What's new

[DMM] Taimanin Asagi


MercSpy

Mystic Girl
Joined
Aug 28, 2011
Messages
230
Reputation score
32
Re: [DMM] Taimanin Asagi

Wow, that's certainly something. I'm stuck in 779th place here. Can't break through any further. Either way, that's great. I just hope I can get 2 or 3 SR Reincarnation Asagi out of this event.

Last event, I got the UR Elf which allowed me to defeat the Raid Bosses quite easily thanks to her x5 Attack when maxed. I have an attack of 70000+ during that event. Now I only have 46000+ for this one. A rather big difference, I'd said.

Offense Team: LR Asagi (Leader), UR Asagi, UR Chevalier (the Elf), SR Murasaki, HR Ederica (the Special Attack card).

Defense Team: LR Asuka, 3x SR Shiranui
 

zarion

Cthulhu
Joined
Jun 4, 2013
Messages
373
Reputation score
148
Re: [DMM] Taimanin Asagi

28859/26222 I get stuck around 1600 and then leave or go to sleep, to come back and see that I've been booted to 2400th or so. As it is now I'm struggling with just staying in the top 2000, but that might change as the raid bosses level up and start giving more points. Demon Asagi is at around lvl 20 for me, while stupid worthless Taimanin is at around 70 and she gives the same amount of points, but takes double the BP:mad:
 

Rapossu

Jungle Girl
Joined
Aug 6, 2014
Messages
24
Reputation score
0
Re: [DMM] Taimanin Asagi

46000+ raw or in the boss batles? Also, i need to put the new UR card as leader to have the full special effect against the bosses?
 
Last edited:

zarion

Cthulhu
Joined
Jun 4, 2013
Messages
373
Reputation score
148
Re: [DMM] Taimanin Asagi

How exactly does the suicide gacha work? I don't see any effect from having her on my team. Do I have to use her as the leader?
 
OP
G

gmen

Lurker
Joined
Jun 8, 2009
Messages
40
Reputation score
5
Re: [DMM] Taimanin Asagi

How exactly does the suicide gacha work? I don't see any effect from having her on my team. Do I have to use her as the leader?
They work only in the attack team, doesn't have to be leader. On the attack symbol indicator, you should see an abnormal jump when adding them in; it takes into account the boosted attack of that particular card.

FYI, according to that same indicator, they stack, as in you can have multiples of one card on a team and each one gets the suicide bonus. I have two of the HR's and 1 of each R's so that's how I can tell. If it's not the case, then there's a bug lol.

In regards to the Taimanin > Demon > US, I believe it's mentioned somewhere in the thread. Perhaps we should consolidate all these info in this thread in the first post.
I can edit the first post; but not sure where the info is exactly in the topic. Would love to know myself, among more tidbits like that.
 
Last edited:

MercSpy

Mystic Girl
Joined
Aug 28, 2011
Messages
230
Reputation score
32
Re: [DMM] Taimanin Asagi

46000+ raw or in the boss batles? Also, i need to put the new UR card as leader to have the full special effect against the bosses?
That's after the x4 Special Attack factored in for my 1 HR. I, like a friggin' idiot, went and use my remaining 2 copies of her to level up her abilities instead of using them separately. Ah well, no use crying over spill milk. As for my normal attack/defense, it's usually around 35000+/33000+. If I get lucky, I can get up to 100,000 HP when dealing with raid bosses but I still lose to SR Asagi unless I use 3 BP and sometimes not even that.

On that note, as mentioned by gmen, as long as any of the Special Attack cards are on your Offense Team, it'll factored in their damage multiplier towards your overall attack strength. Their increased damage does not applied when used by your friends but with that said, you should max out that UR to really reap the effects of that awesome attack multiplier. It'll help out tremendously on the raid bosses. UR Chevalier really helped out against Masked Oboro. I managed to nab 3 copies of her but was just a few ranks shy of 4 copies.

I can edit the first post; but not sure where the info is exactly in the topic. Would love to know myself, among more tidbits like that.
Upon further skimming of the thread, I believe most of it is repeated in the blog. Well, you can add this link here:



This is a general blog covering all things Taimanin, Lilith and Kagami-sensei but also provides translations for the scenes, names and skills of the characters.

On that note, perhaps we can compile some common questions being asked on the 1st page? I am willing to help out in any way possible to make it easier for new players to get into the game.
 
