Comments on undertuning at 11:10 Yes, this is actually early Genshin dev tendency. They undertune 5 star characters so much because Mihoyo just fresh from controversial problem in Honkai Impact 3 where they released ridiculously overpowered character (Herscher of Void) that just completely demolish ALL of the game content. It took HI3 team multiple patches and a whole year to "balance" her out by inventing new end game modes (plural!). If you follow the very early leaks on Tartaglia and Zhongli kit, both suffered from this. Tartaglia ascension stat changed from crit rate to hydro damage while Zhongli just got a full blown controversy out of his nerfed kit. Zhongli was supposedly become a DPS geo that gain atk from detonating geo construct but they undertune him SO HARD that it almost killed Genshin prematurely. So yeah, undertuning is definitely a thing in Mihoyo during Genshin early year due to their own experiencef from their other game and it has resulted in some early five stars character in Genshin so underwhelming.
More on the topic of undertuning, this specifically on Dehya 15:29 I've made this comment before but short version is Dehya was designed for a future that never come because that future got revised and Mihoyo forget to bring her along. Fontaine has a lot of health cost mechanic but all of them are hp removal which mean Dehya can't take advantage off, and there is Bond of Life mechanic that Dehya can't benefit from, at least fully. And like you said early in this section that pyro characters are hard to balance. At least that Mihoyo think because they undertune post-Hu Tao pyro characters frequently. Yoimiya have similar drama surrounding her because she was so underwhelming and released just before Raiden didn't help either. They don't want another Xiangling situation esp with how still dominant reverse vape team is that they ended up undertuning characters and this in turn feeds a negative loop (as in release new undertuned character>Xiangling still dominant>Design new Pyro DPS with undertuning outlook>repeat the cycle) esp if the character is a five stars like Yoimiya and Dehya.
I actually didn't know about Honkai Impact's situation, thanks for telling me! I played the game very briefly, so I don't have a good understanding of its history in meta. Regarding Dehya, that makes a lot of sense. You can kind of see the design half-implemented in some current units, but it doesn't synergize well enough in a lot of cases to make a compelling argument for her. I still have cope/hope for Natlan, though. Even if she never gets better, I'll still enjoy running her.
Honestly that Zhongli kit made so much sense since Traveller has that in his/her kit that when the construct is destroyed it deals damage. Honestly would want that idea revisited coz I really like constructs I do however would want to toggle auto climb for constructs tho :(
@@cvrlo_ Yeah Zhongli in lore was not only God of Geo but also god of war as well. It was downright criminal that they undertune to him so much he become a joke from that point.
@@ALittleSIMPle I'm on the same boat that she doesn't need to be the best in offensive. I think it's actually better she offer defensive utility that other pyro or even character of any element lacks that is her non-shield damage mitigation and interrupt resistance. But I wish that they at least makes that later part more consistent by you know, making it last for the field whole duration instead of just arbitrary 9 seconds :(
really enjoyed both your videos on this topic. i felt so surprised when i saw the first one. it felt refreshing to see someone talk about this with some level of sanity and try to understand everything is a calculated business decision and not just because “honkai is mihoyo’s favorite child and hates genshin” nonsense. given everyone wants to make the comparisons between the games too i think it is well within your right to do so and you were balanced and responsible with your perspectives in both videos. you cannot prevent other peoples’ sensitivity and biases (especially with games people get manipulated into spending money on) who want to purposely misinterpret you and any point you intend to make. i agree with most things you brought up in this discussion and i think so much boils down to: you are supposed to feel bad (so you spend money), things aren’t convenient on purpose (so u spend time and also money), and we just don’t fully know the ins and outs of mihoyo’s decisions and business models and just why it would vary between either game. and it’s understandable we don’t know specifics because why would they tell us anything like that? anyway thank you for giving us a very understandable perspective and genuine place to have discussions about this. (hopefully with not too many ridiculous or horrible people in your comment section) and i enjoyed your other videos i checked out after finding the first one too!!! keep up the good work!
its all a big experiment where they play good cop in hsr (which is the better game) and play bad cop/abuse playerbase in genshin (which is a dogshit game, GCN). I honestly all for it.
Honestly, it's hard to try to look at things like this without bias. My memory is pretty terrible, so it's hard to remember the early days of Genshin, and I only run one Star Rail account, so I don't get the full range of experience I would like. Having that kind of insight would be helpful for crafting these videos xd Thanks for watching the other videos, too, glad you liked them!
I think the reason a lot of people believe Genshin is worse then HSR is because HSR is so much more polished. The devs already knew what players wanted from Genshin, so they were quick to implement them. HSR team knew that crit stats were highly sought-after in Genshin, so they made them more common in HSR. HSR team knew double banners were extremely good considering how many knew characters get released, so they implemented them early. HSR team knew that players would play the game for longer (and therefore spend more money) if they gave out free rewards and kept the players happy, so they ended up being way more generous than Genshin. Also the Cai Haoyu thing is definitely true. I've noticed an improvement in Genshin's content since Cai Haoyu left the Genshin team.
HSR definitely had a lot of advantages based on what they've learned from Genshin and it's absolutely a good thing. I agree with most of your points, but I'm having trouble forming a definitive opinion on Cai Haoyu. I feel like Genshin's content has generally improved over time, but I don't know if I've noticed any particular spikes near his departure. Rewards certainly still feel the same, though xd
Firstly, Ouch. Called me out on my addiction. You're right, but ouch, man. Secondly, I think what people often forget when it comes to games is that there are aspects that work for different players. It sounds like a silly thing to say out loud, but how much of what we hear is people saying what they like about the aspects of the game? I mentioned in a comment on another video, but I like the artifact farming. Yes it takes a long time, and yes I have to get on every day for it. Yet my ~addiction~ of getting on every day is one of the only small acts of self care I remeber to do. I have two jobs, and I'm a part time student. Its really easy to forget to make time for myself. Having 30min a day that's part of a routine, where I load in and the first thing I hear is Itto's line about his funny little beetles... It might sound pathetic, but that line always makes me smile. I wouldn't have that if it wasn't for the artifact system. Dehya, too. I'm actually really excited to try and build her. I want to run her with characters that use infusions because I know she has strong on field survivability and it sounds like a lot of fun to try and make that work. Hard? Sure. But fun too. My point is I think often players get too focused on talking about what would make the game better for them. But not every part of it needs to be for them. For every player complaining that there needs to be more endgame there is another saying that the events are too hard. And that might make it difficult to see why they do the things they do. But ultimately I don't think the 'why' is important if you're having fun. I don't ever want to be a person who makes themselves miserable drawing comparisons and focusing on what I wish the game was, rather than appreciating what parts of it I enjoy right now. Genshin and HSR fans could never lol. But jokes aside, I hope the same focus on negativity that I'm seeing come up here in your comments doesn't get you down. The only getting down that should be done here is getting down bad for Arleccino. As always, awesome video. I appreciate your insights, and the fact that you try to understand things beyond your own objective experience of them. Its refreshing, truly. Good luck on your pulls!
Sorry, I didn't mean to call anyone out xd If it makes you feel any better, I'm not any different! I definitely agree, though, I think games are great when they can cater to a lot of people, and I think it's great that people can enjoy the same game for a lot of different reasons. In retrospect, I realize a lot of the things I say can be seen as negative (getting players into a routine isn't necessarily a bad thing, for example), but for some, it can create stability or comfort, and now that I'm thinking about it, I kind of like that spin better xd I like your takes on these aspects, and I certainly think you have a healthy way of looking at the game as a whole. Despite your two jobs and student life, I feel like your mental approach to stuff like this keeps your blood pressure down (kudos to you, by the way). You are also correct in that I'm down bad for Arlecchino. I patiently await her banner... Thanks for watching the video, and thanks for your thoughts! It's really nice to read positive personal experiences, I appreciate it!
@@ALittleSIMPle ah! Sorry if I came off like I had taken your comments as critical. I didn't. I was more amused by them since you're technically correct. I didn't read it as you being critical, so much as you just making a joke. Also, while there are definitely people out there who seem determined to find reasons to be critical of Genshin, I definitely wouldn't count you among them. You always read like you're trying to explore various explanations for things, and sometimes that includes complicated aspects sometimes. And often with things that require nuance, 'good' and 'bad' become too simple. A lot of it is just different, and different for various and complicated reasons. And just because a person likes or dislikes a specific difference doesn't make it good or bad. I'm sorry people often read your explorations as dichotomous opinions, but I think that might have more to do with them than with you. Just sayin.
@@badasspinkpony5486 Oh, no worries, I didn't take it critically! Again, thanks for your thoughts. Open-mindedness is good! Sometimes people are quick to jump on one thing and twist it into another, but I do genuinely appreciate comments like yours, makes me less nervous about the next potentially controversial topic I want to discuss xd
When I watched the original video over, I think I can see how some people might get some ideas, but I still think things may have been misunderstood. These things happen, I guess xd
One thing that I'd be interested to hear your take on is powercreep in Genshin and HSR. It's getting a little tiring when essentially every new 5* in HSR is S tier, not helped by the fact that they've released modes that favor specific DPS types-- while more combat modes is good from a variety perspective, it's still another angle to compel players to roll for if they want to keep up with "meta" in return for no or little increased reward. I've never thought "you can clear with 4*s" is a good argument against the observation, since the point is around the power ceiling, not the power floor, though they are technically pushing both. I personally think it's unhealthy for the game, even as the money continues to roll in. Genshin doesn't really have that much powercreep in comparison-- two times when the power ceiling was legitimately pushed, in my opinion, was Dendro release and Fontaine characters as a whole-- but Spiral Abyss also hasn't gotten that much more difficult either. I'd be interested in your thoughts and/or a discussion.
Those tier rankings change all the time because they're affected by the current seasonal MOC/PF buff, and those buffs purposely uplift the newest unit to entice people to pull. A character that was great in one MOC season can be mediocre in the next one if they don't exploit the newest buff well enough. It also makes sense for every new 5* to at least be *good,* because HSR is still fleshing out its roster. There are only 2 limited Harmony, Abundance, and Preservation characters currently out, to put it into perspective. It's not like they have much room for different power levels within those classes. Though they've already released a few characters that were considered mediocre at first, but became better over time - such as Topaz, who was considered a skip for most people upon her release, but is gaining more and more value as characters with followup-synergy were released after. Same goes for Ruan Mei - though her buffs were always good, a lot of people pulled her while underestimating the value of her main gimmick, focusing only on her inherent value as the first limited Harmony. Now we've been getting more characters who desire, exploit, and increase Break Effect, making her even more valuable in those teams. The fact that the floor for MOC12 keeps getting raised seriously sucks though, that's true. I feel like the hardcore flex gamers in the community are distorting the feedback results or something because I don't understand why they keep doing this when most players are still struggling with floor 10.
@@irisa198 I personally don't think the MoC/PF buff is super relevant just because you can still gauge a character's overall power independent from those extra contexts. For example, removed from any extra seasonal buffs and such, Adventurine is clearly more powerful than Fu Xuan and Luocha-- heaven forbid Gepard-- because his kit is just so overloaded: bonkers powerful shield that is really easy to build for, crit dmg debuff, super sp positive, 3% extra dmg, etc. I also slightly disagree with "every 5* should be at least good." It's arguable whether every 5* has been only "good"-- I think every single limited since Blade has been very good, aka close to the top of the meta, at their time of release-- but the more concerning part is that these 5*s have consistently been just as good, if not usually better, than those in the same role. The paths you pointed out are ironically good examples: both limited Harmony characters are unbelievably strong, top of the meta kind of deal right there with Bronya (who herself is an anomaly, to be fair, as an obscenely strong standard character), while Abundance/Preservation have each limited one-upping the next in power. I thought Luocha's kit was overloaded when it came out, but somehow he's already gotten beat out by Fu Xuan, then Huohuo, and now Adventurine. I'd be slightly less concerned if a few characters so far have been genuinely mediocre, but that hasn't really happened. Even Jing Yuan. At the end of the day, is it all about pushing for money, but the way they're doing it is kind of egregious in my eyes. I don't want to go the way of Honkai Impact 3rd, which I quit years ago because of the powercreep.
This is definitely something I plan to cover at some point, as long as I can find the most objective way to figure it out xd "Power creep" is easy to see in a vacuum, but neither of these games are vacuum-sealed, so fair comparisons are hard to make. I could certainly spreadsheet out a raw comparison between someone like Kafka and Jing Yuan, but they're each greatly affected by the supports you bring, on top of the types of enemies you encounter. Trying to objectively calculate fair circumstances for either of them is a lot of work for my jelly brain xd I remember feeling a little bad when I had trouble pushing faster clears with Seele in Memory of Chaos as it started getting more difficult, but I also remember feeling a weird kind of giddy when I tried Seele in Pure Fiction, a mode designed for AOE units, and was pleasantly surprised by how she could just mow everything down. All that's to say characters shine better in different lights, and the lights are cast by whatever content MiHoYo drives. Another concern is a character's useability - niche characters aren't as likely to be powercrept, but because they're niche, it's difficult to make comparisons. It's definitely something I have to think more about before I publish anything. Thanks for the comment!
what you're describing is not powercreep LMAO it's very healthy for the game to introduce new modes that incentivize different playstyles, otherwise why build new characters? why not use the same destruction characters every time? it would get boring very fast you also do not have to clear with full stars all of the time. if you don't have amazing units for PF then you could simply settle for 660 jades instead of 720. same goes for MOC and the new gamemode we're getting. not being able to fully clear an ENDGAME mode when your account isn't mature enough is exactly the point, it's for players at the ENDGAME that are *looking* for difficult content to challenge them and test their investment/progress the reality is all of the characters we have now go up and down in value every new cycle and that is to be expected from a gacha game that wants you to pull for different characters. what's important is that it's not impossible for players to clear without specific limited units, and the 4* clear argument is a good counterargument to that
I don't know if you're actually praising Genshin for not making end game any more engaging than it is because it is honestly the biggest reason why I find it so tedious to play the game. Why bother logging in and raising your characters when you can just cheese Spiral Abyss with a hyperbloom team? Although I do know that Genshin's biggest gameplay is supposed to be exploration and not the end game, but I personally find it way more fun to play HSR when I know that I'm building my characters for harder content in the future because I know they will be increasing difficulty in the game.
I spent a ridiculous amount of time trying to get that cursed mouth to match Neuvillette's skin tone and it didn't even come out that good xd But I kind of think that adds to the joke, I hope...
