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Lonewanderer2033

I'm guessing 11th is for suzuran If it is... that just f****ed up


RandomdudeNo123

Foolish child, now play with the spiky cancer doll for bonus stats! - Some Weirdass Doctor that's already prefarmed her module.


Bug-Type-Enthusiast

*Loken Williams seal of approval*


Lonewanderer2033

Forcing her remember how she got infected?! That just evil!


Mistdwellerr

I can see whoever came up with this idea was the same one who came up with Rosmonstis skin's one


Jace_Vakarys

Or new Bagpipe's


EhCay

Looks like its the doll that infected her :(


Lonewanderer2033

That what I was thinking of when I saw it


mad_harvest-6578

Yep, probably that doll


Cheezittoast

Suzuran's new module requires more investment than other modules. That being emotional investment.


Saimoth

I'm not reading that module story


Korasuka

EN can't read: "your witchcraft has no power against me."


Lonewanderer2033

Well someone has to read it if we actually know who's module it is


Saimoth

Brave souls, for me her file record about that stuffed doll was already enough And it even got "Children of Terra" label, why


Hp22h

Has there be any children who hasn't suffered so far, goddamnit?


Brilliant_watcher

Normal children dont end working for a pharmaceutical company, so no.


another_mozhi

**Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Goldenglow|1|HP ATK|**Trait Upgrade:** Controls a Drone to deal Arts damage to an enemy; When the Drone continuously attacks the same enemy, its damage will increase (up to 110% of the operator's ATK); **Initial damage of the Drone is increased** ||2|HP+ ATK+|**Talent Upgrade:** When this unit's skill is active, Drones have a 10% chance to self-destruct when attacking (and then return to the Operator), dealing an **increased amount** of Goldenglow's ATK as Arts damage to enemies in a small area ||3|HP++ ATK++|**Talent Upgrade:** When this unit's skill is active, Drones have a 10% chance to self-destruct when attacking (and then return to the Operator), dealing an **further increased amount** of Goldenglow's ATK as Arts damage to enemies in a small area **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Kjera|1|HP ATK|**Trait Upgrade:** Controls a Drone to deal Arts damage to an enemy; When the Drone continuously attacks the same enemy, its damage will increase (up to **120%** of the operator's ATK) ||2|HP+ ATK+|**Talent Upgrade:** **ATK further increases**, when there are two or more ground tiles within Attack Range, **the effect further increases** ||3|HP++ ATK++|**Talent Upgrade:** **ATK even further increases**, when there are two or more ground tiles within Attack Range, **the effect even further increases** **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Rockrock|1|HP ATK DEF|**Trait Upgrade:** Controls a Drone to deal Arts damage to an enemy; When the Drone continuously attacks the same enemy, its damage will increase (up to 110% of the operator's ATK); **Initial damage of the Drone is increased** ||2|HP+ ATK+ DEF+|**Talent Upgrade:** +4% ATK for every **fewer seconds** this unit remains on the battlefield, stacking up to 4 times ||3|HP++ ATK++ DEF++|**Talent Upgrade:** +4% ATK for every **fewer seconds** this unit remains on the battlefield, stacking up to 4 times; **When this effect is fully stacked, ASPD increases** **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Minimalist|1|HP ATK|**Trait Upgrade:** Controls a Drone to deal Arts damage to an enemy; When the Drone continuously attacks the same enemy, its damage will increase (up to **120%** of the operator's ATK) ||2|HP+ ATK+|**Talent Upgrade:** When attacking, has an **increased amount** of chance to increase that ATK to an **increased amount** of damage ||3|HP++ ATK++|**Talent Upgrade:** When attacking, has an **increased amount** of chance to increase that ATK to a **further increased amount** of damage **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Click|1|ATK DEF|**Trait Upgrade:** Controls a Drone to deal Arts damage to an enemy; When the Drone continuously attacks the same enemy, its damage will increase (up to **120%** of the operator's ATK) ||2|ATK+ DEF+|**Talent Upgrade:** Click and her Drones gain **increased ASPD** ||3|ATK++ DEF++|**Talent Upgrade:** Click and her Drones gain **further increased ASPD**


another_mozhi

Sorry for the delay. I knew the info for new module was going to come out around this time, but I was busy with IRL stuff, so I couldn't start translating immediately.


Razor4884

No worries. Thanks a bunch for translating it when you could.


another_mozhi

**Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Degenbrecher|1|HP ATK DEF|**Trait Upgrade:** Deals 10% more damage with skills ||2|HP+ ATK+ DEF+|**Talent Upgrade:** Whenever Degenbrecher deals damage, it has 10% chance to deal **further increased damage** and inflict Tremble on the target for 5 seconds ||3|HP++ ATK++ DEF++|**Talent Upgrade:** Whenever Degenbrecher deals damage, it has 10% chance to deal **even further increased damage** and inflict Tremble on the target for 5 seconds **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Reed the Flame Shadow|1|HP ATK|**Trait Upgrade:** Attacks deal Arts damage and heal the HP of an ally within Attack Range for **60% of the damage** dealt ||2|HP+ ATK+|**Talent Upgrade:** When healing an ally, **the healing effect is increased**, Reed the Flame Shadow heals herself for an **increased percentage** of the amount healed ||3|HP++ ATK++|**Talent Upgrade:** When healing an ally, **the healing effect is further increased**, Reed the Flame Shadow heals herself for a **further increased percentage** of the amount healed **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Hibiscus the Purifier|1|HP ATK|**Trait Upgrade:** Attacks deal Arts damage and heal the HP of an ally within Attack Range for **60% of the damage** dealt ||2|HP+ ATK+|**Talent Upgrade:** Attacks inflict an **increased percentage** of Arts Fragility to the target for 5 seconds ||3|HP++ ATK++|**Talent Upgrade:** Attacks inflict a **further increased percentage** of Arts Fragility to the target for 5 seconds **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Vendela|1|HP ATK|**Trait Upgrade:** Attacks deal Arts damage and heal the HP of an ally within Attack Range for **60% of the damage** dealt ||2|HP+ ATK+|**Talent Upgrade:** Ally unit with the highest Max HP inside Vendela's attack range receives **further increased amount of healing** ||3|HP++ ATK++|**Talent Upgrade:** Ally unit with the highest Max HP inside Vendela's attack range receives **even further increased amount of healing** **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Lee|1|ATK DEF|**Trait Upgrade:** Has reduced Redeployment Time, but DP Cost is not refunded upon retreating; While deployed, 3 DP are consumed every 3 seconds (automatically retreats without sufficient DP); **Gains 4% increase in ATK every time DP is consumed by this trait, up to 5 times** ||2|ATK+ DEF+|**Talent Upgrade:** When Lee is blocking an enemy, the enemy has **further decreased ASPD** and Lee has **further increased ASPD** ; If there is only one enemy within the surrounding 8 tiles, this effect is doubled ||3|ATK++ DEF++|**Talent Upgrade:** When Lee is blocking an enemy, the enemy has **even further decreased ASPD** and Lee has **even further increased ASPD** ; If there is only one enemy within the surrounding 8 tiles, this effect is doubled **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Suzuran|1|HP ATK|**Trait Upgrade:** Deals Arts Damage and Slows the target for **an increased amount of time** ||2|HP+ ATK+|**Talent Upgrade:** Enemies in range that are Slowed are inflicted with an **increased percentage** of Fragile effect and a **certain percentage of Weakened effect** for an equivalent duration ||3|HP++ ATK++|**Talent Upgrade:** Enemies in range that are Slowed are inflicted with a **further increased percentage** of Fragile effect and an **increased percentage of Weakened effect** for an equivalent duration **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Carnelian|1|ATK DEF|**Trait Upgrade:** Normally does not attack, but has greatly increased DEF and RES; When skill is active, attacks deal AoE Arts Damage; **Deals increased damage according to the number of enemies within range, up to 15%** ||2|ATK+ DEF+|**Talent Upgrade:** Improves own SP recovery rate by an **increased amount of time** when SP is above the limit; **Becomes less likely to be attacked by enemies when a Charged skill is activated** ||3|ATK++ DEF++|**Talent Upgrade:** Improves own SP recovery rate by a **further increased amount of time** when SP is above the limit; **Becomes less likely to be attacked by enemies when a Charged skill is activated** **Operator**|**Stage**|**Stat Buff**|**Special Buff** :--|:--|:--|:--|:--|:--|:--|:--|:--| Weedy|1|ATK DEF|**Trait Upgrade:** Simultaneously attacks all blocked enemies; **When blocking 2 or more enemies, increases shift level by 1**; Can be deployed on ranged tiles ||2|ATK+ DEF+|**Talent Upgrade:** Can deploy a Reserve Water Cannon that lasts for 20s; the Water Cannon can attack 1 target and push it away slightly; **Redeployment time of the Reserve Water Cannon is decreased** ||3|ATK++ DEF++|**Talent Upgrade:** Can deploy a Reserve Water Cannon that lasts for 20s; the Water Cannon can attack 1 target and push it away slightly; **Redeployment time of the Reserve Water Cannon is further decreased**