Last edited:
OP
G

gmen

Lurker
Joined
Jun 8, 2009
Messages
40
Reputation score
5
Re: [DMM] Taimanin Asagi

On that note, perhaps we can compile some common questions being asked on the 1st page? I am willing to help out in any way possible to make it easier for new players to get into the game.
I suppose a quick FAQ for fast browsing could suffice as most questions are answered in that starter guide + the accompanying FAQ in the blog. Which ones were you thinking of specifically?
 
Last edited:

Halcyon

Demon Girl Pro
Joined
Oct 8, 2013
Messages
102
Reputation score
7
Re: [DMM] Taimanin Asagi

To the guys commenting about how easy it is to rank now, I think it may be because a lot of players have become burnt-out or disenchanted with the Skinner box-like nature of the game. I'm personally not terribly happy with there being events every other week - feels like a very lame cash grab IMO. I wish Lilith would stop trying to sell me time-limited cards or extra card holders and actually do something to add depth or even -gasp- fun to the game. (Or story even. Most story chapters don't really go beyond "let's hunt down this girl and add her to our team!")

The previous boss hunt event in particular also left me with a very bitter aftertaste. The evening prior to the end of the event, I saw myself ranked at 1337 and still had a decent stock of BP pots left, so I decided to spend them in an attempt to get two copies of the Masked Oboro card. One Fever Time later, I found myself ranked in the high-600s. The next morning, right before heading to work (so about 2 hours before the end of the event), I checked again to find myself at 777 (by the way, none of these rank numbers are fabricated). Thinking it was in the bag, I left. During my lunch break, I decided to check my spoils...

I almost spat out a mouthful of coffee in rage. My only consolation was that there were 17 guys out there who were even angrier than I was.

Anyways, that was my little sob story. This event is definitely much more lax, I ranked in the top 1500 at the end of the first day, and slipped to the 2200s after going to sleep, while barely trying beyond the few Fever Time rushes. Furthermore, during the last event, I was using a deck mostly comprised of the attack-boosted HR, but I only have one this time around.

I do wonder, what I should do next. Complete story mode? Try to get some rewards from event (and is there a good place to find translations of current events?) ? Do PvP?
The events tend to give easy and plentiful rewards early on. I suggest at least trying to get the card at 30k or HR ticket at 50k. Whether you want to keep going beyond that is up to you. Arena rewards (beyond the introductory ones) are pretty lacking currently and not really worth the BP expense. You'd likely be better off spending on raid bosses.

Deck-wise USA isn't my team of choice, but that is how Gatcha has been treating me so far. Should I try to build a different nation deck? Seems like Taimanin should be most useful, as most bosses are demons...
USA has the strongest basic cards IMO. I suggest sticking to them until you can get some SRs and better in your collection. By the way, I'm Lvl mid-70s and still have yet to find a single UR or LR from tickets. And I've definitely spent over 100 of them, so I'd suggest not holding your breath while you wait. Then again, I do have legendarily bad luck, so maybe it's just me.

I don't yet know, however, if color really matters. Is the rock-paper-scissor of Taimanin>Demons>Usa>Taimanin reflected only in skills or do fractions get some additional attack bonus, when attacking enemy fraction?
I know for a fact that in the arena, attacking a team whose leader is from a faction weak against your leader's faction will net you a 10% attack damage boost and attacking a team whose leader is strong against your team leader's faction will result in a 10% attack strength reduction. I noticed this very early on when players are still mostly duking it out with just their starter cards. You can test this yourself when BP is no longer the precious commodity it currently is. As far as raid bosses go, it's hard to tell since the numbers are hidden, but my gut feeling tells me something similar is happening. Note that the inverse does not hold true, as raid bosses will do the same amount of damage to you no matter what faction your team leader is from.

...I think.

46000+ raw or in the boss batles? Also, i need to put the new UR card as leader to have the full special effect against the bosses?
How exactly does the suicide gacha work? I don't see any effect from having her on my team. Do I have to use her as the leader?
As leader or anywhere in your attack team is fine.

The real question I'm concerned about is whether the *3/*4/*5 damage multiplier takes effect before or after other skills have taken effect.

By the way, does anyone else feel like shit when their 3BP investment goes to waste because not a single one of their non-leader skills triggered (<0.2% chance of occurring)? When that happens, I seriously want to punch the guy who designed this game.
 

