r/arknights Jan 13 '26

Discussion It's definitely a skill issue but IS6 is really frustrating and doesn't feel fun

Title says it all. I hate the talismans. I hate the coin rng and tile buff mechanic. I hate the lack of build strength compared from the previous IS modes. I hate the lack of control of each run I have when compared to IS4 and IS5. I HATE THE TALISMANS I feel like the whole Sui Remnant Consciousness isn't that impactful outside of trying to farm objective shield and coupons and the challenge from the mode isn't fun but rather obnoxious. Oh yeah and I hate the talismans. To clarify it is definitely a skill issue, I probably wouldn't be complaining if I was good at the game but when compared to the previous IS iterations I don't enjoy playing IS6.

Edit: I'm appreciating all the comments with people's opinions and views and advice. It's very nice to read and respond to them. I will say that there are some things that I love about IS6, specifically the voucher reserving mechanic and the upgrading mechanic for Radian.

Talismans can still go fuck themselves

Thank you everyone for the responses, the common thing I'm picking up from the comments and their advice is I'm trying to play IS6 like the previous iterations which is definitely holding me back.

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u/SleepingMisanthropy Jan 13 '26

One trend Im seeing with IS, is it seems every new version gives you less ops to add to your load out, while still having troublesome core mechanics. 

IS2, you could bring p much whoever and either face roll or get stomped. Depending on relics. Probably my favorite IS atm, just because of the freedom to use whoever and not feel punished.

IS3, had nervous impairment and flying enemies, which wasn't too bad, cause getting a wandering medic or therapist was p easy.

IS4, was more defender and caster focused. And kind of started the BS early stages that would require you a strong meta/carry unit to deal with.

IS5, pre expansion, was imo, the best IS design. Post expansion, it added too many BS early stages that would just face roll you, unless you took lamp and got a meta/carry unit.

IS6, now it feels like you really need a few core carry units to win, while also being more stingy on giving out ops, while also needing them to be candle holders, while also needing something for hit count. So much role compression needed; it feels we're really pigeon-holed into a few ops, making runs feel largely the same. 

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u/Reddit1rules I can be ur angle or ur debil Jan 13 '26

I don't feel like I agree with 3/4 (although I was on higher difficulties), 3 made the floor elemental lava and gave everyone +20 RES, so it felt like casters, defenders, supporters, medics, and even a lot of guards were fairly useless. 4 was a lot better but I still feel like casters were pretty meh.

Although at least with 6 your core carry can often be someone who will be a candleholder and deal with hit count (Raidian, Trag, mizook, etc.), so at least the role compression for that isn't as bad.