W5 Brimstone vs. Sig

Sorry if this has been asked repeatedly, but how strong would a W5 Brimstone be vs. her sig?

I just joined the community today after finally being pulled off the fence while playing 3.1 story, lol. Sigrid's amazing.

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u/SuperOrganization227 — 17 days ago

ET is a real gamemode again 🥹

I'm iffy about allowing all units to be used for all towers as there's a ton of units whose damage already doesn't matter, but they removed Limitless so I'm happy no matter what. This is the one thing I wanted with AV

u/SuperOrganization227 — 24 days ago

Quick Rant on Recent ET Changes

As of this most recent update, the Shibuya Station map got readded to the Elemental Towers map pool. On the surface, this is fine. But in reality, it goes against every thing that Towers currently is.

Right now for Towers, the only way to progress to high floors is the Limitless perk (and Rumbling which takes alt accounts or designated teammates). The entirety of ET is balanced around the expectation that people climbing it will have this perk. However, we just reintroduced a map that makes 95% of all units with Limitless useless.

The only units that can handle the Mohato boss are ones that be replaced while retaining all of their upgrades (GvS), or ones that can attack no matter the distance (Hakari). Completely limiting team compositions into fewer and fewer required units is just one reason why I hate Limitless, but this is a good example of why it's not healthy for the game.

u/SuperOrganization227 — 1 month ago

Early Thoughts on Update

Overall? Pretty good. This is personally exactly what I like to see with ATD updates.

  • The units + VFs are interesting and fun.
  • The grind isn't too long or too short.
  • The stage mechanics are designed well. If you're super strong, you don't have to interact with the Card mechanic. If you're a bit weaker, they're strong and impactful enough that they can push you over the edge of winning.
  • The Mahoraga Adaptation effect is really cool for team building, requiring you to plan out the elements you're using. (I don't love the DoT resistance as a long term solution, but I understand why it exists currently).
  • It hasn't been buggy. At least not for me, lol.

I would've loved to see some changes to ET as I seriously dislike the current state it's in, but overall, 7/10 with 5/10 being "average."

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u/SuperOrganization227 — 2 months ago

Official Response to Banner Vanguards Dissatisfaction

Thoughts? I feel like it's pretty understandable, despite me hating banner Vanguards overall.

u/SuperOrganization227 — 2 months ago

Elemental Towers - Ascension Mode

Hello, everyone! This is my idea for an easy-to-implement endgame mode for AV that I copy and pasted from my suggestion post in the Discord. There's a TL;DR at the end if you don't wanna bother with a wall of text, too (it's shorter than it looks like though).

Elemental Towers was conceptually the perfect endgame for AV. It made use of AV's best qualities--its diverse roster--in a way that made team building and cooperating with teammates fun. However, once you were actually in the game, it was a bit of a slog. The addition of the Skill Tree sought to enhance teambuilding and teamwork, but more so just made it a slog that you could now effectively solo. The new Chaos Mode is cool, but only serves as a band-aid fix to the issue.

While Elemental Towers are in an awkward spot when it comes to difficulty (they're hard to solo until you get your first major perk and then it's a breeze), I actually think it's fine to leave it that way. They provide a natural barrier-to-entry that requires a player to be at a certain power level (or team up with other players) in order to effectively unlock a way to grind a solid amount of infinite Trait Rerolls.

However, I think AV would GREATLY benefit from having an endgame mode that takes the positives of Elemental Towers (team-building and teamwork), with the positives of its most ambitious mode ever: Odyssey Adventure. That's why in this suggestion post, I'll give my ideas on an addition to Elemental Towers titled "Ascension Mode," that combines itself and Odyssey Adventure into a true endgame experience.