MercSpy

Mystic Girl
Joined
Aug 28, 2011
Messages
230
Reputation score
32
Re: [DMM] Taimanin Asagi

I suppose a quick FAQ for fast browsing could suffice as most questions are answered in that starter guide + the accompanying FAQ in the blog. Which ones were you thinking of specifically?
Well, I'd said that the starter guide and accompanying FAQ answer a lot of the questions but I see that there are questions relating to the event Raid Bosses and Special Attack cards so how about the following?

Q: What are the Special Attack cards and what do they do?
A: They are a set of 4 time-limited cards that get a damage multiplier depending on their Rarity levels, provided they are on your Attack Team. Each event will have 1 UR, 1 HR and 2 Rs.

  • UR: x5 Damage
  • HR: x4 Damage
  • R: x3 Damage

Q: So are their multiplier applied after or before skills take effect?
A: From observation, it seems like it is applies to their base attack. Feel free to add any new info to this.

Q: Does their multiplier effect works if I'm using my friends' Sp. Atk cards as assists?
A: Unfortunately, no. You will only get their Skills and their base attack.

Q: Will the multiplier stays after the event is over?
A: Once again, unfortunately no. Their DMG multiplier is only applicable for the event they are introduced in.

Q: Are there any ways to get the event exclusives cards other than ranking rewards?
A: Yes, they are dropped from the event HR and SR Raid Bosses but it is quite rare.

Well, these are the ones that I tend to notice asked on this thread. Feel free to add or subtract any of these.

***

The previous boss hunt event in particular also left me with a very bitter aftertaste. The evening prior to the end of the event, I saw myself ranked at 1337 and still had a decent stock of BP pots left, so I decided to spend them in an attempt to get two copies of the Masked Oboro card. One Fever Time later, I found myself ranked in the high-600s. The next morning, right before heading to work (so about 2 hours before the end of the event), I checked again to find myself at 777 (by the way, none of these rank numbers are fabricated). Thinking it was in the bag, I left. During my lunch break, I decided to check my spoils..

I almost spat out a mouthful of coffee in rage. My only consolation was that there were 17 guys out there who were even angrier than I was.
I know that feeling very well. I was *this* close to getting 4 copies but missed out by a few ranks. Quite disappointed but ah well... I usually am able to get in some points during the last hour of the event thanks to my time zone but it can be frustrating not being able to do much but watch your rank plummet due to work, school, etc.

By the way, does anyone else feel like shit when their 3BP investment goes to waste because not a single one of their non-leader skills triggered (<0.2% chance of occurring)? When that happens, I seriously want to punch the guy who designed this game.
Again, I know that feeling very well. I have wasted a whole 6BP trying to defeat the high level SR raid bosses, thanks to non-activation of non-leader skills.

Overall, I do think that the game is designed rather poorly. It could do with some gameplay changes to make it more engaging and fun, what with players sinking money for the cards (and the art).
 
Last edited:

velvet.velour

Demon Girl Pro
Joined
Feb 22, 2011
Messages
113
Reputation score
29
Re: [DMM] Taimanin Asagi

I've gotta say I'm also getting really disappointed with this game. I started playing it when it was released, and have been playing it basically daily when I'm not at work/class.

Two events ago, I believe it was just a "clear stages for points" event. I used every HP potion I'd ever earned since starting the game, and I could only get to the mid-3000s.
Last event, I couldn't even get in the top 5000.
This event, I'm at 8000 - and I've put potions and plenty of time into it.
I got five tickets - four normal, one HR - from this event so far. I got one new card. the HR ticket gave me a rare I've seen probably a half-dozen times. It's getting really difficult to feel like there's any reason I should be playing this. There isn't a gameplay mechanic, especially not in PvP since half the players don't realize they have an attack and defense team. I can brute force basically every boss except Asagi because my values are 31546/26847.
But beyond that, all Lilith is doing is releasing more and more cards that only seem to come from tickets. So unless I'm going to spend money, it feels like I'm going to get a new card every few weeks, because the vast majority of cards I get from the non-ticket options are commons or the same five girls. It sucks, because I love Taimanin Asagi and was really excited about this game. But the last three events have really broken my enjoyment.
 

zarion

Cthulhu
Joined
Jun 4, 2013
Messages
373
Reputation score
148
Re: [DMM] Taimanin Asagi

I suspect that the usual top rankers are bots or fakes. There's just no way for them to amass the amount of points in the time it takes them.
Fucking unit_see had 3 mill just a few hours after the game had launched. There's no way that's possible.
 

graysock

Mystic Girl
Joined
Apr 13, 2010
Messages
207
Reputation score
17
Re: [DMM] Taimanin Asagi

finally got a card better then SR, surprisingly it was Hachitsu Aiko (newest LR).