18:52 about this comment. Regarding "leaked 5* character selector", this was probably a crutch (or whatever it is called in English). A little tangent: did you know there is an item that increases your max technique points? The best part is that you don't even need to data mine to find it, because it appears in the game, you can find it in events tab before reaching TL20. And we even get this item. We get it 2 times in fact. But i am sure you don't remember using such item, because it was applied automatically. So, about that "choose your 5*" leaked box. I believe this is also a crutch, you get this item after reaching 300 pulls in standard banner, but it does not go to your inventory, instead it stays in standard banner until you choose your legendary
You're correct, I absolutely don't remember xd How odd, I don't even remember seeing less than five technique points on my starter accounts, but to be fair, I'm also not paying that much attention. Definitely an interesting point, though. I assumed that item was a relic from the beta test, but your assumption makes a lot of sense!
You speak the truth, if you have an artifact loadout, you can just have one set and use it on everyone, they don't want that! They want to keep you farming. What they are creating is for new players to get into farming more easily not for old player to stop farming.
One discussion that I'd like to see is about the mindset/attitude of _some_ players. What I meant is, do you know how people thought that free 10 pulls every patch in HSR was to make up for the lack of exploration? And even if you deflect that by giving the actual data of pulls-per-patch, they'll still give the justification that it's needed due to HSR's illusion of powercreep, and such case doesn't apply to Genshin. I wonder if that's actually what the developers have in mind, or maybe there's an existing bandwagon that normalizes Genshin's reward system (thus leading to people thinking that other gacha games have to give many freebies to cover up the flaws instead of taking those as a form of appreciation), or perhaps there's even other contributing factors that you're aware of. Another prevalent thought process is something along the lines of players being called greedy for demanding more rewards, mostly during Lantern Rite and Anniversary events. One that we've seen anywhere is that players should be grateful because the game is free with plentiful contents, amazing story, etc. as dubbed by some other people. What I'm curious about is whether people have been fostering that behavior since forever, or Genshin community is the pioneer for that (which I'm 99% sure isn't the case). It'd be interesting to find out the possible roots, and I somewhat believe that it's not just a matter of "Genshin is the first gacha game for most people, that's why people can't tell that they're being given unfair treatment."
It'd definitely be an interesting topic to cover, but also somewhat daunting. Up until recently, I haven't been active in very many gaming communities, so I'm not really up to date with what people outside of gacha games expect out of developers. It would probably be irresponsible of me to try to assume one way or another, but it's certainly something I could look into and think about. One speculation I'm fairly confident in making is the extra pulls we receive in Star Rail (relative to Genshin) is probably due to the variety in endgame combat we have, and not necessarily (strictly) power creep. Breaking enemy weaknesses is pretty important, so having type coverage can be crucial for clearing within the appropriate cycle constraints, but it's not always enough to bring one character of an element and expect them to disable enemies on their own. Considering the fairly extreme differences between turn-based and action combat, this is a poor comparison to make, but if we look at a unit like Bennett (healer, buffer, battery) and compare him to Huohuo (healer, buffer, battery), you can spend more field time on Bennett to disable elemental shields (if there are any at all), but Star Rail's combat system doesn't allow you to select field time like that, so you wouldn't bring Huohuo thinking she'd be great for weakness breaking. That job is generally left to the offensive unit (whoever's getting the action advances, speed buffs, et cetera), and the supports are there for extra help. In many cases, once you disable a shield in Genshin, you can generally use any element to do damage after that (even if enemies have some elemental resistance, reactions are strong). For Star Rail, regardless of whether or not you've broken an enemy's toughness, you still want to try to hit enemies with elements of their weakness type (no reactions to carry damage xd). In addition to this, we have Memory of Chaos, Pure Fiction, and the upcoming Apocalyptic Shadow, and while you can try to use the same team for all of them, I wouldn't expect someone to have a good time running Dr. Ratio in Pure Fiction. Because some modes play to the strengths and against the weaknesses (sometimes pretty severely) of some of our units, we need more units to cover weaknesses in our rosters. As a result, we get more pulls in Star Rail because it helps balance gameplay elements. This extends to Genshin, since we're getting Imaginarium Theatre once July starts. We're supposed to have increased rewards from Spiral Abyss, and Imaginarium Theatre (as far as I can recall off the top of my head) will match Spiral Abyss rewards. I think it only ends up being an extra pull or two per month, but it's easier for a developer to give a little and add more over time than it is to give too much and start taking it away (players will be pretty upset xd). Imaginarium Theatre restricts the use of certain elements, but we're also offered trial characters, and we can borrow friends' units, so while we'll technically need more units, we may not even need to pull for them, which is probably why these additional rewards look pretty paltry. Regarding players being greedy, it's hard for me to say. Like I mentioned above, I can't really speak for people as a whole, but from my personal experience, Genshin isn't my first gacha, so I naturally approached it like I would for most other gachas I've played. After playing it for some time, I stopped thinking about it like a gacha game and considered it more like a typical open-world RPG, and I think that adjusted my expectations for rewards. For example, I don't expect FromSoftware to give me Elden Ring goodies (though, I certainly wouldn't complain!). If I wanted to approach this topic in a video essay, I'd have to do some digging in other communities. Sorry for the wall of text, bless your soul if you managed to chew through all of that xd Thanks for the comment!
@@ALittleSIMPle Oh no, I don't mind wall of text, like at all. I can grasp what you're trying to convey, no worries. But yeah, I imagine you have to be really observant, not just towards Genshin community but also other gacha communities to truly assess the ongoing mindset and find out the origin of everything. I myself just mostly play the game and have fun with it. If not fun, then I play other games, simple as that. Other people can enjoy what I don't enjoy, and we all know that - it's a matter of personal preferences after all. That's why I also don't care too much about whatever's going on in the community, but sometimes social media algorithm likes to shove drama in my face. Imaginarium Theatre's character selection system kinda makes me confused. As an Endgame mode, why are there even trial characters? I mean, it does help people to get through the mode without any hassle of building chars beforehand. Thing is, again, it's an Endgame mode, so in my point of view, I expect it to be some sort of test for the chars people have built, but I guess it's due to the element restriction, so they have to apply the trial chars system. Even then, I don't understand the decision behind fully-restricted elements. I think it'd be much better if the restriction was removed to give a leeway for people, but give extra cosmetic rewards if they can finish the gamemode with determined elements. That's why for me personally, I prefer HSR's Endgame approach. No restriction whatsoever, and if the minor/major buffs go in line with the formed teams, even wacky teams like Dr. Ratio in Pure Fiction can be lowkey viable (and this is also knowing that next PF is mostly about Follow-up Attacks). Though to be honest, it's just theoretical thing since I've never seen a showcase of Dr. Ratio in PF. And yeah, if you want an easier time doing variety of Endgame in HSR, you gotta plan out your gacha and broaden your roster accordingly. Hell, it's only thanks to Pure Fiction's release that I finally decided to build Himeko and Herta (both of which somewhat trivialized the gamemode for me). I can accept that we get many free pulls so that we can have many characters with diverse roles, and honestly? I'm fine with it, thankful even. I also don't think that we get more pulls to counter the powercreep, because for the most part, in the context of MoC/PF/AS where you need 2 teams, you can just put 2 rivaling characters in separate teams or even in the same team if needed (examples being Sparkle vs Bronya, or Boothill vs Firefly). Not saying that powercreep doesn't exist of course ; it does, but it's mostly in terms of comfort (for damage output and vertical investment) and not just blatant big number. Still, even with Premium team (basically team with latest 5* chars), there must be a vertical investment like Traces, Light Cone, and most importantly, Relics (which I'm mostly lamenting about since getting good pieces especially for DPS can take few days. Don't even mention Planar Ornaments, which is why I'm excited for HSR's 2.3 because Divergent Universe should make the obtaining process way faster and easier). And with really good vertical investment, you can somewhat brute-force, but of course it's gonna be a bit harder than if you were to obey the element weaknesses. At least it's not a full-on damage immunity though because that'll make me jump off a cliff. At the end of the day, I'd like to think that I'm enjoying myself in my own bubble a bit too much. If I can't beat something like MoC Stage 12, then that's fine by me. I recognize how it's getting slightly harder over time, and so I can just try to tackle the challenge with varying team composition and playstyle. Much better to just focus on the game itself and see what I can improve and not so much on the community. The debate about powercreep, free pulls, etc. will never end anyway, and we can only speculate especially when we're just outsiders/players who don't know any better.
Honestly, the best approach seems to be just enjoying things your own way. If you're cool with what's going on, why let other people ruin it? Imaginarium Theatre was a weird one for me to wrap my head around. It's endgame content, but I don't think it's necessarily specifically combat-focused, as weird as that sounds. I believe the focus is more towards utilizing the resources you have at various stages of the game mode, then seeing how well your decisions work in practice through combat. The idea is to figure out which units work well together under certain restrictions, and to realize there are advantages or disadvantages to using some units earlier vs later (some units have good value with few buffs and few teammates, so it's better to use them earlier, while others have good output when under the proper conditions, so it may be better to save them for later after you've accrued synergistic party members and enough buffs, and you can't use the same unit for everything due to the stamina system). But I obviously haven't tried this yet, so I could be way off. I agree in that I also prefer Star Rail's endgame, but I think it mostly has to be this way. I know there are quite a few people that don't really focus on Genshin's combat. Since Genshin has a lot more diversity to it in terms of what you can do, what someone chooses to do as their "endgame content" can vary from person to person (Spiral Abyss, exploration can take quite a while, the Teapot, TCG, et cetera). With Star Rail, endgame content boils down almost entirely to its combat. The maps are smaller and it's not open world, so running around and exploring isn't really an option (for long, at least), so it's really just things like Simulated Universe, MoC, PF, and whatever events are up (most of which tend to be combat-focused, with some exceptions like the Museum event). So instead of branching out into a variety of different avenues, they focused on creating several flavors of combat modes, and I think it plays well to the core of their game. It's a really good way to allow players to demonstrate their ability to work around game mechanics and play to the strengths of their units, and I think that's what a lot of Genshin players want, seeing as the units are what we actively choose to pull for. This kind of ties back into Imaginarium Theatre, because restricting elements is kind of like a pseudo-weakness system. Many of Genshin's teams (with enough investment) don't care too much for single target vs AoE. For example, National teams work well in both, and Hu Tao teams are mostly single target, but Hu Tao can pass through enemies in a straight line leading to at least a little AoE damage, on top of her personal damage often being high enough to clear AoE chambers in time anyway. Any other kind of combat content they could have cooked up may just look like Spiral Abyss in a new skin if it weren't for these random / restrictive elements. I also agree regarding power creep (I recently-ish put out a video about that, you might find it interesting xd) I also-also agree with your End-of-the-Day. Nothing wrong with the bubble. It's only a game, I'm not playing it to hear other people fuss. I just wanna pull characters and hit stuff.
I don't know why there are still people who want endgame from Genshin. When Genshin said that they won't ever add anymore to not stress out players. Not only that, there's literally nothing in Genshin to worry about except the abyss. Which i avoid for so long. Main focus of Genshin is exploration with a spice of combat. If you don't count abyss tgen there's literally nothing to worry about and that's why i love Genshin for being a stress free game wheneve i come back from work
I think people want endgame mostly so they have something to test their characters' investment on. I just generally like hitting things, so I certainly wouldn't mind xd I do find Genshin to be a great game for relaxing, though. I love running around in the environment
@@ALittleSIMPle I would definitely love some soft of new combat place because Genshin's combat is very enjoyable. But looking at it, I like that hoyo set Genshin to be a casual game (and like legit)
@@ALittleSIMPle I just want another world level. I don't want another weekly chore for primos. I simply don't want all combat encounters during regular exploring and questing to end after a single Neuvillette blast.
Even though I am a HSR main that jumped ship from genshin, one of the things I quite like about genshin teambuilding is it's flexibility Because of how broken supports (ruan mei is pretty stupid) are in HSR and because it is turn-based, you are basically locked to a DPS ultra hypercarry team 90% of the time alongside a sustain. Sustain kit just primarily involves: yeah im shielding/healing (if im a five star, i also buff a little) . Buffers kit just primarily involves: yeah im buffing (if im a five star, i buff your damage by one morbillion). Variety only mainly comes from the main DPS's kit. I've yet to dabble with leaks so thats my take on HSR combat so far. Not saying it's unfun or doesn't involve strategy, but seeing my harmony and sustain units be irreplacable 99% of the time leaves a bad taste in my mouth. In genshin, I can go with many compositions with differing playstyles. Hyperbloom, reverse-vape, or aggravate keqing with no healer (funnest team imo). Buffers can be in the form of sub-dps or good element applicator or an anemo unit, and each sustain unit (the ones i played so far) have their own use cases. That would be my two cents from a rando on the internet, good video btw! P.S keep it up you sigma
I largely agree with your take, I do feel more restricted when it comes to team building on Star Rail, but this is something I'm expecting (and hoping) to change as time goes on. More units released means more options, so I'm optimistic there will be a good balance of characters that will have strengths and weaknesses to make team building more dynamic. +1 for healerless Aggravate Keqing Thanks for the comment, glad you enjoyed the video!
To prestate: I respect your observations and opinions. But reading this was definitely a wild ride after I just saw someone saying the opposite on hoyolab, claiming HSR has implemented paths "poorly" because the characters do too many things outside of their stated purpose. So tbh I strongly believe what you're commenting on, if it's accurate, is at least already changing. An argument could be made that it's been changing since Kafka's release, even. Kafka's an amplifier for debuffers, Aventurine is a sustain sub-DPS, Yukong is a buffer sub-DPS (though unfortunately a shitty one), Topaz is a buffer sub-DPS, Blade's the perfect sub-DPS for Jingliu, Black Swan is a great sub-DPS for several characters, Ruan Mei and Asta are designed for multi-DPS teams, and Ruan Mei, Welt, and Clara can also be used as sub-sustains. Tingyun and Huohuo's energy recharge and Bronya and Sparkle's turn manipulation aren't exactly buffs, they're unique game mechanics that are useful in specific scenarios. So I don't see how it's different from Genshin at all - you can play without a sustain character, there are sub-DPS characters (all of whom also fulfill either a buffer, debuffer, or sustain role), and each sustain unit has their own use cases because their buffs and mechanics are most useful in different teams or against different enemies. The reason it feels like some characters are irreplaceable right now is probably because there's only between 2 and 4 limited five-stars in every path. This is significant because limited characters are designed to be *inherently* better than standard characters for business reasons, so with only 2 limited Harmony characters out there, of course it feels like they're must-haves in every single team. But this will quickly change as we get more limited characters in every path. Once they start competing with each other, not just with those characters in their class that are inferior to them by design, then we'll really see how creative and flexible gameplay will get. I think by the time HSR catches up to Genshin's amount of units (as Genshin currently has ~double of HSR's units, both standard and limited), HSR's teambuilding flexibility won't feel inferior at all. Maybe only in the sense that you'd probably still *prefer* to have a proper sustain on the team, since dodging isn't an option (and devs have said probably won't become one, since it would wind up breaking the game).
