this comment will be updated when I lose my 50/50 to yanqing edit: it has been 4 weeks since I uploaded this video I ascended enough new characters to do a 10 pull on the standard banner yanqing jumpscare yep
To add to this Having Yanqing be able to dogde would fit well next to Yunli who focuses on parrying. Thematically it would make sense since Yan has small swords ge can ride on, and Yun having a big hunk of metal to chuck and parry with.
It could be something like: After 4 or 5 successful dodges yanqing could get an enhanced skill or basic like hunt march or He does a FuA everytime dodge procs then get stacks for a ramping dmg+spd boost
in all fairness Yanqing should always be place on either the 1st or the 4th slot in a team and never close to characters that have high aggro, since you want to mitigate the chance of splash attacks hitting him, seeing him in between Aventurine and Yunli was nerve wreaking
If you're running Aventurine that's what you want to do though, as long as Aventurine is keeping his shields up its free energy for himself and allies next to him.
@@peacetea_life The primary thing with Aven is his shields are so big and constantly regenerating that it actually doesn't matter. Yanqing shouldn't take any damage, it's a testament to how poorly designed Yanqing is that even when he can maintain his buff he's still worthless.
@@peacetea_life "Yanqing will not lose the Soulsteel Sync if he loses HP from non-DMG sources or taking DMG without losing HP, such as through having a shield."
i think for the excess crit rate, instead of making it result in a super crit, it should increase the fixed chance of triggering his follow up by an equal amount. this should surely help make his damage more consistent and his follow up attack more reliable, improving his synergy with other follow up focused allies like topaz and robin.
I'd love to see more videos like this. It'd be interesting to see how you'd fix other lacking 5-stars like the Trailblaze variants or 4-stars like Arlan, Luka, etc.
@@cucumbercytus agree, luka has many things going for him like having a buff dispel on his traces so if you don't have pela, he can substitute. only thing holding him back is he's absolutely horrible against non-physical weak enemies but aside from that he's decent arlan is just sad. his unique health draining mechanic is nice, but it's too little damage that you'd rather just build serval. if only they didn't nerf him from CBT yukong suffers from the "sucks if not E6" syndrome. half her power is locked behind eidolons and requires a lot of building to get her to work properly.
@@cucumbercytus Yukong is just outdated. Her buff duration depleting after every character action is awful and is impossible to play around efficiently. There's a reason why Ruan Mei, HMC, and Robin have buffs that deplete after their own turns and not after every turn. She's doomed to be the worst Harmony character from the get-go.
His design is the only thing he has going for him. It's the numbers that stink. His kit is flavorful and fitting - an overeager and overconfident kid that just falls apart the first time he gets hit and realizes he's not invincible. The randomness-aspect and his crit focus represents "beginners luck". The decrease in aggro expresses his speed and agility, without doing the OP thing of giving him more turns. He's also interesting in terms of teambuilding as he gives units with shields or taunt increased value, possibly letting you play characters that otherwise don't offer enough to get included in a team. He also has follow-up in his kit, opening up that line of teambuilding. He even offers incentives to pay attention to team lineup, to not get hit by cleaves. It's a perfectly designed character with clear downsides you have to manage. The only problem is, that even at his best, he's not half as good as meta characters... so why would anyone bother? Instead of changing everything that makes him interesting, just increase his baseline damage.
Thinking about it, the main issue (aside from numbers) is the randomness on follow-up. And I think that's what mainly kills him, since not only does it slice his FuA damage in half, it also makes it insanely RNG reliant (let's be honest, Seele main will know best that until you have 100% crit, you can never trust that you'll finish off that enemy on the side). And you have double layer of RNG, since it's both 50% on FuA, and 50% on freeze. However, since he is a kid that's learning, and especially in recent update he is clearly growing - why not make it so his FuA is random at first, but gains more and more odds to happen later? Either with levels (say, early talent levels would have 10%, 20%, and where the last level will make it guaranteed), or make it a "pity" (not hitting will guarantee next hit to shoot a FuA - something like how Yunli has if she misses a counter).
To be quite honest... I would rather prefer more characters having quirky but unique mechanism like Yanqing than characters who are almost one-to-one with another existing characters 😅 like regardless of how weak or strong, bro is my first DPS and I really hope he gets a new 5* form one day❤
@@ultrasuper6353 really? lowkey I think shes even less fun to play because of her parry lasting such a short amount of time but I'm pretty sure that's an unpopular opinion lol. I just got Yunli's lc for clara for the aggro
I feel Yanqing suffers from being in the wrong game. Transport his kit into Genshin or WuWa, and his kit would be super strong (especially in wuwa, where CR is so needed)
Ooo yeah he’d be busted in Wuwa, also ZZZ cuz both of those games reward you for dodging and countering attacks. He’d be meta as fuck in open world, especially if you could use his flying swords for exploration? GOD that’s such a missed opportunity
Redflaim before he got Yanqing: He will make a fine addition to my collection. Redflaim after he got Yanqing: The power of railing, in the palm of my hands
great to see you back!! yanqing was the character i looked forward to the most before the game released, and getting him on the starter banner made me so happy! sad to see he got powercrept so fast, tho :( loved the video
6:59 I think giving Yanqing a “rework” with dodging where His soul steel is active, has a 70% chance of dodging “DMG”, so if he’s shielded then it doesn’t proc. Can only do it for 3 times per battle. And an Eidelon could be that he gains 1 stack of dodge after defeating an enemy
imo putting stack recovery behind an eidolon would be kinda too much, since he will be WAY WAY worse without it. eidolons should enhance, not make the charcters kit. maybe at base he gains one stack per enemy defeated, and with eidolon, he gets a stack for every N crits he does.
I'm a Yanqing main, and I love this video!! Not being able to use your favorite character for most game modes is a huge bummer. This would genuinely make the game more fun for his fans or newer players who pulled him early on.
I want a support that grants an Extra Turn if you over-crit. This is much better than "super crit" since it will also grants more energy for the character. Yanqing can be SP neutral too if you want, since Extra Turn won't tick down your buff duration. This will inevitably buff Jingliu too, but she's already a bit behind when compared to all 2.x characters. Bronya is really holding her back.
5:39 other problem mentioned by the devs is that turning him into a boss fight and giving him dodge would be horrible boss design and not giving him dodge while he has it in his kit would be weird
Kafka is able to mind control enemies and your allies, Sliver wolf can change reality, etc (Boss fights and lore wise, obviously SW isnt fit for the boss fight category) wouldn't it be weird that they don't have that in their kits if it's in their lore/boss forms?
Here is my idea for buffing Yanqing. Keep the freeze elements. Make it so that extra crit rate is added to his follow up attack chances. The access follow up chances will be converted into Crit Damage. After that make it so that his Talent increases his effect hit rate each time it triggers by 20% up to 100%. This will make it increasingly more likely for him to freeze his enemies. Make it so that his E1 increases his Crit Damage to a frozen enemy and when attacking a Frozen Enemy, Yanqing gains an additional 20% crit rate until he gets hit. For his Ultimate make it so that if it knocks out an enemy, Yanqing gets an additional follow up attack and increases his effect hit rate by 10%. I feel that these types of changes could do wonders for Yanqing by improving survivability and his damage output quite a lot without doing a complete overhaul on his kit.
Thank you thank you!! It sucks that people keep crapping on Yanqing because there's always better limited options, thus it's hard to main him simply because you love his character. I'd love to see HSR either make adjustments to his kit or release relics which complement his kit really well, not making him an OP God of course but instead making it more fun for people who genuinely love this kid and want to use him in their teams!!
Other than the FUA being rng and his base numbers being abyssmsal, his kit is actually just above mid level... no I mean I would even go as far to say it was enjoyable. It was fun having him play in lieu of a proper ice dps (jingliu) back in earlier mocs. I even had him all maxed out and even had proper relics. But oh well Jingliu came and he got stripped of his relics and his rights altogether.
