dragonquest is every piece of equipment valuiable? Or is their a BIS you and everyone else works towards? Its a single player game not an MMO. Most the sigils are junk but they give you the option anyway.. Raising dmg cap will happen when harder content comes out because thats how the devs balance the game. If you raise dmg cap no all the content becomes trivial and a waste of time to even do.
_jp_ Feb 23, 2024 @ 3:03pm 
Originally posted by Zero1:
damage cap should only take one sigil spot then for max level 15 instead of 65 levels!!!
Huh. And then players start asking in adding more slots for sigils, like 100-200 more slots, so they can equip all sigils in game in one time. But there is question - what the point of this? This is far off from way how game supposed to play.
_jp_ Feb 23, 2024 @ 3:29pm 
Originally posted by Killermajaro:
all i want, is to be able to make a build with other sigils rather than being forced to add in max damage cap and still then hit without adding damage sigils. combo sigils? pointless, aggressive dodge sigil? pointless, charge attack? pointless. higher defence depending on how low your hp is? pointless when attacks nearly one shot you or one shot you anyways so you will die in 1 hit or 2 regardless of that sigil. right now there is 0 build diversity because of the damage cap. everyone running pure damage cap + guts + potion + revive + elemental + dodge + hp + character specific sigil and that's it. that's the cookie cutter build everyone is forced into.
Huh. Damage cap is not linear. Check this to have at least some ideas about things how its work.
https://docs.google.com/spreadsheets/d/1RnNLfdqFCW7zWvfHnQsNRJoi7EtIjdOUg-uYB0xsZHQ/edit#gid=1519714141
Beside, you don't really need to 65 damage cap in order to play game, all current content can be done with half of that. With AI it little harder, mostly because AI don't play agressive in dps check, but if you know what to do, its doable. Guts + potion + revive + elemental + dodge + hp are not neccesary to play. You can play without them, if you good at the game. Its not easy at all, but overall its possible. Most of sigils just another layer of protection from dying, but this is not only sigils you can use.
And most people you them not because there is nothing else in game you can use, but because most people don't want make game harder. Beside if you look around, most players used damage based build for fastest kills, not for utility, support or anything else. Because most ppl want to play it in easy mode. But this is don't mean you can't use other sigils, that most ppl don't use. You can play as you want, but this is just gonna be harder.
Nepnep Feb 23, 2024 @ 5:16pm 
Originally posted by Zero1:
damage cap should only take one sigil spot then for max level 15 instead of 65 levels!!!

This. It's not so much "We need more damage" and more "Give us more slots to mess around with." however limited. As of right now, most sigils are just plain useless because the "minimum essentials" already took away 50% of your slots

Heck. I'm fine with lower dmg cap overall (like lv 45 levels of max) as long as it only uses 1 sigil.
Last edited by Nepnep; Feb 23, 2024 @ 5:18pm
Killermajaro Feb 23, 2024 @ 7:20pm 
Originally posted by _jp_:
Originally posted by Killermajaro:
all i want, is to be able to make a build with other sigils rather than being forced to add in max damage cap and still then hit without adding damage sigils. combo sigils? pointless, aggressive dodge sigil? pointless, charge attack? pointless. higher defence depending on how low your hp is? pointless when attacks nearly one shot you or one shot you anyways so you will die in 1 hit or 2 regardless of that sigil. right now there is 0 build diversity because of the damage cap. everyone running pure damage cap + guts + potion + revive + elemental + dodge + hp + character specific sigil and that's it. that's the cookie cutter build everyone is forced into.
Huh. Damage cap is not linear. Check this to have at least some ideas about things how its work.
https://docs.google.com/spreadsheets/d/1RnNLfdqFCW7zWvfHnQsNRJoi7EtIjdOUg-uYB0xsZHQ/edit#gid=1519714141
Beside, you don't really need to 65 damage cap in order to play game, all current content can be done with half of that. With AI it little harder, mostly because AI don't play agressive in dps check, but if you know what to do, its doable. Guts + potion + revive + elemental + dodge + hp are not neccesary to play. You can play without them, if you good at the game. Its not easy at all, but overall its possible. Most of sigils just another layer of protection from dying, but this is not only sigils you can use.
And most people you them not because there is nothing else in game you can use, but because most people don't want make game harder. Beside if you look around, most players used damage based build for fastest kills, not for utility, support or anything else. Because most ppl want to play it in easy mode. But this is don't mean you can't use other sigils, that most ppl don't use. You can play as you want, but this is just gonna be harder.
i never said they are ''needed'' but it is what's optimal while everything else is redundant. i have won the game it is easy mode throughout the whole thing. my main gripe with damage cap is making 90% of sigils redundant because you hit the cap without them even when you raise damage cap up to max. it's just poorly implemented and you're huffing some copium or something if you think otherwise.
Last edited by Killermajaro; Feb 23, 2024 @ 7:21pm
Dangeki Feb 23, 2024 @ 8:05pm 
Please run max damage cap lol its not a mindset issue you need to do damage
MaverickVII Feb 23, 2024 @ 8:17pm 
Originally posted by Dangeki:
Please run max damage cap lol its not a mindset issue you need to do damage
no
_jp_ Feb 23, 2024 @ 8:30pm 
Hmm. You know, hitting cap with one attack doesn't mean you hit cap for everything else.
This is way harder than you think. On my main i have some attack with 80% overcap and others with only 7% of damage, so i can have 93% more to cap, which is huge.
Beside characters is different. Just think - even if their remove damage cap completely you won't use every attack sigils on same character, just because this is far from optimal. For one character most optimal is raw attack power, for other combo buster, for third is combo finisher and quick charge. You won't use them together anyway, so what the point? And there is one big question - even if they make damage cap for 1 sigil - do you think this change anything with damage cap itself? It take you 3 free sigil slots, but if this keep damage cap at same level, you won't have anything from it, as you said. So what the point?
I just don't really understand what you guys want to see.
If you want to see complete rework of damage cap - feel free to forget, there is no chance devs will do it.
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Date Posted: Feb 22, 2024 @ 8:39pm
Posts: 21