@@irisa198it's like you can't make some characters DPS even if you want (without SU buff's) like mostly healers they will be stuck in their role (for example Bailu), I think it's one of the reasons they release a ton of characters to cover Path/Role , but in Genshin as an action game and how it works you can make character DPS ,sub DPS, healer (with some specific artefacts and weapons) mostly for catalyst users. With Cloud retainer everyone can be Xiao
I don't know if this is something people have talked about since I only got Dehya relatively recently. But it really feels like she's severely underrated, and I can't help but wonder why. Don't get me wrong, she's not strong in anything - but she is very convenient for overworld exploration. As in, she's the only one who can continuously attack and kill enemies, while also healing herself, while you're afk - useful when you're killing random underleveled creep camp #3576. My abyss team tends to kill everyone before I've finished the setup, and then they are out of energy - stronger yes, but makes exploration kind of annoying. Dehya's other talent is also geared towards exploration, and she uses a claymore. Of course, meta slaves tend to mostly care about who's good in abyss, but I think most people spend a lot more time in the overworld than in the abyss, and having a character who makes that effortless seems like a really good addition to your roster.
I haven't used Dehya in open world too often, mostly because I find it generally more convenient to have range (I want to kill that guy, but he's waaaaay over there, for example). I'm glad you're enjoying your experience with her, though! It's great that you can AFK in Dragonspine indefinitely and she'll never die.
@@ALittleSIMPle I mean, I also have Yelan on the team for those situations, as well as for even faster movement (the other two spots are raiden and furina who do the real dps while off-field). In my experience, those situations are uncommon enough that you can just swap for them. But I do get what you mean and if that's what's comfortable for you, that's great. What I'm really wondering is: I can't be the first person who has noticed this. How come literally everyone agrees she's bad then? Is there something I'm missing?
Yeah, HoYo definitely seems to be catering to newer players, which makes sense, since the game has quite a bit of depth now and being introduced to so many systems can be overwhelming. It's certainly not a bad thing to prioritize, since people who have been playing the game for longer already know how the game works and have been dealing with how it functions for so long already, whereas newer players don't have any feeling of obligation or commitment, so quitting early on doesn't feel like such a shame if things aren't immediately intuitive. I also think it's nice when I get to hear a new player's experience with the game, kinda makes me happy xd
your yapping is so nice to listen to and your voice is really relaxing + ur right about a lot of things in terms of development, etc honestly the only thing i planned to add is that genshin could never have qingque (shes too fun and helps me get over the need to gamble my jades away)
Smh, the lack of playable Dottore so far is just sad. Edit: Aloy is an outlander, not a descender. Like Arlecchino and the other non-descender outlanders. Or the alien things we fight in Elynas. "Not everything that comes from outside Teyvat is a descender." We know Arlecchino lacks the will to shoulder a world, even if she is alluded to be a descendant of Perinheri (or, perhaps because of that, since he wasn't strong enough to be a descender either.) Aloy is basically the same as Arlecchino, the abyss twin, and the orphans in the original House of the Hearth - outlanders, but now considered a part of Teyvat (as evidenced by their visions with Aloy and Arlecchino. It is stressed during Narzissenkreuz it is very important to avoid obtaining a vision, to become a descender/someone whose will can destroy and shoulder a world.) There's a reason why we aren't vision-holders, because we have the potential to become someone who can reshape the world as a descender. Idk about the abyss twin, though, since they lack a vision. It could be that their will is simply not strong enough in terms of their wish to challenge fate, which tbh might not be all that implausible, I mean, going agaisnt your sibling and all. We see the Fatui positioning themselves in that spot a lot more, and the line between them and us becoming more blurred with each Harbinger that isn't Scaramouche. I think Dottore will save everyone. ❤ With our help, but you know what I mean, the Irminsul scene.
No playable Dottore is indeed a shame. The video wasn't really about outlanders and descenders, so I didn't get further into the topic, but I think at the time of Aloy's release, people weren't sure about the terminology, so they just went with "she's a descender" (I could be wrong, I don't follow or remember lore too closely xd). That portion of the video was to reference those speculations, not necessarily meant to claim one thing or another. It's good to know, though, thanks for telling me!
One thing you’re forgetting about Aloy is that she was only given out in Patch 2.1 or 2.2 in Genshin and then was never given out again. People who weren’t playing at the time would be pretty upset if she was good as that’s a good unit that they can never build teams around. Likewise, Dr. Ratio is only being given out until the end of Patch 2.1, and I don’t know if he is ever going to run again (even if he does have constellations). FOMO also extends into weapons and light cones as well, where it’s far more apparent (no Festering Desire for Furina, no Tutorial Mission for Nihility units, etc).
You are absolutely correct, I 100% forgot to mention her exclusivity xd I knew I'd miss something, thanks for pointing it out! The FOMO is another good point. The focus of the video was mostly on banners, but something I could have (and should have) touched on were the other free-to-play sources of power investment, though since HoYo doesn't seem to want to rerun those event items, it's difficult to justify an argument where power balance heavily factors those into account.
Glad you liked that addition! Figured I spent a lot of time talking about some topics that might not necessarily be interesting to everyone, plus I had some still images in there, so I thought it'd be good to have something moving on screen so people didn't think their videos froze xd
Thanks! I try to make good(-ish) use of visual aids. I know my attention span is short, so I try to make stuff happen just in case other people have the same problem xd
Also deyha apart of my main teams, any burn melt team and neuvilette burgeon 💀 and if somehow my team needs to take a pressure you press her ult and she just takes any major hits as your team slowly recovers and ult cooldowns return. You need to have a good account to make use of her for sure though.
Look, I have nothing valuable to argue, disagree, or rage about. I just wanted to pop in and give a brief positive comment (since most people usually have something to argue about commenting); I enjoyed both the previous video and this one ranting at the comments section. Right now, you are slowly working your way in as one of my favorite youtubers due to your timbre and tone, your way of putting the information first instead of the fluff, and generally fun visuals. The jokes are great and keep the happy little dopamine rats in my brain fed. Huh, the adhd gremlins in brain have run off. Anyways, excited to get more content, legitimately thank you for the great work.
I love brief, positive comments♥ I don't like starting or reading arguments, but I do think it's important to think about topics like these, so it's kind of an unfortunate side effect, though arguments can lead to more open-mindedness. Glad you like the way I try to present things! I hope I can maintain the consistency in the future xd
Man, idk what it is about your videos but they just feel so cozy, idk how to explain it. Anyways love the vid, love the channel and keep up the good work.
Even if someone finds the information in the video useless, I actually think these feel more valuable to make when someone finds them fun/cozy/comfortable. Glad you like them, thanks for letting me know!
just wanted to say: pretty good vid! it must've taken a lot of work to find comments to answer, make a script and edit the vid.. it was pretty engaging to watch! i'll throw a future video suggestion, though this might suck LOL i was thinking about exploring between GI and HSR's focus when it comes to adding different game modes: GI seems to be focused on giving a different experience from the core gameplay while HSR is focused on making its combat shine in different applications.. i personally prefer GI's approach since i would want something different to do than just tackle combat, but i'm sure other people think otherwise! have a great day and i hope you are proud with your work!
I actually had way more comments to get to, but as I was writing up the script, I was approaching a page count higher than all my previous scripts and I didn't want to make the video too long xd I made some cuts, but I'm not sure I should have. Maybe I'll do a part 3 some day... I like your idea, though! To provide some insight on it, Genshin is a big game. As an open world game, there are a lot of creative things it can do in terms of player challenges, puzzles, delivering lore, and just generally keeping busy. I've seen some people make content out of walking from Mondstadt to Fontaine or ice-bridging their way to Inazuma. Star Rail focuses largely on different forms of endgame combat content because the main way it delivers entertainment to people is through zone exploration (which is inherently less in-depth compared to Genshin, since it's not open-world), puzzles and/or events, and combat. Once you've finished clearing a map in Star Rail, there's not much reason to come back to it outside of maybe killing mobs for materials/experience or coming for quest objectives. Once you've solved all the puzzles and events, you just wait for more puzzles and events, so the best thing HoYo can do for Star Rail is to make its best selling point shine. A lot of people who are drawn to turn-based combat games obviously enjoy turn-based combat, so having different kinds of it is making good use of a strength while also having some variety to keep players from getting bored. They way they've been implementing it is also smart, because there's not technically "more" of it, the different modes just trade off every couple of weeks. It's good to have the variety, but too much quantity can cause burnout. It's definitely not for everyone, but I'm glad it's there. Thanks for your comment, have a great day!
On the Dehya situation is for sure an after tought because she was announced to go on the standard banner after her infamous release. I just explain it as hoyo don't liking brown characters. Or just trying something different with her that didn't work how they planned.
I just want to point out a correlation but after the director of Genshin stepped down we immediately got leaks about new permanent end game content and an increase in rewards for Abyss. Not saying that its a massive change but its interesting.
Oh, I thought those leaks were relatively recent (in the past couple of weeks or so). If there were any earlier than that, I must have missed them. Thanks for letting me know!
@@mikonyx7712 I couldn't tell you for sure. None of the articles I've found gave a reason other than he wanted to focus on other kinds of research. It's possible Chinese news outlets elaborate on this further, but my digging hasn't been that extensive xd
another nice watch, keep up the good work "genshin doesn't have end game yet" me, release genshin player without the 4 avengers nor hyperbloom, and no full star abyss ever (yet) *sobs*
I never pay that much attention to combs.. I just try to create teams that fuction based on the characters I actually like. I'll never pull for Yelan or Kafka
6:45 as a person who got Seele LC instead of getting a new unit in 1.4 and getting both acheron and her LC in 2.1, lightcones are INSANELY worth it for me if i really like a unit. 1.4 was so boring to me of a patch because I didnt want Jingliu or Topaz but I had a really invested Seele so I got her LC and by god was it worth it. This is unlike genshin, where weapons feel so bad to save up and pull for instead of a character.
This is actually almost exactly my situation! I pulled for Seele on her debut but skipped her light cone because I wasn't sure what to expect moving forward. After using her for a few patches, I decided I really enjoyed her playstyle and went for the light cone over Topaz. My logical brain at the time was thinking "this is dumb, don't do it", but my gacha brain said "for the waifu!" and the gacha brain won. Looking back on it now, I think the logical brain has been won over, I've gotten a lot of mileage out of that light cone xd
I just wanted to say that artifact grind in star rail is not as annoying since you dont have to manualy grind domains You can just press auto battle and alt tab and do your thing
Thinking back to the player surveys you mentioned in Part 1, I don't think those "do you play similar game" questions not once asked if we played Horizon... This honestly makes no sense to my brain. Gameplay-wise, Horizon 1 just as compatible with Genshin than most of the games listed in those surveys...and then Horizon 2 came out with even more mechanics akin to Genshin, to the point I feel it might actually be closer to Genshin than even BotW...but Hoyo continues to shadow it. Just why?
Well, all takes here make sense except dehya part. The only character who can *really* get benefits from her is lyney and only due to thoma requiring NAs. Father is perfectly fine with him, layla or any other shield. Plus making a better dehya is veeeery simple but hoyo seems to be not able to do it to avoid powercreep Although, maybe natlan will introduce some limited 5* variant of it (copium overdose)
Yeah, I'm honestly not sold on the Dehya part, either. It's just the best I could think of. I'm certainly open to ideas, though! Patiently looking forward to Natlan and sharing the cope
Honestly HSR players are just insecure about everything, they can't accept Yuri Ships or Powerscaling from HI3rd which is practically their parent game without whom they wouldn't exist and they can't accept good parts of Genshin either and complain about the smallest of things, also the argument that HSR has better artifact system is utter bs, many artifacts in Genshin are straight up interchangeable between characters and they would still work the same is definitely not true for HSR where the artifacts need to be exactly what you need otherwise the characters just straight up work as advertised, also HSR 4 stars need those Eidolons in order to properly work also they need great supports meanwhile Genshin you can just do shit with two properly built teams forever
Your point on Relics was actually an argument I was thinking about making, but I'm honestly not too sure anymore. Some sets are definitively better for some units, but as more sets come out, we may see a lot of options become viable (or even good) for a lot of characters. An early example is how you could feasibly run the Quantum set on a lot of DPS units, as long as enemies had Quantum weakness. In some cases, it was only a few substats behind, and in other cases, it even came out ahead. A more recent example is the Pioneer Divers set, where it offers a lot of value, provided you can maintain its passive. It's an interesting topic and I can certainly see an argument being made for either side. Even with the assumption that Relic sets become more flexible in the future, I do feel like I dislike Star Rail's system more, though xd Too many set bonuses to worry about and Planars make me want to attend therapy. Regarding 4*s, I do feel like both Genshin and Star Rail have 4* units with a lot of power locked behind Constellations/Eidolons. I'd be lying if I said I didn't have some bias towards Genshin for combat, since I've been doing it for longer and I should be (probably) better at it. I've seen some people make the argument that Genshin 4* clears are lots of resets, but I've seen Star Rail 4* clears take many attempts, too. Again, probably bias on my part, especially considering I've had a lot more time to invest in Genshin, but I generally find my 4* teams there don't have too much trouble. I can't even find the time to gear my 4* units in Star Rail to try because my 5* units are still built like trash xd
@@ALittleSIMPle I mean HSR is out only for about an Year ofc we wouldn't know much about it or wouldn't have the perfect builds, I am pretty sure End Game in HSR will definitely get way harder, Genshin is apparently going to release an extra abyss mode too so there is that, but personally Genshin's abyss clearly is very much dependent on the player's skill to dodge everything and perfectly time some stuff meanwhile in HSR you have to build your character perfectly otherwise clearing would be hard, personally Genshin is a better game for the sake of enjoyment, HSR is a game that people play to flex damage numbers cuz honestly there isn't much to do other than just clear out the challenges in HSR the story isn't even that big compared to Genshin's which is why they keep the limited time events cuz this way they can provide more things to do, also yeah Genshin is definitely getting all of the quality of life improvements from HSR it's slowly coming to this side too
Star Rail's story and world-building is really great! Glad you're enjoying it! Unfortunately, my experience with Honkai Impact 3rd is really limited, so I don't have a lot of insight there xd
Something that I find funny about the new auto equip feature is that, even though I am a user of Genshin Optimizer sometimes for events I use the system to equip units that I don't play much to play different team on events. To me is easy to setup (considering I used to a much harder system), its not optimized (at all) but good enought . I saw that system and thought "Who is this for???" And I guess me? I would still prefer pre-sets, but it works ok.