I've missed your videos, so I'm happy to see you post again! and for a character who I genuinely like, I love his ultimate animation, but don't find satisfying to play. even on the yanqing mains subreddit-"x character mains" being dedicated to main a character, *no matter what*-there was always a slew of people saying "just play jingliu" and it was really discouraging. I like your proposed changes. I also wish he did have more things that made him unique that were to his benefit. and I think yanqing is outpaced by other hunt dps who get lots of turns / follow ups / advance forward / or otherwise some sort of extra chances to attack. ex. yanqing's damage at max in one cycle is one skill, one potential follow up, and one ultimate. whereas even hunt march can ultimate, follow ups depending on her shifu, basic attack, advanced forward enhanced basic attack, for a total of way more attacks. even with sparkle advancing forward his turns like you did, the payoff doesn't feel there. anyways, this was a long-winded way of me saying I wish yanqing felt better to play, so your video feels very welcome. hope to see you post again soon :)
I love yanqing so much I've had him since pretty much day one (got him on the beginner banner) but it's definitely a pity how his kit is pretty wonky and he's simply been powercrept ages ago. You make awesome points about pesky flaws and have great ideas, and I can only wish any sort of positive change of any kind can give him relevant value cause I wish I could use him more without feeling the lack of dmg compared to my other teams 😭😭Regardless, as a character he will always be my favorite fr fr
Gepard's aggro works really well with Yanqing. Gepard has a REALLY HIGH agro from his trace + signature light cone so he gets attacked 90% of the time. Since he's a shielder, the rare AoE's attacks don't deal damage to Yanqing directly and will instead only destroy his shield. Gepard is also a skill point positive unit so you always have skill point to have Yanqing's talent on. Justice for Gepard, he's a GOOD unit when used correctly, he easily carry all the fights while keeping the entire team alive easily. Gepard needs to have some lights, he wasn't powercreep at all, Aventurine isn't a straight up upgrade. (This is a totally real statement, totally not coming from a Gepard's main)
A less random solution to this is making yanwing immune to attacks that do not target him. Yep. Immunity to attacks not targetting may sound op, but its yanqing, the guy has low damage anyway, and it would make shielders not useless. It would also make a team like Yunli Yanqing Ruan mei Robin possible which would by the way need no sustain because yunli taunts and heals herself, and blast damage is eaten by immune yanqing. Also another buff I would give yanqing is make any excess crit rate be turned into 3% crit damage, so you could see a 250% crit rate yanqing. And thats how you make yanqing be the most fun and best standard character. If any of this is too much just buff his eidolons, they suck ass. Or lock what I said behind the eidolons.
I builded Yanqing recently just to see what he can do, and I need to say, his problem isnt been hit, his problem is the skill multiplyers, its too little damage I was running him in this team: yanqing sparkle ruan mei fu xuan surplisinly, even with out a shield he almost never get hit, by using fu xuan with landu's choice, the only exceptions are the AoE I was able to put him with 4200 atk 100% crit rate 400% crit damage and in the end, his ult only dealt 90k damage his traces are almost full 1/8/8/8 using the SU hunt t5 weapon his problem isnt the survivability or keep the buff on, his problem is his damage, even with good buffers and playing agains enemies with ice weakness, his damage simply isnt there, his signature light cone is very bad too, and his eidolons really dont help at all, just some more little stances of damage or buff, for a comparation, Dr ratio do 150%+270% = 420% in his skill+extra atk both at lvl 10, yanqing do 220% + 350% = 570% skill+ult, ratio deal almost the same damage with just his skill, so this is the main yanqing's problem, his multiplyers are too low
yeah, this is exactly the issue with him. He has low multipliers in favor of high self buffs, which means his scalability with all the cracked supports we've been getting is awful. Early on in the game this was amazing for him and he was top of the rankings because enemies in MoC were ice weak, nobody had proper relic builds, and we had pretty little in the way of supports that could rocket boost units, so all of this lead to him being great then. His self buffs pretty much fixed the problem with having bad relic builds, all you needed was proper main stats which is not hard to achieve and he flew compared to the competition
i feel like your doing something horribly wrong because my yanqing with 100% crit rate and 200% crit damage running pela, tingy and gepard does 200k ults. Admittedly he has trace lvl 10's and is e3 but regardless. I've seen youtube clips of him doing 300k+ ults in moc too
Robin solves this issue. Running sparkle on him isn't the best choice since there's alot of diminishing returns from sparkle crit dmg buff since he gets alot of crit dmg from his trace. He also needs tingyun to have more uptime on his ult. He can also easily reach high speed up to 160 due to how high his base speed stats are which he really needs to compensate for his lower multiplier.
Looking at some Sim U stuff, I would love if he could convert crit rate into Crit dmg. Also getting stackable speed boost would be solid. Add 50% advance when he freezes a target and boom
6:25 actually a dodge tank is a thing in the game Star Rail is based on. The Trails Of Series, all the team comps like dot or follow up are in that game series. How turns work and how ultimate works is the same as well.
I think that his “dodge” should scale somewhat off of speed, for example: Dodge Chance=40%+ 10% of speed. And maybe make his follow up attack tied to his dodge, not guaranteeing a follow up attack, but guaranteeing freeze if it does trigger.
I don't think Hoyoverse will ever fix him, even if it's made easy for them. No one cares about Yanqing enough for Hoyo to act. They seem content for their standard banners to have awful units like him and Qiqi in perpetuity. Dehya is underrated tho, just give her EM and use her in hyperburgeon with kuki shinobu.
Super crit sounds so good. I can imagine we get a harmony march or himeko that gives super crit for the whole team. Like htb where its tied to the ult and every crit gives her energy to spam ult. Skill could be offensive for gaining ult faster or support that further increases crit rate and speed. Either way, just a dream
My two-cents about a Yanqing rework or alternative kit Personally, I'd implement a rework that would better mirror Yanqing's Boss enemy kit, Although the two forms of playable and enemy Yanqing somewhat mirror each other, I feel like a thing we could do with soulsteel sync is to make it have four stacks that ramp up his crit buffs, with Yanqing losing a stack every time he takes damage, and once every turn of yanqing's after every normal attack cast. While he has soulsteel sync stacks, his normal attacks would deal the same damage as Yanqing's skill attacks, but having the caveat of consuming a soulsteel sync stack instead. initially, his e cast will give him all 4 soulsteel sync stacks, but while in soulsteel sync, he can only recover 2 soulsteel sync stacks at a time. Another addittional change is that you could make it so that the likelihood for his follow-up to trigger would be higher the less soulsteel sync stacks he has, so that he can both more safely recover all his soulsteel he lost after being hit, allowing you to alowcate a skill point or two to Yanqing rather than your sustain, while the enemy is (likely) frozen. I think a fun change for his ult could be making it generate 2 soulsteel sync stacks for Yanqing and dealing enhanced dmg only when you have max soulsteel sync stacks. This is so you have the option between using your ult to quickly recover any lost soulsteel sync, or to hold your ult until you have maximum soulsteel sync to do a bigger number, sacrifing energy and ult frequency instead. I think this change to the ult can make his ult nuke feel more like his boss form, when he does his boss ultimate. Idk I feel like this version of Yanqing retains his identity of needing to avoid taking damage, while making it feel less infuriating to play due to the flexibility with skill points and new dimension to playing him centered around manging his soulsteel sync stacks. Nice Video btw!! Missed your content so I was very happy to see a new upload!! Hope you've been well and love this sort of hypothetical kit concept designing content from you :]]
I literally just got him today for the first time. I was planning to pull for him with my 300-wishes free character before release, but he was just so irrelevant by then it would have been so stupid. This is a great way of changing his kit so that he isn’t overpowered, but just much more usable
He could probably get stronger if there is a new path for the trailblazer that is ice and a support, that specifically can proc Dissociation effects, making Yanqing a really good character with it.
I know it is probably never going to happen but I wish they would create another sword event next year and give JQ another form like march that you can swap to if you have him and that form would have a more "elegant playstile" which allows him to dodge or have other cool stuff to provide
A thing I never seen talked about is how you can also keep his soulless sinc active with his ultimate alongside his skill, which means that if you’re short on skill points, you can use a basic and then his ult before the end of his turn to keep the soulless sinc state active
I agree to an extent. I would personally swap out the random dodge for a qte that gets successively more difficult as you hit it correctly. I would also increase the FUA chance to 100% since it isn't very strong. Both of these changes serve to decrease randomness to hopefully make him less frustrating.
don't worry in the future when we get Characters with diffrent paths and elements there is a chance that they change Yanqing from Ice hunt , to ... well i don't know perhaps Imaginary and destruction?
I honestly would wish for his passive to be not 100% off once hit and instead be able to come back by gaining multiple turns without being hit. His The Hunt path (speed) would fit alot more and would also be allowed to push even further by paring Yanqing with AdvForward% like Bronya & Sparkle.
