I always thought rare items were a placeholder until you can farm uniques in danmaku archers, then you're supposed to be using those until you farm the set lol. Was it intended for rares to be useful end-game?
*Randomly loses everything I wrote. Wat? :wat:* Anyway, as I was saying, rares are always supposed to be viable beginning to end. You can easily find uniques outside of danmaku archers (I've never been inside, and gambled uniques myself), and if unique items replaced rares automatically, the item pool would be stagnant simply because one item will ALWAYS be better than the other. You end up getting a Best-In-Slot situation and that's
not a good thing to go for. That's bad itemization. (Ex: D3)
Edit :Upon my Mokou.. I realize I can see my helper's name like a monster upon moving my mouse over her. This doesn't happen on Reimu nor Marisa. Wat?
Also, this is unbelievably annoying since she not only gets in the way of picking up items, is in front of monsters so I can't attack them, I run TO her and stare at her (while she stares back) instead of clicking nearby to walk.. Is there a fix for this crap? :wat:
Edit 2 :Upon further inspection, I realize it's Everlasting "Phoenix's Tail" that causes the helper icon to appear. Now this wouldn't be terrible but considering I keep it as my secondary for life regeneration when I truly need it. Feedback on the skill itself, it doesn't seem to be as much health regeneration as I expected it to. Potions are easily better, but since I only have 49 lives / 457 health at level 17 playing on /players 8 with the skill itself at 5. Perhaps I need to have a higher base of lives, or just a larger health pool in general.
When I look at Deathless "Xu Fu's Dimension", I feel a bit of an underpowered / overpowered mix of emotions. To put it in perspective, it's already level 10, and I use the full 3 orb buff as much as I can. I personally feel that /players 8 is the best way to play for the absolute best exp and items.. and playing like this, the skill takes off 20-40% of an elite monster's health. The Smith for an opposing example took like hardly ANY damage from it. Had to hit him 20+ times. That could be simply the huge health buff they get in /players 8, though.
Now.. this seems kind of redundant since I do play on /players 8, but it feels that the first two orbs seem to do more damage in comparison to the third over time. For example, it's almost as if it's not worth getting the 2nd or third orb if I'm fighting a single monster, and if I'm in a mob, it feels like I'd do more damage to just use the 2nd orb every third hit.. rather than than the third orb every fourth hit. What bugs me is when I hit a monster on /players 8 with the third orb, it does so much damage, and I don't expect to see that from /players 8.
I'll give it some more experimentation, and I'm actually curious if anyone else has played this class and what you guys feels about this.
Edit 3 :You know.. after all of this time? I just realized that story mode Patchouli has invisible frames while walking around. I.. want to assume this is not intentional since this isn't anything I know of canonically. I can see Sakuya doing something like this, but not Patchouli.
Off note? Her magic even in story mode is pretty scary. ;~;
Edit 4 :On the subject of Patchouli. Normally when she hits me with one attack, I potion and keep poking her. She hits me a few times? I run away. Normal gameplay.
Why is it that one of her attacks.. once it hits you, continues to hit you continuously (NOT doing enough damage for flinching) yet flinches me and I can't get away and die. What in hell is this supposed to be? I know I've seen some pretty wild danmaku in EoSD from her (lots of different types of effects) and I've got no problem with that, but I don't see a damn thing here, and still get raped. What the hell's up with this?
Edit 5 : ALL the edits!
Anyway, story mode Rin's Blaze wheels or whatnot hurt like a mofo when they fire nova, and it seriously seems like they're designed to 1shot you no matter what class you are. Intentional? Or just a lot of fire damage? I'll try stacking some fire resists and see, but.. seems like they do too much damage overall. when they punch the ground for flames and that fire nova.. and they're stupid fast. I can barely get away from them on a ranged character and still die many times. Mokou? Jesus, it's like asking for death.
On the topic of Mokou, Everlasting "Phoenix's Tail" seems like it could possibly outperform potions, but the cooldown itself makes me not want to use it. The cooldown wouldn't be so bad if I could use Fire Bird -Flying Phoenix- after using the regeneration to jump into the fray with some nice fire damage output and with the bonus of the health regeneration (and future damage reduction too). But I cannot, and find that this makes Phoenix's Tail just all that more on the useless side. If you cut the cooldown in half, but made sure it would simply overwrite itself instead of stacking.. or at the very least let other skills be used while it's on cooldown.. that would be much more helpful.