It's honestly not that terrible. Certainly better than nothing, but definitely not optimal. At the very least, it's (hopefully) a start for something else xd
@@ALittleSIMPle yeah, but again it's more complicated than most casuals would like, and less efficient than most hardcore players would like. Weird middle ground.
to me, this whole "aloy vs ratio" debate makes little sense when you look into the specifics of each characters because: - aloy was just a colab character with no constelations that they wanted to give out with no other bonuses because well, why WOULD they want to make a free character too powerful than they should be, and more importantly for them, how would they sell a character with no constelations, right? and so they didn't really have any good reasons to make her that good from their side of things. - ratio on the other hand though, was designed from the VERY begining to be a limited character with his own banner, and so just like with any other limited characters that they've made for star rail, they made him good too, but then because of the "best mobile game" award(s) that they got, they decided to gift us a free version of him to everyone as a thank you gift, and without nerfing him because lets be real now, had they done that, it would have caused a wildfire within the star rail community, bigger than the rivalry caused between genshin and star rail from the fact that he came out for "free" in the first place. it would have been like "you voted our game for being great? well, here, take this *free* hunt character that was supposed to be a limited character. oh, and also he'll be half-baked because f ck you" which... wound't land well now... would it? and so like, yea, from one hand you'd expect that they would have released ratio in a slightly lesser version at the very least, judging from past events with aloy not being too good, but from the other hand, it also wouldn't be a smart move from them to do that, because like i said, he was designed to have his very own banners. but yea, with all of this in mind, comparing the 2 for me is: 1. unfair 2. very childish when overlooking the conditions on WHY they became free in the first place and 3. aloy came out in a stage of the game (genshin) where, they were still trying to figure out things on what was the best for the meta so, even if they wanted to make her be on what was considered as a level of "great" for the time, she would probably have fallen off later on anyway.
I think I agree with all of your points! I wanted to add a little to the third one, though. Considering Aloy is the only truly limited unit, undertuning her was probably the safer thing to do to avoid being harassed later. People feel bad if they miss out on a unit they can never get again, if that unit is good. If that unit's dogwater, then nothing's really lost xd
@@ALittleSIMPle yea, you have a point there. it's better to miss out on something insignificant than something that's relatively big... *COUGH COUGH CINNABAR SPINDLE*
@@1Albedo You know, I was playing Genshin at that time and got the weapon on my main account. Somehow managed to not get it on my alt, and I'm kicking my ass for it to this day. Same with Festering Desire xd
Question: Why Fontaine still doesn't have a standard 5 star character? It makes sense for no 5 star standard banner character from Inazuma since Inazuma's area is story locked but you can still visit Fontaine without doing Fontaine's Archon quests.
I honestly don't think MiHoYo wants to get into the habit of releasing more standard units if they can avoid it. I know some people that start playing gachas for certain characters and get disappointed when they can't target them specifically (a friend of mine in the early Genshin days dropped like, $400 trying to get Diluc from the standard banner... it didn't happen). The "easy" solution is just keep playing, they'll come eventually, but it's only easy as far as someone's patience goes. I know there are people that have been playing since day one and still don't have their first copy of Jean, for example. Adding more characters to the standard pool dilutes it, so it makes it less likely you'll run into a particular unit. This also becomes more problematic if you're trying for Constellations on your favorite standard units. This could certainly change if MiHoYo added a banner where standard units could have rate-ups, but it would have to also depend on how they handle it. Something like the Chronicled Wish banner is a start, but using your Intertwined Fates for standard units isn't something I would consider valuable, so it'd have to be the Acquaint Fates or a new currency.
13:18 People don't realize the content is always easy for starting players. Even when MoC gets harder, new players get more free pulls and get the current strong units and the end game is relatively the same difficulty as what it was for players in the past. It's the loop of hook line and sinker. You make established players and over time ramp up the difficulty and power of new characters but make it harder for the established guys to get said characters as they're already hooked. Or a character that makes their established roster stronger. It's all psychological tricks
simple: ignore MoC. get the 15 stars for the battle pass and move on. "endgame" modes in gacha games always require 3-4 times the investment compared to the rewards and are built to push whataver new character on the banners. In short: wild goose chase spinning in circle. Not worth it.
"...i made some points regarding one or the other and i think some people understood it as an attack on their favorite game." That's mhy's fanbase for ya. They get rabid every time they hear criticism of anything mhy because "criticism=bad" is their mantra. It's their most defining trait
Layla will be infinitely better as a sustain for Arlecchino than Dehya, for obvious reasons beyond melt being really strong. Total damage blocking > partial damage mitigation. For the main topic of the video, important to note Keqing came out when Jing Yuan did in each games respective lifespans, they're even the same element. Main difference being that Jing Yuan is a god literally everywhere, with more decent teams than you can count, and seems to keep aging well. While Keqing was genuinely unusable before aggravate, and after dendro, is still overshadowed by nearly any other electro unit. This difference in character treatment is probably a big reason for the 'genshin could never' thing. When people get a character in HSR, they are big, flashy, and powerful with minimal investment. In Genshin, it can feel like your shiny new 5 star is hitting with a wet noodle as soon as you encounter an overly buff cat in chenyu vale unless you assemble all 6 infinity stones to crown every talent, max every artifact, and max them to 90. And then months or years later, and mihoyo has replaced them outright with a better option. (Arlecchino vs Hutao, or Chiori vs Albedo) Add to this, HSR lets people obtain more characters they like? Well, stuff like Spiral Abyss and MOC never matters to the casual player, they probably only care about the story and exploration. If HSR characters can clear exploration with more ease, than Genshin characters getting body checked into a two dimensional red splat by a gentleman from fontaine...Some sense of Mihoyo having bias towards HSR will form. Anyways, I like your videos, and thought you might want this as a discussion point for another video in the future.
Eberyone always compare genshan to hsr but honesly the mkst current qol game is hi3 no 50 50 easire way to get weapon no artifacts artifact equvilant is craftsble more pulls
i have to say, i can just drop genshin for months, and come back with tons of content to do without worrying about not being able to clear them. this however is not true for HSR, the game is constantly getting harder at a much faster rate, and unlike Genshin where you can just ignore abyss and do quest and explore, combat is all HSR has, so not being able to catch up in the main aspect of the game feel very bad people can say what they want about Seele and Jing Yuan but they do not clear content on their own, you either need to put massive time into farming relic or have shiny new support for them to works, and this is why i appreciate the way genshin is heading more
I think I can agree with this, I feel like the recent Memory of Chaos difficulty bumps have been really noticeable. A topic I had in mind for some kind of video actually focuses on Genshin's general endgame or Star Rail's endgame (I don't think I'll put them in the same video, I'm not looking to start wars xd), but they way they handle each is definitely interesting. Like you said, Star Rail invests heavily on its combat, so the endgame naturally revolves around combat, and balancing combat around players who play daily and players who take regular breaks is a nightmare for MiHoYo, I imagine.
If there's one thing genshin players do when star rail is compared to genshin that i hate, it's that a lot of their arguments only seem to make hoyoverse and star rail worse and not lift their game up. Like, regardless if star rail needs a lot more wishes and characters to beat it's severe powercreep, even if the game itself is worse (which personally, i think it is), it doesn't really justify genshin's stingyness. To be fair, i dont think genshin needs the level of pulls star rail does, but it wouldn't hurt to get more free characters. I think the thing genshin needs is just more QoL and endgame content. Apparently they will be adding more to the SA in 4.7, but i wouldn't be surprised if that wasn't true. I dont think genshin would be hugely impacted if it didn't add these, as a lot of its content is geared towards casuals and non-combat players a lot more compared to star rail, which makes the lack of them hurt more because Genshin could easily be a 9/10 game if it just tried harder. It's why im excited for wuthering waves, because all it has to do is to give it the pressure that star rail currently has so we can see genshin become better. Or more people will leave and won't go back, not even to another hoyoverse game.
Sorry if this video comes off with more negativity than not, it was kind of hard to look at things objectively without poking at flaws (if you'd prefer, I have two other videos that focus on each of their respective "fun" elements xd). I do certainly think both games have room for improvement, but there are a lot of strong suits to both that keep me coming back. I've also been hearing about the new Spiral Abyss in 4.7, but the information I see keeps shifting around a little, so it's hard to know exactly what to expect, but I remain somewhat optimistic for now... On that note, I'm also praying for Wuthering Waves's success. Thanks for your thoughts!
@@ALittleSIMPleyou're definitely not being too negative. I'm just kind of annoyed of genshin players justifying the lack or perceived lack of rewards and qol features by saying things like "but genshin is open world, casual, etc" and i dont fully disagree, or when they critique star rail for being much more p2w with their relics, powercreep, etc which is valid but it doesnt really serve to make genshin better, just makes everything else worse. I will say, actually looking at genshin objectively, they're doing a lot more than people give them credit for. I just want them to add more QoL features, which they've been adding, but obviously we want more, particularly to be able to play previous events because star rail has that. And star rail has more endgame content. (Actually, I feel like they're purposely putting more into star rail to get players to move into it and get addicted so they can make more money because it has a lot more powercreep and is overall a lot more expensive compared to genshin)
We (i in particular)are more annoyed of that same Fricking line u guys use like a Child, while there's no special thing abt hsr since it's just a copy of Genshin apart from it being "1 turn-2turn" it's truly annoying when they try to boast when that Hsr game is just as or even emptier thn Genshin. If u talk abt rewards u show know they're just milking u with them coz game is empty, if u talk abt Endgame content even then its the same coz they got nothing really other than Just "1Turn-2-Turn" Truly Brainrot Game despite that i still play that
the problem is that the gensh*t BS is leaking super fast into HSR and soon there will be barely any difference in terms of QoL, progression, BS mechanics and puzzle infestation.
Hi! I do think Star Rail's sound track is more on the "fun" side, but I think that's because of the game genre. HoYo markets it as a space comedy, so I think the mood is intended to be on the lighter side. I don't think I would call one more robust than the other, I feel like both games have quite a bit of thought put into the compositions. Some of Star Rail's music does tend to lean more towards a "modern" feel, I guess. There are quite a few electronic tracks, as well as full songs with lyrics. Some of Genshin's later music does have some electronic or dubstep elements, but I feel like on average, it tends to lean more towards the orchestral side. I think they're a little hard to compare directly, as the music for each game is designed to fit their respective themes, and Genshin and Star Rail have fairly different stories and environments. Good question, thanks for asking!
@@ALittleSIMPle No problem, it's just that I've ONLY been hearing Star Rail OST being used in Twitch streams or RUclips videos as opposed to Genshin's, but that's probably because there's many different genres in Honkai Star Rail that it has a higher chance to be used for videos or streams. I've heard the simulated universe soundtrack being used in a lot of DougDoug's twitch streams, often appearing twice or thrice in the same stream, and also being used in a lot of videos that are unrelated to Star Rail as a whole. A video that captured the progression and meaning of Honkai Star Rail's soundtrack really well is Jonathan Barouch's video titled "How "Embers" become a "Wildfire" [Honkai: Star Rail]", which explains how the music directly correlated with each important plot movement of the story, along with each motif and what they could mean. I guess what I'm trying to say is that Honkai Star Rail's music is a lot more "marketable" to an outside audience without the need to know about the game in the first place, and if you know about the game, it hits even harder.
Regarding artifacts. Ur chance of hitting crit vs the other 2 or 3 is lower. It doesnt seem that way on paper but a youtuber ran a simulation and found that flat garbage get priority then % then em er% then finally crit.. Now im struggling to fully understand the video so i advise you should watch it yourself before believing what i say but the odd on pulls and everything at exactly as hoyoverse has stated. Theyre nuanced and he figured it out using mathematics. Uhhh the channel name is uuhhh.. ah yes vidmilo I almost forgot there😅 but yeah very interesting stuff.
The numbers I pulled are directly from the Genshin Wiki, so if there's something off about it, blame them xd Your chances of rolling crit are lower if you're rolling into an additional stat, so if you start with three stats and you're hoping to get a crit stat as your fourth one, your odds are lower than getting flat defense, for example. After an artifact has four stats, your chance of upgrading any given stat is (supposed to be) equal.
light cones are significantly more specific in star rail. what the hell is a normal dps gonna do with a break effect light cone? what the hell is any other nihility unit gonna do with acheron's light cone? getting the signature light cone is actually much more impactful in HSR than in genshin, where the weapons are generally more interchangeable
Honestly gensin got boring i redownlaoded the game just to delet it again because i always ask my self what now? What i like about hi3 and hsr they both have endgame content that refresshes weekly i need something to do each week not farming artifacts.
I'd argue they just have no creativity with Pyro. None of the pyro on fielder can use melt; the only cryo character that can use melt are wrio and Ganyu and they are not really strong characters. Speedruning does have stuff like Ayaka melt but it's also very niche. They're just stuck on vape for odd reason. Chevreuse kinda helps to give overload a bit of a new life but that's it. Like for the dehya example. Dehya feels like she could have been the premium burgeon character. You make the tick of her E faster and last longer. And she goes from meme unit to Raiden Em lvl. But instead they made the worst character in the game.
I was toying with the idea for a Vape discussion video. We have a LOT of it xd I definitely agree that Pyro feels very unimaginative right now. There were stages during Arlecchino's beta where I was getting really excited for Overload, not that it isn't viable now, but it would have been neat to have it be the optimal option without reliance on C6 Chevreuse. Dehya had a lot of missed opportunities and I'll never emotionally recover.
on field pyro character can't use melt because melting with pyro consume x2 amount of cryo aura on enemies, and we don't have strong enough source of off field cryo (aside from Ayaka c2) same reason why you do not have on field vaporise hydro character
Well tht, but star rail is garbadge, the penacony part mostly aside from tht the game is alright They blowimg their load on marketing more rather thn actually making a good game with level design
I haven't fully watched your video yet but I already have question IRT 4 stars characters in HSR: why there's a conflicitng information on this? At least if I have to judged it from my discord chat discussion. The comment you shown at 1:19 says you could clear content with 4 stars. A qucik tips on FB I saw says HSR end game is so easy that you can just pull anyone. But when I see my friends discussing the latest MOC or PF, it is not rare to see them bitch and moan about how hard it is to pass without such and such characters. In other occasion on a much more casual discord server I usually see screenshots of people clearing HSR end game content without full stars. So which is it really?
