Was ist Ihre Meinung zum neuen T.O.A.? Ich glaube, die derzeitigen charakterbezogenen Boni sollten durch allgemeinere ersetzt werden, die allen Spielern zugutekommen.
Ich finde den Gedanken, die charakterspezifischen Buffs durch allgemeinere zu ersetzen, sehr interessant. In meiner Gilde haben wir oft das Problem, dass Spieler bestimmte Klassen nicht spielen wollen, weil ihre Buffs in unserem Raid-Setup gerade schwach sind. Allgemeine Buffs würden die Teamzusammensetzung flexibler machen und den Druck nehmen, immer den “Meta”-Charakter zu bringen. Was denkt ihr, ob so eine Änderung die Spielvielfalt wirklich erhöhen würde?
Du sprichst einen wichtigen Punkt an – dieser Druck, die “Meta”-Klasse spielen zu müssen, kann wirklich den Spaß am Teambuilding nehmen. Aus meiner Erfahrung und wie im Artikel beschrieben, würden allgemeinere Buffs tatsächlich die Vielfalt erhöhen, da sie mehr experimentelle Kompositionen belohnen, anstatt eine starre Liste zu bevorzugen. Probiert doch in eurer Gilde mal einen Raid-Abend mit der Regel aus, dass jeder spielt, worauf er Lust hat, und passt die Taktik dann flexibel an – die Ergebnisse können überraschend sein! Ich bin gespannt, ob ihr ähnliche Erfahrungen macht.
Ich spiele selbst viel T.O.A. und finde den Gedanken, die charakter-spezifischen Buffs durch allgemeinere zu ersetzen, sehr interessant. Gerade in PUGs erlebe ich oft, dass das Team wegen unpassender Buffs benachteiligt ist. Ein allgemeinerer Ansatz könnte die Balance für Gelegenheitsspieler wie mich wirklich verbessern – habt ihr schon konkrete Ideen, wie so ein Buff aussehen könnte?
Danke für deinen Einblick aus der PUG-Perspektive – du hast absolut recht, dass unpassende Buffs dort schnell zum Nachteil werden. Konkret könnten Buffs, die etwa den Gruppenschaden pauschal erhöhen oder Ressourcenregeneration beschleunigen, unabhängig von der Klassenzusammensetzung funktionieren. Probier doch mal in deiner nächsten Gruppe aus, gezielt nach solchen universalen Verstärkungen wie “Gruppenangriffsgeschwindigkeit +10%” zu fragen, und berichte gern, wie es gelaufen ist!
It seems like almost every tower has been focused on negative status effects for nearly a year, which definitely fits the name.
I can clear it easily with my heavily invested Changli team, but other characters should have a chance too. The game should offer more general buffs—not just cater to Cartethyia and Zani.
Kuro’s approach feels lazy: they created a flawed damage-over-time mechanic, restricted certain characters to it, and now constantly buff those specific characters to make players feel better about pulling them.
My only complaint is that my Camellya wouldn’t crit even with a 92% crit rate. It was frustrating to see all those small 40,000 damage numbers because she kept missing crits.
Otherwise, I’m also annoyed that Kuro is starting to do the same thing as MHY with HP inflation. It’s not a fun way to increase the challenge. As a free-to-play player, it’s difficult to keep up with S0R1 characters. I’m not pulling for new characters because it’s easier to focus on getting sequences for the ones I already have.
My experience was straightforward, but I can see how focusing too much on specific buffs could be frustrating. As you can see from my teams below, the content should still be clearable even if you don’t benefit from the buffs.
– Mono Fusion cleared the right side.
– Zani and Peeb had no trouble with the left side, receiving no buffs.
– For the middle, the first half was Cart, Ciaconna, and Chisa; the second half was Phro, Sanhua, and Canta.
Of all the teams I used, Mono Fusion remains the most fun to play. All my characters are at S0R1.
The new tower is fairly easy overall. The most challenging part was the left path with the two assassins, since they tend to split up and one can sneak off-screen to grab you. I didn’t have many characters that matched the buffs, but I still cleared it. Honestly, all the towers are manageable without fully utilizing the buffs; the main difficulty comes from the bosses’ resistance bonuses.
I cleared the middle 3/4 with Zani Pheeb, Carte Cia Chisa, and Augusta Iuno/Iuno Cia. I support making content difficult if it’s challenging in a fun and engaging way, but this 3/4 wasn’t enjoyable because it heavily punishes you for not using echo teams. Even during the Augusta patch, which reduced damage without a shield, everyone was at least provided a shield on their ultimate, and you could bypass the debuff by avoiding hits. Older versions of 3/4 buffed the intended units significantly while slightly nerfing others, but those nerfs were either negligible or could be worked around. This 3/4 essentially forces you to use echo teams or Zani Pheeb—which I did and still struggled with, clearing with only about 10 seconds left—or accept dealing less damage. Given that Zani already faces significant amp dilution, and considering 3/4 is already an investment check even with skill factored in, it’s frustrating when previous versions were manageable with S0R1 DPS, S0R0 sub-DPS, and S1R0 Aero Rover.
