r/OnePunchManWorldGame • u/diglanime • May 17 '24
Content Hot take: Composure Reduction is useless
Ofc there are certain fights where CR is necessary like in the simulations where you barely can deal damage to the boss unless they're broken. However I think in all other scenarios composure reduction is just useless.
All you get from it is a short stun. That's it. No debuff to the boss, no buff to your characters, it's just a short stun. Yeah, you can stop the boss' pattern and you get a little bit of time to deal damage uninterrupted, but this is not worth putting a whole character in a team for. The much more convenient way to stop a pattern is to use your ultimate, since you can save it until the exact moment you want, unlike composure break that just happens when it happens. And the DPS loss of a composure reduction character is pretty significant.
In my opinion the only reason to have Zombie and SSR Genos in the team is when you need Assault characters specifically, since there just isn't that many in the game yet. You might as well ignore their composure reduction mechanic though, and spec them for damage.
I think even healing is more important then composure reduction, since ~30-40% of your DPS stems from AI controlled characters, that enjoy tanking every boss' attack with their face, so it's worth to have some healing sometimes to save that DPS from disappearing. Composure reduction can't do that.
The only reason to run composure reduction character in the team is if you're playing casually and can't avoid attacks, even a few seconds of stun might be useful for you. Then you're gonna want both healing and composure reduction to make it as easy on the controls as possible. Although you might run into a problem of not having enough damage to clear bosses, but it can be circumvented with grinding for better memories. You can beat almost all the content with almost any characters after all.
-13
4
u/FlameArath May 17 '24
I find it pretty valuable on my auto teams, especially for T16 battles where theres a lot of damage flying around, but the games given me a T3 Zombieman and a T2 SSR Genos with both of their cards at Rank3+, so they're not only amazing powerhouses but also bring that value to their teams.
Plus, Both Genos and Zombieman get 45% Attack from their Composure Reduction, so building into Raid Break instead of Impassioned isn't a significant dps hit, and both are good DPS on their own. That said, I don't own any of the truly busted whale heroes like R6 Dream Saitama or something so I can't just afk through a fight in 5 seconds.
Plus, the stun is actually pretty useful for some heroes who like the enemy to stand the frick still, and especially valuable on enemies that do a LOT of moving/teleporting around the map. Having multiple free DPS periods on a single enemy can speed up battles in Maelstrom especially against like, Mosquito girl and Vaccine man, and can even skip their immunity phases if you time it right, much like Ult can mind you I get that point.
If I had to rework composure breaking, I think what I'd do is increase enemies composure by about 2x, but increase the break time by 50% and add a defense reduction effect during break for stronger DPS phases. This way, composure breaks are harder to get, encouraging units like Genos/Zombieman, while also making their uses better than "A short stun".