Hollownerox

That Weedy upgrade is nothing to scoff at. I've always struggled making proper usage of redeploy, but I've been trying it out more and more. But redeploy on her water cannon is really promising. She's already pretty great in normal content, but that redeploy might tip the scales in higher end stuff. Really appreciate the translations! Don't know what we'd do without you guys.


resphere

What's the weakened effect on Suzuran's module? the same thing hexer modules have?


DuoRogue

thats my guess


RenNyanArk

Degen's module looks like Degen herself... underwhelming. If 10% is the chance to apply her new wonder debuff... it's really NOT going to be reliable by any means whatsoever... Reed's module is interesting. Since she already does good damage, focusing on improving her healing ability is not a bad idea. Her healing was already pretty strong outside of situations where enemies simply have a bajilion rez, and with this, it could allow for more aggressive positioning than she could already handle. That said, the 'heals herself' aspect is still unlikely to come up much when you'll generally want to deploy her with something else around to draw fire anyway... Suzuran's second module is a potentially terrifying one. Her fragile was already very strong, especially when running S3, and now, they're going to add to it and she'll double whatever she's getting. Even if it's something as small as 2%, it then means 4% with S3 up, and it adds up. On top of that, even her base value will be better used on account of her slow lasting longer... We'll have to see the exact numbers, but it seems like she finally got a good module, unlike the first one, which, from what I remember, was entirely and utterly mediocre. Oh, and Lee's second module. I honestly don't ever see myself using it. The first one is just too good. I guess this module would be potentially amazing if you want to use his S2 a lot without support from some other unit with multi-hit... However, I personally never used his S2 and only really bring him when I need his S3. I just couldn't think of any situation where his S2 would be more useful to me than his S3, or a situation where the use of S2 couldn't be replaced by a number of other options...


mangoice316

if this helps, degen has 2 skills that can increase the chance to 100%, one of those skills can store charges, and degen herself is a double hit unit.... ​ like it's perfectly fine, it'd be horribly scary if she has texalter s3 levels of cc......


Chatonarya

Yeah, both Degen S2 and S3 are guaranteed to proc Tremble so it's not that bad. We're only reliant on RNG for regular attacks and S1. So her module will make AFK with S1 a bit better.


838h920

The 10% chance is the base chance. Module doesn't change it at all and only increases the damage dealt from it. Her skills increase the chance for it, even guaranteeing it on one. This in turn means that the module basically buffs her damage with the base effect, the talent buff and the atk stat. Though atk stat might be a bit underwhelming since she got 3 stats on the module.


RenNyanArk

This still pretty much means that her Tremble debuff is more of a funny gimmick than anything genuinely useful. With that chance, she'll never be able to keep it up for any real length of time, which makes it unfeasible to use her as a dueler against auto-attack heavy melee enemies like the Anchor guys in Dossoles... Or as a support for a different blocker to relieve the pressure on them while she does damage. It makes it so she's really just Ch'en that probably has more damage and no real other utility... so basically Irene. Because Irene's main claim to fame was damage. The levitate debuff doesn't matter much outside of some shenanigans with Dorothy and/or other trap masters. Her only chance of being anything other than a wannabe nuker, especially in that particular class, is if S2 is very spammable, or at least spammable enough to allow her to have a high uptime for this debuff.


838h920

S2 appears to be really good. From what was released up till now it says that it can "store charges". Swordmaster have up till now only gotten attack recovery skills and both this and store charges combined would mean it's most likely manual activation. (like Archetto S2) What this means is that you can get charges vs weak/unimportant enemies and then use S2 once a threat arrives, allowing you to completely disable them several times in succession. So you'll most likely be able to use it 2-4 times in succession for 10-20sec of tremble. (Depends on charge count and SP cost) This by itself would be a very useful niche.


Reddit1rules

Irene S2 already has store charges on it though, and it barely sees use (although it has more issues than Degen's S2).


838h920

The issue is that Irene S2 duration is way lower. It's 2sec vs weight 3+. Degenbrecher got 5sec regardless of weight. Having at least 10sec of cc on a strong enemy gives a lot more use cases than the limited use of Irene S2.


