Primal Casters would be more interesting if the two that exist weren't reliant on limited operators to function (Nymph on Virtuosa, Blazter on Yu) and they didn't make Logos exist as a regular caster that does what a primal caster does but by himself. It makes no sense and annoys me cause Blaze is waifu
To solve the accessibility problem, I think that we should get a 5 star welfare ritualist for each element type before we get any other units in that type. But considering nervous impairment is already here and corrosion is the only one left...that's kind of a moot point now
Yeah, I do think the biggest problem with elemental damage in the game as it is, not just with burn but also with necrosis, is that there are WAY too few operators who can actually proc them consistently. Ritualist is maybe a difficult subclass to make varied operators for, but it really shouldn't just be one five star and a limited six star per element. I feel like the whole system would be a lot more interesting and fun if we had, like, two more 5 stars per element that could consistently proc their bursts, so there was a little more variety in the different types of teams you could make with them.
Personnaly my main problem with primal casters is that they bests enablers are locked behind limited units thankfully they seem to move away from that with tragodia not being limited.
The problem with Primal Casters does seem like it'll solve itself as time passes and more operators come out who can interact with it, but really, this problem is caused by elemental damage coming out late and not from the start of the game, so there's not a large pool of operators who can do it that came out at once. In order for there to not be a 'growing pains' period, either they have to release a lot of operators at once (not happening), update a lot of operators to inflict it at once (possible with modules but unlikely, especially because they're biased towards 6-stars in this regard), or they have to be really careful about what order they release operators and which ones are gacha and which are welfare units (they did fine with Necrosis but messed up with Burn).
I like this take a lot, it adds needed nuance to the general consensus on Blaze and I like the fact that you consider her to essentially just be a core caster with extra steps. That said, I still consider Blaze to be "bad" because when you look at say, Nymph S2, which gives her an alternative identity that justifies building her even without a necrosis ritualist, Blaze's first two skills don't really have that "identity" to justify the investment cost (at least in my opinion) when there are arguably 5-stars who would be a better use of resources just by switching up the squad comp a little bit. But like I said during our Crushcast last month, I'm un-based and will usually talk about 6-stars in relation to other 6-stars rather than just whether they get the job done in general content, which is just another symptom of gacha brainrot. Evidently I require more corrective crusherpilled content
Just as an FYI, as far as I know, that Blaze you see is my Blaze, because Bloop didn't get Blaze, and I don't have Blaze S3 mastered because I don't have Yu, so it's kinda a mute/boring skill.
Blaze is fine by herself, going by the numbers she's pretty strong even without elemental damage.
I concur with the fact that burn didn't have the same treatment as necrosis since warmy couldn't do her special thing until months after. I really hope they release a 5* welfare burn injury operator, it would be awesome if this new operator could match Blaze's cooldowns... Which is difficult since her uptime can vary a lot from map to map but one can dream.
This is a lovely case study of the occasional Hypergryph L where neglecting to provide a non-gacha piece of a solution kneecaps the value of the gacha piece that they're trying to make money from. Whoops...
I think this is a symptom of these subclasses just being relatively new, so no a lotta support for them atm. In a year or two, this shouldn't be as big of a problem.
Another aspect or solution, is that there's a lot more 'primal' subclasses and delta mods, so applying elemental dmg isn't just restricted to 2 subclasses (not counting deltas).
My problem with elemental damage is that if you aren't using Ritualists, the application rates are so bad that it's almost always better to just use something else. Even Yu will kill a lot of enemy types before burn can proc unless his S1 is active and they're attacking him. His first talent deals 3.5x the arts damage as the elemental damage (40% ATK vs 12% ATK), so unless the enemy has high HP, high RES, or both, they'll die just from that. And that's if he's not attacking them in return, at which point they either need even more HP or reasonably high DEF on top of everything else.
I think a few of my main criticisms with Primal Caster as a whole, their main role of Enhancing Elemental damage or take advantage of it, is that: 1. Not retrofitting ERES making it pseudo true-damage makes it hard to justify enhancing it further when just dealing Elemental just fucks over most enemies (and additionally limits the access to it cause true damage is busted) 2. anti-synergy with different elemental operators cause it doesn't stack 3. they're very one-note with it with most of them saying "Deal +X Damage" at least with Blaze it heals her, would have been more interesting if it also heals allies (especially healing burn build-up) Like add in something like: Warmy: Inflict Burn Aura on enemies under Burn-Fallout Nymph: Inflcict Fear to enemies under Necrosis Burst/ %chance on hit inflict fear to Enemies under Necrosis-Fallout etc. 4. A point everyone mentions, no early and Reliable welfare for players to help proc said elemental damage and instead having those be limited
My problem with blaze is the chainsaw, i miss It, It was my favorite part of her design, and the s2 extension peek aura farming, now she just waves the box thing around😔