To be fair hoyo showed and for shadowed that we may get an alt path characters or just a different version of characters. Would be cool for yanqing to be erudition with hunt elements. Fully making his swords as Multiple follow ups with no gimick chances hitting multiple enemies, just imagine yanqing with how ratio’s style of follow up that’s aoe but if the enemy is only one, extra sword hit adds to the base damage
Arlan as an SP neutral unit and sub-DPS Effect Hit Rate (Preservation) March 7th to freeze elites, bosses, and the entire mob lineup Tingyun to draw aggro Good video. YQ does need a lot of things aligned for him to compare to more premium units, but at the very least he's a very easy unit to build
As a new player, his inability to dodge is somewhat perplexing to me. Every other RPG class with his type of kit usually has some kind of dodge baked in. Like, first thing I thought when I read his kit is "wait.. but he doesn't have dodge?" And then turns into "Wait.. but dodge doesn't exist in this game??"
I like the generalized ideas a lot, but I have some criticisms of the specifics. First of all, the problem with avoiding attacks entirely becomes immediately apparent when you're playing Belobog for the first time and fighting an Automaton Beetle. Bro can just block massive Ultimates lilke it's nothing, and even though it would obviously be much less annoying when you're doing the dodging/blocking yourself, I still don't feel like it makes a lot of sense. Broadly speaking though, the ability to avoid enemy attacks would be an excellent improvement, and personally I would try doing it with a Shield in some way, potentially in the Ultimate. One idea that I had (bit of a disclaimer: it's just a rough random idea, and ideally it should be part of a whole rework) would be to massively reduce the cost of the Ultimate, completely remove the Ultimate's attack and instead just have it create a Shield until the next enemy's turn ends. Half the reason why I though of it is the 'Subscribe for More!' Light Cone that gives double the buff when the wearer has full Energy (and basically no current character has a significant reason to keep it full). Another thing is the randomness, cause it's just everywhere - an enemy has a chance to attack Yanqing, he has a chance to CRIT, a chance to launch a follow-up attack, and a chance to Freeze, and you're giving him a chance to dodge. Some of it is fine, especially the chance to be attacked and chance to CRIT which are part of basic game mechanics, but literally the first thing I would personally do to him is change the follow-up chance to 100%. Your increase on CRIT Rate overflow is an excellent idea as well. Some other people have said that "the randomness represents beginner's luck", and while it does make sense in cases like CRIT Rate (where I'd remind he easily reaches 100% on Ultimate - that doesn't look like a novice), it becomes a pretty stupid argument when you have mechanics that are just plain annoying with no possibility of improving them like Dr Ratio can. CRIT Rate overflow is perfectly fine and borderline necessary with a character that has this much of it purely on select attacks. The idea of "supercrits" would be novel for HSR and while it's not necessarily bad in any way, simply spilling the excess into CRIT DMG is just safer. I really like the way you're going with something other than CRIT DMG like the follow-up chance (it still caps at 60% CRIT Rate before buffs though), and I'd point out that he's severely lacking in ATK and DMG buffs compared to CRIT, if that strikes your fancy. SP usage is a key point as well, and I quite like the idea of SP recovery when attacking a Frozen enemy, though with how niche Frozen already is outside of SU/DU, with high Frozen RES on most bosses, and after you've removed the Frozen effect from the follow-up attack, it would not be a good idea to hamstring him to someone like Gepard or Preservation March 7th or to force him to Break just to get this large improvement of becoming SP neutral in the edge case. I feel like if you want SP recovery, then it could be acceptable to just have the Skill consume no SP while in Soulsteel Sync, to lean even further into back-to-back Skills and avoiding attacks (or if that's too much, gain a charge on attack when in Soulsteel Sync and recover SP upon reaching 2 or 3 charges). And as other people have pointed out, ultimately no clever design changes are gonna make up for his low DMG output. Well, that turned out pretty long. Good video.
i've always thought that his e1 should his followup attack chance goes to 100% would just fix so many of his problems, that and i love the idea of removes the effect res trace for an overcrit scaling is phenomenal. those 2 alone should make very good and consistent
I really like his design. I would main him. But his damage is so fucking bad, it's crazy. PLEASE make his FUA more consistent and his scaling much better
The simplest of buffs would be to give Soulsteel Sync a grace period of 1 turn (if you get hit and do not use Skill on Yanqing's turn, you lose it) and make his FUA 100% under Soulsteel Sync but lower damage.
I think if they added a 4 star aoe shielder besides gepard at the start of the game that could keep shields up with his skill or something would've made him a lot more popular and good to use up until like jing liu maybe.
I think instead of dodging, he should be able to shield himself. Maybe something like if his FUA hits enemy he will summon sword around him that act as a shield (similar to his idle animation 2)
It's funny how an idea that I sugested in Hoyo first game, GGZ, is now being suggested by someone else into a newer game, the "overcrit" from warframe. Great video.
My first idea for him is definitely a reverse-hutao situation where he loses his buff when he's below 50% HP but gains them back whenever he's above 50% HP, he'd be able to work with healers and especially Fu Xuan
4:31, I actually made my own concept of Yanqing having a counter, which than you have chance to get, like rougly 75%, and his only way of losing soulsteel sync, is if he gets 3 or more times, getting reset everytime he does a counter.
i think what we need is a harmony character who buffs crit rate and then turns over cap into crit dmg. that'd fix him and jingliu issues and open a new meta style
This little dude was the first five star I ever got, fortunately on the beginner banner but I genuinely only leveled him up just to get the passes from the ascensions. I have recently upgraded his traces and given him relics because apparently in some memory of chaos, he is quite useful at least according to my girlfriend, so we’ll see… I genuinely wish one day he’ll get an adjustment to his kit.
Maybe if they release a character focused on taunt enemies and receiving damage from allies (similar as Fu Xuan but instead of reducing it negating it) Yanqing could shine
my only hope for him is that, he is still a trainee under zhing yuan, and since chars do die and change appearance in this game unlike genshin, i hope and believe we will see him grow as a char and have a different version of him in the far future, maybe during the arc we do the final tackle against the abundance, zhing yuan is wounded n about to die then yanqing gets a major breakthrough and gets a different version. Or something around those lines.
My biggest problems with him is he needs a lot to work for him He needs to constantly use his skill or ultimate otherwise he loses his buff anyway so he's skill point hungry (needing someone like Sparkle or the medic set) He needs to not take damage otherwise he loses his buff (You'll need March or Adventurine to keep shields on him, Gepard is also an option but isnt a very good one...) Meaning at worst you need a premium 5-star character to counter 1 of his weakpoints and at best 2 even then he's still going to be eating skill points like crazy just to stay at 100% I think one change I would have liked is Making his E1 like Firefly's E1 where the skill no longer consumes skill points, then Yanqing could be a decent unit without so much investment.
there’s a game with a dodging mechanic called sdorica, where a character can obtain ’vigilance’ and/or grant it to other characters; if i remember right, you could stack vigilance to a certain point and the more it stacked the more you increased the chance of dodging aka a character was attacked on enemy’s turn but did not take any dmg while enemy basically wasted a turn, and since it’s both not guaranteed to happen 100% while also sometimes by luck happening several times in a row, it didnt feel op at all and sometimes made for some slightly funny moments. I don’t think it would be too far-fetched for hsr to add a mechanic like this if they bothered, it’s basically reverse of not-giving-enemy-a-turn meme imo
Yanqing Main since 1.3 here! This may just be personal experience, but I also believe one of Yanqings biggest issues is that he a Path of The Hunt character. Yes Shields and not taking overall damage are really difficult to manage, but taking out one enemy at a time can be very tedious. This can be made a little better if you have Sparkle or Bronya, however that’s still only two attacks and as harder game modes come out it’s a bit more difficult as again. You can only target one enemy at a time. I think something he desperately needs is a follow-up similar to Seele or Firefly that grants him another turn if specific conditions are met. I personally opt for one like Seele where if you kill an enemy the you gain another turn, though anything is on the table at this point. It makes sense for his story and character as well, Yanqing prioritizes speed and being tactical opposed to pure strength. So I don’t think it would be odd for him to have extra turns. In-fact it would be a perfect counter to Yunli whose whole shtick is follow-up attacks that deal damage. I also saw someone else in the comments say there should be more chances to activate his follow up attack and I heavily agree with that as well! It’s that or just put him on a completely different path. As personally I see the single target being the thing that holds him back the most. Don’t have to worry about getting hit if your a multi-target unit and you kill all the enemy’s fast enough.