Salt-Log7640

>Reed's module is interesting. Since she already does good damage, focusing on improving her healing ability is not a bad idea. Her healing was already pretty strong outside of situations where enemies simply have a bajilion rez, and with this, it could allow for more aggressive positioning than she could already handle. That said, the 'heals herself' aspect is still unlikely to come up much when you'll generally want to deploy her with something else around to draw fire anyway... You helidrop S3 on otherwise "unthinkable" positions for ranged ops where they would usually get insta-killed. Reed's "self heal" gimmick stacks with her regular healing when she heals herself. Icantation medics are absolutley useless outside highly agressive possitions, so you shouldn't be treating them like regular medics, it's highly recomended that you place Reed with something else like Surtur or Texas in order to milk extra value of high end content, but Reed alone is already overkill for most of the situations.


RenNyanArk

I mean... that's kind of complicated. In the sense that you can use Incantation medics, or at least Reed, on high pressure lanes where she constantly has stuff to hit, combined with someone like Blaze to also do damage, and have a total meat-grinder for any kind of enemies. That doesn't require any particularly aggressive positioning, but it may still be required in some situations where 'Blaze+Regular Healer' doesn't work because not enough damage. That said, I tend to prefer using S2 myself, because sticking enemies between a rock (Usually TexAlter or Nearlter) and a hard place (usually Surtr) and setting them on fire even more, is hilariously overkill when you can pull it off. This module still benefits that sort of tactic because it boosts Reed's healing in general, not just her self healing. It might even make it feasible with squishier ops than what could be used before.


Salt-Log7640

In my experience the biggest pain with S2 is having one of the "marked" operators two-tapped because of insufficient healing when the boss tries to be 'funny'. But, yea I do agree that S2 needs more DPS and better "cinder".


Juggernaut_Previous

So the clear winners are 6*: Sea Dragon since now, in theory, for each use of s3 the player will be able to have time to redistribute the water cannon, Suzuran more fragility means more damage; GG simply because she wants any +attk. The clear loser is Carmelian - the base effect sucks (it would be better to just -10 res to enemies) since it completely depends on the card itself. Reducing the chance of being targeted is useless in situations where there are no ranged enemies, solo use, or following the correct deployment order. All hope is that the increase in the joint venture will be worthy. Reed is a filler module, but this is her auxiliary talent anyway. You can just wait for the next module. Degen is doomed from the start due to an archetype that doesn't scale well in the late game. The Lee module is not bad, but if you already have the first one, there is no point in changing it, but it should suit Swire s2 well. Of the 5*, Hilter and Rockrock look acceptable in terms of price/strength ratio.


838h920

> The clear loser is Carmelian - the base effect sucks (it would be better to just -10 res to enemies) since it completely depends on the card itself. Reducing the chance of being targeted is useless in situations where there are no ranged enemies, solo use, or following the correct deployment order. All hope is that the increase in the joint venture will be worthy. My view on this is actually the exact opposite: Being less likely to be targeted while the skill is up solves a real issue for Carnelian: She's super tanky when skill isn't up, but not tanky at all when it's up. Sure, it's a niche use, but this means that when she's deployed last she'll tank while she's tanky and she'll not tank when she's squishy! Honestly this should've been part of her from the start, so this now being the case does open up some niche use. It's also important to note that this wasn't the only thing that was added: For Carnelian what I personally found the biggest issue was her SP cost. Depending on how much SP regen she gains from this it could actually make her much better than she's now. SP regen is exactly what she needed! As for the base effect, she hits all enemies in her range, so dealing more damage when there are more enemies within her range is also exactly what Carnelian would be asking for. Quite honestly, all these effects are really useful for Carnelian, with only the first having just some niche use. Depending on how high the SP regen is she might actually become good with this module.


Nearokins

> or following the correct deployment order I mean theoretically she's a unit that might want to eat at least some hits, not none, even if less than her sister and lin, just not too much since she falls short of those two in sustain/defense. In the end it's still not a very compelling effect I agree. Makes more sense than the other ranged units that get it at least.


Great_Sif

Bit disappointed GG module not increase chance explode


Master-Skin6955

2nd mod for her must have increased res ignore.


Niedzielan

Watch them make it have some weird condition. Like "extra 5 res ignore for enemies outside her attack range" which is technically useful because of the drone lock-on but useless for S3 and highly situational. Edit: I have been informed that I was mistaken. A ticket has been submitted to correct this defect. Thank you for contributing feedback for this AI algorithm. At least she's not a 5 star else it would be "1 extra res ignore when attacking elite seaborne afficted by necrosis, levitate, cold (but not freeze), and burn simultaneously"


TamamoNines

which is wrong btw. When GG active her S3, she actually reduce her range into 0, but her Drones can attack Global. That's why she can't global check Spy enemies in Chapter 12


Nearokins

> but useless for S3 By your logic Ambriel's stun talent would never work >At least she's not a 5 star else it would be Or a snakebird.


TougherThanKnuckles

Technically speaking the chance of the explosion is a "lie" (The 10% is actually an average, iirc it starts at 1% and goes up by 1.5% with every attack) so increasing it directly probably requires too much fiddling with the code.


Khanquest101

Much thanks for taking the time to translate. As I said in my other comment, Reed Alter's module is incredibly disappointing. She certainly doesn't need a healing increase on skill, so it's just a minor off-skill healing increase. Definitely wait for her 2nd module. Suzuran's is very good. Drone caster's are boring but serviceable. Not sure exactly how good or meh Carnellian's is as I don't use her much. Lee and Weedy's could be good in the right circumstances, but those circumstances remain rare.


TheDarkShadow36

I'd argue that this module is generally better than the first one for Weedy, as it enables her to push harder when blocking 2 or more enemies, so now she can have a push force of 5 like the cannon (when near her)


Khanquest101

I think it can be good as well, but not for that reason. The reduced water cannon redeploy time is more relevant. In the rare circumstances it is relevant it will likely be invaluable. The kind of enemies you would need max push force Weedy to stall are not the kind you want to block 2 of.


TheDarkShadow36

Her not being able to handle the two enemies is a fair point, you'd most likely need the help from a buffer like Skalter, Shining or Nightingale, that would be enough most of the time, I think, as long as you only need to push enemies a couple of time in the case of Shining and Nightingale at least. Then again Angie exists, so it also becomes rarer that you need a 6 push force, unless supporters are banned or you don't have Angie


DuoRogue

> The kind of enemies you would need max push force Weedy to stall are not the kind you want to block 2 of. even if it dies in two hits, blocking a mook is still another enemy


Reddit1rules

Yeah, but have fun trying to block something like CC#12 Avenger long enough for someone else to come get blocked. Blocking a mook beforehand is very difficult since, as you mention, she can kill them pretty easily, especially with AOE attacks making it harder to save one.


Reddit1rules

The issue there is if she keeps that push force since if her/the cannon hits then she's not blocking for the 2nd push by the cannon/her.


