Are we even go na be able clear Sanctum?

Sanctums have 50 total levels, but already in level 14, bosses have quite insane amount of buffs in terms of HP while also putting g quite a hefty restrictions on your team and you can guess that the higher level - the worse it is gonna be.

And while yes, new passive provide decent buff, but those buffs not nearly enough to compensate for difficulty that grows in geometrical progression here.

Not to mention that buffs on 4* characters is kinda meh

u/LegendaryW — 15 days ago

Can I just save till Anniversary and not pull anything for now?

Got this to work with for now.

Recently got Guy Crimson, so he is on "getting leveled up" duty as a support here.

u/LegendaryW — 1 month ago

A but outdated, but is there better rotation to avoid downtime after Bankai?

I know I probably should ult with Ichigo after using Getsuga, but I just found using this more consistent with Byakya cooldown on his technique that runs out a bit too quickly.

u/LegendaryW — 1 month ago

Every. Damn. Time.

I have a bunch of pet peeves for TCG/CCG games, but I usually can kinda look past some of them.

This one however, makes me instantly delete the game.

u/LegendaryW — 1 month ago
▲ 39 r/Bleach_SoulResonance+1 crossposts

Anyone been able clear stage 2 and onwards using Trial characters?

Bambi+Uryu clears any half, however Aizen+Ulq team cannot clear either of halves​​

u/LegendaryW — 1 month ago

Hunter feedback I left in official diiscord

It is not a secret that playing Hunter quite often feels miserable and overly stressful. Game that at its core made with concept of hide and seek quickly turned into DbD with Bunnies basically speedrun their way to upper floors not bothering with stealth whatsoever.

At higher MMR, Hunter have to really play out of their mind and cost of each mistake is really high, meanwhile Bunnies have a very high leniency with good amount of "get off me tools" that help either extend chases or escape them completely.

When Bunny can reach 4th floor within 5 minutes unless pressured, in that case it can be delayed to 8-11min and yet, still forces Hunters preparing to play tower defense at 4th floor.

That environment basically makes it so no one really wants to play Hunter, especially new players that just gets rushed and lose before they can even play the game.

Here is my list of suggestion how to improve Hunter gameplay just a little bit. Everything here is mere ideas that can be discussed, toned down and etc.

MAJOR

Reduce amount of Bunnies to 4. 5 is way too much, since even if you get 1 bunny in chase, 4 other bunnies can do up to 4 different objective at once during that chase: Strikers, Gates, Gear carrying and etc, basically making it impossible to defend, especially early game.

Reduce amount of health by 1. Currently bunnies allowed basically rush objectives, knowing that they have a lot of lives to spare, so even if they get caught, it usually not a big deal.

Any of these 2 changes can be done, I don't think it needs to be both at the same time. One is enough.

QoL and Minor changes:

Reduce gwme length from 30 min to 25 min. Just a little change to make it so low MMR games doesn't drag for far too long.

Hunter should start their game with all their abilities ready. It is basically already the case for sisters, since the only skill she have on cooldown is Scream. Meanwhile Magi badically have nothing except his Range Hat for start of the game.

Grab hitbox should be better, especially when it comes to stairs, because it simply impossible grab a bunnies here, since it looks like Grab lacks vertical hitbox or it gets obstructed by stairs itself.

Looting Dead and alive bunnies should be faster. Especially dead bunnies. Right now looting dead bunny feels insanely slow unless you have a gear. Just allow us shake the body faster and at least love slightly faster when doing so.

Better Cage spawns. There's still a lot of the spots where even with wiggle changes you still cannot put Bunny in cage nor there's any hole to throw them in, so you forced just throw them away in hopefully drad end where's no Bunny Holes for them to escape or potentially getting closer to the Cage. For example, there's literally no Cage on Fracture near door and only way to throw bunny away from the gate is to 3rd floor... Right in front of a striker...

Highlight gear to Hunter when he near them. Simple change that would allow Hunter to know whereabouts of Gears and if he needs to defend them.

Slightly faster walk speed outside of chases. Just to help Hunter roam map better (because current teleporter spawns often end up in places where you cannot access them faster than just walking to other room anyway.

I would genuinely removed those piles aka Bunny shelters. Neither bunny or hunter really interact with them much and they are often just act as annoying obstacles rather than intended shelters.

Destroying Imp should trigger specific notifications.

REMOVE 2F CANNONS PLEASE OR AT LEAST MAKE THEM HARDER TO ACCESS. Right now it is so easy get quick access to it and then send a bunny that will throw down a rope basically giving free access to a third floor for any bunny. And considering that Bunny gets panic during that, you also cannot do much to stop them. Reduce amount of items bunny can get. Recently for testing purposes I basically did nothing to pressure bunnies early just to see how many items that they can gather. Result was 6 fireworks, 4 marbles, 3 smoke bombs and 3 bicycles. That were random bunnies just getting fast to 4th floor, I can only assume that if given time they could have gathered more.

Fireworks alone make Hunter double check if there's any bunny nearby to save from grab... And if there's two bunnies around, you basicslly gambling with your time, if bunny have it or not and if you do... Co grants, chase prolonged for another minute due fireworks safe

Magi hat should just have slight bigger range. Just random buff. Split Magi invis and teleport into two different abilities. Right now it is kinda awkward to use it and often you have to give up invis in favor of teleport, making invis basically nonexistent part of the kit, with the exception of some niche scenarios.

u/LegendaryW — 1 month ago

Beneath thr Sacred Seal: 80k points setups for Trial Characters only

​Attack boost at max level for both bosses.

It just doesn't fit on the screen.

Autoplay Trial characters complete it without much issues

u/LegendaryW — 2 months ago