Talking about warframe yangqing could also work like frost where he gets a shield if he freezes an enemey with his follow up or instead he could get a crit rate bonus on frozen enemies to allow him to hit big numbers easier.
only thing I could see would be a harmony 4 star that buffs a single ally and gives them a chance to dodge but I don´t think they would ever do that just to make him more viable. Other then that I could see a character that converts crit over 100% goes into another stat probably simply dmg%
Yanqing was my first 5 star and I haven't used him in awhile but I want to try him in a super break team and see how he does, the big issue I have with him is his follow up RNG attack, I feel like it should work off of other teammates attack's instead with a stacking mechanic like with DR Ratio
Since he's referencing Warframe, might as well convert the crit damage into an integer multiplier, subtract one and add it to the original crit damage like in Warframe how orange crits work
Reverse: 1999 ( PLEASE BEAR WITH ME ) did buffs to some of their 1.0 characters by making the buffs tied with a prominent Game Mode ( Mane's Bulletin wich is kinda like the Apocalyptic Shadow or MoC of that game ). What I propose is that they add buffs for some characters that are lagging behind in a game-mode , maybe MoC . It would be kinda like getting to choose wich character you wanna buff in you roster. If you have Yanqing , you can choose to buff him. He has the Lilya problem ( overcapping on Crit Rate , just like what you said ) so make his overcapping to crit Damage and add some extra damage ( like with higher Crit Rate the fixed chance for his follow-up is increassed or Ultimate deals more damage at a certain treshold of Crit damage something like that ). Making this change would circumvent the no-direct-buffing thingie HoYo has going on while also giving players an incentive to use other characters simply for the hell of testing them with their new buffs.
It would be great if stuff like this was actually possible, but saldy Hoyo and Gacha games in general are notorious for never reworking or changing characters after they are released (there are rare instances like bug fixes and mass refund induced number buffs but that's about it)
Yanqing was my guarantee 5 star at the beginning of the game and has always stuck as my most reliable DPS. knew he wasn’t the most popular but didn’t think it was because his kit was badly built lol. he always held up for me even without having to shield or anything like that.
i was looking at the standard 5 star lightcones recently and was thinking which ones are actually valuable then i saw yanqings light cone and remembered this video.I think the devs intended for him to be build very low crit rate and play around the 3 turn light cone cd and the ultimate cd to get big crit hits which is kinda threading the needle type of vibe with is his theme(as in you pick timeings to strike). However this is still way too rng heavy(its so complicated im putting it in my reply comment D: ) but the point being that its not very practical.
So... i was testing the lightcone on another account using hunt danheng since he has multi hit attacks(as in it his skill procs swordplay 4 times and 2 times on basic)and it turns out that as long as one hit isnt a crit sleep like the dead gets proc'ed. So then i put swordplay onto yanqing to see how many hits his attacks do and basic hits 3 times skill hits 4 which means you can semi consistently guarantee the round 1 lightcone proc for it to recharge on round 4
Im not trying to say hes a good unit but i think this might be how the devs intended him to be. But the few major issues still exist, he cant lose hp he must build full crit damage/speed/attack% on all stats and can only have 15% worth of crit rate stats before he caps his crit needs to win 50/50s to gain 10 extra energy and a small amount of his damage and utility(thats another 65 percent not counting resistances) he needs his light cone or your guaranteed to have build that has really low dps uptime or occasionally has excess crit rate
(extra evidence) Glacial hunters 2 rounds doesn't count down if the buff is applied on the turn that the unit is acting(like with ruan mei ult and many more turn based buffs) so turn 3 ult will mean the glacial hunters buff only ends at the end of his 5th turns skill which will all crit (also i was editing the hypothetical rotation but it got cut out somehow so the short version would be 70/140 energy skill+30 proc lc then skill+30 win50/50 gain 10 energy from followup ult into skill then skill proc lc then skill again. i know not very skill point efficient but thats 3 turns with max crit rate and lots of crit damage buffs)
I mean, he was one of the accomplices in the assassination of Fu Hua in HI3rd universe--- well deserved? All jokes aside, I really do feel bad for him, I really like his outfit and design, it brims with youth of a young swordmaster, his attacks as well, light yet decisive, but in the Wardence quest, yeah... depressing.
All they would have to do is give him an evasion modifier tied to his speed, and he would be a great 5 star. His entire character is built around dodging attacks, so let him dodge attacks in his kit.
Based in yanqing skill in the story, the dodging "passive" would very great and accurate. He's know for his Speed and "dodging style" fighting so that's would be fitting pretty well. A thing i've thought Is maybe his passive should be activated when we Attack with every characters, not only him. That should be more consistent and more usefull, or at least leave the randomness about getting activated. Idkn if we Will have another form of "yanqing" but i Hope so, i really like his style but Jesus, his unplayable 😅
In SSAKOTZ there is a character that has 10% chance of dodge damage and before his turn he is invisible (you cannot target him directly without aoe damage). He only become visible again if he is hit or is its turn. And he can be absolutely busted. I have seen that thing avoid 4 consecutive attacks and then whipe entire teams because of that
As an add-on or side step of this "dodge" idea, I think he should have a passive where he has a 100% chance to negate direct damage, a minimum of at least... 1 hit, for when you get the stray multihit from a fat mech. Let it refresh every after his turn.
Freeze is also unreliable due to how many enemies are outright immune to it. (Even in 1.0) Let's say his freeze chances should be higher to compensate him needing niche matchups
Hoyoverse could give him a different form (like March hunt form), with better mechanics and stats. Introduce new form when he grows more mature in the story. He was passive and cautious in his ice form attacks. Give him fire form.
I was wondering if you would talk about your thoughts about 5.0 For Genshin and maybe Emilie her kit and design And lastly ZenlessZoneZero About that game?
this comment will be updated when I lose my 50/50 to yanqing
edit: it has been 4 weeks since I uploaded this video
I ascended enough new characters to do a 10 pull on the standard banner
yanqing jumpscare
yep
I hope we are not waiting another 5 months for another video
btw, the old thumbnail was much better
CURSE OF YANQING
👍
Just did today it's so over for my monitor
To add to this
Having Yanqing be able to dogde would fit well next to Yunli who focuses on parrying. Thematically it would make sense since Yan has small swords ge can ride on, and Yun having a big hunk of metal to chuck and parry with.
That'd be amazing actually
They even say it in the quest, that Yanqing focuses on agility and dodging WAY TOO MUCH
Yanquing really needs a kit revaluation with your idea
It could be something like:
After 4 or 5 successful dodges yanqing could get an enhanced skill or basic like hunt march
or
He does a FuA everytime dodge procs then get stacks for a ramping dmg+spd boost
i just hope dodging is only his feature and hoyo dont add "hit" and "evasion" stats
his only problem is, the FuA trigger is only at flat 60%
unlike ratio, will get more chance depend on enemies debuffs up to 100% chance
did you even watch the video...
@@marismoments39 they meant that is only problem before the changes for him
@@user-eo4it2rn1f again did you watch the video
they said that excess CR goes into FuA chance
@@marfit77 again they are referring before the buffs idea. not after like stating yanqing problems
@@user-eo4it2rn1f I can't read sorry
in all fairness Yanqing should always be place on either the 1st or the 4th slot in a team and never close to characters that have high aggro, since you want to mitigate the chance of splash attacks hitting him, seeing him in between Aventurine and Yunli was nerve wreaking
If you're running Aventurine that's what you want to do though, as long as Aventurine is keeping his shields up its free energy for himself and allies next to him.
@@sweetillusions5495 The problem is that Yanqing loses his buff if he's hit
@@peacetea_life The primary thing with Aven is his shields are so big and constantly regenerating that it actually doesn't matter. Yanqing shouldn't take any damage, it's a testament to how poorly designed Yanqing is that even when he can maintain his buff he's still worthless.
@@peacetea_life "Yanqing will not lose the Soulsteel Sync if he loses HP from non-DMG sources or taking DMG without losing HP, such as through having a shield."
@@peacetea_life Shield literally block the damage he take, i mean why do you think yanqing players usually pair him with m7 before aven?
i think for the excess crit rate, instead of making it result in a super crit, it should increase the fixed chance of triggering his follow up by an equal amount. this should surely help make his damage more consistent and his follow up attack more reliable, improving his synergy with other follow up focused allies like topaz and robin.
That was the exact idea for his A4 that he gave in the video.
