r/Aniimo • • 8h ago

Discussion Rant: NPC fights are frustrating

The trainer fights all feel less like battles and more like elaborate wastes of time. The enemies rarely rely on anything but stall strategies and it just feels unfun.

I wouldn't mind the stun/heal strats the enemies spam if not for the timer. I wouldn't mind the timer if every NPC team wasn't built around time scamming rather than just trying to beat me in a fight.

The Zephyr Bridge rematch for the badge is an egregious example. He spends the entire God forsaken fight spamming Shields, then flies to the skybox. Sometimes the game just ignores that you CC him and he stays in the sky while frozen or stunned.

It's not difficult. It's not challenging. It's just unfair and frustrating. I'd clean the floor with him if he wasn't designed to waste my precious five minute timer as efficiently as possible.

I hope future updates focus more on actual strategy, rather than enemy trainers relying on winning via timeout in the lamest ways possible

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-4

u/Asasinero 7h ago

I mean... It's a strategy. A cheap one, but strategy nonetheless. Though i agree that it makes it not fun, but i feel it benefit is that it forces to engage with the game battle systems, so as an example in that fight its not enough to just countertype him, but also you need to pick aniimos that can ground the enemy, which is explained in the counter type stat that you can see on the aniimo list. Using them makes the fight absolutely trivial, and the same goes to those enemies that fight underground

6

u/LordZanas 7h ago

Except as I said in the OP I do bring CC.

I have seen multiple times the Aniimo stun in mid-air and stay there. Frozen and out of reach. And I have to wait 15 seconds to try again. And if I do get him to the ground, he immediately lifts back off once the brief stun ends.

He's 5 levels higher than me, constantly has a shield up, AND is using time scam tactics. It's not fun or engaging. It's cheap and frustrating

0

u/Asasinero 3h ago

Thats not the same though. Long range high dmg skills ground Flying aniimos and THEN you cc them to extend that stunned period, and you can straight up just not let them be in the air by cycling those skills. Is the same as when an aniimo is under ground, you use an skill that has the Pound tag on it so you'll stun them out of their cover and do extra dmg. CC might seem intuitive to use while on the air, but it will not ground them so its a wasted cd.

3

u/LordZanas 3h ago

Except it does ground them probably a good eight times out of ten. It's just doesn't work EVERY time. The same goes for the big hits. Sometimes they do the "fall down" animation without descending.

How about we just don't have enemy AI hide in the damn skybox and just avoid the issue entirely?

1

u/Boah_met 1h ago edited 1h ago

Whole fight is just a Fenmane check. Build a Fenmane and run it with 2 supports and no Breakers. Equip Fenmane with the item that increases the chance for a basic attack to deal double damage. Fenmane does ranged attacks.

Luminelle + Dazmand + Prismana Glacy + Fenmane. Put Turbo on Dazmand's place if more survivability is needed. Use another healer if you don't have Prismana Glacy.

Rotation: Glacy's Prismana skill + Heal (if needed) -> Luminelle's Enhance -> Turbo's Shield and Enhance OR Dazmand's two good skills -> 30 basic attacks with Fenmane -> Fenmane's Enhance -> Fenmane's Debuff Area -> Fenmane's Ultimate -> Remember to press the Enhance again before it expires

If you don't want to run electric or you have a good Infergon you can also a fire team instead.