You need very good relics and a lot of restarts to defeat moc with 4 star characters. It's easy to do, but it takes a long time, and luck. (in my experience)
4* only teams in HSR are difficult to make work because the power gap between 4* and 5* is decently sized. There are really only 2 exceptions to this, being tingyun and qingque. On the other hand it doesnt really matter that 4* only teams are hard to make work because the game's pull economy is designed to give you 1-2 5* per patch meaning you should never have a problem fielding multiple teams with strong 5* units. Expanding on this a little, I would go so far as to say that the main thing hsr is trying to do is experiment with having 5* units be substantially more powerful than 4* units so that they can be both give out more pulls and still get people to feel like they need to pull on a lot of banners so they dont miss strong units since they're not going to have an easy time with easily obtainable 4 stars. There's nothing inherently wrong with this approach because at the end of the day clearing content is clearing content no matter what teams you use, and 4* only is never gonna be relevant to an actual account unless its a challenge account.
So I don't really have good personal experience with this topic, mostly because I don't have the resources to level 4* DPS units in Star Rail. I'm largely focusing my efforts into my 5* units. I've personally never tried to clear content using only 4*s, because mine aren't built for it, but I have watched videos of people doing it, and while they often look impressive, there are many times where you can tell something would have gone sideways if the enemy AI had been less forgiving. Makes you wonder how many times they've had to reset. I'm not trying to diminish the value of the clear, but I certainly wouldn't call it consistent. "Easy" depends on how patient you are, I think. My personal experience with MoC & PF is mostly throwing Blade or Jingliu at them and that tends to get me through, but lately I've been noticing enemies tend to somewhat counter my sustaining units (Fu Xuan doesn't deal with heavy DoT damage that well, for example, and running Huohuo instead impacts my SP economy, depending on what team I feel like running). To answer your question more directly, I think it somewhat depends. I've been logging in every day and I don't cap my Trailblaze Power. With the units I've pulled for and the amount of time I've put into building my units, I don't really struggle, but I can see how some people might. My friends are much more casual, so they don't always log in daily or really focus on MoC and PF as a final goal, and when they attempt either, they don't usually get a full clear.
To add on to the completely correct comments underneath this, the "without such and such characters" part is also related to MOC and POF having seasonal buffs that are designed to uplift the current banner unit. Every MOC and POF will be a little bit harder to complete for people who don't have the newest unit, but also a little bit easier for people who have built older or weaker units that have similar mechanics to the banner unit - for example, because my only physical DPS was Sushang for the longest time, I had invested into her quite a bit, and she happened to have a similar multi-turn mechanic to Seele, so when MOC buffed multi-turn-takers during Seele's rerun, it was my Sushang that pulled me through. Same goes for DHIL and Qingque, and Blade and Arlan. And the more units HSR releases, the more overlap there will be, and those old units will continue to benefit. Also, a lot of the time when people say "clearing the game is easy with any unit", they're not talking about the combat endgame, they're talking about the story quests. Though I'm starting to think this is no longer true, with recent bosses like the big bug and Aventurine troubling so many players. But still very much doable, you just need to build those characters *well*, as opposed to the five-stars who will become good with even mediocre investment.
Yes, but Thoma's comes out more frequently, so if your timings get shifted for whatever reason, I find that he can steal more Vapes than you'd expect him to. Definitely potentially a skill issue on my part, and honestly probably not an issue for someone like Arlecchino, since her Pyro app will be slower, but in my experience with using Dehya and Thoma with Hu Tao, I find more consistent results with Dehya. I also think she's hotter xd
@@ALittleSIMPle if the time is shifted you still get pyro on every hit from Dehya, but for Touma it's either a 3 hit or 2.5 time rule (for the same reason Dehya apply pyro every hit) Maybe WhoTao pyro app screw something over, but with Yoi I don't feel any difference xd
@@anfir9218 Oh, yeah, it's almost certainly a Hu Tao problem. I have Yoimiya on my alt account, but didn't get around to building Thoma on there yet, so I never got to try him with her. Glad to hear they're working out for you!
theres this content creator who has been trying to 3 star moc without pulling and hasnt been succesful so far. its true moc is capable with 4 star only but no way without pulling, and its not like you can achieve multiple copies a 4 star chara without getting some 5 stars before. people really be coping but star rail *is* difficult if you are picky or dont play a lot to guarrantee new units
I commend his efforts, but honestly, that sounds like a true nightmare xd I wish him the best of luck! Star Rail can get pretty tough for some people, even if you do pull for meta...
@@ALittleSIMPle its truly unforgiving if you lack the characters that follow the different playstyles that the game offer eg DoT, follow up, erudition for pure fiction and now this rumored end game content with hunt characters in mind.. its a longterm game of waiting for a character that you like and waiting for them to align to those gamestyles that the game is asking for
@@ALittleSIMPle also the content creator i mentioned is called Zmm, would definitely check him out! he explains better the limits of trying moc with e0 4 stars
I think it's more enemy dependent than teammate dependent. Enemies that destroy the shield very quickly may still struggle dealing with Dehya's circle. Since I don't really like the guy I'll be trying Dehya for now. And maybe Layla.
I would say Dehya is hotter than Thoma for Arlecchino. But in general, I honestly think Thoma would probably be better. In my experience, Thoma tends to steal more Vapes when I use him with Hu Tao, but Hu Tao has a lot of Pyro application, so between the two of them, it's bound to happen. Arlecchino's Pyro app should be much slower, so I don't actually anticipate this to be a problem, but since I haven't used them together yet (obviously), I can't say for sure. He should be better, theoretically...
IDK if this comes off as condescending, preachy or cringe... But whatever, heck u. From one person who uses self-deprecation as a defense mechanic to another; your delivery, writing and editing carries your videos, they're funny and well-made. You don't need to make yourself the butt of every joke.
But I'm such an easy target... In all seriousness, I didn't actually realize it happened so frequently, it's usually something that just pops into my head as I'm scripting. I'll try to keep an eye out for this in the future, thanks for your feedback!
i mean for arle the difference between using Yelan and XQ is actually pretty damn big sheet wise. Not always the case tho I know where Zajef comes from.
@@ALittleSIMPle I don't know if you've ever watched the content creator Zajef. But he will die before saying that Yelan is better than XQ on any team (thanks to his defensive utility and higher hydro). Kinda of a meme in the community. He still calls XQ the best character in the game when he is not nearly as op as he used to be.
@@jijidu69 Ohhh, I see. I spend some time in the sheets when I can, the damage with Yelan is pretty high, but I can definitely see an argument being made for Xingqiu. Definitely seems like a comfortable pick, but I'd be lying if I said I wasn't tempted by the damage instead xd
@@jijidu69 This is my opinion, XQ is okay (very good at C6) but he's not the second coming of Christ. I agree Yelan is definitely better overall for her personal damage and on-fielders. Actually in a particular Discord server, people would often bash against Zajef and his viewers and say how XQ is not good... I don't glaze/batchest/d-ride on XQ but it makes me feel sad owning him just because I don't have Yelan...
It's something I on-and-off consider! It's a little tough for me to fully justify since leaks often change and that can drastically affect the relevance / message of a video, but I think in general, I can see more arguments for it than against it. My other problem is I tend to be kind of slow with video topics, so there's a good chance the leak is no longer a leak by the time I get around to it xd I tried to make an Arlecchino video and I had to change it several times before finally getting something out...
@@raihanrusli2720 Hmm, I can certainly think on it! Honestly, leaks don't generally influence me too much. I avoid the story ones, but the character kit leaks, I do read. These rarely actually affect my pull decisions, though, if I like a unit, I pull regardless of how good or bad they look xd In terms of the community, I can definitely think of a few angles to approach that from... Thanks for the ideas!
There is a specific issue with starrail characters and weapons i thought you might get into with weapons vs light cones in your thumbnail: light cones are no fun. Sure, the characters in genshin are morr fun to control because of how the game is, but light cones are just dull. They don't drip out characters, they can be equipped on anyone but really only work well with a few characters. they are just basically a third, one piece artifact set. And they are literally just a stupid png image. (ProZD "wow it's an ultra rare JPEG" here) With the power of a pucture of pom pom making pancakes, i smite thee!
I actually considered talking about using weapons or light cones from a "driving" perspective! Though, I had trouble formulating ideas without leading back to "the games just play differently". For example, some weapons in Genshin can affect playstyle (Sacrificial weapons), but most of them generally don't. At the same time, Star Rail has light cones that can affect your speed, energy, or SP economy, but "playstyle" in a turn-based game feels odd to define, so it's not an easy comparison for my brain to make xd I definitely agree on the visual aspects, though. Some weapons in Genshin look really great, especially when they're wielded by the appropriate character (Diluc and Wolf's Gravestone might not be super-strong, but it looks hot as hell xd). Light cones are something I can only visually appreciate from the menu, so in that regard, it does make them feel less valuable, though, some people really do like their pngs xd
As a genshin player i will switch to azure promila (when it comes out). Why you ask? Well it doesnt have monopoly like genshin and they will give out better free rewards overall. Also no freaking males to roll on and wasting my time waiting for new banners IRL to come out.
Anytime someone complains about shit like male characters, it's instantly clear they've never been close to a woman in their life. Ultimate virgin sign.
The hsr fan base that came from Genshin and act like mhy owed them endgame r odd. Hsr anniversary was literally garbage and they act like ratio made up for it
Hsr giving 20 wishes think it's good , genshin did too, they always try to defend with " WeVe GoT EndgMe ConTEnT waU?" Coz thats whats going for them Rest game is empty thats why duh .They're truly delusional & Dumb Af
How can people say you sound like AI, when AI doesn't sound nearly as HOT as you do. Nice video btw, keep it up :)
How am I supposed to get a nap in when you got my heart racing like that
Bro, that Keqing aggravate team abyss clear was insanem dodge god literally.
Good video btw, it's great to find a sane individual in this community
The only HP that matters is the last one. I'm also dumb-lucky sometimes xd
Comments on undertuning at 11:10
Yes, this is actually early Genshin dev tendency. They undertune 5 star characters so much because Mihoyo just fresh from controversial problem in Honkai Impact 3 where they released ridiculously overpowered character (Herscher of Void) that just completely demolish ALL of the game content. It took HI3 team multiple patches and a whole year to "balance" her out by inventing new end game modes (plural!).
If you follow the very early leaks on Tartaglia and Zhongli kit, both suffered from this. Tartaglia ascension stat changed from crit rate to hydro damage while Zhongli just got a full blown controversy out of his nerfed kit. Zhongli was supposedly become a DPS geo that gain atk from detonating geo construct but they undertune him SO HARD that it almost killed Genshin prematurely.
So yeah, undertuning is definitely a thing in Mihoyo during Genshin early year due to their own experiencef from their other game and it has resulted in some early five stars character in Genshin so underwhelming.
More on the topic of undertuning, this specifically on Dehya 15:29
I've made this comment before but short version is Dehya was designed for a future that never come because that future got revised and Mihoyo forget to bring her along. Fontaine has a lot of health cost mechanic but all of them are hp removal which mean Dehya can't take advantage off, and there is Bond of Life mechanic that Dehya can't benefit from, at least fully.
And like you said early in this section that pyro characters are hard to balance. At least that Mihoyo think because they undertune post-Hu Tao pyro characters frequently. Yoimiya have similar drama surrounding her because she was so underwhelming and released just before Raiden didn't help either. They don't want another Xiangling situation esp with how still dominant reverse vape team is that they ended up undertuning characters and this in turn feeds a negative loop (as in release new undertuned character>Xiangling still dominant>Design new Pyro DPS with undertuning outlook>repeat the cycle) esp if the character is a five stars like Yoimiya and Dehya.
I actually didn't know about Honkai Impact's situation, thanks for telling me! I played the game very briefly, so I don't have a good understanding of its history in meta.
Regarding Dehya, that makes a lot of sense. You can kind of see the design half-implemented in some current units, but it doesn't synergize well enough in a lot of cases to make a compelling argument for her. I still have cope/hope for Natlan, though. Even if she never gets better, I'll still enjoy running her.
Honestly that Zhongli kit made so much sense since Traveller has that in his/her kit that when the construct is destroyed it deals damage. Honestly would want that idea revisited coz I really like constructs I do however would want to toggle auto climb for constructs tho :(
@@cvrlo_ Yeah Zhongli in lore was not only God of Geo but also god of war as well. It was downright criminal that they undertune to him so much he become a joke from that point.
@@ALittleSIMPle I'm on the same boat that she doesn't need to be the best in offensive. I think it's actually better she offer defensive utility that other pyro or even character of any element lacks that is her non-shield damage mitigation and interrupt resistance. But I wish that they at least makes that later part more consistent by you know, making it last for the field whole duration instead of just arbitrary 9 seconds :(
The footage irrelevant is so relatable xd motion tracking chibi 400 times for a 20 minute video sounds like a fuckin nightmare
I wasn't even a minute in and I already wanted a nap
really enjoyed both your videos on this topic. i felt so surprised when i saw the first one. it felt refreshing to see someone talk about this with some level of sanity and try to understand everything is a calculated business decision and not just because “honkai is mihoyo’s favorite child and hates genshin” nonsense.
given everyone wants to make the comparisons between the games too i think it is well within your right to do so and you were balanced and responsible with your perspectives in both videos. you cannot prevent other peoples’ sensitivity and biases (especially with games people get manipulated into spending money on) who want to purposely misinterpret you and any point you intend to make.
i agree with most things you brought up in this discussion and i think so much boils down to: you are supposed to feel bad (so you spend money), things aren’t convenient on purpose (so u spend time and also money), and we just don’t fully know the ins and outs of mihoyo’s decisions and business models and just why it would vary between either game. and it’s understandable we don’t know specifics because why would they tell us anything like that?
anyway thank you for giving us a very understandable perspective and genuine place to have discussions about this. (hopefully with not too many ridiculous or horrible people in your comment section)
and i enjoyed your other videos i checked out after finding the first one too!!! keep up the good work!
its all a big experiment where they play good cop in hsr (which is the better game) and play bad cop/abuse playerbase in genshin (which is a dogshit game, GCN). I honestly all for it.
Honestly, it's hard to try to look at things like this without bias. My memory is pretty terrible, so it's hard to remember the early days of Genshin, and I only run one Star Rail account, so I don't get the full range of experience I would like. Having that kind of insight would be helpful for crafting these videos xd
Thanks for watching the other videos, too, glad you liked them!
I think the reason a lot of people believe Genshin is worse then HSR is because HSR is so much more polished. The devs already knew what players wanted from Genshin, so they were quick to implement them.
HSR team knew that crit stats were highly sought-after in Genshin, so they made them more common in HSR.
HSR team knew double banners were extremely good considering how many knew characters get released, so they implemented them early.
HSR team knew that players would play the game for longer (and therefore spend more money) if they gave out free rewards and kept the players happy, so they ended up being way more generous than Genshin.