We Warframe now with red crits
so you didn't watch the next 5 seconds of the video?
Up until now. I still don't know how that follow up procs?😅
@@marianicafrancisco6684 it's a 65% chance to proc whenever you attack while your Talent is active
I'd love to see more videos like this. It'd be interesting to see how you'd fix other lacking 5-stars like the Trailblaze variants or 4-stars like Arlan, Luka, etc.
Luka is pretty good. Arlan, Yukong need some fixing
@@cucumbercytus agree, luka has many things going for him like having a buff dispel on his traces so if you don't have pela, he can substitute. only thing holding him back is he's absolutely horrible against non-physical weak enemies but aside from that he's decent
arlan is just sad. his unique health draining mechanic is nice, but it's too little damage that you'd rather just build serval. if only they didn't nerf him from CBT
yukong suffers from the "sucks if not E6" syndrome. half her power is locked behind eidolons and requires a lot of building to get her to work properly.
@@cucumbercytusYukong got nerfed hard because she was as strong as Bronya back in cbt lol
@@ultrasuper6353 what was she like? I don't remember
@@cucumbercytus Yukong is just outdated. Her buff duration depleting after every character action is awful and is impossible to play around efficiently. There's a reason why Ruan Mei, HMC, and Robin have buffs that deplete after their own turns and not after every turn. She's doomed to be the worst Harmony character from the get-go.
His design is the only thing he has going for him. It's the numbers that stink.
His kit is flavorful and fitting - an overeager and overconfident kid that just falls apart the first time he gets hit and realizes he's not invincible. The randomness-aspect and his crit focus represents "beginners luck". The decrease in aggro expresses his speed and agility, without doing the OP thing of giving him more turns.
He's also interesting in terms of teambuilding as he gives units with shields or taunt increased value, possibly letting you play characters that otherwise don't offer enough to get included in a team. He also has follow-up in his kit, opening up that line of teambuilding. He even offers incentives to pay attention to team lineup, to not get hit by cleaves.
It's a perfectly designed character with clear downsides you have to manage. The only problem is, that even at his best, he's not half as good as meta characters... so why would anyone bother?
Instead of changing everything that makes him interesting, just increase his baseline damage.
Not just multipliers, make his FUA guaranteed so he fits nicely in the aventurine-topaz-robin core
@@danielcarrilho5217 yep, with the roster we have right now, those two are only changes he needs to be relevant
Precisely. Any character that has that big of a downside, needs their numbers to outshine those that don't come with them.
The moment I saw the title. I instantly thought of this, hence looking for this comment.
Thinking about it, the main issue (aside from numbers) is the randomness on follow-up. And I think that's what mainly kills him, since not only does it slice his FuA damage in half, it also makes it insanely RNG reliant (let's be honest, Seele main will know best that until you have 100% crit, you can never trust that you'll finish off that enemy on the side). And you have double layer of RNG, since it's both 50% on FuA, and 50% on freeze.
However, since he is a kid that's learning, and especially in recent update he is clearly growing - why not make it so his FuA is random at first, but gains more and more odds to happen later? Either with levels (say, early talent levels would have 10%, 20%, and where the last level will make it guaranteed), or make it a "pity" (not hitting will guarantee next hit to shoot a FuA - something like how Yunli has if she misses a counter).
To be quite honest... I would rather prefer more characters having quirky but unique mechanism like Yanqing than characters who are almost one-to-one with another existing characters 😅 like regardless of how weak or strong, bro is my first DPS and I really hope he gets a new 5* form one day❤
Speaking of charatcers who are basically the same as another character... *cough* yunli *cough*
Clara 2.0
5* Guinafen
FUA Acheron
@@wishtopublishwell, yunli is much more fun to play with because of how her parrying works, other than that they're the same
I agree. We need more options, different play styles, and wacky ideas. I think the turn based setting facilitates this well
@@ultrasuper6353 really? lowkey I think shes even less fun to play because of her parry lasting such a short amount of time but I'm pretty sure that's an unpopular opinion lol. I just got Yunli's lc for clara for the aggro
I feel Yanqing suffers from being in the wrong game. Transport his kit into Genshin or WuWa, and his kit would be super strong (especially in wuwa, where CR is so needed)
Incredibly.
Brilliant idea
Ooo yeah he’d be busted in Wuwa, also ZZZ cuz both of those games reward you for dodging and countering attacks. He’d be meta as fuck in open world, especially if you could use his flying swords for exploration? GOD that’s such a missed opportunity
arlan too. imagine someone with arlan's kit and pairing him with furina
Ahhh yes. Dehya in HSR. Yanqing, Blade, and Arlan in Genshin. I would like this trade.
Redflaim before he got Yanqing:
He will make a fine addition to my collection.
Redflaim after he got Yanqing:
The power of railing, in the palm of my hands
great to see you back!!
yanqing was the character i looked forward to the most before the game released, and getting him on the starter banner made me so happy! sad to see he got powercrept so fast, tho :(
loved the video
6:59 I think giving Yanqing a “rework” with dodging where
His soul steel is active, has a 70% chance of dodging “DMG”, so if he’s shielded then it doesn’t proc. Can only do it for 3 times per battle. And an Eidelon could be that he gains 1 stack of dodge after defeating an enemy
would it work against enemies ability that hits multiple times?
@@1_43 I’d say something like “first hit” anim that procs “dodge animation”, so yeah, mb should’ve specified
Ooo like the thief/ninja classes in MMOs
@@DefinitelyNotAFerret mhm you get me
imo putting stack recovery behind an eidolon would be kinda too much, since he will be WAY WAY worse without it. eidolons should enhance, not make the charcters kit. maybe at base he gains one stack per enemy defeated, and with eidolon, he gets a stack for every N crits he does.
I'm a Yanqing main, and I love this video!! Not being able to use your favorite character for most game modes is a huge bummer. This would genuinely make the game more fun for his fans or newer players who pulled him early on.
I want a support that grants an Extra Turn if you over-crit. This is much better than "super crit" since it will also grants more energy for the character. Yanqing can be SP neutral too if you want, since Extra Turn won't tick down your buff duration.
This will inevitably buff Jingliu too, but she's already a bit behind when compared to all 2.x characters. Bronya is really holding her back.
5:39 other problem mentioned by the devs is that turning him into a boss fight and giving him dodge would be horrible boss design and not giving him dodge while he has it in his kit would be weird
Kafka is able to mind control enemies and your allies, Sliver wolf can change reality, etc (Boss fights and lore wise, obviously SW isnt fit for the boss fight category)
wouldn't it be weird that they don't have that in their kits if it's in their lore/boss forms?
Here is my idea for buffing Yanqing.
Keep the freeze elements.
Make it so that extra crit rate is added to his follow up attack chances. The access follow up chances will be converted into Crit Damage. After that make it so that his Talent increases his effect hit rate each time it triggers by 20% up to 100%.
This will make it increasingly more likely for him to freeze his enemies.
Make it so that his E1 increases his Crit Damage to a frozen enemy and when attacking a Frozen Enemy, Yanqing gains an additional 20% crit rate until he gets hit.
For his Ultimate make it so that if it knocks out an enemy, Yanqing gets an additional follow up attack and increases his effect hit rate by 10%.
I feel that these types of changes could do wonders for Yanqing by improving survivability and his damage output quite a lot without doing a complete overhaul on his kit.
Thank you thank you!!
It sucks that people keep crapping on Yanqing because there's always better limited options, thus it's hard to main him simply because you love his character.
I'd love to see HSR either make adjustments to his kit or release relics which complement his kit really well, not making him an OP God of course but instead making it more fun for people who genuinely love this kid and want to use him in their teams!!
Other than the FUA being rng and his base numbers being abyssmsal, his kit is actually just above mid level... no I mean I would even go as far to say it was enjoyable. It was fun having him play in lieu of a proper ice dps (jingliu) back in earlier mocs. I even had him all maxed out and even had proper relics. But oh well Jingliu came and he got stripped of his relics and his rights altogether.
Star Rail's resident punching bag.
7:54 A Warframe mention on my HSR video?! Now THAT'S something i wasn't expecting to see today.
Honestly, my YanQing has been a beast since I first built him. I'm so confused as to why everyone hates so hard.
I've missed your videos, so I'm happy to see you post again! and for a character who I genuinely like, I love his ultimate animation, but don't find satisfying to play.
even on the yanqing mains subreddit-"x character mains" being dedicated to main a character, *no matter what*-there was always a slew of people saying "just play jingliu" and it was really discouraging.
