
Just one month after launch, Girls' Frontline 2 (GFL2) players are already learning what it feels like to have their gacha money spent on the enemies instead of their own team. The newly released Assault Rifle weapon dungeon — which the community sarcastically calls the "Artifact Domain" (a nod to Genshin Impact's notorious RNG grind) — has bosses with stats cranked up to absurd levels. According to content creator fly_k (大飞), level 60 enemies saw their stats inflated by a whopping 300-400%.
But the cherry on top? The boss deals pure fire damage, is completely fire-immune, and its passive ability hard-counters the range of the previous limited banner character, Dai Yan (黛烟), who happens to be fire-weak. In other words: the character you spent money pulling last month has been deliberately set up to fail this month.


The most soul-crushing story came from a level 42 player who brought their level 40 characters into a dungeon recommended for level 33 — and got absolutely demolished. They wrote in the comments: "I'm level 40 fighting level 33 mobs, do I really need to study the mechanics that hard? Shouldn't I just steamroll this on auto? Instead I got bodied, my characters kept dying on auto, and I quit. I'm a casual scrub, I admit it."
Even more infuriating were the responses from what the community calls "crystal stans" (结晶) — ultra-loyal defenders of the game who refuse to acknowledge any criticism. One commenter said: "Enemies die too fast, it's boring. Multiply their stats a few more times and I'd still be fine — otherwise I feel like I whaled for nothing." A fellow player shot back with a scorching take: "I finally understand the target audience: someone who wants a little fan service, doesn't care about story, AND enjoys suffering in a tactics game. If all three apply to you? Congratulations, this game was made for you."
The post also included data screenshots showing community frustration with what they see as lazy, number-inflation-based game design. Players pointed out that even "Star Loli" (星萝莉), a well-known GFL2 content creator who typically defends the game, seemed to be reaching her breaking point — while the diehard loyalists kept running defense.


One commenter nailed the design philosophy problem: "The level design is dogshit. They could create interesting combos with various T-Dolls, but the designers only know how to give enemies way more stats and numbers than you. The clearing meta never changes — repetitive enemy setups, mind-numbingly boring gameplay. It squanders the potential of a genuinely interesting IP." Another simply stated: "Hardcore? It's just inflated numbers. Call it mechanics? That's not even worthy of being called mechanics."
Content creator fly_k keeps getting brought up — he's currently holed up crunching numbers and "studying in seclusion," with a deep-dive analysis video expected before January 31. One commenter hilariously speculated: "Yuzhong (the game director) keeps pushing hotfixes and new patches specifically to sabotage fly_k's video schedule. It all makes sense now." When someone asked who fly_k was, the answer was simple: just search for fly_k.
The community's verdict is already crystal clear: slapping a "hardcore" label on a mobile game is suicide. As one commenter put it perfectly: "A good dungeon should be clearable by any average player once they hit the right level. Maybe think a little and feel awesome doing it. But in GFL2? 'You need to understand the mechanics, you need strategy.' Then why wouldn't I just play XCOM instead of this garbage?" That might just be the definitive epitaph for this entire balance controversy.
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