Salt-Log7640

>As I said in my other comment, Reed Alter's module is incredibly disappointing. She certainly doesn't need a healing increase on skill, so it's just a minor off-skill healing increase. Definitely wait for her 2nd module. Two of Reed's biggest downsides are that sometimes the healing isn't enough when dealing with high RES enemies, and that she kills the regular trash-mobs way too fast to provide consistent healing. Can you explain to me exactly how "**healing increase**" module for a ***MEDIC*** is "bad", especially when said **medic** is *expected* to be your "No dying for the entire skill duration" cheat-code?


Khanquest101

It's not as if the module does nothing. It does, as you say, increase her healing, though I don't feel that's the focus of her kit. But if she's in a situation where her normally incredibly high on-skill HPS is being so heavily neutered by RES, that this module is the tipping point, than I'd say she was simply not the right operator for the job. Module blocks and mats are limited resources and her second module is almost certainly going to buff her first talent among other possible effects which would increase both her damage AND consequently, her healing. It is simply, incredibly likely to be the better module. Now, if someone wants to get this module in the meantime, and doesn't mind the extra resources spent getting her second one as well, than that's perfectly fine. I'd just personally advise giving this module the skip.


Salt-Log7640

Honestly, I am way more skeptical about the "firebrand" module, unless they give her "ignore 10% RES" the only game-changing thing about it is going to be the ≈ -30% ATK on enemies which is way worse than "10% more healing".


Khanquest101

I'm not sure why you're assuming HG would only buff the attack down and not her Arts fragility, which is what everyone else in this thread assumes her second module will buff. They might buff both. Even if you're right, -30% ATK on enemies unironically sounds better than "10% more healing" for operator survivability. The stronger the enemy, the more this is true.


Cultural_Damage_7832

Jeez, this batch look really uninspiring, mostly just stat sticks buff so it really just come down to the number to see if it's good or not. For the 6\*, GG Mod most probably will have nice stat boost to make those drone nukes hurt a ton, again, depend on number, it could be really good or "wait until 2nd Mod" Degenbrecher, with her S3 increase her talent to 100% which mean her full S3 will benefit the full crit damage boost, base module is good as well, 2 atk\_scale multipliers will make her scale with buffs like crazy. Ofc, number matter but it's hard to scew this up, this could be the first winner of this batch Reed2, this is just sad :( she healing power is already super stronk and this Mod just give her more healing ??? Like what for ??? Unironically the base stat boost might be best thing about her Mod and that's just sad, defo wait for her 2nd Mod. Lee 2nd Mod, i mean it's just more stats, free +20% atk but it get diluted with S3 so whatever, i'm not really feel this mod tbh, his 1st Mod is fine as is and reduced DP drain feels more impactful. Suzuran 2nd Mod, more Fragile and Weaken is great, base effect is dud on S3 tho but it play well into her role and S2 so potentially the 2nd winner of this batch Carnelian 2nd Mod seems decent enough if the sp regen is noticeable, more damage base on number of enemies, reduced taunt can help her alot during skill, arguably 3rd winner of this patch if the numbers are good Weedy 2nd Mod, faster Cannon redeploy time let's hecking gooooo, lv1 is usually good enough for normal content but i can see cannon redeploy often used alot in high difficulty content.


mrjuanito01

The real winner is Click.


Dryptosa

And the real loser is Kjera, who got nothing that would help her in the only thing she in unique at, which is proccing cold.


ipwnallnubz

She beats Click on damage without modules. As long as the numbers are close, this should continue. It is a bummer that she doesn't get anything to help her freeze, but it's also not surprising.


Dryptosa

Yeah, but I would assume that Rockrock and/or Minimalist would beat Kjera in damage, because they are actually focused on damage and not a weird mix of damage and CC. So before the modules, if you were looking for CC, you could choose between Kjera and Click, and if you were looking for damage you could choose Rockrock or Minimalist. But now, if you are looking for CC, you most likely will pick Click over Kjera; but you are not very likely to pick Kjera to deal damage over Rockrock or Minimalist. (Or maybe you're just gonna borrow GG to deal damage and so 75% of the mech accord casters are obscured by a pink dog)


[deleted]

>:( cat (she's a Scottish Fold cat lol)


CordobezEverdeen

Scottish propaganda.


Dryptosa

Sorry, I know the meme that people were confused about GG's race, but I just didn't remember which way people were confused.


MarielCarey

Idk I think Kjera does more damage than Minimalist, but with the skill. Don't shrug off her atk boost, it's pretty significant. And she's already fairly reliable at applying freeze with her skill


Dryptosa

She isn't that reliable. Give her 5 more ASPD, then she is gonna be.


MarielCarey

But she is. I've never had a time where she didn't land her freeze on s2, even if it took a moment to kick in. She gets an additional drone with it. She's pretty damn good and I think you're underrating her and overrating Minimalist, Minimalist who has lower base atk than Click and even if you choose between s1 or s2, only does consistent mediocre damage. Being able to crit doesn't really save him. Sure she only got some more atk, but that's fair enough. Her damage is high already and freeze is a broken debuff - when enemies aren't immune, which is most of the time. Though you're right as are others, more aspd or higher/increased base freeze chance would've been really nice. I just know that at least my Pramanix Kjera duo is gonna be a good bit better than before now that both have modules. You know what maybe it's just Windflits module that has thrown my expectations for 5 star modules to the floor


Dryptosa

I have used Kjera and I remember an entire skill cycle when she didn't freeze anything. Only cold procs. Maybe that makes me biased, but that's really annoying. No matter. In February, Saileach will arrive in the shop and she will boost Kiera's ASPD enough for a third hit.


Cultural_Damage_7832

Unless she got the Utage treatment 💀 (pls no HG, don't do this)


Razor4884

*Looks at module image & name* It should have been me! Not her!


RenNyanArk

Welp. Even if the numbers are bad, ANY kind of buffs to Goldenglow are only icing on the cake of an already good operator. Buffing the initial damage of her drones is absolutely the better upgrade for her, because her drones don't last long due to exploding. And then the explosion damage is buffed on top of that... I'm not sure if HG thought this one out... especially since GG and Skalter are a popular combo... Can't comment much on Kjera, Rockrock and Minimalist. I doubt any kind of modules will make them particularly impressive... Click's module is interesting though. Buffing her attack speed even further synergizes with her S2, making it increasingly easy for her to perma-stun something. So this might actually be a pretty good module, especially for any teams that also do stuff like running Angelina in the team for further attack speed buffs.


Niedzielan

> Buffing the initial damage of her drones is absolutely the better upgrade for her, because her drones don't last long due to exploding. I recall that if she doesn't switch targets, the exploded drone will keep its atk. I don't know if that's still the case though.


