The fifth broadcast rolled out just today and only came with 3 trailers. One of the trailers was particularly packed though so there’s a few things to go over in this post that I have opinions about. As always the complete run-down can be found on bumped here.
Some collab no one cares about (OK maybe a few do (a lot)…). If you’re only interested in the Emil Head just say ニーア発売おめでとう in chat before March 1st. But yeah, Nier Automata stuff!
Early March Content – NT Grind change, new custom Photon Arts/Techs, the return of Revolucio Files, Skill rings and Battle Arena stuff.
Late March content – The return of Necky, Aura and Orbit files and Class Level 80
Early March Content
NT Grinding Change
NT Grind limits are now additive. That is, if you use a +32 on a +32 item it’ll push the limit to +35 now rather than +33 (+1 from the weapon itself and +2 from the limit on the ingredient item). Not exactly sure about the intricacies of this system, like if it needs the ingredient item to be fully grinded or if it’s just the limits it’s adding up but either way this is a positive change particularly for those who are grinding collection sheets. You’ll no longer have to hold on to every completed Collection File weapon just in case a weapon drops with a higher grind limit.
Photon Art Customisations
Some new Type-0 Photon Arts and Techs are on their way.
Rodeo Drive Type-0
The rush part of the attack will continue as long as you’re holding the button. Letting go results in a slam-dunk attack.
Sakura Endo Type-0
Changes the animation of the 2nd slash to be the last part of Guren Tessen. It also removes the need to charge the attack, so you’ll be able to spam it mid-air which you currently can’t (you have to drop to the ground while it charges up then jump back up again). Because the charge is removed, it may no longer benefit from Average Stance Charge or Weak Stance Charge so be aware of that.
Sacred Skewer Type-0
Turns it into a chargeable attack and hurls the spear directly in front of the user, striking a large number of enemies at once.
It seems like it does decent damage and has good range but it remains to be seen how it’ll compare to the likes of Slide End and most of Sword’s PAs. With Partizans I’m personally left pondering how it’ll synergise with Vol Graptor which I guess depends on if this attack can hit multiple hitboxes of a single target like other piercing Photon Arts can (like End Attract). If it can, this could be potentially interesting against certain bosses.
Ein Raketen Type-0
Lets you place stationary energy blades that deal damage as enemies wander into them. Kinda wierd and probably awkward to apply consistently.
Amps up the blender part of the attack by extending it into an attack that revs up over time. At the end of the attack, you wield a sword made of light for one powerful over-end style slash.
It’s always hard to gauge power from the test players that they demo these things with, but I wonder if it could beat out Zondeel + Ragrants for mobbing power? Won’t know until it’s released I guess.
Replaces the ice stream with a shield that consumes a lot of PP over time and deals damage to enemies that wonder into it. If this doesn’t do pulsing damage this feels like a significant downgrade over the regular Nabarta just due to the sheer increase in PP it drains.
Raging Waltz Type-0
Alters the attack so it can home in on any direction instead of just directly ahead.
I’m honestly not sure this will have any greatly appreciable impact on this attack but I’m not well versed in Daggers.
Revolucio weapons will return with significantly relaxed conditions and with an entire year before they time out. They’re meant to serve as a way for players who don’t have +35 13* weapons to obtain them at any time they like as these sheets are not tied to Emergency Quests. Additionally it includes a 13* Wanda egg.
The old files required 8 different things to farm, the new ones require only 3. However, one of the requirements teased included lv71+ Fang Banther which are not at all trivial to find. Your options are run Super Hard Advance Quests at +11 risk or higher or run the higher floors of the Sylvan Wyverns Extreme Quests.
New Skill Rings
Sanctum and Kuronia will be getting Gathering spots. With these two areas I believe that is every Free Field area to date covered. I’ll go over my thoughts on each of the rings in this section but be aware they are my speculations, we don’t have any solid numbers so it’s hard to judge a number of the rings fully.
R / HP Restorate
Recovers HP while it’s below a certain value. I’ll with-hold judgement until I see the numbers,
but it’s interesting that this didn’t end up being an R/Ring which means it could actually stack with Summoner’s HP Restorate skill… Correction, it was mistakenly noted as a left ring. As it’s an R ring it won’t be usable by Summoner main or sub so it can’t stack with the aforementioned skill.
L / Atomizer Lovers
Like Mate Lovers but for Moon, Star and Cosmo Atomizers (if anyone actually buys those). Like Mate Lovers it boosts the speed of use and the amount of HP recovered.