I like your proposed changes. I also wish he did have more things that made him unique that were to his benefit. and I think yanqing is outpaced by other hunt dps who get lots of turns / follow ups / advance forward / or otherwise some sort of extra chances to attack.
ex. yanqing's damage at max in one cycle is one skill, one potential follow up, and one ultimate. whereas even hunt march can ultimate, follow ups depending on her shifu, basic attack, advanced forward enhanced basic attack, for a total of way more attacks. even with sparkle advancing forward his turns like you did, the payoff doesn't feel there.
anyways, this was a long-winded way of me saying I wish yanqing felt better to play, so your video feels very welcome. hope to see you post again soon :)
I love yanqing so much I've had him since pretty much day one (got him on the beginner banner) but it's definitely a pity how his kit is pretty wonky and he's simply been powercrept ages ago. You make awesome points about pesky flaws and have great ideas, and I can only wish any sort of positive change of any kind can give him relevant value cause I wish I could use him more without feeling the lack of dmg compared to my other teams 😭😭Regardless, as a character he will always be my favorite fr fr
Gepard's aggro works really well with Yanqing. Gepard has a REALLY HIGH agro from his trace + signature light cone so he gets attacked 90% of the time. Since he's a shielder, the rare AoE's attacks don't deal damage to Yanqing directly and will instead only destroy his shield. Gepard is also a skill point positive unit so you always have skill point to have Yanqing's talent on. Justice for Gepard, he's a GOOD unit when used correctly, he easily carry all the fights while keeping the entire team alive easily. Gepard needs to have some lights, he wasn't powercreep at all, Aventurine isn't a straight up upgrade. (This is a totally real statement, totally not coming from a Gepard's main)
A less random solution to this is making yanwing immune to attacks that do not target him.
Yep. Immunity to attacks not targetting may sound op, but its yanqing, the guy has low damage anyway, and it would make shielders not useless.
It would also make a team like Yunli Yanqing Ruan mei Robin possible which would by the way need no sustain because yunli taunts and heals herself, and blast damage is eaten by immune yanqing.
Also another buff I would give yanqing is make any excess crit rate be turned into 3% crit damage, so you could see a 250% crit rate yanqing. And thats how you make yanqing be the most fun and best standard character.
If any of this is too much just buff his eidolons, they suck ass. Or lock what I said behind the eidolons.
omg i used to love watching ur videos way back 2021-ish, so happy u appeared on my suggested videos again after all these years
I builded Yanqing recently just to see what he can do, and I need to say, his problem isnt been hit, his problem is the skill multiplyers, its too little damage
I was running him in this team:
yanqing
sparkle
ruan mei
fu xuan
surplisinly, even with out a shield he almost never get hit, by using fu xuan with landu's choice, the only exceptions are the AoE
I was able to put him with
4200 atk
100% crit rate
400% crit damage
and in the end, his ult only dealt 90k damage
his traces are almost full 1/8/8/8 using the SU hunt t5 weapon
his problem isnt the survivability or keep the buff on, his problem is his damage, even with good buffers and playing agains enemies with ice weakness, his damage simply isnt there, his signature light cone is very bad too, and his eidolons really dont help at all, just some more little stances of damage or buff, for a comparation, Dr ratio do 150%+270% = 420% in his skill+extra atk both at lvl 10, yanqing do 220% + 350% = 570% skill+ult, ratio deal almost the same damage with just his skill, so this is the main yanqing's problem, his multiplyers are too low
yeah, this is exactly the issue with him. He has low multipliers in favor of high self buffs, which means his scalability with all the cracked supports we've been getting is awful. Early on in the game this was amazing for him and he was top of the rankings because enemies in MoC were ice weak, nobody had proper relic builds, and we had pretty little in the way of supports that could rocket boost units, so all of this lead to him being great then. His self buffs pretty much fixed the problem with having bad relic builds, all you needed was proper main stats which is not hard to achieve and he flew compared to the competition
so its just higher floor low asf ceiling 😂
i feel like your doing something horribly wrong because my yanqing with 100% crit rate and 200% crit damage running pela, tingy and gepard does 200k ults. Admittedly he has trace lvl 10's and is e3 but regardless. I've seen youtube clips of him doing 300k+ ults in moc too
@@jmoak14 I do wonder how they got 4.2K ATK with 400 CDMG when neither of the supports buff ATK, classic YT comments just saying shit.
Robin solves this issue. Running sparkle on him isn't the best choice since there's alot of diminishing returns from sparkle crit dmg buff since he gets alot of crit dmg from his trace. He also needs tingyun to have more uptime on his ult. He can also easily reach high speed up to 160 due to how high his base speed stats are which he really needs to compensate for his lower multiplier.
BABE WAKE UP!
REDFLAIM IS BACK!!!
I remember watching you every since that Dendro video,
Keep it up!!
Looking at some Sim U stuff, I would love if he could convert crit rate into Crit dmg. Also getting stackable speed boost would be solid.
Add 50% advance when he freezes a target and boom
6:25 actually a dodge tank is a thing in the game Star Rail is based on. The Trails Of Series, all the team comps like dot or follow up are in that game series. How turns work and how ultimate works is the same as well.
I think that his “dodge” should scale somewhat off of speed, for example: Dodge Chance=40%+ 10% of speed. And maybe make his follow up attack tied to his dodge, not guaranteeing a follow up attack, but guaranteeing freeze if it does trigger.
I don't think Hoyoverse will ever fix him, even if it's made easy for them. No one cares about Yanqing enough for Hoyo to act. They seem content for their standard banners to have awful units like him and Qiqi in perpetuity. Dehya is underrated tho, just give her EM and use her in hyperburgeon with kuki shinobu.
Super crit sounds so good. I can imagine we get a harmony march or himeko that gives super crit for the whole team. Like htb where its tied to the ult and every crit gives her energy to spam ult. Skill could be offensive for gaining ult faster or support that further increases crit rate and speed.
Either way, just a dream
i would LOVE these changes to him
he was my first dps 5* and i still love him despite not using him
Oh man, I've been missing your videos. Even when you take brakes, we true fans will wait for you ❤
0:16 IT SHOULD HAVE BEEN ME, NOT HIM! 😭
My two-cents about a Yanqing rework or alternative kit
Personally, I'd implement a rework that would better mirror Yanqing's Boss enemy kit,
Although the two forms of playable and enemy Yanqing somewhat mirror each other, I feel like a thing we could do with soulsteel sync is to make it have four stacks that ramp up his crit buffs, with Yanqing losing a stack every time he takes damage, and once every turn of yanqing's after every normal attack cast. While he has soulsteel sync stacks, his normal attacks would deal the same damage as Yanqing's skill attacks, but having the caveat of consuming a soulsteel sync stack instead. initially, his e cast will give him all 4 soulsteel sync stacks, but while in soulsteel sync, he can only recover 2 soulsteel sync stacks at a time.
Another addittional change is that you could make it so that the likelihood for his follow-up to trigger would be higher the less soulsteel sync stacks he has, so that he can both more safely recover all his soulsteel he lost after being hit, allowing you to alowcate a skill point or two to Yanqing rather than your sustain, while the enemy is (likely) frozen.
I think a fun change for his ult could be making it generate 2 soulsteel sync stacks for Yanqing and dealing enhanced dmg only when you have max soulsteel sync stacks. This is so you have the option between using your ult to quickly recover any lost soulsteel sync, or to hold your ult until you have maximum soulsteel sync to do a bigger number, sacrifing energy and ult frequency instead. I think this change to the ult can make his ult nuke feel more like his boss form, when he does his boss ultimate.
Idk I feel like this version of Yanqing retains his identity of needing to avoid taking damage, while making it feel less infuriating to play due to the flexibility with skill points and new dimension to playing him centered around manging his soulsteel sync stacks.
Nice Video btw!! Missed your content so I was very happy to see a new upload!! Hope you've been well and love this sort of hypothetical kit concept designing content from you :]]
I literally just got him today for the first time. I was planning to pull for him with my 300-wishes free character before release, but he was just so irrelevant by then it would have been so stupid. This is a great way of changing his kit so that he isn’t overpowered, but just much more usable
He could probably get stronger if there is a new path for the trailblazer that is ice and a support, that specifically can proc Dissociation effects, making Yanqing a really good character with it.