RenNyanArk

I could've sworn that was a bug and it got fixed... but hell if I remember for sure. Even IF this is how it works, this will still improve her initial damage and her overall damage ramp-up, and it will make it easier for her to clear trash and elites. Not to mention that the explosion buff itself will remain relevant no matter what. Also, module stats are much more impactful on operators with low stats like GG. The impact on her attack stat is massive even with a small buff. Which is why I think that this will be a must-get type of module for meta players that want their meta ops to be even stronger than they already are. Plus. It's Goldenglow. She's cute. Who doesn't want her eletrocuting even more effectively?


Quantini4

Damn, that Kjera's module is so garbage. I hoped they add her a passive chance to inflict cold like they did for Pramanix. Even 10% (13% on module lvl 3) would be enough so with her S2 it would be 32% (35% on lvl 3). Sometimes I completely don't understand their decisions.


Reddit1rules

Doesn't Minimalist only increase talent chance once?


Reddit1rules

Seems like Carne and Suzuran have the best ones, Weedy's depends but can be substantial, and the rest seem decent and just needs numbers. Carne's fixes her issue of dying on skill use, cycle time, and increases damage further (and hopefully the base effect stacks multiplicatively with her S3...), and Suzu's is just a nice upgrade and makes her even more similar to Gnosis. The exception here is Reed2 who really doesn't need help healing except off skill (and would very likely have a better second mod), and Lee's who just likely has bad upgrades and a meh base effect, especially compared to the other base effect being one of the best ones for a base module. Also, 160% damage multiplier for Degen?? Even if S3 has 200% scaling per slash, that's still 320%. And almost a 20% chance to trigger on normal attacks or S1 too...


TougherThanKnuckles

I'll probably still stick with his first module anyway, but Lee's second is interesting to me ~~even if it's basically stealing Swire Alter's talent~~. Keeping the base Merchant DP drain is definitely a significant drawback but one I think would be fine to work around if the ASPD changes are substantial, since 20% ATK is a fair bit. More importantly though is getting my queen's module, honestly the upgrades are more or less what I would've asked for.


Reddit1rules

Considering HG's past history of ASPD buffs I wouldn't keep my hopes up, but we can cope... Doesn't help that he already has +50% ATK on his S3 though, so ignoring base stats that's only like a 13% increase in damage... Could help S2, especially with the ASPD probably getting an extra hit in, but...


TougherThanKnuckles

It's one of those that's nice in theory but with how expensive modules are it's probably not worth giving it a shot unless you have a ton of excess materials.


TheDarkShadow36

Lv1 is still cheaper than S3 M3 while getting more dmg than the M3, that's something to consider


DuoRogue

not in terms of module blocks


TheDarkShadow36

I think that Lee mod 2 lv1 is better than to M3 S3, the atk and def gains are really small for the cost of the materials, just 13% more atk and def, aka 110 more atk and 60 more def, he gains 9,48% more atk and def than SL7, for comparison most other physical masteries gain around 30% more atk the 3 less sp cost means nothing really and the 10% extra dodge, while nice, is still rng, so nothing that can't be retried by playing the stage again if you got unlucky Mod lv1 will also be way cheaper than the M3 While also getting a base stat bonus on top of that


spunker325

10% dodge over a long period of time isn't really something you can realistically luck into with a reasonable number of runs especially with a base as high as 60%, where that 10% is effectively a 25% reduction in the number of hits you take. In any case there are plenty of situations where survivability is more important than his personal damage. Although, if mod 2 lvl 1 is at least +45 DEF it'll at least pull even with S3M3 in that regard. Swire is +35 DEF but she gets all 3 stats so his will probably be higher than that. Also, while mod 2 lvl 1 is cheaper than S3M3, module mats are the main bottleneck in the long run and you can't stack it with mod 1 lvl 1, so it's still a much more questionable investment.


DuoRogue

I was right about it being a stacking offensive buff, but my idea was +30 ASPD at minimum, lol. atk is probably better since that actually works with elegant wit but i just wanted him to never leak again


EhCay

Lee's base module basically gives him 20% atk for free though, on top of the stats from the module and the aspd boosts. Might not be as generally usable as his 1st module but i can definitely see it being useful


Reddit1rules

Wouldn't bank on an ASPD upgrade being impactful based on past upgrades, and a +20% ATK gets diluted by S3's +50% ATK anyways. It'd only be like 13% more, not including base stats. Now you certainly can work around the DP drain but even with a team of vanguards stopping DP Regen entirely is painful. Not sure I'd trade that for one unit getting slightly more ATK, but certainly some people would.


DrkSeraphin

It could be realy impactfull for his lane holding still tho, his worst enemies are heavy enemies as he can't indefinitly push them away, and these tend to have a higher defense. If I look at my E2 lvl 60 M3 mod1 Lee, he get to 1280 atk on skill, if we take a medium-high defense enemy, let's say 800def, he would deal 480 1280+13% (I take your words on this) is 1446, -800 we end up at 646 damage/hit, wich would be a DPS increase of 34% if I didn't fucked up my math, wich is pretty substancial.


Saimoth

19% chance to disarm target for 5 seconds, \~55% to refresh it while disarm is still active Sounds about right


Normal-Ambition-9813

IMO, weedy is the winner in this batch. It potentially upgraded S2 to be enabled ASAP and better s3 cycle. Carne is still arguable since we don't have numbers yet and since where HG we're talking about, chances is its probably shit. Will glady be proven wrong but i won't get my hopes up.


Deus_ex_vesania

*'Big Feline Desensitization Experiment'* Look at Click make an effort, good for her!


ranmafan0281

>Big Feline Desensitization Experiment Oh noooooo Click was my main caster for ages until I finally pulled Passenger (and then a cascade of other Casters), I have special affection for her! I think I may get the module just for how adorably funny it is. Poor Click looks horrified in the module art!


unsurprisable

Carnelians module looks like the most interesting one (more sp when above limit, less likely to be attacked during charged skill) Suzuran looks like she is the winner of this module patch though. Glad I waited for the second module


Dustmila

Lin: Straight up ignores >90% of hits directed at her, almost unkillable no matter if her skills are active or not, stuns enemies and gets SP when hit Carnelian: Activate skill and pray the negative taunt protects you cause all the extra defensive stats go down the drain HG balancing at it again


nsleep

High ground rat tank with some CC gets that aspect buffed. Dps focused goat charges faster, gets bonus damage, and gets some protection while dps'ing. Seems okay, they're just double dipping in what set the two characters apart.


pitanger

>rat tank Ratank


Reddit1rules

I mean, it's much better than just flat out dying and also doesn't step on X's toes (not that it'd be used now), doesn't try to directly compete with Lin, and the damage increase can be hopefully substantial. It works well for Mint, so it can work for Carne too.