L / Point Weak Bullet
Turns Weak Bullet into Point Assist basically. It lets you apply the Weak Bullet directly to the currently targeted hitbox regardless of obstacles (including other hitboxes). This actually could be pretty useful for Rangers particularly for the more awkward hit-boxes in the game.
L / Katana Combat Count Up
Not really sure what this one does… Bumped says “Increases the hit counts for Katana Combat” but I don’t know if that means increasing the limit or increasing the number of counted hits per hit, effectively reducing the number of hits you’d need to do in order to hit maximum power with Combat Finish. I assume it’s the latter but I’m not 100% sure. If it is then it’s a pretty nifty ring I guess because it’d make Katana combat slightly burstier and possibly more practical to use on bosses.
R / Flame Tech S Charge
Speeds up the casting time of fire element techs. Not sure what use this ring serves as any build using fire techs would involve Force and Force won’t be able to use this ring.
Battle Arena (PVP)
Get some friends or strangers together and beat the shit out each other for a brand new currency; Battle Coins! We already know a fair amount of how it works from previous streams so I’ll go over that briefly;
- Up to 12 players are split into 2 teams for a 6v6 match.
- At the spawn point, you “mine” for a random weapon. This weapon is effectively your class. There are mining nodes in the arena itself if you want to re-roll.
- Available weapons are Sword, Assault Rifle and Rod.
- If you’re defeated you’ll have to mine again to get a new weapon.
- Whenever an Update message occurs, stronger weapons will become available
- The match is a point attack. The team with the highest score wins
- Earn points by collecting emblems in the arena and defeating enemy players
- Enemy emblems may be worth more points than friendly ones!
- Occasionally an Emblem Fever will occur that spawns rainbow emblems around the map. These are presumably worth the most points.
- Three different maps with differing gimmicks
- Except Forest. Forest is boring.
- Caverns has a rising lava mechanic. Don’t touch the lava! Good general life tip really.
- Tokyo is also kind of boring in that its mechanic is it has greater verticality.
While you can kill enemy players, the main objective is about getting points, though I’m not sure how effective it might be to just ignore enemy players and go for emblems over just killing enemy players. Dead enemies can’t collect emblems, afterall.
The weapon mining mechanic makes me think of Overwatch’s Mystery Heroes mode and it might suffer from the same faults. It’s likely that of the weapon types available some will be much more effective than others. This could lead to one team getting an effective team composition off the bat and end up snowballing the other side into submission or indeed bad RNG on weapons screwing a side over generally. In the long run this should work out because both teams have the same chance to be screwed by random numbers anyway.
There is a progression system in PVP in the form of your own personal rank. Shown ranks were D5 and D4. Presumably this means the highest rank is S1. It doesn’t look like your PVP rank does anything beyond bragging rights. When you win a match you gain ARP (Arena Points). In the demo the winner gained 20 ARP while the loser (in what seemed to be a different game) gained 0. It’s unknown if you can actually lose ARP or not. It’s possible they could use your rank data to try to do some rudimentary matchmaking but I’m not certain on that.
You’ll earn Battle Coins whether you win or lose, however. It seems like you might earn slightly more for winning as well as for being the MVP in various areas but other than that the difference is pretty small in the example.
You can also set up private games which you can protect with a password. It’s unknown how this affects Battle Coins but presumably you won’t be able to rank up in private games.
So what do you get for your efforts? A few things it seems with potentially 2 items that might be more interesting for min-maxers and the rest are kind of cosmetic.
- Battle Sword (Sword Camo)
- Battle Rifle (Assault Rifle Camo)
- Battle Rod (Rod Camo)
- Rappy Make-Up
- Vraolet 4-slot
- Vraolet 6-slot (details below)
- Arena Booster
- Lambda Grinder
- Extreme Pass
- Other items not shown.
The Vraolets include Phrase Receptor and Sentence Receptor, which presumably allow you to transfer the various Sentence and Phrase affixes you can only obtain with certain Special Ability Factors. Seeing as these factors typically come from temporarily available Collection Files tied to Emergency Quests this could be a decent way of carrying these factors on to future gear.
Arena Boosters are as you can imagine much like Photon and Weaponoid Boosters in that they grant access to new weapon Potentials on certain weapons. The preview does not show a description of the example potential however, so I can’t speculate on if these are going to be worth the effort or not. The example weapon series shown however is the Aura series, whose current potential only applies to bosses so it could be interesting.
