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Do you think Aether Raids is balanced? Why/Why Not
I personally don't. Sure the concept is cool but I feel like we got a second arena. The only victories a every saw were with Sagemaster's Surtr Squad (for obvious reasons). Otherwise none.
Answers
It's been generally a good introduction of the mode, but they'll probably start making some changes/improvements with 3.0 or 3.1 at the latest.
I'd imagine we've been playing what's more or less a beta version of the mode, I'd at least expect an upgrade of the rewards and the possibility of upgrading the Aether Fountain. No mode has remained exactly the same as when it was first introduced.
Although balancing a mode like this in a way that doesn't just make it a fancy version of arena must be difficult (I'd imagine).
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Completely agree.
And in all honesty. If you're not playing the pvp content anyway you'll lose out on more materials that aid you in the PVE aspect so I honestly see no downside in raising the rewards.
You get more feathers, orbs, etc to attain better characters and or upgrade other characters as to better your team for any gamemode.
But that's me
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We have 3 pvvp content, 4 if you consider GC. It's a bit overkill imho.
AR at least has meaningless rewards, so is the one that can be easily skipped. Stones are self containt amd grails are distributed in low amounts (and will probably be rewarded in other modes). If you change that, then...
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Yeah, if people want to use Veronica/Reinhardt/Lyn + dancer and things like that, it feels cheap, sure, but if that's what they want, let them do that. Then again, IS will probably still do something about it (maybe?).
Maybe we'll be able to prepare 3 different defense maps/teams without repeating units and attackers will be able to choose which one to attack or something like that.
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Yes, I have seen a good number of defensive wins (less than failures but still).
If you are anywhere near the top tiers you will know that Sagemaster's surtr squad is very easy to defeat, and quite bad for aether defense. Armor squads have absolutely no chance of defending anything and are basically sitting ducks. It's all about powerful mages who can get to you fast (horses), veronica, Aversa, WoM dancers, overlapping ranges and good map placement.
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May I ask how do you defeat a Surtr squad? Im trying to use something like that and want to be ready for most common counters.
I was thinking on stacking 5 Surtr protecting the healing building, all of them with svalinn shield (although some might keep the A skill), ward armor, harsh command and wf with no weapons, a defensive special and defensive seals. Could that be enough to stall the 7 turns?
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Nah, they can all be killed in a few turns.
There are several ways to do it. The easiest IMO is simply a strong red mage and a dancer, that's about it. If the mage is a bladetome, when buffed she can kill any surtr in 1 hit, so wary fighter doesn't even do anything. You can kill 2 surtrs per turn, at the very least, if you have more dancers you can kill all in 1 turn.
If you have a less potent mage you can also add add aversa and/or veronica so that most good red mages will 1 be able to 1 shot him. Even if you can't 1 shot him, just dance and attack again. The other surtrs will be out of range to attack you, but you can also use reposition to get out if needed. Rinse and repeat.
Since your team while be sitting still without any range to threaten your opponent's positioning, they will be able to chose a good spot to attack easily.
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It is fine when it comes to balance, i guess. I like this mode in general but i hate that punishment for making weak defence teams. Other than that it's all good. Just give us more grails.
I just hope IS will keep BST scoore far away from AR, because that what makes this mode so good.
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