MOONBREAKER | LV140 Pyet-A | How To BENEFIT From SUPPORTS in Endgame | Granblue Fantasy Relink
Granblue Fantasy Relink [PC]
The Automagod Strikes Back [LV140]
Lancelot POV, Duo with Cagliostro: https://www.youtube.com/@LittleSkyfarer
Moonbreaker Title:
- No Player is Downed
- No Player Uses An Item
- Clear In Under 10mins
00:00 Intro
05:40 Lancelot Anti-Air Tech vs Bodyslam AoEs
Support players in Relink feel undervalued right now for a few crucial reasons. One is that Potion Hoarder is too powerful, available and easy to use by anyone (usually everyone) on a team. Another is that overall player power is incredibly high, so damage buffs often don't make a big impact on a fight, and defense buffs likewise aren't really the difference between whether we live or die -- in part affected by Potion Hoarder as well. The last one that I think all roles can relate to universally is that players generally have too much knowledge of every fight in the game, which combined with the previous factors mean that mistakes will rarely be made.
Support doesn't JUST mean Healing, but this is one area that Relink's current endgame manages to make feel _especially_ superfluous, which is disheartening for players who resonate with the role and had a wish to enjoy it more meaningfully. Apart from Healing, managing enemy aggro/hostility/enmity, resisting damage and giving damage-resistance to the team, granting offensive buffs, dispelling positive effects from enemies, and crowd-controlling enemies to grant a team damage uptime or reduce presence of dangerous mechanics/AoEs, are some other expressions of the role.
So when IS Support useful?
Any time the playerbase as a whole is contending with a new fight for which we don't yet have much established knowledge. For example, the upcoming Lucilius raid on March 14th will feel more comfortable to learn and lab out if a team brings in a healer or tank that can make staying alive easier. It's tempting to go for max damage right away in order to survive DPS checks, but you will get no value out of that if you're dying so often and seeing that Critical Gauge so much, that you simply wipe before you even reach a single one of those checks. Add damage once you know you need it, until you do, ways to stay alive benefit you more. A Siegfried or Djeeta/Gran giving everyone damage-resist and Defense suddenly becomes much more important in a situation where players are dying a lot.
Another time Healing is useful is when you're hunting for the two challenge-titles associated with Proto Bahamut and Pyet-A: Godsbane and Moonbreaker. These titles forbid players from accessing an otherwise extremely abusable tool, Potions. At the same time, they mandate that while avoiding potion-use, players also avoid reaching 0HP and being downed. And finally, the fight must be cleared in under ten minutes, which means slow, overly-passive strategies are not viable. Under these conditions, the on-demand healing cooldowns of characters like Cagliostro, Io, Rosetta, Ferry and the like gain a lot of value -- especially Cagliostro's powerful burst healing. Achieving these titles with random matchmaking is close to impossible both because most players don't even know they exist, and those that do don't really care.
Introducing more meaningful decisions around whether to use or not use Potion Hoarder is going to be very difficult, but the Sigil is generally damaging to the game, as a reasonably-leveled one lets players just ignore many mechanics an absurd number of times in a single fight. A stop-gap, bandaid solution can be a Sigil that grants players a parallel source of Damage Cap, but which completely disables their potions. It fits with the kind of tradeoffs Sigils like Glass Cannon, Flight over Fight and Life on the Line already ask players to make.
A future update introducing an additional, higher difficulty tier of Quests which disables Potions would be another way to approach it, and it would also open an extra slot in people's builds which can go toward something else, albeit minor.
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