Also the Cai Haoyu thing is definitely true. I've noticed an improvement in Genshin's content since Cai Haoyu left the Genshin team.
HSR definitely had a lot of advantages based on what they've learned from Genshin and it's absolutely a good thing. I agree with most of your points, but I'm having trouble forming a definitive opinion on Cai Haoyu. I feel like Genshin's content has generally improved over time, but I don't know if I've noticed any particular spikes near his departure. Rewards certainly still feel the same, though xd
Since when crit stats is more common in HSR?
@@cristopher5837 probably referring to how most limited 5-star characters, DPS and supports, have talents and skills that buff crit stats
the thing is they learn from genshin for starrail ... but they never fix genshin for genshin after learning
RIP to that one commenter who was certain about a free 5* for HSR anniversary
I was mostly teasing him xd I would have been thrilled for an anniversary 5*, I don't even blame him for hoping.
Firstly,
Ouch. Called me out on my addiction. You're right, but ouch, man.
Secondly, I think what people often forget when it comes to games is that there are aspects that work for different players. It sounds like a silly thing to say out loud, but how much of what we hear is people saying what they like about the aspects of the game?
I mentioned in a comment on another video, but I like the artifact farming. Yes it takes a long time, and yes I have to get on every day for it. Yet my ~addiction~ of getting on every day is one of the only small acts of self care I remeber to do. I have two jobs, and I'm a part time student. Its really easy to forget to make time for myself. Having 30min a day that's part of a routine, where I load in and the first thing I hear is Itto's line about his funny little beetles... It might sound pathetic, but that line always makes me smile. I wouldn't have that if it wasn't for the artifact system.
Dehya, too. I'm actually really excited to try and build her. I want to run her with characters that use infusions because I know she has strong on field survivability and it sounds like a lot of fun to try and make that work. Hard? Sure. But fun too.
My point is I think often players get too focused on talking about what would make the game better for them. But not every part of it needs to be for them. For every player complaining that there needs to be more endgame there is another saying that the events are too hard. And that might make it difficult to see why they do the things they do. But ultimately I don't think the 'why' is important if you're having fun. I don't ever want to be a person who makes themselves miserable drawing comparisons and focusing on what I wish the game was, rather than appreciating what parts of it I enjoy right now.
Genshin and HSR fans could never lol.
But jokes aside, I hope the same focus on negativity that I'm seeing come up here in your comments doesn't get you down. The only getting down that should be done here is getting down bad for Arleccino.
As always, awesome video. I appreciate your insights, and the fact that you try to understand things beyond your own objective experience of them. Its refreshing, truly. Good luck on your pulls!
Sorry, I didn't mean to call anyone out xd If it makes you feel any better, I'm not any different!
I definitely agree, though, I think games are great when they can cater to a lot of people, and I think it's great that people can enjoy the same game for a lot of different reasons. In retrospect, I realize a lot of the things I say can be seen as negative (getting players into a routine isn't necessarily a bad thing, for example), but for some, it can create stability or comfort, and now that I'm thinking about it, I kind of like that spin better xd
I like your takes on these aspects, and I certainly think you have a healthy way of looking at the game as a whole. Despite your two jobs and student life, I feel like your mental approach to stuff like this keeps your blood pressure down (kudos to you, by the way).
You are also correct in that I'm down bad for Arlecchino. I patiently await her banner...
Thanks for watching the video, and thanks for your thoughts! It's really nice to read positive personal experiences, I appreciate it!
@@ALittleSIMPle ah! Sorry if I came off like I had taken your comments as critical. I didn't. I was more amused by them since you're technically correct. I didn't read it as you being critical, so much as you just making a joke.
Also, while there are definitely people out there who seem determined to find reasons to be critical of Genshin, I definitely wouldn't count you among them. You always read like you're trying to explore various explanations for things, and sometimes that includes complicated aspects sometimes. And often with things that require nuance, 'good' and 'bad' become too simple. A lot of it is just different, and different for various and complicated reasons. And just because a person likes or dislikes a specific difference doesn't make it good or bad. I'm sorry people often read your explorations as dichotomous opinions, but I think that might have more to do with them than with you. Just sayin.
@@badasspinkpony5486 Oh, no worries, I didn't take it critically! Again, thanks for your thoughts. Open-mindedness is good! Sometimes people are quick to jump on one thing and twist it into another, but I do genuinely appreciate comments like yours, makes me less nervous about the next potentially controversial topic I want to discuss xd
Me, being called out about having a c2 Wanderer, just because Yanfei is bae.
Don't even blame you, Yanfei is cute
Putting words in opponents mouth is a favourite tactic for online karens.
When I watched the original video over, I think I can see how some people might get some ideas, but I still think things may have been misunderstood. These things happen, I guess xd
i love your sense of humor
If everything else in my video is absolutely garbage, these comments are enough to make my day
Same
I love you
@@AverBeam I love you all
One thing that I'd be interested to hear your take on is powercreep in Genshin and HSR. It's getting a little tiring when essentially every new 5* in HSR is S tier, not helped by the fact that they've released modes that favor specific DPS types-- while more combat modes is good from a variety perspective, it's still another angle to compel players to roll for if they want to keep up with "meta" in return for no or little increased reward. I've never thought "you can clear with 4*s" is a good argument against the observation, since the point is around the power ceiling, not the power floor, though they are technically pushing both. I personally think it's unhealthy for the game, even as the money continues to roll in. Genshin doesn't really have that much powercreep in comparison-- two times when the power ceiling was legitimately pushed, in my opinion, was Dendro release and Fontaine characters as a whole-- but Spiral Abyss also hasn't gotten that much more difficult either. I'd be interested in your thoughts and/or a discussion.
Those tier rankings change all the time because they're affected by the current seasonal MOC/PF buff, and those buffs purposely uplift the newest unit to entice people to pull. A character that was great in one MOC season can be mediocre in the next one if they don't exploit the newest buff well enough. It also makes sense for every new 5* to at least be *good,* because HSR is still fleshing out its roster. There are only 2 limited Harmony, Abundance, and Preservation characters currently out, to put it into perspective. It's not like they have much room for different power levels within those classes.
Though they've already released a few characters that were considered mediocre at first, but became better over time - such as Topaz, who was considered a skip for most people upon her release, but is gaining more and more value as characters with followup-synergy were released after. Same goes for Ruan Mei - though her buffs were always good, a lot of people pulled her while underestimating the value of her main gimmick, focusing only on her inherent value as the first limited Harmony. Now we've been getting more characters who desire, exploit, and increase Break Effect, making her even more valuable in those teams.
The fact that the floor for MOC12 keeps getting raised seriously sucks though, that's true. I feel like the hardcore flex gamers in the community are distorting the feedback results or something because I don't understand why they keep doing this when most players are still struggling with floor 10.
@@irisa198 I personally don't think the MoC/PF buff is super relevant just because you can still gauge a character's overall power independent from those extra contexts. For example, removed from any extra seasonal buffs and such, Adventurine is clearly more powerful than Fu Xuan and Luocha-- heaven forbid Gepard-- because his kit is just so overloaded: bonkers powerful shield that is really easy to build for, crit dmg debuff, super sp positive, 3% extra dmg, etc.
I also slightly disagree with "every 5* should be at least good." It's arguable whether every 5* has been only "good"-- I think every single limited since Blade has been very good, aka close to the top of the meta, at their time of release-- but the more concerning part is that these 5*s have consistently been just as good, if not usually better, than those in the same role. The paths you pointed out are ironically good examples: both limited Harmony characters are unbelievably strong, top of the meta kind of deal right there with Bronya (who herself is an anomaly, to be fair, as an obscenely strong standard character), while Abundance/Preservation have each limited one-upping the next in power. I thought Luocha's kit was overloaded when it came out, but somehow he's already gotten beat out by Fu Xuan, then Huohuo, and now Adventurine.
I'd be slightly less concerned if a few characters so far have been genuinely mediocre, but that hasn't really happened. Even Jing Yuan. At the end of the day, is it all about pushing for money, but the way they're doing it is kind of egregious in my eyes. I don't want to go the way of Honkai Impact 3rd, which I quit years ago because of the powercreep.
This is definitely something I plan to cover at some point, as long as I can find the most objective way to figure it out xd "Power creep" is easy to see in a vacuum, but neither of these games are vacuum-sealed, so fair comparisons are hard to make. I could certainly spreadsheet out a raw comparison between someone like Kafka and Jing Yuan, but they're each greatly affected by the supports you bring, on top of the types of enemies you encounter. Trying to objectively calculate fair circumstances for either of them is a lot of work for my jelly brain xd I remember feeling a little bad when I had trouble pushing faster clears with Seele in Memory of Chaos as it started getting more difficult, but I also remember feeling a weird kind of giddy when I tried Seele in Pure Fiction, a mode designed for AOE units, and was pleasantly surprised by how she could just mow everything down. All that's to say characters shine better in different lights, and the lights are cast by whatever content MiHoYo drives. Another concern is a character's useability - niche characters aren't as likely to be powercrept, but because they're niche, it's difficult to make comparisons.
It's definitely something I have to think more about before I publish anything. Thanks for the comment!
what you're describing is not powercreep LMAO
it's very healthy for the game to introduce new modes that incentivize different playstyles, otherwise why build new characters? why not use the same destruction characters every time? it would get boring very fast
you also do not have to clear with full stars all of the time. if you don't have amazing units for PF then you could simply settle for 660 jades instead of 720. same goes for MOC and the new gamemode we're getting. not being able to fully clear an ENDGAME mode when your account isn't mature enough is exactly the point, it's for players at the ENDGAME that are *looking* for difficult content to challenge them and test their investment/progress
the reality is all of the characters we have now go up and down in value every new cycle and that is to be expected from a gacha game that wants you to pull for different characters. what's important is that it's not impossible for players to clear without specific limited units, and the 4* clear argument is a good counterargument to that
I don't know if you're actually praising Genshin for not making end game any more engaging than it is because it is honestly the biggest reason why I find it so tedious to play the game. Why bother logging in and raising your characters when you can just cheese Spiral Abyss with a hyperbloom team? Although I do know that Genshin's biggest gameplay is supposed to be exploration and not the end game, but I personally find it way more fun to play HSR when I know that I'm building my characters for harder content in the future because I know they will be increasing difficulty in the game.
4:49 i died giggling at this. what has my humor come to
I spent a ridiculous amount of time trying to get that cursed mouth to match Neuvillette's skin tone and it didn't even come out that good xd But I kind of think that adds to the joke, I hope...
same lol i choked on my food
@@vVictorNos oh my god i hope you're okay
@@krystallineheart don't worry I'm fine, tho ngl it would've been funny if i died from a smiling neuvillete
@@vVictorNos LMAO
18:52 about this comment.
Regarding "leaked 5* character selector", this was probably a crutch (or whatever it is called in English). A little tangent: did you know there is an item that increases your max technique points? The best part is that you don't even need to data mine to find it, because it appears in the game, you can find it in events tab before reaching TL20. And we even get this item. We get it 2 times in fact. But i am sure you don't remember using such item, because it was applied automatically.
So, about that "choose your 5*" leaked box. I believe this is also a crutch, you get this item after reaching 300 pulls in standard banner, but it does not go to your inventory, instead it stays in standard banner until you choose your legendary
You're correct, I absolutely don't remember xd How odd, I don't even remember seeing less than five technique points on my starter accounts, but to be fair, I'm also not paying that much attention. Definitely an interesting point, though. I assumed that item was a relic from the beta test, but your assumption makes a lot of sense!
You speak the truth, if you have an artifact loadout, you can just have one set and use it on everyone, they don't want that! They want to keep you farming.
What they are creating is for new players to get into farming more easily not for old player to stop farming.
One discussion that I'd like to see is about the mindset/attitude of _some_ players.
What I meant is, do you know how people thought that free 10 pulls every patch in HSR was to make up for the lack of exploration? And even if you deflect that by giving the actual data of pulls-per-patch, they'll still give the justification that it's needed due to HSR's illusion of powercreep, and such case doesn't apply to Genshin. I wonder if that's actually what the developers have in mind, or maybe there's an existing bandwagon that normalizes Genshin's reward system (thus leading to people thinking that other gacha games have to give many freebies to cover up the flaws instead of taking those as a form of appreciation), or perhaps there's even other contributing factors that you're aware of.
Another prevalent thought process is something along the lines of players being called greedy for demanding more rewards, mostly during Lantern Rite and Anniversary events. One that we've seen anywhere is that players should be grateful because the game is free with plentiful contents, amazing story, etc. as dubbed by some other people. What I'm curious about is whether people have been fostering that behavior since forever, or Genshin community is the pioneer for that (which I'm 99% sure isn't the case).
It'd be interesting to find out the possible roots, and I somewhat believe that it's not just a matter of "Genshin is the first gacha game for most people, that's why people can't tell that they're being given unfair treatment."
It'd definitely be an interesting topic to cover, but also somewhat daunting. Up until recently, I haven't been active in very many gaming communities, so I'm not really up to date with what people outside of gacha games expect out of developers. It would probably be irresponsible of me to try to assume one way or another, but it's certainly something I could look into and think about.
One speculation I'm fairly confident in making is the extra pulls we receive in Star Rail (relative to Genshin) is probably due to the variety in endgame combat we have, and not necessarily (strictly) power creep. Breaking enemy weaknesses is pretty important, so having type coverage can be crucial for clearing within the appropriate cycle constraints, but it's not always enough to bring one character of an element and expect them to disable enemies on their own. Considering the fairly extreme differences between turn-based and action combat, this is a poor comparison to make, but if we look at a unit like Bennett (healer, buffer, battery) and compare him to Huohuo (healer, buffer, battery), you can spend more field time on Bennett to disable elemental shields (if there are any at all), but Star Rail's combat system doesn't allow you to select field time like that, so you wouldn't bring Huohuo thinking she'd be great for weakness breaking. That job is generally left to the offensive unit (whoever's getting the action advances, speed buffs, et cetera), and the supports are there for extra help. In many cases, once you disable a shield in Genshin, you can generally use any element to do damage after that (even if enemies have some elemental resistance, reactions are strong). For Star Rail, regardless of whether or not you've broken an enemy's toughness, you still want to try to hit enemies with elements of their weakness type (no reactions to carry damage xd). In addition to this, we have Memory of Chaos, Pure Fiction, and the upcoming Apocalyptic Shadow, and while you can try to use the same team for all of them, I wouldn't expect someone to have a good time running Dr. Ratio in Pure Fiction. Because some modes play to the strengths and against the weaknesses (sometimes pretty severely) of some of our units, we need more units to cover weaknesses in our rosters. As a result, we get more pulls in Star Rail because it helps balance gameplay elements. This extends to Genshin, since we're getting Imaginarium Theatre once July starts. We're supposed to have increased rewards from Spiral Abyss, and Imaginarium Theatre (as far as I can recall off the top of my head) will match Spiral Abyss rewards. I think it only ends up being an extra pull or two per month, but it's easier for a developer to give a little and add more over time than it is to give too much and start taking it away (players will be pretty upset xd). Imaginarium Theatre restricts the use of certain elements, but we're also offered trial characters, and we can borrow friends' units, so while we'll technically need more units, we may not even need to pull for them, which is probably why these additional rewards look pretty paltry.
