Review

Stratégie T.O.A. : Buffs généraux, pas spécifiques au personnage

  • Updated December 21, 2025
  • Jackson Day
  • 26 comments

Quelle est votre perspective sur le nouveau T.O.A.? Je crois que les bonus spécifiques aux personnages actuels devraient être remplacés par des bonus plus généraux qui bénéficient à tous les joueurs.

Stratégie T.O.A. : Buffs généraux, pas spécifiques au personnage

Choose a language:

26 Comments

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

Laisser un commentaire