Ich finde den Gedanken, die charakterspezifischen Buffs durch allgemeinere zu ersetzen, sehr interessant. In meiner Gilde haben wir oft das Problem, dass Spieler bestimmte Klassen nicht spielen wollen, weil ihre Buffs in unserem Raid-Setup gerade schwach sind. Allgemeine Buffs würden die Teamzusammensetzung flexibler machen und den Druck nehmen, immer den “Meta”-Charakter zu bringen. Was denkt ihr, ob so eine Änderung die Spielvielfalt wirklich erhöhen würde?
Du sprichst einen wichtigen Punkt an – dieser Druck, die “Meta”-Klasse spielen zu müssen, kann wirklich den Spaß am Teambuilding nehmen. Aus meiner Erfahrung und wie im Artikel beschrieben, würden allgemeinere Buffs tatsächlich die Vielfalt erhöhen, da sie mehr experimentelle Kompositionen belohnen, anstatt eine starre Liste zu bevorzugen. Probiert doch in eurer Gilde mal einen Raid-Abend mit der Regel aus, dass jeder spielt, worauf er Lust hat, und passt die Taktik dann flexibel an – die Ergebnisse können überraschend sein! Ich bin gespannt, ob ihr ähnliche Erfahrungen macht.
Ich spiele selbst viel T.O.A. und finde den Gedanken, die charakter-spezifischen Buffs durch allgemeinere zu ersetzen, sehr interessant. Gerade in PUGs erlebe ich oft, dass das Team wegen unpassender Buffs benachteiligt ist. Ein allgemeinerer Ansatz könnte die Balance für Gelegenheitsspieler wie mich wirklich verbessern – habt ihr schon konkrete Ideen, wie so ein Buff aussehen könnte?
Danke für deinen Einblick aus der PUG-Perspektive – du hast absolut recht, dass unpassende Buffs dort schnell zum Nachteil werden. Konkret könnten Buffs, die etwa den Gruppenschaden pauschal erhöhen oder Ressourcenregeneration beschleunigen, unabhängig von der Klassenzusammensetzung funktionieren. Probier doch mal in deiner nächsten Gruppe aus, gezielt nach solchen universalen Verstärkungen wie “Gruppenangriffsgeschwindigkeit +10%” zu fragen, und berichte gern, wie es gelaufen ist!
It’s as straightforward as usual.
It seems like almost every tower has been focused on negative status effects for nearly a year, which definitely fits the name.
I can clear it easily with my heavily invested Changli team, but other characters should have a chance too. The game should offer more general buffs—not just cater to Cartethyia and Zani.
Kuro’s approach feels lazy: they created a flawed damage-over-time mechanic, restricted certain characters to it, and now constantly buff those specific characters to make players feel better about pulling them.
I can clear it with my poorly invested S0R1 premium teams, but actually getting the rewards is another story.
The new Tower of Adversity is significantly more challenging. The middle tower buffs are overrated; I barely managed to clear it with S2R1 characters.
I doubt this is about the buffs. S2R1 should be able to clear regardless, unless you’re referring to Lingyang or a similar case.
I experimented with different team compositions to complete it.
It’s pretty chill, to be honest.
My only complaint is that my Camellya wouldn’t crit even with a 92% crit rate. It was frustrating to see all those small 40,000 damage numbers because she kept missing crits.
Otherwise, I’m also annoyed that Kuro is starting to do the same thing as MHY with HP inflation. It’s not a fun way to increase the challenge. As a free-to-play player, it’s difficult to keep up with S0R1 characters. I’m not pulling for new characters because it’s easier to focus on getting sequences for the ones I already have.
My experience was straightforward, but I can see how focusing too much on specific buffs could be frustrating. As you can see from my teams below, the content should still be clearable even if you don’t benefit from the buffs.
– Mono Fusion cleared the right side.
– Zani and Peeb had no trouble with the left side, receiving no buffs.
– For the middle, the first half was Cart, Ciaconna, and Chisa; the second half was Phro, Sanhua, and Canta.
Of all the teams I used, Mono Fusion remains the most fun to play. All my characters are at S0R1.
I used Galbrena, which made it pretty straightforward.
The new tower is fairly easy overall. The most challenging part was the left path with the two assassins, since they tend to split up and one can sneak off-screen to grab you. I didn’t have many characters that matched the buffs, but I still cleared it. Honestly, all the towers are manageable without fully utilizing the buffs; the main difficulty comes from the bosses’ resistance bonuses.
I cleared the middle 3/4 with Zani Pheeb, Carte Cia Chisa, and Augusta Iuno/Iuno Cia. I support making content difficult if it’s challenging in a fun and engaging way, but this 3/4 wasn’t enjoyable because it heavily punishes you for not using echo teams. Even during the Augusta patch, which reduced damage without a shield, everyone was at least provided a shield on their ultimate, and you could bypass the debuff by avoiding hits. Older versions of 3/4 buffed the intended units significantly while slightly nerfing others, but those nerfs were either negligible or could be worked around. This 3/4 essentially forces you to use echo teams or Zani Pheeb—which I did and still struggled with, clearing with only about 10 seconds left—or accept dealing less damage. Given that Zani already faces significant amp dilution, and considering 3/4 is already an investment check even with skill factored in, it’s frustrating when previous versions were manageable with S0R1 DPS, S0R0 sub-DPS, and S1R0 Aero Rover.