To bad it has the worst skill from all the LR.

Ah well can't caomplain. :p
 

MVJ1975

Jungle Girl
Joined
Jan 26, 2013
Messages
50
Reputation score
4
Re: [DMM] Taimanin Asagi

Yay! Got purple preggo from an HR ticket. I'm happy.
 

MercSpy

Mystic Girl
Joined
Aug 28, 2011
Messages
230
Reputation score
32
Re: [DMM] Taimanin Asagi

Congrats to both MVJ1975 and graysock for getting the cards you want!

Just wondering, hypothetically speaking, what do you guys think which features, gameplay changes, etc. should Lilith include or exclude from this game to make it a more enjoyable experience to the players?
 

Paranoia

Newbie
Joined
Mar 1, 2013
Messages
2
Reputation score
0
Re: [DMM] Taimanin Asagi

I would like a way to level up event cards.
 

zarion

Cthulhu
Joined
Jun 4, 2013
Messages
373
Reputation score
148
Re: [DMM] Taimanin Asagi

Improved sorting features when picking friends for raid boss fights. Constantly refreshing for half decent fighters gets boring. Make it possible to keep track of ally cool down times. More friend slots and decreased N card encounter rates for the rare medal gacha. I've gotten a few 10x RM gachas that consisted almost entirely of N cards.

Speaking of N-cards, has anyone seen this card?

 

marcus3708

Tentacle God
Joined
Oct 16, 2013
Messages
1,395
Reputation score
13
Re: [DMM] Taimanin Asagi

any sort of friend invitation bonus for this game? Im thinking of trying it out if someone wants to invite me
 

Halcyon

Demon Girl Pro
Joined
Oct 8, 2013
Messages
102
Reputation score
7
Re: [DMM] Taimanin Asagi

I know that feeling very well. I was *this* close to getting 4 copies but missed out by a few ranks. Quite disappointed but ah well...
My sympathies, mate.

Again, I know that feeling very well. I have wasted a whole 6BP trying to defeat the high level SR raid bosses, thanks to non-activation of non-leader skills.
Actually, I've now discovered something that feels like an even worse punch to the gut: having your skills fail to activate repeatedly, then inevitably all activate at once when the boss only has 0.5% health remaining. Yeah, piss in my cornflakes too, why don't you.

finally got a card better then SR, surprisingly it was Hachitsu Aiko (newest LR).

To bad it has the worst skill from all the LR.

Ah well can't caomplain. :p
Grats. I appreciate the fact that you took the time to complain about the skill while I am literally dying of envy here.

Yay! Got purple preggo from an HR ticket. I'm happy.
Grats.

Just wondering, hypothetically speaking, what do you guys think which features, gameplay changes, etc. should Lilith include or exclude from this game to make it a more enjoyable experience to the players?
There are so many unfun things about this game, it's hard to know where to start. I'm just going to talk about game design and balance issues, instead of merely interface issues (ie having to rebuild your deck manually every time you want to change your team). For one, they probably should consider rebalancing the cards to make them all useful in some way or another instead of having 80% of them just be plain garbage or objectively worse versions of other cards. Next, the skills are seriously lacking in variety and overwhelmingly encourage the player to build single-faction teams, which seems contrary to the narrative arc about gathering and recruiting girls from all factions. I think it may be interesting to have, for instance, a Taimanin card with very high stats for its rarity bracket, but a skill reducing attack power for all other allied Taimanin. Or for instance, another card with weak stats, but which steals life as a percentage of your team's attack power on every hit. Possibly even a card which increases in power as your team takes damage? Regardless, there's a lot of potential for creativity here.

The game has two resources that only have a single function: gold and medals (rare medals and gacha tickets too, but you get my point), eliminating the need for player resource management or allocation. Giving players additional options with both of these would make the game more interesting and engaging. The variety of items in the game is seriously lacking. I'd like to add some gold-purchasable items in the shop (for example consumable attack power +20% boosts for use during boss fights). Also, since the 50% skill activation mechanic is some serious bullshit, I'd probably add an option in boss fights, allowing players to increase skill activation rates in exchange for medals. Something like +5% for every 200 medals invested or something.