Regarding players being greedy, it's hard for me to say. Like I mentioned above, I can't really speak for people as a whole, but from my personal experience, Genshin isn't my first gacha, so I naturally approached it like I would for most other gachas I've played. After playing it for some time, I stopped thinking about it like a gacha game and considered it more like a typical open-world RPG, and I think that adjusted my expectations for rewards. For example, I don't expect FromSoftware to give me Elden Ring goodies (though, I certainly wouldn't complain!). If I wanted to approach this topic in a video essay, I'd have to do some digging in other communities.
Sorry for the wall of text, bless your soul if you managed to chew through all of that xd Thanks for the comment!
@@ALittleSIMPle Oh no, I don't mind wall of text, like at all. I can grasp what you're trying to convey, no worries.
But yeah, I imagine you have to be really observant, not just towards Genshin community but also other gacha communities to truly assess the ongoing mindset and find out the origin of everything. I myself just mostly play the game and have fun with it. If not fun, then I play other games, simple as that. Other people can enjoy what I don't enjoy, and we all know that - it's a matter of personal preferences after all. That's why I also don't care too much about whatever's going on in the community, but sometimes social media algorithm likes to shove drama in my face.
Imaginarium Theatre's character selection system kinda makes me confused. As an Endgame mode, why are there even trial characters? I mean, it does help people to get through the mode without any hassle of building chars beforehand. Thing is, again, it's an Endgame mode, so in my point of view, I expect it to be some sort of test for the chars people have built, but I guess it's due to the element restriction, so they have to apply the trial chars system. Even then, I don't understand the decision behind fully-restricted elements. I think it'd be much better if the restriction was removed to give a leeway for people, but give extra cosmetic rewards if they can finish the gamemode with determined elements.
That's why for me personally, I prefer HSR's Endgame approach. No restriction whatsoever, and if the minor/major buffs go in line with the formed teams, even wacky teams like Dr. Ratio in Pure Fiction can be lowkey viable (and this is also knowing that next PF is mostly about Follow-up Attacks). Though to be honest, it's just theoretical thing since I've never seen a showcase of Dr. Ratio in PF.
And yeah, if you want an easier time doing variety of Endgame in HSR, you gotta plan out your gacha and broaden your roster accordingly. Hell, it's only thanks to Pure Fiction's release that I finally decided to build Himeko and Herta (both of which somewhat trivialized the gamemode for me). I can accept that we get many free pulls so that we can have many characters with diverse roles, and honestly? I'm fine with it, thankful even. I also don't think that we get more pulls to counter the powercreep, because for the most part, in the context of MoC/PF/AS where you need 2 teams, you can just put 2 rivaling characters in separate teams or even in the same team if needed (examples being Sparkle vs Bronya, or Boothill vs Firefly). Not saying that powercreep doesn't exist of course ; it does, but it's mostly in terms of comfort (for damage output and vertical investment) and not just blatant big number. Still, even with Premium team (basically team with latest 5* chars), there must be a vertical investment like Traces, Light Cone, and most importantly, Relics (which I'm mostly lamenting about since getting good pieces especially for DPS can take few days. Don't even mention Planar Ornaments, which is why I'm excited for HSR's 2.3 because Divergent Universe should make the obtaining process way faster and easier).
And with really good vertical investment, you can somewhat brute-force, but of course it's gonna be a bit harder than if you were to obey the element weaknesses. At least it's not a full-on damage immunity though because that'll make me jump off a cliff.
At the end of the day, I'd like to think that I'm enjoying myself in my own bubble a bit too much. If I can't beat something like MoC Stage 12, then that's fine by me. I recognize how it's getting slightly harder over time, and so I can just try to tackle the challenge with varying team composition and playstyle. Much better to just focus on the game itself and see what I can improve and not so much on the community. The debate about powercreep, free pulls, etc. will never end anyway, and we can only speculate especially when we're just outsiders/players who don't know any better.
Honestly, the best approach seems to be just enjoying things your own way. If you're cool with what's going on, why let other people ruin it?
Imaginarium Theatre was a weird one for me to wrap my head around. It's endgame content, but I don't think it's necessarily specifically combat-focused, as weird as that sounds. I believe the focus is more towards utilizing the resources you have at various stages of the game mode, then seeing how well your decisions work in practice through combat. The idea is to figure out which units work well together under certain restrictions, and to realize there are advantages or disadvantages to using some units earlier vs later (some units have good value with few buffs and few teammates, so it's better to use them earlier, while others have good output when under the proper conditions, so it may be better to save them for later after you've accrued synergistic party members and enough buffs, and you can't use the same unit for everything due to the stamina system). But I obviously haven't tried this yet, so I could be way off.
I agree in that I also prefer Star Rail's endgame, but I think it mostly has to be this way. I know there are quite a few people that don't really focus on Genshin's combat. Since Genshin has a lot more diversity to it in terms of what you can do, what someone chooses to do as their "endgame content" can vary from person to person (Spiral Abyss, exploration can take quite a while, the Teapot, TCG, et cetera). With Star Rail, endgame content boils down almost entirely to its combat. The maps are smaller and it's not open world, so running around and exploring isn't really an option (for long, at least), so it's really just things like Simulated Universe, MoC, PF, and whatever events are up (most of which tend to be combat-focused, with some exceptions like the Museum event). So instead of branching out into a variety of different avenues, they focused on creating several flavors of combat modes, and I think it plays well to the core of their game. It's a really good way to allow players to demonstrate their ability to work around game mechanics and play to the strengths of their units, and I think that's what a lot of Genshin players want, seeing as the units are what we actively choose to pull for. This kind of ties back into Imaginarium Theatre, because restricting elements is kind of like a pseudo-weakness system. Many of Genshin's teams (with enough investment) don't care too much for single target vs AoE. For example, National teams work well in both, and Hu Tao teams are mostly single target, but Hu Tao can pass through enemies in a straight line leading to at least a little AoE damage, on top of her personal damage often being high enough to clear AoE chambers in time anyway. Any other kind of combat content they could have cooked up may just look like Spiral Abyss in a new skin if it weren't for these random / restrictive elements.
I also agree regarding power creep (I recently-ish put out a video about that, you might find it interesting xd)
I also-also agree with your End-of-the-Day. Nothing wrong with the bubble. It's only a game, I'm not playing it to hear other people fuss. I just wanna pull characters and hit stuff.
I don't know why there are still people who want endgame from Genshin. When Genshin said that they won't ever add anymore to not stress out players.
Not only that, there's literally nothing in Genshin to worry about except the abyss. Which i avoid for so long.
Main focus of Genshin is exploration with a spice of combat. If you don't count abyss tgen there's literally nothing to worry about and that's why i love Genshin for being a stress free game wheneve i come back from work
I think people want endgame mostly so they have something to test their characters' investment on. I just generally like hitting things, so I certainly wouldn't mind xd
I do find Genshin to be a great game for relaxing, though. I love running around in the environment
@@ALittleSIMPle I would definitely love some soft of new combat place because Genshin's combat is very enjoyable. But looking at it, I like that hoyo set Genshin to be a casual game (and like legit)
They actually say they won't add exactly the same spiral abyss 2, this new mode is different
@@ALittleSIMPle I just want another world level. I don't want another weekly chore for primos. I simply don't want all combat encounters during regular exploring and questing to end after a single Neuvillette blast.
Even though I am a HSR main that jumped ship from genshin, one of the things I quite like about genshin teambuilding is it's flexibility
Because of how broken supports (ruan mei is pretty stupid) are in HSR and because it is turn-based, you are basically locked to a DPS ultra hypercarry team 90% of the time alongside a sustain. Sustain kit just primarily involves: yeah im shielding/healing (if im a five star, i also buff a little) . Buffers kit just primarily involves: yeah im buffing (if im a five star, i buff your damage by one morbillion). Variety only mainly comes from the main DPS's kit. I've yet to dabble with leaks so thats my take on HSR combat so far. Not saying it's unfun or doesn't involve strategy, but seeing my harmony and sustain units be irreplacable 99% of the time leaves a bad taste in my mouth.
In genshin, I can go with many compositions with differing playstyles. Hyperbloom, reverse-vape, or aggravate keqing with no healer (funnest team imo). Buffers can be in the form of sub-dps or good element applicator or an anemo unit, and each sustain unit (the ones i played so far) have their own use cases.
That would be my two cents from a rando on the internet, good video btw!
P.S keep it up you sigma
I largely agree with your take, I do feel more restricted when it comes to team building on Star Rail, but this is something I'm expecting (and hoping) to change as time goes on. More units released means more options, so I'm optimistic there will be a good balance of characters that will have strengths and weaknesses to make team building more dynamic.
+1 for healerless Aggravate Keqing
Thanks for the comment, glad you enjoyed the video!
To prestate: I respect your observations and opinions. But reading this was definitely a wild ride after I just saw someone saying the opposite on hoyolab, claiming HSR has implemented paths "poorly" because the characters do too many things outside of their stated purpose.
So tbh I strongly believe what you're commenting on, if it's accurate, is at least already changing. An argument could be made that it's been changing since Kafka's release, even. Kafka's an amplifier for debuffers, Aventurine is a sustain sub-DPS, Yukong is a buffer sub-DPS (though unfortunately a shitty one), Topaz is a buffer sub-DPS, Blade's the perfect sub-DPS for Jingliu, Black Swan is a great sub-DPS for several characters, Ruan Mei and Asta are designed for multi-DPS teams, and Ruan Mei, Welt, and Clara can also be used as sub-sustains. Tingyun and Huohuo's energy recharge and Bronya and Sparkle's turn manipulation aren't exactly buffs, they're unique game mechanics that are useful in specific scenarios. So I don't see how it's different from Genshin at all - you can play without a sustain character, there are sub-DPS characters (all of whom also fulfill either a buffer, debuffer, or sustain role), and each sustain unit has their own use cases because their buffs and mechanics are most useful in different teams or against different enemies.
The reason it feels like some characters are irreplaceable right now is probably because there's only between 2 and 4 limited five-stars in every path. This is significant because limited characters are designed to be *inherently* better than standard characters for business reasons, so with only 2 limited Harmony characters out there, of course it feels like they're must-haves in every single team. But this will quickly change as we get more limited characters in every path. Once they start competing with each other, not just with those characters in their class that are inferior to them by design, then we'll really see how creative and flexible gameplay will get. I think by the time HSR catches up to Genshin's amount of units (as Genshin currently has ~double of HSR's units, both standard and limited), HSR's teambuilding flexibility won't feel inferior at all. Maybe only in the sense that you'd probably still *prefer* to have a proper sustain on the team, since dodging isn't an option (and devs have said probably won't become one, since it would wind up breaking the game).
@@irisa198it's like you can't make some characters DPS even if you want (without SU buff's) like mostly healers they will be stuck in their role (for example Bailu), I think it's one of the reasons they release a ton of characters to cover Path/Role , but in Genshin as an action game and how it works you can make character DPS ,sub DPS, healer (with some specific artefacts and weapons) mostly for catalyst users.
With Cloud retainer everyone can be Xiao
I don't know if this is something people have talked about since I only got Dehya relatively recently. But it really feels like she's severely underrated, and I can't help but wonder why. Don't get me wrong, she's not strong in anything - but she is very convenient for overworld exploration. As in, she's the only one who can continuously attack and kill enemies, while also healing herself, while you're afk - useful when you're killing random underleveled creep camp #3576. My abyss team tends to kill everyone before I've finished the setup, and then they are out of energy - stronger yes, but makes exploration kind of annoying. Dehya's other talent is also geared towards exploration, and she uses a claymore. Of course, meta slaves tend to mostly care about who's good in abyss, but I think most people spend a lot more time in the overworld than in the abyss, and having a character who makes that effortless seems like a really good addition to your roster.
I haven't used Dehya in open world too often, mostly because I find it generally more convenient to have range (I want to kill that guy, but he's waaaaay over there, for example). I'm glad you're enjoying your experience with her, though! It's great that you can AFK in Dragonspine indefinitely and she'll never die.
@@ALittleSIMPle I mean, I also have Yelan on the team for those situations, as well as for even faster movement (the other two spots are raiden and furina who do the real dps while off-field). In my experience, those situations are uncommon enough that you can just swap for them. But I do get what you mean and if that's what's comfortable for you, that's great. What I'm really wondering is: I can't be the first person who has noticed this. How come literally everyone agrees she's bad then? Is there something I'm missing?
On QoL, I noticed the devs focused on features friendly to new players such as auto-equip artifacts and the Training Guide.
Yeah, HoYo definitely seems to be catering to newer players, which makes sense, since the game has quite a bit of depth now and being introduced to so many systems can be overwhelming. It's certainly not a bad thing to prioritize, since people who have been playing the game for longer already know how the game works and have been dealing with how it functions for so long already, whereas newer players don't have any feeling of obligation or commitment, so quitting early on doesn't feel like such a shame if things aren't immediately intuitive. I also think it's nice when I get to hear a new player's experience with the game, kinda makes me happy xd
Underrated channel 😮
your yapping is so nice to listen to and your voice is really relaxing + ur right about a lot of things in terms of development, etc
honestly the only thing i planned to add is that genshin could never have qingque (shes too fun and helps me get over the need to gamble my jades away)
Aw, thanks! Happy to know I'm not offensive to the ears xd
Also, +1 for Qingque, she's really cute
Smh, the lack of playable Dottore so far is just sad.
Edit: Aloy is an outlander, not a descender. Like Arlecchino and the other non-descender outlanders. Or the alien things we fight in Elynas. "Not everything that comes from outside Teyvat is a descender."
We know Arlecchino lacks the will to shoulder a world, even if she is alluded to be a descendant of Perinheri (or, perhaps because of that, since he wasn't strong enough to be a descender either.)
Aloy is basically the same as Arlecchino, the abyss twin, and the orphans in the original House of the Hearth - outlanders, but now considered a part of Teyvat (as evidenced by their visions with Aloy and Arlecchino. It is stressed during Narzissenkreuz it is very important to avoid obtaining a vision, to become a descender/someone whose will can destroy and shoulder a world.)