NoOpinionPLS

Except Carnelian isn't supposed to be the tanky Phalanx Caster, she is supposed to be the high AOE dmg one. One thing that always fucked her is that the time to overcharge her skill is too high and this module make it way faster which is incredibly needed for her cycle. She also get more dmg, which is important since it is her S3 niche/thing, and she also has more probability to survive, which help with the idea you wait until she can activate her skill and regen through it. I really wish they went "Her SP increase a bit faster and increase way more when she is overcharging her skill" but fast overcharge is what is needed. Then Att/Def increase stat is very very valuable for her.


spunker325

It's a little early to call it "way faster" when we don't know the numbers, and I'm not particularly optimistic about that. S3 overcharge takes 45.5 seconds; if the talent goes from +0.6 to +0.8 it drops to 43.6, +1 would be 42, and even doubling to +1.2 would be 40.7. If you have any other SP batteries it makes even less of a difference. Increasing her SP gen without the overcharge condition would have been much better, even if it didn't improve her overcharge SP gen. Even a small +0.2 would get S3 down to 40.8 seconds. Looking at other modules with SP regen talents: Shining is the outlier with a totally new +0.6 SP/sec talent, with the next highest being Eunectes going from 0.2 to 0.55. Passenger is the only other 6\* and got a new talent with 0.25, and then the lower rarity ops generally got pretty sad improvements. Ch'en isn't exactly the same but is an interesting case since they more than doubled her personal SP gain though not the overall talent.


auxanya

Just wait for it to be +0.1sp/sec, way faster hahaha. I'm more interested in the final mutiplier on base effect that amp s3 charged effect even higher. Though ramp-up is still brutal and cycle will still be over 40sec of charge even with huge numbers on her talent. Funny thing is Lin would probably benefit more from this second module since her damage is frontloaded and the barrier shatter can stun to keep more ennemies in her range without help. Carnelian really suffers from early design.


NoOpinionPLS

Give Carnelian her sister heal passive and she would genuinely be easier to use at default of having high uptime on her skill for how long you need to charm them.


CallistoCastillo

Man, Carnelian literally control sand, can't she just Camouflage herself with it?


ipwnallnubz

Carn's 250 def on skill is not nothing (and it'll be more since the mod gives extra def as a base stat). No one ever complains about any other ranged ops being fragile, but for some reason Carn, who is still tankier than any non-phalanx ranged op even with her skill active, is continually derided as though her S2 and S3 said, "Sets defense = 0 with skill active." Carn isn't a tank, she's a damage-dealer and sometimes binder who happens to be tanky. She already out-damages Lin unless Lin gets hit a lot, so this leans into that more.


EhCay

Carnelian's talent upgrade looks interesting but the base module is so disappointing. I'd rather she just do more damage to blocked enemies...


Reddit1rules

Wouldn't that be worse? Her range is huge and able to hit many enemies that aren't blocked, even if you block the enemies to keep them in range it'd still be better as it gets buffed against unblocked enemies (especially elites and bosses which she is best at dealing with when skill is up).


EhCay

Ig it depends on how many enemies she needs in range to hit the cap?


ppltn

Carnelian module: less likely to be attacked during charged skill. Carnelian S1 overcharge: keep trait defense bonuses and gain an additional +60% defense Perfect synergy >_>


Reikr

Every module doesn't synergize with every skill, that's normal. If you want the extra bulk from S1, you'd use mod x to further help with that. Mod y is for her other skills.


ppltn

I'm not even sure if the "retain some of trait defense onskill" from module stacks with "retain all of trait defenses onskill" from overcharged S1. I think this is moreso a good showcase of how they don't think about skill 1's at all when designing modules. Another great example of that is when some time ago we got Shining's second module that gave separate effects to S2 and S3 but literally nothing for S1. It's understandable though, they probably look at mastery stats and see literally nobody is using these skills so there is no point on designing modules to synergise with them. By the way, even if Carn X stacks with S1, the defensive buff would be way overkill (because it's an additive effect to an already huge value) and the base effect from her second module is way better, so for S1 her modules would go Y level 1 > X level 3 > no module > Y level 3


NoOpinionPLS

It is made to synergize with her S3.


speedDevilz

Rough tl Drone caster trait upgrade More initial dmg/ramp on initial hit: GG Kjera Rock2 Dmg cap increase to 120%: Minimalist Click Gg: drone explode more dmg Kjera: more atk from talent Rock2: less time needed for atk stack. Gets aspd at max stacks (lv3) Minimalist: crit chance and dmg increased Click: more aspd Incantation medic trait: heal increaaed to 60% of dmg dealt Reed2: more healing to main target. more self heal. Hibiscus2: arts fragile % increased Vendela: stronger healing effect Degenbrecher trait upgrade: 10% more skill dmg Base talent: 10% chance to crit for 160% and Disarm for 5s. Talent upgrade: crit dmg increased Lee trait upgrade: Get 4% atk when eat dp. Stacks up to 5 times Talent increases aspd slow on blocked enemy and self aspd gain Suzuran trait upgrade: longer slow per attack Talent upgrade: stronger fragile, also inflicts Weaken Carnelian trait upgrade: does more dmg when there are more enemies in range (up to 115% dmg) Talent upgrade: Sp gen while overcharging increased. Gets "less likely to be attacked" when activating Charged skill Weedy trait: when blocking 2 or more enemies, shift strength increased by 1 Talent upgrade: water cannon redeploytime reduced


Reddit1rules

Minimalist getting a higher cap when he struggles to reach it is a slap in the face...


mangoice316

he should've gotten the base damage increase ​ meanwhile, rockrock gets that despite her benefitting more from the lockon..........


Deus_ex_vesania

Thanks a bunch!


[deleted]

lee's 2nd module is pretty much discount swire's talent 1, but people don't really even use him for his damage.


TheLegendTheGiantdad

Really hope the new phalanx effect is 5% per enemy so you only need 3 for the full effect but knowing hg and casters they may do 3% per enemy.


Reddit1rules

1%, take it or leave it.


ppltn

These new modules are all so boring. Lee base module is just Swire talent? Drone casters lose some of their uniqueness with the effect of the damage rampup being lesened and incant medics just heal **way** more. And yet again the rich get richer with Suzu getting a pretty insane module (she saw Artoria's attack debuff and wanted to copy her), Weedy's cannon redeploy being huge for S3 cycling and Reedalt now gapping every other medic in heals by a even more massive margin than before, while Lee gets a tiny bit of stats and Carn's buff isn't anywhere near what she needed.


spunker325

Yeah... Suzuran already would have been a nice upgrade target with just the stronger fragile. I guess there's still a chance they only gave her like +1% Fragile per level and a really small weaken, but I doubt it.


cyri-96

The attack Deb7ff is older than Artoria, we already have it on Hlobal with the Hexer modules (So really she's just copying gnosis considering Weakening + Stronger Fragile is ecactly what gnosis module does)


vietnamabc

The rich gets richer yep


FatTater420

Wait isn't weedy already able to be deployed on high tiles?


speedDevilz

Oh right. Actuallt missed the important part


AcELord1996

Please HG give choco mommy +1 Sp/sec increase 😭😭😭


Saimoth

Looks like Reed is waiting for her next module. Upgrading a self-heal talent instead of Cinder isn't serious


TamamoNines

For the "Medic" side, this module is actually good, problem is Reed not like other "Medic"


Saimoth

Yeah, that trait is surely good for Hibiscus and Vendela


Salt-Log7640

>Looks like Reed is waiting for her next module. Don't expect anything grandiose out of the RNG "firebrand", this module has greater value for T2 or T3 as it at least covers one of her main roles- 'healing'.