The arena is seriously lacking in terms of player risk and reward. In conjunction with the above changes to gold and medals, I'd probably make the winner in arena battles take some gold and medals from the loser. Not only would this encourage players to actually participate in PvP, but it would hopefully make the 2 and 3BP options actually useful for once (with the card balance and skill changes mentioned above). Evidently, I'd also implement some rudimentary matchmaking so only players of similar levels could face each other.

Speaking of BP, 6 BP is way too small a cap, making players feel like they need to check on the fucking game way too often. Extending the cap to 20 or so would suit me fine.

The leveling system is generally fucked and not very satisfying. It isn't uncommon to max a new card mere seconds after finding it, reducing the excitement of finding a new girl and unlocking a new scene to a mere few clicks. I'd extend the exp system to include cards, so cards could only level up by being used in missions. Players would have more incentive to use even weaker cards to level them and hopefully grow some attachment to them in the process. In addition, it would actually build some anticipation towards unlocking an h-scene, which in itself would be more rewarding.

Finally, and probably the worst part of the game: the mindless clicking associated with quest mode needs to go. I'd probably change the whole mechanics here, giving mooks health and damage, and having a boss at the end of each stage. Your team would be chosen at the beginning of the stage, and be unchangeable until you ran out of health (potential here for a new health pot type of item to be added) or completed it. In order to be cleared, stages would have to be cleared by a team in a single run. Any drops found during a failed run are still kept by the player, though. IMO, this might give the player a better sense of progression (coupled with the new card leveling system) and having given bosses waiting at the end of stages to drop rewards would be a better mechanic than forcing players to endlessly revisit Stage 1-1 or 2-5 to fish for raid bosses.

Well, there's still more I'd like to talk about, like the terrible friends component and the complete lack of originality in the way-too-frequent events, but I think I'll just leave it at that.

Speaking of N-cards, has anyone seen this card?
I'm pretty sure that's the placeholder for 土遁衆(女). She was seen as a raid boss during the first boss hunt event, but I don't know if they've implemented her as a card yet.
 

MercSpy

Mystic Girl
Joined
Aug 28, 2011
Messages
230
Reputation score
32
Re: [DMM] Taimanin Asagi

Actually, I've now discovered something that feels like an even worse punch to the gut: having your skills fail to activate repeatedly, then inevitably all activate at once when the boss only has 0.5% health remaining. Yeah, piss in my cornflakes too, why don't you.
Don't worry, you're not the only one who have experienced this. I have experienced this COUNTLESS of times, especially against SR Oboro and now SR Asagi. I had one where after using 6BP dealing with SR Oboro and she has a SLIVER of health left and then 7th one, BAM! Everything procs and I ended up facing her with 98000+ HP. What a waste of good BP!

There are so many unfun things about this game, it's hard to know where to start. I'm just going to talk about game design and balance issues, instead of merely interface issues (ie having to rebuild your deck manually every time you want to change your team). For one, they probably should consider rebalancing the cards to make them all useful in some way or another instead of having 80% of them just be plain garbage or objectively worse versions of other cards.
Definitely agreed with that. Most of the time, you just end up using a select few cards. As of this time, the most useful cards, IMO, are definitely the LRs (barring the newly added LR Taimanin), UR Saya and HR Anemone, chiefly because their skills are so universal and useful which I guess ties to your second point.

Next, the skills are seriously lacking in variety and overwhelmingly encourage the player to build single-faction teams, which seems contrary to the narrative arc about gathering and recruiting girls from all factions. I think it may be interesting to have, for instance, a Taimanin card with very high stats for its rarity bracket, but a skill reducing attack power for all other allied Taimanin. Or for instance, another card with weak stats, but which steals life as a percentage of your team's attack power on every hit. Possibly even a card which increases in power as your team takes damage? Regardless, there's a lot of potential for creativity here.
As a former Valkyrie Crusade player, I have to say that the skills in this game is really lacking. As of right now, skills can broadly fall into these categories:

  • Boost Attack of all specific types.
  • Boost Defense of all specify type.
  • Debuff enemy's attack.
  • Debuff enemy's defense.

I'm not sure about that attack reducing skill on how it would work with the current setup. Speaking of which, I do think they need to overhaul how the skills work and/or activate and to add to that, maybe a different proc chance for the skills.