Chapters: Overview, Floor Progression, Map & Enemy Pool, Enemy Modifiers, Boss Floors, Ascensions, Rewards, Benefits of High Difficulty Content, Conclusion, TL;DR

  1. Overview - Ascension Mode is not a rework of Elemental Towers and would not replace it whatsoever. It is a brand-new mode designed to combine the teambuilding and teamwork of the pre-skill tree Elemental Towers with the broader design elements of Adventure to give players a gamemode that's both difficult and engaging.
  2. Floor Progression - Ascension Mode would work very differently than what we've seen before. Instead of an infinite amount of floors, each element would have 25 floors before you can go through Ascension (much like Adventure Mode) and re-clear them for enhanced rewards alongside added modifiers to increase the challenge. Additionally, all floors would be standardized. Whatever map you have on Blast Tower Ascension III is the map everyone has for it.
  3. Map & Enemy Pool - Ascension Mode would borrow the exact map pool from Adventure Mode. This means that controversial maps like Lebereo Raid and Namek would return. However, the notoriously difficult/annoying bosses like Toji and Hammer Giant would adjusted accordingly. Annoying bosses like Hammer Giant and Mahito would be removed from the pool while difficult bosses like Toji and Ginyu Force would be locked to every fifth floor (outside of floor 25). These are meant to be special challenges that can pop up. Not every fifth floor has to have one of these types of bosses, but some certainly will.
  4. Enemy Modifiers - One of the biggest things we're borrowing from Adventure Mode its Elite Mechanics. Currently, the ONLY difficulty in towers is defeating the boss, so I want to give players a reason to also fear the enemies too. For example, if you get the Double Dungeon map, an enemy with "System Trial" can spawn and you'll have to deal with that. While these modifiers may not provide a massive issue at first, as you climb floors and Ascensions, they should be a very real force you need to prepare for.
  5. Boss Floors - At the end of each tower, on the 25th floor, you will have to face a true Boss Floor. Of course, these will be reusing Escanor and Ainz (and any future additions that are certain to come!). These are deliberate jumps in difficulty and engagement that force you to interact with the floor differently and adapt as needed.
  6. Ascensions - Just like you can Ascend in Adventure, allowing you to grind for more and more rewards for increased difficulty, you will be able to Ascend in this new mode for each individual element. Also just like Adventure, the devs can add Ascensions over time in order to limit the grind and continue enhancing the challenge as unit power increases. Additionally, Ascensions would replace the "Select Modifier" aspect of the current Elemental Towers for this gamemode. Some rough ideas for Ascension modifiers are: Enemies are now 25% faster. Enemies now have 50% more health. Elite enemies show up 2x as often. These are all very basic ideas, not real suggestions.
  7. Rewards - I'm not gonna spend too much time detailing rewards as that's 100% at the whims of the developers. However, I feel like it should conceptually be less than Adventure mode, but much more than normal Elemental Towers. It's a non-infinite gamemode that will eventually ramp up into being quite difficult.
  8. Benefits of High Difficulty Content (Feel Free to Skip) - I already briefly touched on them, but my goals for a new ET would be to return it to the amount of difficulty it had before the Skill Tree. Doing so returns a lot of positive incentives for players in AV. Firstly, people are more excited for units that expand the scope of power horizontally rather than just vertically, allowing overall powercreep to stay more manageable and healthy. A good example of this is Kurumi vs. Dio. Kurumi does a lot of what Dio does, but better. But she also does a lot of what he does, but worse. The player isn't incentivized to always take Kurumi over Dio, but rather choose between the two depending on the context and needs. This type of design philosophy is amazing, but incredibly difficult when it comes to pure DPS units where you're always incentivized to choose whatever does the most damage, no matter what (Naruto). Thus, giving players a fundamental reason to be excited for units other than whoever has the highest damage both ensures players will be more willing to spend extra time grinding for resources and units that they'd possibly otherwise skip. Additionally it, like I said, helps promote healthier growth of power as there's no longer as much pressure to release the next Naruto.
  9. TL;DR - Ascension Mode is a new gamemode that combines the best aspects of Elemental Towers and interesting gameplay mechanics from Adventure Odyssey into an endgame mode that has standardized floors, Ascensions, and non-infinite rewards. If you have any thoughts, please let me know. If you think I'm a chud and this would ruin the game and your life, also please let me know
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u/SuperOrganization227 — 2 months ago

I've recently realized that instead of learning to tell people im hearing impaired so they'll match my circumstances, I kinda just grew up bullshitting my way through interactions and will just guess what the other person said or give some empty response like a "Yep!" or a fake laugh.

I'm pretty good at it not gonna lie, but it doesn't work very will when conversing with people who have heavy accents, lol. This probably started because I was embarassed of my disability as a child, but now I'm not. Or at least I'd like to think I'm not.

Anyways, how do you let people know you're hearing impaired in different social contexts? Just straight tell them, or what's up?

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u/SuperOrganization227 — 4 months ago