Granblue Fantasy: Relink

Granblue Fantasy: Relink

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Bonemiser Mar 14, 2024 @ 4:10am
3
2
Damage Cap sigils are bad for the game.
Stop adding damage cap sigils. No more damage cap sigils. In fact, nerf damage cap sigils, or remove it if you prefer. You are heavily encouraging players to dedicate well over 80% of their entire build to damage cap. This is BAD. Players have no room to experiment or personalize their build because the best setup is VERY OBVIOUSLY stacking damage cap, supplemental damage and just enough attack up to hit said cap.

As of the Lucilius patch, the best items include:
-Character Awakening
-War Elemental
-Alpha x2
-Beta x2
-Gamma x2
-Supplemental Damage x3
-One damage scaling sigil (usually Stamina or Life on the Line),

See the problem yet? That's already twelve sigils. We only have twelve sigil slots. Do you *really* expect us to run Lv. 65 of Damage Cap, and Lv. 45 of Supplemental Damage, and Lv. 30 of Alpha, Beta and Gamma, all in the same build, and somehow find room for player expression? Because it's just not feasible right now.

Want Potion Hoarder, or Cascade, or Drain, or Steady Focus? Suck it up and get extremely lucky on your Supp V+, Stamina+ or awakening sigil. Want Stout Heart? Enjoy making your build worse, because that sigil literally doesn't fit anymore.

Where is the player expression? Where is the sense of whimsy and mystery in character development? Damage Cap is utterly destroying the entire sigil system because it is far and away the best option, and only because we are being force fed what's effectively 155 levels of Damage Cap to fit into a build (more if you add the 45 of Supplemental Damage).

There's plenty of ways to fix it. I personally think lowering the Lv. cap of all Damage Cap sources to 15 would go a long way. With that said, it doesn't matter *how* you do it as long as you *do it*.

I know I'm probably arguing with a brick wall here, but come on now. I feel like I'm being gaslit.
Last edited by Bonemiser; Mar 14, 2024 @ 4:13am
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Showing 1-15 of 33 comments
Saiha Mar 14, 2024 @ 4:15am 
agreed
dmg cap's max level should be 20 or 35
65 is overkill
Kael Mar 14, 2024 @ 4:18am 
Nothing more to add, this sums it pretty much up.
Xan Mar 14, 2024 @ 4:18am 
I'm in full agreement. I don't really even feel like farming Lucilius because I'm not a fan of the "pure damage cap builds" direction the game is going.
Last edited by Xan; Mar 14, 2024 @ 4:20am
DandyShark Mar 14, 2024 @ 4:22am 
my opinion is remove damage cap sigil , but make lv65 cap implemented without sigil. from there we already free 4 slot at least, or if there is another advice is welcome , just erase damage cap, we can make other build but what for? enemy can dps check if fail we lose. defend sigil is useless, i try stack it and 70k hp gone half of it in one attack
archonsod Mar 14, 2024 @ 4:26am 
Originally posted by Bonemiser:
This is BAD. Players have no room to experiment or personalize their build because the best setup is VERY OBVIOUSLY stacking damage cap, supplemental damage and just enough attack up to hit said cap.
This makes no logical sense. Either players want to experiment with their build or they want the optimum build. The two are pretty much mutually exclusive.
There's plenty of ways to fix it.
Yes, you can just ignore it entirely and just come to terms with the fact it might take you three minutes to kill the boss rather than two.
ホロ Mar 14, 2024 @ 4:27am 
maybe in the future update the devs are preparing for new sigils instead of V , we get V! / V!! / VIII higher so we can wear lesser sigils. maybe in expansion game we can even see X sigils.

the bosses before lucilius is already easy and if you change it then the game will be much easier
Last edited by ホロ; Mar 14, 2024 @ 4:30am
Vapa Mar 14, 2024 @ 4:31am 
MH for the most part makes you pick between damage builds and slotting in comfort/survivability. It's the same here, no?
Bonemiser Mar 14, 2024 @ 4:47am 
Originally posted by archonsod:
This makes no logical sense. Either players want to experiment with their build or they want the optimum build. The two are pretty much mutually exclusive.
I disagree. From the player perspective, the discovery process is a critical component of gameplay that works best when it is complicated and engaging to solve. Relink's sigil system is so unabashedly simple due to damage cap that the average player will trample over this core aspect of game mastery well before they're done playing. It is completely okay for a best build to exist, but it is not okay for that build to be so blatant in its superiority that it completely trivializes the customization system it exists within. This is a big reason why Path of Exile's robust "sigil" system remains popular to this day, but I digress.

