
Girls' Frontline 2 hasn't even been out for a few days since its official launch, and players have already torn apart its entire upgrade system — one player ran the numbers and concluded that maxing out a single 4-person team takes a minimum of 88 days of natural stamina regen.






The comment section erupted instantly. One player quipped: "GFL2 has fresh drama every single day — this show is way too entertaining." The game has been speedrunning controversies since launch at a truly impressive pace.
The core debate? Just how absurd is GFL2's progression system? One player (mephistopheles) attempted to defend it, arguing "this is basically just a standard skill upgrade system like any other gacha" — each character takes roughly 4 days of natural stamina to go from Gold-5 to Gold-6. "Under 6 days to max a skill tree doesn't feel that grindy," they claimed, comparing it to FGO, Genshin, Arknights, and other titles.
The pushback was immediate and brutal. Player 'CangSeYangLiu' (苍色洋流) fired back with a reality check: "4 days of stamina just for this? What about gold? What about gear? What about character and weapon EXP?" Sure, one upgrade path in isolation looks manageable, but stacked together, it's "the mother of all absurdity opening the door for absurdity's grandpa."
Another player (丶戕) went full spreadsheet mode with detailed calculations: maxing one character's skill tree takes ~6 days, each character needs 3 shared keys (共键, gongjian), and a team of 4 means 6×3×4 = 72 days just for skills. Then add the artifact-like gear system — assuming perfect RNG luck, that's another 4×4 = 16 days. Grand total: "With god-tier luck, you only need 88 days to max a 4-person team — and that's excluding skill books and weapon EXP."
For comparison, they pulled out data from other games: a F2P Genshin player can max a character from Lv1 to Lv90 with Lv90 weapon and 10/10/10 talents in just 16 days, leaving all remaining stamina for artifact farming, with veteran players drowning in excess resources. Azur Lane takes only 6 days to fully max a character and can run 4 characters simultaneously. Arknights can build a character in under two weeks.
The most devastating observation: "No one in GFL2 has even found the ceiling for character progression yet" — meaning players are being pushed away before they can even see how deep the rabbit hole goes.
Mephistopheles fired back, accusing the opposition of "cherry-picking stats" (春秋笔法) — for instance, shared keys serve all characters, not just one: "Building 12 characters' shared keys simultaneously maxes 12 characters' Neural Spirals (心智螺旋)." They also dug up other games' launch-era growing pains: FGO's early grind was brutal, and Arknights players were "dumping 10 originium primes daily just to barely promote a few operators." They called the criticism "blackening for the sake of blackening."
But then another player dropped a final bombshell: the "talent plugins" inside the Neural Spiral system require "Information Cores" (信息核) to unlock, and these are "extremely limited with absolutely no way to farm them." Compared to generic materials, this is the real bottleneck that'll choke players.
The comments section also featured cold burns like "That's it? You're out of material? Go bite a lighter" (a Chinese meme meaning "try harder or shut up"), plus the timeless classic: "Fake criticism equals white-knighting." The entire thread became a massive accounting session for GFL2's progression system, with all factions going at each other tooth and nail.
At the end of the day, GFL2's problem isn't any single upgrade path being expensive — it's that the skill tree, shared keys, gear, Information Cores, and more all compete for the same stamina pool, forming a suffocating resource web. When players do the math and realize they can't even build their first team, any defense of "it's about the same as other games" rings painfully hollow.
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