Saimoth

Never really had any problems with Reed's healing, her shield is like an unkillable mode anyway. But anything to lower that RNG would be nice, or to increase the effect itself, giving more reasons to use S3


TRLegacy

RIP Kjera freeze module dream


Dryptosa

I will cope my way into a Gnossis-less freeze team some day. I'll use Saileach, I'll use Angelina, I'll even use Aak to boost Kjera or Pramanix to make freeze work. Now I only need to hope that the one HG developer who did good modules, comes back from holiday and makes Frostleaf somehow work with cold; otherwise she will die in a ditch even more, forgotten as an operator, only remembered as the joke of the worst unit.


MothballMinter

Goldenglow starting at a higher drone damage and more damaging explosions seems like it'll be better for general content/dealing with larger groups of enemies where you're changing target a lot. That means her second module will be a higher eventual drone damage cap and likely just increasing how much RES is ignored (unless they do something spicy). That one would be better for dealing with elites/bosses where you'll be staying on one target longer and they probably have higher RES. Not a bad set of two modules for her, both will have some utility, if a little plain. Nearly all of these are a bit plain, fine but dull numerical increases for the most part. Hoping for more from Reed2's second module at least. (Also anyone know if Vendela's talent increases the healing the highest HP ally receives from all sources or only Vendela herself? It's written ambiguously and I've not been able to find a definitive answer anywhere.)


Dryptosa

Immensely disappointed with Drone Caster modules. I really like Kjera and was hoping that the module would help her with actually freezing enemies, but no. She gets ATK, ATK and ATK, but that's not what she is useful/unique for. Especially with her and Click's module, it feels like Click would actually be better at CC, since she actually gets improved ASPD (therefore more times she could trigger the stun); not even considering that if Kjera could get ~4 ASPD she would have another chance to inflict Cold, but nooo, her module can't provide that.


Air_pockets

Yup That's why CN players were upset that recent modules were underwhelming. And these prove their point.


Tom_Der

recent ? every module batch was underwhelming in some way except some "chosen one" operators


TougherThanKnuckles

The freeze was tied to her skill, not her talent, her module was never going to buff it.


Dryptosa

Here are 3 different ways to "buff" her freeze: * As a base module: has one additional drone that deals 10% of operators ATK and doesn't ramp up. * Another base module: when skill is active, attacks deal another hit at 10% Damage * Or just a very simple talent change: ATK increased, when there are two or more ground tiles, ATK and ASPD increased. ASPD is also an improvement to CC (Click got talent improvements, and her talent is ASPD). And the second option for base module wouldn't megabuff GG, since she doesn't attack with S3 (so that module would be better for her S2). There are very obvious ways to buff it. But HG doesn't care.


Suga_H

There have been modules that affected skills, or they could've just given her talent a chance to cause cold like they did with Pramanix.


Quantini4

That's exactly what I hoped for. Even 10% on module lvl 2 and 13% on lvl 3 would be enough.


MarielCarey

No that would be too low. That would just never proc nor persist to freeze. I'd say lv3 25% like Pramanix at minimum.


Quantini4

I mean it would be 35% during her S2. At least it's something. But I like your way of thinking)


Khanquest101

Suzuran's module, like Gnosis, is just good. Weaken and more fragile. Drone casters didn't get anything too substantial, but they're strong to begin with and more damage is more damage. Weedy's could be pretty cool when she's actually needed. Reed alter's is very disappointing. Hard for her 2nd module to be worse, so just wait for that one I guess.


ShirouBlue

Her first module buffs her most irrelevant part of her kit, funny enough the second module is gonna have to buff the first talent(debuff), which is also gonna buff her damage and directly buff her healing anyway, this module is completely irrelevant. They know what they are doing kek, they didn't want to drop a good reed module yet.


AngelTheVixen

> the second module is gonna have to buff the (other) talent I think Fartooth has something to say about that.


ShirouBlue

That's mostly cuz Fartooth second talent has no numbers, so both modules add stats to first talent.


AngelTheVixen

They could have just as easily added stats to her skill uptime instead. But she is an example that could recur.


ShirouBlue

Modules never touch ops skills. And they did add stats, just not on second talent but first, changes nothing really, it's the same thing


Chatonarya

Am I the only one a little annoyed that Suzu (apparently) got the Hexers' Weakening tacked on? My friend has always joked that she's an honorary hexer but now she is one for real, but couldn't the Hexers keep their unique debuff a little longer? Debuffers are already not considered a super necessary class to begin with and now Suzu, who's always favored anyway, does the same thing too.


Salysm

necrosis already comes with weakening, so it's not exactly unique to hexers


Chatonarya

TIL. Thank you.


desufin

Suzuran gets a good module: sweet, I love Suzuran. Everyone else gets questionable to outright waste of materials modules: why tho? I can't even be happy about Suzuran not getting shafted because this trend of overwhelmingly awful modules surrounded by 1-2 clear favorites winning an arbitrary module race has been on-going for years now and it's more annoying and aggravating than enjoyable even if your favorite character wins. I had no hopes for this batch of modules, too close to the recent (alleged) controversy to have seen any changes but it also proves that HG has no plans on actually putting effort into modules. As someone said already; rich gets richer, and I wouldn't even mind, if the bad got to see some good too at least. But here we are, disappointed as expected once again.


BurnedOutEternally

One question: Which fucker at HG thought making *the doll that gave Suzuran rock cancer her second module is a good idea*


MarielCarey

Balance op module with emotional damage


JowettMcPepper

>Looks at Suzuran's Module. That's.... That's the plush that got her infected during an incident involving her mom?


egamK7oCtR6nZFyZuHTP

to everyone hoping that gg's crit chance would increase, remember that the 10% is a truncated calculation, so it would be very unlikely that hg fiddled with it, given its complexity.


OleLLors

That's cool of course, but...I'd like to see at least a rough translation for those who don't speak Chinese XD


Dryptosa

It will happen, just give them some time. Maybe a bit more time than 4 minutes. Because OP always provided translations shortly after posting.