As for acceptance, we already did that with Rackam and Ferry's jump spam last patch. It was the most optimal way to play, and either you played like an bunny-hopping fool or you accepted that you'd kill bosses in five minutes instead of two. By your logic, leaving the sigil system as-is would be the same as leaving Less is More Rackam untouched, no? All I'm saying is that damage cap sigils in their current state is just as unhealthy as jump spam was.
Last edited by Bonemiser; Mar 14, 2024 @ 4:50am
Solovart Mar 14, 2024 @ 4:47am 
Yes, I agree with OP.
Rockbel 류진 🥊 Mar 14, 2024 @ 4:52am 
2
Players have no room to experiment builds because of dmg cap? Ahahahahaha

In current situation that we have dmg cap, u have limited slots thats why you have to experiment builds based on quest you will play or character you will use and your playstyle.
If there are no dmg caps and you have all slots free, you can just put defense, damage, dodge techs, supp dmg and all you can use with those slots. What to experiment then if you have all things you need in every battle you will do in every character you will use?
Kriss Hietala Mar 14, 2024 @ 4:55am 
they added dmg cap to damage cap sigil because people had not enough dmg cap on their dmg cap.
Ren O'the Blade Mar 14, 2024 @ 5:00am 
Originally posted by archonsod:
Originally posted by Bonemiser:
This is BAD. Players have no room to experiment or personalize their build because the best setup is VERY OBVIOUSLY stacking damage cap, supplemental damage and just enough attack up to hit said cap.
This makes no logical sense. Either players want to experiment with their build or they want the optimum build. The two are pretty much mutually exclusive.
There's plenty of ways to fix it.
Yes, you can just ignore it entirely and just come to terms with the fact it might take you three minutes to kill the boss rather than two.
Ingoring Damage is not a possibility when they put DPS checks on a boss fight and they can find other ways to limit the maximum amount of damage you put out, besides forcing you to put 7 sigils on one character. Dark souls did it with diminishing returns, you can keep throwing stats on damage but it will be less and less over time. So like every one else so far, I agree singular build designs are hurtful to an RPG WITH builds.

There will always be a meta for DPS, or meta for farming ETC. But you cannot put in a DPS check and say experiment still.
Last edited by Ren O'the Blade; Mar 14, 2024 @ 5:00am
Cyriann Mar 14, 2024 @ 10:43am 
Originally posted by Vapa:
MH for the most part makes you pick between damage builds and slotting in comfort/survivability. It's the same here, no?

As someone that has suffered MH to it's end on multiple occasions, no. Not at all, because the later fights will require certain levels of damage that WILL require taking back stuff from QOL to increase your damage so you don't get murdered.

Alatreon and Fatalis in their World iterations are the best example of that, with Alatreon having an actual DPS check and Fatalis having HALF of a regular hunt timer while being able to TWO shot the tankiest of builds. In both cases QOL or survivability enhancements are rendered pointless by the sheer power of the enemy ou are facing.
BigCheese Mar 14, 2024 @ 11:08am 
Originally posted by Saiha:
agreed
dmg cap's max level should be 20 or 35
65 is overkill

I agree. Or move damage cap entirely to some other place like a new mastery.
Overkillbc Mar 14, 2024 @ 11:24am 
I am also not a fan of the way damage cap works in this game. But we, as players, need to stop gaslighting ourselves into thinking min-maxing is the only viable way to play the game. It's not. I've completed every dps check in the game without max terminus or supp damage, with an AI party. Yes, it takes a couple minutes longer to complete, but it is certainly viable.
There are a ton of builds you can slap together and still clear all of the content in the game. You can clear all dps checks with the defender weapons and tank build and just face-tank the entire game. Min-maxing has done more damage to build diversity than damage cap ever could. But I also understand that min-maxing is an unavoidable part of these games. People will always try to be the strongest they can be, but it's disingenuous to say that you CAN'T have build diversity at all.

Edit: I would also like to see Damage Cap moved off of the sigil system btw. Moving it into masteries or something would probably be the best way to handle it. Or maybe to a single sigil with a lvl cap of 60 perhaps.
Last edited by Overkillbc; Mar 14, 2024 @ 11:28am
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Date Posted: Mar 14, 2024 @ 4:10am
Posts: 33