I know it is probably never going to happen but I wish they would create another sword event next year and give JQ another form like march that you can swap to if you have him and that form would have a more "elegant playstile" which allows him to dodge or have other cool stuff to provide
A thing I never seen talked about is how you can also keep his soulless sinc active with his ultimate alongside his skill, which means that if you’re short on skill points, you can use a basic and then his ult before the end of his turn to keep the soulless sinc state active
those ideas are amazing please keep making these kind of video it's really interesting 👍
I agree to an extent. I would personally swap out the random dodge for a qte that gets successively more difficult as you hit it correctly. I would also increase the FUA chance to 100% since it isn't very strong. Both of these changes serve to decrease randomness to hopefully make him less frustrating.
Jing Yuan: DODGE!
Yanqing: *Starts having a PTSD attack*
don't worry in the future when we get Characters with diffrent paths and elements there is a chance that they change Yanqing from Ice hunt , to ... well i don't know
perhaps Imaginary and destruction?
I honestly would wish for his passive to be not 100% off once hit and instead be able to come back by gaining multiple turns without being hit. His The Hunt path (speed) would fit alot more and would also be allowed to push even further by paring Yanqing with AdvForward% like Bronya & Sparkle.
Ayye, in my recs right when it comes out? Nice
To be fair hoyo showed and for shadowed that we may get an alt path characters or just a different version of characters. Would be cool for yanqing to be erudition with hunt elements. Fully making his swords as Multiple follow ups with no gimick chances hitting multiple enemies, just imagine yanqing with how ratio’s style of follow up that’s aoe but if the enemy is only one, extra sword hit adds to the base damage
Arlan as an SP neutral unit and sub-DPS
Effect Hit Rate (Preservation) March 7th to freeze elites, bosses, and the entire mob lineup
Tingyun to draw aggro
Good video. YQ does need a lot of things aligned for him to compare to more premium units, but at the very least he's a very easy unit to build
As a new player, his inability to dodge is somewhat perplexing to me. Every other RPG class with his type of kit usually has some kind of dodge baked in. Like, first thing I thought when I read his kit is "wait.. but he doesn't have dodge?" And then turns into "Wait.. but dodge doesn't exist in this game??"
Eyyu he remembered his password 😂
I really enjoyed the video overall and i hope to see a video on your thoughs of apocalyptic shadow in the future
Im holding out hope that we get a time skip and a sick new 5* form for our favorite sword master because his design and fighting style are so cool
I like the generalized ideas a lot, but I have some criticisms of the specifics.
First of all, the problem with avoiding attacks entirely becomes immediately apparent when you're playing Belobog for the first time and fighting an Automaton Beetle. Bro can just block massive Ultimates lilke it's nothing, and even though it would obviously be much less annoying when you're doing the dodging/blocking yourself, I still don't feel like it makes a lot of sense. Broadly speaking though, the ability to avoid enemy attacks would be an excellent improvement, and personally I would try doing it with a Shield in some way, potentially in the Ultimate. One idea that I had (bit of a disclaimer: it's just a rough random idea, and ideally it should be part of a whole rework) would be to massively reduce the cost of the Ultimate, completely remove the Ultimate's attack and instead just have it create a Shield until the next enemy's turn ends. Half the reason why I though of it is the 'Subscribe for More!' Light Cone that gives double the buff when the wearer has full Energy (and basically no current character has a significant reason to keep it full).
Another thing is the randomness, cause it's just everywhere - an enemy has a chance to attack Yanqing, he has a chance to CRIT, a chance to launch a follow-up attack, and a chance to Freeze, and you're giving him a chance to dodge. Some of it is fine, especially the chance to be attacked and chance to CRIT which are part of basic game mechanics, but literally the first thing I would personally do to him is change the follow-up chance to 100%. Your increase on CRIT Rate overflow is an excellent idea as well.
Some other people have said that "the randomness represents beginner's luck", and while it does make sense in cases like CRIT Rate (where I'd remind he easily reaches 100% on Ultimate - that doesn't look like a novice), it becomes a pretty stupid argument when you have mechanics that are just plain annoying with no possibility of improving them like Dr Ratio can.
CRIT Rate overflow is perfectly fine and borderline necessary with a character that has this much of it purely on select attacks. The idea of "supercrits" would be novel for HSR and while it's not necessarily bad in any way, simply spilling the excess into CRIT DMG is just safer. I really like the way you're going with something other than CRIT DMG like the follow-up chance (it still caps at 60% CRIT Rate before buffs though), and I'd point out that he's severely lacking in ATK and DMG buffs compared to CRIT, if that strikes your fancy.
SP usage is a key point as well, and I quite like the idea of SP recovery when attacking a Frozen enemy, though with how niche Frozen already is outside of SU/DU, with high Frozen RES on most bosses, and after you've removed the Frozen effect from the follow-up attack, it would not be a good idea to hamstring him to someone like Gepard or Preservation March 7th or to force him to Break just to get this large improvement of becoming SP neutral in the edge case. I feel like if you want SP recovery, then it could be acceptable to just have the Skill consume no SP while in Soulsteel Sync, to lean even further into back-to-back Skills and avoiding attacks (or if that's too much, gain a charge on attack when in Soulsteel Sync and recover SP upon reaching 2 or 3 charges).
And as other people have pointed out, ultimately no clever design changes are gonna make up for his low DMG output.
Well, that turned out pretty long. Good video.
i've always thought that his e1 should his followup attack chance goes to 100% would just fix so many of his problems, that and i love the idea of removes the effect res trace for an overcrit scaling is phenomenal. those 2 alone should make very good and consistent
I really like his design. I would main him. But his damage is so fucking bad, it's crazy. PLEASE make his FUA more consistent and his scaling much better
The simplest of buffs would be to give Soulsteel Sync a grace period of 1 turn (if you get hit and do not use Skill on Yanqing's turn, you lose it) and make his FUA 100% under Soulsteel Sync but lower damage.
I think if they added a 4 star aoe shielder besides gepard at the start of the game that could keep shields up with his skill or something would've made him a lot more popular and good to use up until like jing liu maybe.
I think instead of dodging, he should be able to shield himself. Maybe something like if his FUA hits enemy he will summon sword around him that act as a shield (similar to his idle animation 2)
7:55 Red critting on yanqing would go crazy ngl
Yooo man is back
ahh so nice to see you posting again!
It's funny how an idea that I sugested in Hoyo first game, GGZ, is now being suggested by someone else into a newer game, the "overcrit" from warframe. Great video.
Yanking was the first 5 star I pulled, about a month ago. I haven't used him in about as long.
My first idea for him is definitely a reverse-hutao situation where he loses his buff when he's below 50% HP but gains them back whenever he's above 50% HP, he'd be able to work with healers and especially Fu Xuan
4:31, I actually made my own concept of Yanqing having a counter, which than you have chance to get, like rougly 75%, and his only way of losing soulsteel sync, is if he gets 3 or more times, getting reset everytime he does a counter.
As a former Yanqing main and current Tenno, I will now be petitioning Hoyo to give Yanqing red crits
i think what we need is a harmony character who buffs crit rate and then turns over cap into crit dmg. that'd fix him and jingliu issues and open a new meta style
This little dude was the first five star I ever got, fortunately on the beginner banner but I genuinely only leveled him up just to get the passes from the ascensions.
I have recently upgraded his traces and given him relics because apparently in some memory of chaos, he is quite useful at least according to my girlfriend, so we’ll see…
I genuinely wish one day he’ll get an adjustment to his kit.
Maybe if they release a character focused on taunt enemies and receiving damage from allies (similar as Fu Xuan but instead of reducing it negating it) Yanqing could shine
my only hope for him is that, he is still a trainee under zhing yuan, and since chars do die and change appearance in this game unlike genshin, i hope and believe we will see him grow as a char and have a different version of him in the far future, maybe during the arc we do the final tackle against the abundance, zhing yuan is wounded n about to die then yanqing gets a major breakthrough and gets a different version. Or something around those lines.
My biggest problems with him is he needs a lot to work for him
He needs to constantly use his skill or ultimate otherwise he loses his buff anyway so he's skill point hungry (needing someone like Sparkle or the medic set)
He needs to not take damage otherwise he loses his buff (You'll need March or Adventurine to keep shields on him, Gepard is also an option but isnt a very good one...)