The game has two resources that only have a single function: gold and medals (rare medals and gacha tickets too, but you get my point), eliminating the need for player resource management or allocation. Giving players additional options with both of these would make the game more interesting and engaging. The variety of items in the game is seriously lacking. I'd like to add some gold-purchasable items in the shop (for example consumable attack power +20% boosts for use during boss fights). Also, since the 50% skill activation mechanic is some serious bullshit, I'd probably add an option in boss fights, allowing players to increase skill activation rates in exchange for medals. Something like +5% for every 200 medals invested or something.
Aye, the resource management in this game is quite frankly non-existent. I have over 222,000+ Silver Medals and 910,000+ Gold and I have no use for them outside of Gacha and Training purposes. There really should be some more uses for these to really spice things up.

The arena is seriously lacking in terms of player risk and reward. In conjunction with the above changes to gold and medals, I'd probably make the winner in arena battles take some gold and medals from the loser. Not only would this encourage players to actually participate in PvP, but it would hopefully make the 2 and 3BP options actually useful for once (with the card balance and skill changes mentioned above). Evidently, I'd also implement some rudimentary matchmaking so only players of similar levels could face each other.
Another thing perhaps is to make some changes to the ranking rewards for the arena as well, just for that extra boost of motivation. I still can't make head or tails of how the rewards are handed out, even after reading the FAQs.

Speaking of BP, 6 BP is way too small a cap, making players feel like they need to check on the fucking game way too often. Extending the cap to 20 or so would suit me fine.
THIS. Definitely this. To add to that, the Weak BP potions should be augmented to recover half the BP of the cap, instead of the weak +1 BP per use. That was annoying as hell when you have +50% Endurance Recovery and +1 BP Recovery. To add even more to it, there should be a timer to show how long it'll take for HP and BP to recover to full.

The leveling system is generally fucked and not very satisfying. It isn't uncommon to max a new card mere seconds after finding it, reducing the excitement of finding a new girl and unlocking a new scene to a mere few clicks. I'd extend the exp system to include cards, so cards could only level up by being used in missions. Players would have more incentive to use even weaker cards to level them and hopefully grow some attachment to them in the process. In addition, it would actually build some anticipation towards unlocking an h-scene, which in itself would be more rewarding.
Or perhaps, here are my 2 cents on it, there should be an Affection Meter that only goes up as you use the cards, slowly culminating in unlocking of H-scenes and/or boost the card's stats slightly. That will really make it so that players form an emotional attachment to that. As a corollary to that, maybe make it so that you can still level in missions as well as training but perhaps weaken the amount of EXP gained from training.

Finally, and probably the worst part of the game: the mindless clicking associated with quest mode needs to go. I'd probably change the whole mechanics here, giving mooks health and damage, and having a boss at the end of each stage. Your team would be chosen at the beginning of the stage, and be unchangeable until you ran out of health (potential here for a new health pot type of item to be added) or completed it. In order to be cleared, stages would have to be cleared by a team in a single run. Any drops found during a failed run are still kept by the player, though. IMO, this might give the player a better sense of progression (coupled with the new card leveling system) and having given bosses waiting at the end of stages to drop rewards would be a better mechanic than forcing players to endlessly revisit Stage 1-1 or 2-5 to fish for raid bosses.

Well, there's still more I'd like to talk about, like the terrible friends component and the complete lack of originality in the way-too-frequent events, but I think I'll just leave it at that.
I wouldn't go as far as that but certainly mooks with health and damage will be a nice addition. Really, this game does lacks a certain strategic depth here, making it so that the raid bosses are a game of chance whether you defeat them or not thanks to the skill system.

Another thing I will say: They really should boost the odds of those HR and SR drops for the raid bosses. As it were, you have a better chance of getting a LR from a Gacha than you are of getting a SR from the raid bosses, which kinda defeats the point.

In regards to your very last point, I'd have to say that the frequent events are getting tiresome. It's one of the reason I ended up quitting Valkyrie Crusade but hey, I'm a sucker for Kagami-sensei's art. So yeah, despite the amount of un-fun there is on this game, we (or maybe just me) sure have invested quite a lot to it. Or perhaps because of it, we wish for the game to be better.
 
Last edited:

Rapossu

Jungle Girl
Joined
Aug 6, 2014
Messages
24
Reputation score
0
Re: [DMM] Taimanin Asagi

Yeah Lilith is trying to milk us hard, to be honest I’m only going for that Asagi because she is my favorite and in the last Oboro event I didn’t event participate.
 
Top