Other cosmetics include costumes and lobby actions as well as 12* “Shine Series” units. Most cosmetic items will be temporarily available because I don’t know fuck you that’s why. This includes the weapon camos mentioned earlier.
After a battle, victory or defeat, you’ll have the chance to roll for a random item. Among the potential items you could get include boosters for the amount of coins you gain in the next battle as well as a selection of weapon camos. You also have a low chance of obtaining an item that lets you raise the grind limit of an NT weapon by 1.
You get up to three scratches per battle, though presumably only the first one is free. Additional goes will cost you Stargems.
Just a mechanic to encourage you to play more games I guess. Though I suspect players will be walking away with EXP+3000 tickets more often than not.
Late March Content
Lv80 Class Requirements
Nothing new here, it’s really just confirming that you will indeed be required to clear the titles in order to unlock lv80 for a class. This means you’ll only need to do it once per class per account and not for every single character. This means the guide I made on getting your classes ready for the lv80 cap raise is still accurate.
Quest Abandon Penalty
If you abandon a multi-party raid EQ you’ll be locked out from the quest for the remainder of the EQ period. This is pretty clearly meant to be a punishment for people who’ll join an MPA then abandon if the classes and gear they see don’t meet their expectations or if a run is going poorly. This penalty will apply if you disconnect, too.
This penalty will only apply to the first person who abandons or disconnects and only if the MPA was at full capacity beforehand. This measure means that anyone remaining who ends up screwed by the fact you’re now down a person can safely abandon the quest to queue up again if need be which is a smart measure.
That said, I feel like this penalty is going to be incredibly annoying for those occasions where the quest bugs out and enemies take far longer to spawn than they should. It does also doom random Magatsu MPAs to excessively long runs should they have the misfortune of having no Weak-Bullet.
More Collection Sheet Revivals
The Orbit and Aura weapon collection files will be returning with some slight changes.
Aura sheets will be up until May 2018 which is over a year, while Orbit weapons will be up until the 24th of May this year. Hey that’s longer than they were around for first time, so if you got some Orbits to finish you’re in luck!
Aura sheets will require you to defeat lv70 Dio Hunars, which makes it possible to clear by just running the Level Up Quests (which will be returning once the event is over), even on Super Hard! They no longer require you to defeat Odin.
Orbit Sheets seem to be largely unchanged however so they will require you to run the upcoming Necky’s Challenge quest.
Really at this point I don’t know why they don’t just ditch the time outs on these files and just leave them up permanently. I guess it would get awkward for files that are tied to seasonal EQs and EQs that only turn up on rare occasions but then I’d argue that’s an issue with them tying Collection Files to Emergency Quests period.
The Return of Necky’s Challenge
Necky’s Challenge is back, baby! Only this time without Necky as Sierra will be the one talking to you throughout the quest. The developers claim it was a popular quest though the reaction from the community was a fairly mixed one as I remember. Of course I’m only exposed to the English speaking community so who knows maybe it really was well recieved over in Japan.
It’ll have some slight differences however as Esca Darkers will be added to the mix of enemies trying to break the towers down.
The old datamined “PhantomBugLegion” (the phantoom version of Damoth) will be showing up in this quest with the name “Esmoth”.
Dataminers might be slightly disappointed that the unreleased Mining Base Defence didn’t turn out to be another fight with Apprentice (presumably her airborne Mothra mode instead of the one we fight deep underground) but honestly I think that boat has long sailed. Depends on exactly where the story goes after Episode 4 I suppose, speaking of which…
Final Episode 4 Raid: Deus Esca
Yggdrasil! The raid appears to function much like Yamato did where players will be fighting through hordes of regular enemies before squaring off against the boss itself. Unlike Yamato though we’ll be doing this on foot.
I have my worries that this boss will function much the same way as Escafalz Mother did, where we’ll be destroying it’s “arms” (more like heads in this case given it’s a Hydra) which will expose the real weak point which we then wail on before it gets up and repeats the process. This phase far out-stays its welcome with Escafalz Mother unless you have a very burst heavy composition so I’d rather not see a repeat of that.
Beyond that, there’s not a lot you can really ascertain from this footage. Presumably we’ll be getting a demonstration before its release.
Incidentally, data-mining doesn’t really hint at much more than this trailer does. From that, all that’s really known is aside all the storm based attacks displayed here it has some attack involving a horn.
With this raid arriving in late April, it seems Episode 4’s story will be coming to its conclusion fairly soon. With that, one is left pondering where the game may go from here and just how long it’ll be before we have announcements concerning Episode 5…