
Dtide 485 as a broke ass f2p (no OE, no rewind, no lv80 limited)
Hi, I'm LuffyOMG, sorry for the clickbait title. I would definitely get those if I could. It's just that I invest so horizontally, and despite Biav giving generous pulls, I like to collect every char and usually hit pity every time, which is why I still don't have any OE limited (except for Miryam, who is a sup and my 1st limited, and a goth mommy). Also, the pyramid is so rare. I got Dtide 400 kind of soon but still don't have enough to level my cores to lv80, mostly because I don't want to play favorites, so I level them up one by one. Now they're mostly around lv74.
Anyway, I want to share my runs this week since this is the 1st Dtide after the change. Maybe it can be a reference for someone with similar investment.
W1
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%HP team: The idea of this team is that the boss has 1 health bar. Gdoll deals 30% HP, Xu deals 10% HP, and Lotan deals 60% HP (4 times). Quick math, that's 100% of the HP bar, so it's a guaranteed win no matter how much HP the boss has.
The problem is how you survive long enough to use all those Exalts. That's where Faint comes into play with her DR buff. The boss has 2 big single hits that can be taken advantage of with DR. I even brought the Doll wheel, but it turned out I was lucky enough to trigger DR at around 45%, so it wasn't needed.
I brought the Sav wheel because we get to use the shop before encountering the 1st mob. Rerolling to get a free image of either Xu or Gdoll would help a lot. Another useful wheel would be School Day on Faint, because it gives 50 aliemus when you reroll the shop, helping her Exalt sooner before triggering DR and giving more DR.
Xu is important in the mob fight too, since her 3c auto crit can change the damage intention of 1 mob. You'll have to take the DR and wait pass turn 5 so the mob stops hitting you. You should wait until turn 15 to get the lightcone and recover to full HP. I accidentally killed them before that, so one of my characters wasn't fully charged when entering the boss fight. You can also check out Rukia (the goat)'s clear without Xu.
W2
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Glotan Kath team: I know this is an unusual matchup since Kath doesn't work really well in Pchao because she can't have her posse every turn, but she's not the main star of this team. It's a Glotan team, and Kath is just there for protection with her juicy 500 def card.
The mob and elite are really annoying too, and Glotan can't finish them fast, so Kath is really helpful. The lack of Kath posse isn't as unbearable as I imagined because I can usually find useful posse that fetches her card or helps in other ways from those 3 posse options.
Tbh, I think this team can do SSS because it wasn't that hard in SS, but I don't have another team that can do SSS anyway, so 2 SS will be less suffering.
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Castor Pollux team: I know this team struggles in Madness, but at Nightmare/SS difficulty, it's still doable with a lv70 E3 team. Usually I run them with Agrippa, but this time I wanted to experiment with Pchao, so I paired Ogier as the Pchao bot.
It worked surprisingly well. Being able to Rouse on the 1st turn and Rouse every char helps a lot. You can Exalt Castor 1st for better tanking, or Pollux 1st to stack Sin Mark faster.
Being able to Rouse Erica also helps with Alert, which usually takes Agrip many turns to build up. Erica with Twin Cov gets DEF every 2 turns, and if I use her Wod here too, it gives even more Alert, which boosts Castor a lot.
W3
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Lemurian team: Playing SS with a Lemurian team that has full image isn't too hard. I think if my Gmur were lv80, I could do SSS. Nothing much to say since this team is so well known.
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Caecus PM team: The boss has a few multi-hits, so counter works. This team also has a lot of Weakness, which can prevent a 1 hit turn. Caro and Caecus provide good healing for the Bleed too.
I don't think this team can do higher than this because counter isn't really good against extremely high HP enemies. If my Pontos were more invested, he could be the main damage dealer.
Tbh, those 2 teams aren't the best for this wave, but they're my leftover teams and the more suitable teams have already been used in W4 and W5, so 2 SS will do.
W4
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24 mono Chaos: In this wave, the hardest enemy isn't the boss but the 1st elite. He hits so hard and scales like crazy. I have to take a DR here.
The boss mechanic is easy to exploit. Just pay attention to what she wants you to offer and meet her demand. Then she won't hit you and will just shield up, which 24 doesn't care about.
The Ogier + Nautila combo gives a huge shield for you to tank when she decides to hit. Also, I got beef with Biav because I read Nautila OE and thought she gave 100% shield. I gave her 2 standard dupes for that, and she only gives 50% shield at OE.
When Tawil discovers, try to get Ogier's card too, since using it gives Ogier 25% more Shield. About the wheel and Cov, just give Ogier all the Shield buff ones.
I think if my Ogier were a higher level and my 24 had E2 to get Weakness on the 1st turn, I could do Madness. But right now, without weakness, the Madness 1st elite just deletes my HP bar on the 1st turn, so I can only do SSS.
W5
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Vortice Saya team: I borrowed a whale Vortice since my Vortice is low level and only E3. She's the queen of the Dtide meta right now. Her %HP pursuit combined with %HP corrosion means they just don't care how much HP the boss has, which allowed me to clear Madness.
You'll need to keep her alive, however, and the reliable Murphy and Celeste will never let you down. The boss mechanic also works in this team's favor since she's not a card-reliant unit. Just don't use more than 4 cards when Tawil hits you and you'll be fine.
You can again check Rukia's clear with just a lv70 OE Vortice. I don't know how she makes those Madness clears look so easy lol.
Thought about Dtide change
I think this Dtide adjustment is really nice since it gives casual players more rewards and veteran players more challenging content to play. The point system, where you can clear 2 lower difficulties to get 1 higher difficulty, coming back is nice too.
The Madness difficulty (I don't know the universal name for the final difficulty since it's just a symbol ingame), however, still isn't really fine tuned since it favors limited teams like %HP teams. But thinking of new ways to increase the difficulty isn't easy, so I think it will do for now.
And that's it, thanks for reading. Light is giving some anwser to our feedback when I write this, hope we can see some good news soon.