| {RUBY_B#しず}静{RUBY_E#}かに{RUBY_B#またた}瞬{RUBY_E#}く{RUBY_B#ちい}小{RUBY_E#}さな{RUBY_B#ひ}火{RUBY_E#} | 5 | erudition-class | 635.04 | 529.2 | 846.72 | 装備キャラの会心率+18%。任意の味方キャラが自身の1ターン中に合計でSPを4以上消費した時、装備キャラは3ターン継続する「輝く王冠」を獲得する。装備キャラが「輝く王冠」を持つ時、味方全体の与ダメージはターゲットの防御力を20%無視し、装備キャラの戦闘スキルダメージ+60%。同系統のスキルは累積できない。 | |
| {RUBY_B#あ}在{RUBY_E#}るがままの{RUBY_B#オレ}我{RUBY_E#} | 5 | destruction-class | 635.04 | 463.05 | 952.56 | 装備キャラの攻撃力+18%、EP回復効率+10%。装備キャラが必殺技を発動する時、EPを1消費するごとに、この回の必殺技ダメージ+0.2%、最大で+72%。装備キャラが戦闘に入る、または必殺技を発動する時、装備キャラは3ターン継続する「王の娯楽」を獲得する。装備キャラが「王の娯楽」を持つ時、味方全体の会心ダメージ+24%、同系統のスキルは累積できない。 | |
| {RUBY_B#よ}夜{RUBY_E#}を{RUBY_B#て}照{RUBY_E#}らす{RUBY_B#みちび}導{RUBY_E#}きの{RUBY_B#ほし}星{RUBY_E#} | 5 | erudition-class | 635.04 | 529.2 | 846.72 | 装備キャラの攻撃力+0%する。パーティに「開拓仲間」キャラが2名いる場合、装備キャラがダメージを与える時、ターゲットの防御力を20%無視する。装備キャラが支援スキルを発動した時、「守護」状態を付与する。6ターン継続し、最大3層まで累積できる。「守護」1層につき、支援スキルダメージ+24%。「守護」が3層に達した時、「守護」1層につき、必殺技ダメージ+24%。 | |
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8 responses to “New in 4.4”
Every Company is greedy.
Some more, some less.
Eventually the more popular they get, the more greedy they become because most people let them get away with it.
This is why I do not recommend games most of the time to other people, because the more I help a Company, the greedier they become and the shittier the games become because of it.
The less popular they are, the more they have to “bribe” the players with Free Stuff and good quality content to encourage them to recommend the game to others.
So as players, it is actually in our best interest to keep them less popular.
(Obviously not that much that they would have to go EoS.)
So even tho I play HSR, I barely recommend it to anyone.
I feel like it’s less bribing with free stuff, and more of an alternative model from 4*s. Instead of having to design and write a million one-note characters who fade into oblivion, they can instead huck a free 5* every so often where it’s needed, and then can also design around regular players having said character.
If you’re having such a hard time playing, just stop. There’s no need to force yourself to suffer.
If popularity makes games worse, then the ideal game would be one that never grows. It’s whether players continue supporting such monetisation practices. A company becomes more aggressive when players reward that behaviour, not because people play the game.
Yes I agree.
Supporting games is not bad, as long as players do not support predatory and greedy monetisation.
Any news about the novaflares?
Lingsha is rumored to get one I think
Jiaoqiu is rumored to get one. If I’m not mistaken, Topaz too. The rest? Idk.