Meaning at worst you need a premium 5-star character to counter 1 of his weakpoints and at best 2 even then he's still going to be eating skill points like crazy just to stay at 100%
I think one change I would have liked is Making his E1 like Firefly's E1 where the skill no longer consumes skill points, then Yanqing could be a decent unit without so much investment.
there’s a game with a dodging mechanic called sdorica, where a character can obtain ’vigilance’ and/or grant it to other characters; if i remember right, you could stack vigilance to a certain point and the more it stacked the more you increased the chance of dodging aka a character was attacked on enemy’s turn but did not take any dmg while enemy basically wasted a turn, and since it’s both not guaranteed to happen 100% while also sometimes by luck happening several times in a row, it didnt feel op at all and sometimes made for some slightly funny moments. I don’t think it would be too far-fetched for hsr to add a mechanic like this if they bothered, it’s basically reverse of not-giving-enemy-a-turn meme imo
so happy to see you back!!!🔥🔥🔥
Yanqing Main since 1.3 here! This may just be personal experience, but I also believe one of Yanqings biggest issues is that he a Path of The Hunt character. Yes Shields and not taking overall damage are really difficult to manage, but taking out one enemy at a time can be very tedious.
This can be made a little better if you have Sparkle or Bronya, however that’s still only two attacks and as harder game modes come out it’s a bit more difficult as again. You can only target one enemy at a time.
I think something he desperately needs is a follow-up similar to Seele or Firefly that grants him another turn if specific conditions are met. I personally opt for one like Seele where if you kill an enemy the you gain another turn, though anything is on the table at this point.
It makes sense for his story and character as well, Yanqing prioritizes speed and being tactical opposed to pure strength. So I don’t think it would be odd for him to have extra turns. In-fact it would be a perfect counter to Yunli whose whole shtick is follow-up attacks that deal damage.
I also saw someone else in the comments say there should be more chances to activate his follow up attack and I heavily agree with that as well!
It’s that or just put him on a completely different path. As personally I see the single target being the thing that holds him back the most. Don’t have to worry about getting hit if your a multi-target unit and you kill all the enemy’s fast enough.
Talking about warframe yangqing could also work like frost where he gets a shield if he freezes an enemey with his follow up or instead he could get a crit rate bonus on frozen enemies to allow him to hit big numbers easier.
only thing I could see would be a harmony 4 star that buffs a single ally and gives them a chance to dodge but I don´t think they would ever do that just to make him more viable. Other then that I could see a character that converts crit over 100% goes into another stat probably simply dmg%
And once again he is back!
Oh my gosh, you use the same team as me. Sparkle, Qingque, Yangqing and Aventurine
Yanqing was my first 5 star and I haven't used him in awhile but I want to try him in a super break team and see how he does, the big issue I have with him is his follow up RNG attack, I feel like it should work off of other teammates attack's instead with a stacking mechanic like with DR Ratio
You forgot the fact that clara is a serial killer in cbt1
Yanqing and Qingque on the same team is crazy work ☠️
Since he's referencing Warframe, might as well convert the crit damage into an integer multiplier, subtract one and add it to the original crit damage like in Warframe how orange crits work
Reverse: 1999 ( PLEASE BEAR WITH ME ) did buffs to some of their 1.0 characters by making the buffs tied with a prominent Game Mode ( Mane's Bulletin wich is kinda like the Apocalyptic Shadow or MoC of that game ). What I propose is that they add buffs for some characters that are lagging behind in a game-mode , maybe MoC .
It would be kinda like getting to choose wich character you wanna buff in you roster. If you have Yanqing , you can choose to buff him. He has the Lilya problem ( overcapping on Crit Rate , just like what you said ) so make his overcapping to crit Damage and add some extra damage ( like with higher Crit Rate the fixed chance for his follow-up is increassed or Ultimate deals more damage at a certain treshold of Crit damage something like that ).
Making this change would circumvent the no-direct-buffing thingie HoYo has going on while also giving players an incentive to use other characters simply for the hell of testing them with their new buffs.
Sometime down the road, maybe a long time in the story, I believe yanqing will receive a new 5* form and do a yangquingillion damage
It would be great if stuff like this was actually possible, but saldy Hoyo and Gacha games in general are notorious for never reworking or changing characters after they are released (there are rare instances like bug fixes and mass refund induced number buffs but that's about it)
3:40 aventurine FUA almost deals more dmg than yanqing😢
Yanqing was my guarantee 5 star at the beginning of the game and has always stuck as my most reliable DPS. knew he wasn’t the most popular but didn’t think it was because his kit was badly built lol.
he always held up for me even without having to shield or anything like that.
i was looking at the standard 5 star lightcones recently and was thinking which ones are actually valuable then i saw yanqings light cone and remembered this video.I think the devs intended for him to be build very low crit rate and play around the 3 turn light cone cd and the ultimate cd to get big crit hits which is kinda threading the needle type of vibe with is his theme(as in you pick timeings to strike).
However this is still way too rng heavy(its so complicated im putting it in my reply comment D: ) but the point being that its not very practical.
So... i was testing the lightcone on another account using hunt danheng since he has multi hit attacks(as in it his skill procs swordplay 4 times and 2 times on basic)and it turns out that as long as one hit isnt a crit sleep like the dead gets proc'ed. So then i put swordplay onto yanqing to see how many hits his attacks do and basic hits 3 times skill hits 4 which means you can semi consistently guarantee the round 1 lightcone proc for it to recharge on round 4
Im not trying to say hes a good unit but i think this might be how the devs intended him to be. But the few major issues still exist,
he cant lose hp
he must build full crit damage/speed/attack% on all stats and can only have 15% worth of crit rate stats before he caps his crit
needs to win 50/50s to gain 10 extra energy and a small amount of his damage and utility(thats another 65 percent not counting resistances)
he needs his light cone or your guaranteed to have build that has really low dps uptime or occasionally has excess crit rate
(extra evidence)
Glacial hunters 2 rounds doesn't count down if the buff is applied on the turn that the unit is acting(like with ruan mei ult and many more turn based buffs) so turn 3 ult will mean the glacial hunters buff only ends at the end of his 5th turns skill which will all crit
(also i was editing the hypothetical rotation but it got cut out somehow so the short version would be 70/140 energy skill+30 proc lc then skill+30 win50/50 gain 10 energy from followup ult into skill then skill proc lc then skill again. i know not very skill point efficient but thats 3 turns with max crit rate and lots of crit damage buffs)
I mean, he was one of the accomplices in the assassination of Fu Hua in HI3rd universe--- well deserved? All jokes aside, I really do feel bad for him, I really like his outfit and design, it brims with youth of a young swordmaster, his attacks as well, light yet decisive, but in the Wardence quest, yeah... depressing.
Kinda sad since he's the reason why I got hooked to HSR before the game got released, and today I still haven't got him...
All they would have to do is give him an evasion modifier tied to his speed, and he would be a great 5 star.
His entire character is built around dodging attacks, so let him dodge attacks in his kit.
Based in yanqing skill in the story, the dodging "passive" would very great and accurate. He's know for his Speed and "dodging style" fighting so that's would be fitting pretty well.
A thing i've thought Is maybe his passive should be activated when we Attack with every characters, not only him. That should be more consistent and more usefull, or at least leave the randomness about getting activated.
Idkn if we Will have another form of "yanqing" but i Hope so, i really like his style but Jesus, his unplayable 😅
Imagine if they made dodge a thing and have his follow up frequency and dodge scale with a percentage of his speed
In SSAKOTZ there is a character that has 10% chance of dodge damage and before his turn he is invisible (you cannot target him directly without aoe damage). He only become visible again if he is hit or is its turn.
And he can be absolutely busted. I have seen that thing avoid 4 consecutive attacks and then whipe entire teams because of that
As an add-on or side step of this "dodge" idea, I think he should have a passive where he has a 100% chance to negate direct damage, a minimum of at least... 1 hit, for when you get the stray multihit from a fat mech. Let it refresh every after his turn.
Freeze is also unreliable due to how many enemies are outright immune to it. (Even in 1.0)
Let's say his freeze chances should be higher to compensate him needing niche matchups
I used to expect FuXuan to give the entire team some Dodge chance because she is somewhat of a seer
Hoyoverse could give him a different form (like March hunt form), with better mechanics and stats. Introduce new form when he grows more mature in the story. He was passive and cautious in his ice form attacks. Give him fire form.
I was wondering if you would talk about your thoughts about 5.0 For Genshin and maybe Emilie her kit and design And lastly ZenlessZoneZero About that game?
Meanwhile, Arlan corpse in deep of the ocean: 💀