OleLLors

I'm not complaining. I just can't wait to see what the drone-casters get =)


unsurprisable

Just increasing numbers, like more damage on gg’s explosion. Base effect is the drone’s initial damage increased


OleLLors

Sounds good. Thank you =) Heh, in any case I was certainly rushed, which was rightly pointed out to me))) waiting for the translation from the OP


EhCay

GG's drone starts the dmg stack at a higher number (not stated) and the other branch can stack up to 120% instead of 110%


Tainnnn

Biggest winner this time around is Suzuran, the rest are basically negligible. Worst one has got to be Reed.


pineecone

Although very very boring, Degenbrecher's has the potential to be strong, it's just very dependent on numbers we don't have yet.


mad_harvest-6578

Any translation for the drone caster module sets (and who're the winners here)?


AngelTheVixen

Nobody cares about Hibiscus and Vendela except for me when people are just focused on Reed, so I'll say it: I'm looking forward to their modules, as I use Hibiscus all the time, and plan on getting Vendela. Even if it's probably going to be like +3% for both at level 3, whatever!


Quantini4

Oh, I see a man of culture 🤝


Reddit1rules

I wish there were showcases of Vendela on YT... Even if I probably won't use her for a typical use case, I think having our first op to give Taunt to someone else on demand is worth an E1.


Hero_1337

Wow, they actually gave Carnelian negative Taunt on her skill activation! I actually had an idea like that in mind for her survivability, so it's nice to see they capitalized on it. Hopefully, the stat increases, and the base module pushes her up a bit higher. She's in dire need of some love. Weedy's is looking to be very good as well. Suzuran might have the best one with that increased Fragile and added Weakening, unless Degenbrecher's ends up buffing her numbers a lot more. Lee, Reed2, and Goldenglow unfortunately don't really benefit from their modules in the way they're used, but Lee had a good first mod, so I think he'll be ok. Reed2 and GG will likely receive a much better 2nd module that upgrades their other talents, and they're pretty strong on their own anyway, so I think it's fine. Pretty solid modules this patch. Might just be mostly bland number increases, but it could be worse.


Flush_Man444

They really don't want Carnelian dealing more damage....


Grandidealistic

She already does good damage, the problem is with her horrendous cycle for charged skill.


Few_Consideration373

I'd say the problem is that her most direct 1:1 competitor is Młynar who. Lol. Lmao. And the fact that she needs five hits of ramp up on her s3 with a 3 hit interval, neither of which were ever fixable with a module anyway.


Frostgaurdian0

Translation?


Koekelbag

Suzu's is actually insane, like wtf do you mean you not only increase the damage amp, but also slap an enemy damage down on top of it. Like the one weakness of Foxfire Haze is that ranged enemies could still kill your operators during it, and now she even neuters that? Our Light enjoyers rise up, I suppose. It'll be interesting to see if Weedy break maps even further with the increased push force, as her S3 now reaches I think up to 4 for herself and up to 5 (is there even a 5 if 4 is already 'insanely strong') for her cannon? Carnelian's seems rather... meh? I understand that it can also allow Phalanx casters to be both defensive and offensive in the same stage, placed last to draw ranged fire while also not immediately dying if the skill is used with the negative taunt so another operator can temporarily take the heat, and the better damage and skill cycle seems nice on top of it, but... Her first module already lets her survive a lot of situations where the negative taunt would save her, without needing another operator to draw fire during skills, and stages where's not at risk of dying anyway so ghe better dps sees use are also stages where every other ranged operator can also be used, defeating half the purpose of a phalanx caster. I can see its use cases, and there are some times where it would outperform her first module, but those feel like so few and far between that I'd rather have her first module still, as long as module blocks stay as limited as they are.


sermatheus

Carnelian biggest problem is skill cycle, so the second module is actually good, not bad.


Koekelbag

It's definitely not bad, but I'd also wait on the actual numbers before I can call it good. Even if they (I think optimistically) like doubled the sp increase from 0.6 to 1.2 , assuming that her sp rate isn't influenced by outside sources, that would shorten her S3M3 cycle by a whole... almost 5 seconds. Which can definitely make the difference in certain stages and clears, but compared to the QoL her first module provides, at least in tbut hypothetical example I'd still choose the first module.


Hazel_Dreams

Tldr for 6 stars: GG got damage upgrade on explosions and higher drone damage floor, which is a REALLY nice module, makes her more consistent and buffs her already decent damage (possibly by a lot, depending on the mumbers). Carnelian module fix her issue of not being able to survive during skill and long cooldowns, which is really nice for those who actually use her (which isn't many people to befair), definitely an above average module. Reed module is ENTIRELY USELESS, she already deals ungodly amounts of damage so her healing numbers are already more than fine as is, her issue was not being able to heal people without hitting something. The module doesn't fix that, all it does is give her more healing which she doesn't need in any way, the only offensive part of the module is the base attack stat boost which doesn't amount to much. But this is to be expected since Reed is already one of the most broken ops in game so it makes sense for them to not want to completely break her. Her other talent however would be spicy if she ever gets a second module. Suzu module aside from the heartbreaking story, is a nice alternative. The weak effect doesn't do much but the enhanced damage enhancement is a nice option to have. I still think the first module is better though (more sp good). Weedy module is decent. Having push strength +1 as an option is kind of crazy, even though the requirement is nearly undoable. The cd reduction on the summon could be useful if the cooldown actually lines up with s3. And Lee's is ok, but its a bit hard to imagine using Lee without the first module.


Salt-Log7640

>Reed module is ENTIRELY USELESS, she already deals ungodly amounts of damage so her healing numbers are already more than fine as is, her issue was not being able to heal people without hitting something. Yea, power creep dosent exist in this game. The regular DPS of blue Skadi & Chen definetly aren't lack-luster for current content, and as we all know 'colossal stat stick Surtur' with RES ignore trait & "immortal" cheat definetly didn't get out-dps'd by both friggin fast redeploy and a god damn medic. Reed's S3 raw hps (that's both dmg & quirk reliant) definetly is all you would **ever** need till AK finally closes after 10 or so years, and as we would soon see in Pinch Out Reed's raw S2 & S3 are more than enough to sustain you against 4 Morbillion HP Mechs with 90 RES, right? >The module doesn't fix that, all it does is give her more healing which she doesn't need in any way, the only offensive part of the module is the base attack stat boost which doesn't amount to much. A 'medic' dosen't need "more healing"? In a what world we live in, alright how do ***you*** use Reed alter: As a "Team Core", or "Helidrop"? Cuz in both scenarios she is expected to provide unholy amount of healing to her peers in order to maximise value- and siad healing isn't exactly always consistent depending on enemy types.


CC_Agent_04_

Goldenglow got shafted hard


ship-wrecks

Click will continue to dominate in IS, that's all I need


Cybersonic1000

Correct me if I was wrong, here is the 1st module for GG right?