After seeing a lot of criticism about the design of this new level, the biggest mistake seems to be that the fireworks are too easily extinguished and they ignite too slowly. If the fireworks could be triggered in rapid succession, would there even be a need for elemental true damage to skip class? As soon as the dual weapon skill is activated, it's over, and it perfectly sets up for a wave of new limited characters, wouldn't that be great? It feels like the value design for this event is just like your usual gameplay story; the outline is quite interesting when thought through, but the actual content/numbers filled in are terrible (to put it harshly, the value design for this level is a pile of dung [smile]).

Although I haven't played S5 yet, I've heard it's really difficult, but the experience of the first four levels wasn't that exaggerated, probably because I also skipped class with elemental and true damage... There are quite a few operators with true damage and elements, and it's not mandatory to use Tutu (though Tutu is indeed the optimal solution). When there are no fireworks, just randomly activating a skill from Vina or someone else can get through it. Overall, it's still that enemies spawn too quickly and fireworks are too slow; the operator skill cooldown is too long. I think this counts as a serious mistake in value design, while the mechanism itself is okay.

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