


The decision to already release Arena-specialized characters in the form of a new Grimmjow is a controversial one as the mode has barely launched and still needs some huge fixes. That said, Klab has done well to address many of these issues and provide appropriate compensation for them, proving much more player-friendly than some other anime gacha games. Regardless, there is still much to be done to make Arena Mode the huge draw that Klab no doubt wants it to be. RELATED: Bleach: How Szayelaporro Grantz's TERRIFYING Zanpakuto WorksĪrena has been plagued with bugs since launch, some preventing players from even experiencing the mode. Some players have recorded matches going on for upwards of half an hour - far beyond the mode's time limit. In addition, these timer extensions can add up to ludicrous amounts. For one, the final seconds of matches will often devolve into Score Steal after Score Steal as points are traded back and forth with little rhyme or reason, occasionally causing a team that played better than their enemies to lose due to missing the timing of the fifth Score Steal in a row. In practice, however, it creates a myriad of problems. Each Score Steal increases the match timer by 10 seconds, which is fine in theory. The other major issue it presents is the timer extension. If one team has powerful enough units, they can Score Steal multiple times before the opposing team manages to trigger it once, causing a winning team to snowball. This mechanic was designed to allow for comebacks and prevent the mode from featuring too many one-sided blowouts. By reducing the opposing team's gauge by completing Arena Missions or defeating AI bots, a Score Steal is initiated that adds 30% of the opposing team's score to the player's. The rather stagnant pool of top-tier characters may present a problem, but it is the Score Steal mechanic that truly needs to be re-worked.
#BLUE IS THE WARMEST COLOUR MEGASHARE UPDATE#
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Going forward, Klab should definitely look to nerf or buff specific characters in between seasons to encourage varied character choices, and to ensure that Masaki in particular doesn't remain top of the pile for the entire lifespan of the mode. Her supreme kit includes shields, boosts and normal attacks powerful enough to one-shot enemy AI after just a few stat increases. Masaki Kurosaki proves to be the single most powerful character in the mode. Unfortunately, a character meta quickly made its known. The mode was designed by Klab with the intention of allowing any character to be usable by ignoring extra upgrades from other modes. Arena Mode is a supremely enjoyable experience, breathing life into a game that many players believe truly needed it. Rival players appear only as AI-controlled bots, ensuring that the mode doesn't devolve into strong attack spam. Rather than placing two opposing teams in an arena to duke it out, Brave Souls dodges the pitfalls so many other gacha games fall down with their PvP modes by placing two teams in separate arenas as they compete to defeat the most enemies. This currency lunacy is normally where these sorts of games fall apart, but I found Brave Souls more fair than most.Arena Mode is real-time PvP in the loosest sense. You can also earn friend points that can net you experience items (earned via accepting help from characters used by other players and gaining new friends). Other currency includes coins that can be used for minor status boosts for missions and for unlocking status tree branches. You also need to save up for those blue talismans at the left top corner, as you need one to activate a mission. Meaning, you have to perfect five missions for a shot at a new character. See, missions give our a total of five orbs, and that's only if you meet the main three extra challenges (everyone alive, time trial, and I believe a combo bonus or maybe avoiding damage). One chance is twenty-five orbs, and that takes awhile to get. As you complete missions, you earn little orbs that can be traded for a chance at a new character in the shop.