There's a reason why we aren't vision-holders, because we have the potential to become someone who can reshape the world as a descender. Idk about the abyss twin, though, since they lack a vision. It could be that their will is simply not strong enough in terms of their wish to challenge fate, which tbh might not be all that implausible, I mean, going agaisnt your sibling and all. We see the Fatui positioning themselves in that spot a lot more, and the line between them and us becoming more blurred with each Harbinger that isn't Scaramouche.
I think Dottore will save everyone. ❤ With our help, but you know what I mean, the Irminsul scene.
No playable Dottore is indeed a shame.
The video wasn't really about outlanders and descenders, so I didn't get further into the topic, but I think at the time of Aloy's release, people weren't sure about the terminology, so they just went with "she's a descender" (I could be wrong, I don't follow or remember lore too closely xd). That portion of the video was to reference those speculations, not necessarily meant to claim one thing or another. It's good to know, though, thanks for telling me!
One thing you’re forgetting about Aloy is that she was only given out in Patch 2.1 or 2.2 in Genshin and then was never given out again. People who weren’t playing at the time would be pretty upset if she was good as that’s a good unit that they can never build teams around. Likewise, Dr. Ratio is only being given out until the end of Patch 2.1, and I don’t know if he is ever going to run again (even if he does have constellations). FOMO also extends into weapons and light cones as well, where it’s far more apparent (no Festering Desire for Furina, no Tutorial Mission for Nihility units, etc).
You are absolutely correct, I 100% forgot to mention her exclusivity xd I knew I'd miss something, thanks for pointing it out!
The FOMO is another good point. The focus of the video was mostly on banners, but something I could have (and should have) touched on were the other free-to-play sources of power investment, though since HoYo doesn't seem to want to rerun those event items, it's difficult to justify an argument where power balance heavily factors those into account.
i love the rotating homa and dehya showing segment progress as a time-bar thing. also top tier humor as always
Glad you liked that addition! Figured I spent a lot of time talking about some topics that might not necessarily be interesting to everyone, plus I had some still images in there, so I thought it'd be good to have something moving on screen so people didn't think their videos froze xd
I like you using the characters you’re talking about in the background
Thanks! I try to make good(-ish) use of visual aids. I know my attention span is short, so I try to make stuff happen just in case other people have the same problem xd
Also deyha apart of my main teams, any burn melt team and neuvilette burgeon 💀 and if somehow my team needs to take a pressure you press her ult and she just takes any major hits as your team slowly recovers and ult cooldowns return. You need to have a good account to make use of her for sure though.
I like Genshin and yapping videos, thanks 💪🏻
Glad you like them, I got more on the way... eventually xd
Look, I have nothing valuable to argue, disagree, or rage about. I just wanted to pop in and give a brief positive comment (since most people usually have something to argue about commenting); I enjoyed both the previous video and this one ranting at the comments section. Right now, you are slowly working your way in as one of my favorite youtubers due to your timbre and tone, your way of putting the information first instead of the fluff, and generally fun visuals. The jokes are great and keep the happy little dopamine rats in my brain fed.
Huh, the adhd gremlins in brain have run off. Anyways, excited to get more content, legitimately thank you for the great work.
I love brief, positive comments♥ I don't like starting or reading arguments, but I do think it's important to think about topics like these, so it's kind of an unfortunate side effect, though arguments can lead to more open-mindedness. Glad you like the way I try to present things! I hope I can maintain the consistency in the future xd
Awesome video! Amazing channel! We will watch your career with great interest!
Thanks, I hope you enjoy your stay!
you are a good wise person keep uploading videos please
Aw, thanks! I promise to try
Man, idk what it is about your videos but they just feel so cozy, idk how to explain it. Anyways love the vid, love the channel and keep up the good work.
Even if someone finds the information in the video useless, I actually think these feel more valuable to make when someone finds them fun/cozy/comfortable. Glad you like them, thanks for letting me know!
i love your voice i think if you made a video where you talked about soap for an hour i'd still watch it all
New video topic incoming...
just wanted to say: pretty good vid! it must've taken a lot of work to find comments to answer, make a script and edit the vid.. it was pretty engaging to watch!
i'll throw a future video suggestion, though this might suck LOL
i was thinking about exploring between GI and HSR's focus when it comes to adding different game modes: GI seems to be focused on giving a different experience from the core gameplay while HSR is focused on making its combat shine in different applications..
i personally prefer GI's approach since i would want something different to do than just tackle combat, but i'm sure other people think otherwise!
have a great day and i hope you are proud with your work!
I actually had way more comments to get to, but as I was writing up the script, I was approaching a page count higher than all my previous scripts and I didn't want to make the video too long xd I made some cuts, but I'm not sure I should have. Maybe I'll do a part 3 some day...
I like your idea, though! To provide some insight on it, Genshin is a big game. As an open world game, there are a lot of creative things it can do in terms of player challenges, puzzles, delivering lore, and just generally keeping busy. I've seen some people make content out of walking from Mondstadt to Fontaine or ice-bridging their way to Inazuma. Star Rail focuses largely on different forms of endgame combat content because the main way it delivers entertainment to people is through zone exploration (which is inherently less in-depth compared to Genshin, since it's not open-world), puzzles and/or events, and combat. Once you've finished clearing a map in Star Rail, there's not much reason to come back to it outside of maybe killing mobs for materials/experience or coming for quest objectives. Once you've solved all the puzzles and events, you just wait for more puzzles and events, so the best thing HoYo can do for Star Rail is to make its best selling point shine. A lot of people who are drawn to turn-based combat games obviously enjoy turn-based combat, so having different kinds of it is making good use of a strength while also having some variety to keep players from getting bored. They way they've been implementing it is also smart, because there's not technically "more" of it, the different modes just trade off every couple of weeks. It's good to have the variety, but too much quantity can cause burnout. It's definitely not for everyone, but I'm glad it's there.
Thanks for your comment, have a great day!
On the Dehya situation is for sure an after tought because she was announced to go on the standard banner after her infamous release. I just explain it as hoyo don't liking brown characters. Or just trying something different with her that didn't work how they planned.
I just want to point out a correlation but after the director of Genshin stepped down we immediately got leaks about new permanent end game content and an increase in rewards for Abyss. Not saying that its a massive change but its interesting.
Oh, I thought those leaks were relatively recent (in the past couple of weeks or so). If there were any earlier than that, I must have missed them. Thanks for letting me know!
Question, what did exactly happen to Cai? What could possibly cause him to step down?
@@mikonyx7712 I couldn't tell you for sure. None of the articles I've found gave a reason other than he wanted to focus on other kinds of research. It's possible Chinese news outlets elaborate on this further, but my digging hasn't been that extensive xd
i believe you did so great
Thanks, I tried my best! I did miss a few things, but there's always next time, I guess... xd
another nice watch, keep up the good work
"genshin doesn't have end game yet"
me, release genshin player without the 4 avengers nor hyperbloom, and no full star abyss ever (yet) *sobs*
It'll happen eventually, I believe in you! Thanks for watching!
I wish they would release more skins
Man, me too
I never pay that much attention to combs.. I just try to create teams that fuction based on the characters I actually like. I'll never pull for Yelan or Kafka
That zoom in on the verdict felt targeted. I wasn’t even trying to get it I wanted mistsplitter but the first 10 pull said otherwise
I was the opposite, I tried so hard for Verdict and HoYo said "nah" xd
6:45 as a person who got Seele LC instead of getting a new unit in 1.4 and getting both acheron and her LC in 2.1, lightcones are INSANELY worth it for me if i really like a unit. 1.4 was so boring to me of a patch because I didnt want Jingliu or Topaz but I had a really invested Seele so I got her LC and by god was it worth it. This is unlike genshin, where weapons feel so bad to save up and pull for instead of a character.
This is actually almost exactly my situation! I pulled for Seele on her debut but skipped her light cone because I wasn't sure what to expect moving forward. After using her for a few patches, I decided I really enjoyed her playstyle and went for the light cone over Topaz. My logical brain at the time was thinking "this is dumb, don't do it", but my gacha brain said "for the waifu!" and the gacha brain won. Looking back on it now, I think the logical brain has been won over, I've gotten a lot of mileage out of that light cone xd
I just wanted to say that artifact grind in star rail is not as annoying since you dont have to manualy grind domains
You can just press auto battle and alt tab and do your thing
I agree, but the grind being easier doesn't make it less random xd
@@ALittleSIMPle there is one thing that star rail has that genshin doesnt ... the ability to chose set and main stats with that other system
Thinking back to the player surveys you mentioned in Part 1, I don't think those "do you play similar game" questions not once asked if we played Horizon...
This honestly makes no sense to my brain. Gameplay-wise, Horizon 1 just as compatible with Genshin than most of the games listed in those surveys...and then Horizon 2 came out with even more mechanics akin to Genshin, to the point I feel it might actually be closer to Genshin than even BotW...but Hoyo continues to shadow it. Just why?
Well, all takes here make sense except dehya part.
The only character who can *really* get benefits from her is lyney and only due to thoma requiring NAs. Father is perfectly fine with him, layla or any other shield. Plus making a better dehya is veeeery simple but hoyo seems to be not able to do it to avoid powercreep
Although, maybe natlan will introduce some limited 5* variant of it (copium overdose)
Yeah, I'm honestly not sold on the Dehya part, either. It's just the best I could think of. I'm certainly open to ideas, though!
Patiently looking forward to Natlan and sharing the cope
Honestly HSR players are just insecure about everything, they can't accept Yuri Ships or Powerscaling from HI3rd which is practically their parent game without whom they wouldn't exist and they can't accept good parts of Genshin either and complain about the smallest of things, also the argument that HSR has better artifact system is utter bs, many artifacts in Genshin are straight up interchangeable between characters and they would still work the same is definitely not true for HSR where the artifacts need to be exactly what you need otherwise the characters just straight up work as advertised, also HSR 4 stars need those Eidolons in order to properly work also they need great supports meanwhile Genshin you can just do shit with two properly built teams forever
Your point on Relics was actually an argument I was thinking about making, but I'm honestly not too sure anymore. Some sets are definitively better for some units, but as more sets come out, we may see a lot of options become viable (or even good) for a lot of characters. An early example is how you could feasibly run the Quantum set on a lot of DPS units, as long as enemies had Quantum weakness. In some cases, it was only a few substats behind, and in other cases, it even came out ahead. A more recent example is the Pioneer Divers set, where it offers a lot of value, provided you can maintain its passive. It's an interesting topic and I can certainly see an argument being made for either side. Even with the assumption that Relic sets become more flexible in the future, I do feel like I dislike Star Rail's system more, though xd Too many set bonuses to worry about and Planars make me want to attend therapy.
Regarding 4*s, I do feel like both Genshin and Star Rail have 4* units with a lot of power locked behind Constellations/Eidolons. I'd be lying if I said I didn't have some bias towards Genshin for combat, since I've been doing it for longer and I should be (probably) better at it. I've seen some people make the argument that Genshin 4* clears are lots of resets, but I've seen Star Rail 4* clears take many attempts, too. Again, probably bias on my part, especially considering I've had a lot more time to invest in Genshin, but I generally find my 4* teams there don't have too much trouble. I can't even find the time to gear my 4* units in Star Rail to try because my 5* units are still built like trash xd
@@ALittleSIMPle I mean HSR is out only for about an Year ofc we wouldn't know much about it or wouldn't have the perfect builds, I am pretty sure End Game in HSR will definitely get way harder, Genshin is apparently going to release an extra abyss mode too so there is that, but personally Genshin's abyss clearly is very much dependent on the player's skill to dodge everything and perfectly time some stuff meanwhile in HSR you have to build your character perfectly otherwise clearing would be hard, personally Genshin is a better game for the sake of enjoyment, HSR is a game that people play to flex damage numbers cuz honestly there isn't much to do other than just clear out the challenges in HSR the story isn't even that big compared to Genshin's which is why they keep the limited time events cuz this way they can provide more things to do, also yeah Genshin is definitely getting all of the quality of life improvements from HSR it's slowly coming to this side too
got too used to the taste of shit i see
Awesome video
Thanks! I tried my best!
I avoided your videos because I l avoid all hoyo content, but your videos are cool. Wish I wasn’t so late lol.
I don't blame you. Most people I know avoid me, too
I like both games and Honkai Impact 3rd. As far as hype feels I like more Star rail's lore. Since genshin take's a lot of time to release more content
Star Rail's story and world-building is really great! Glad you're enjoying it! Unfortunately, my experience with Honkai Impact 3rd is really limited, so I don't have a lot of insight there xd
you are funny and cute ❤
and not just that, i genuinely love your content!
i have 2 RUclips accounts, one i use on my pc, and the other on my phone, i subbed both my accounts to your channel.
Glad you think so, thanks! ♥
Something that I find funny about the new auto equip feature is that, even though I am a user of Genshin Optimizer sometimes for events I use the system to equip units that I don't play much to play different team on events.
To me is easy to setup (considering I used to a much harder system), its not optimized (at all) but good enought .
I saw that system and thought "Who is this for???" And I guess me? I would still prefer pre-sets, but it works ok.
It's honestly not that terrible. Certainly better than nothing, but definitely not optimal. At the very least, it's (hopefully) a start for something else xd
@@ALittleSIMPle yeah, but again it's more complicated than most casuals would like, and less efficient than most hardcore players would like. Weird middle ground.
to me, this whole "aloy vs ratio" debate makes little sense when you look into the specifics of each characters because:
- aloy was just a colab character with no constelations that they wanted to give out with no other bonuses because well, why WOULD they want to make a free character too powerful than they should be, and more importantly for them, how would they sell a character with no constelations, right? and so they didn't really have any good reasons to make her that good from their side of things.
- ratio on the other hand though, was designed from the VERY begining to be a limited character with his own banner, and so just like with any other limited characters that they've made for star rail, they made him good too, but then because of the "best mobile game" award(s) that they got, they decided to gift us a free version of him to everyone as a thank you gift, and without nerfing him because lets be real now, had they done that, it would have caused a wildfire within the star rail community, bigger than the rivalry caused between genshin and star rail from the fact that he came out for "free" in the first place.
it would have been like "you voted our game for being great? well, here, take this *free* hunt character that was supposed to be a limited character. oh, and also he'll be half-baked because f ck you" which... wound't land well now... would it?
and so like, yea, from one hand you'd expect that they would have released ratio in a slightly lesser version at the very least, judging from past events with aloy not being too good, but from the other hand, it also wouldn't be a smart move from them to do that, because like i said, he was designed to have his very own banners.
but yea, with all of this in mind, comparing the 2 for me is:
1. unfair
2. very childish when overlooking the conditions on WHY they became free in the first place
and 3. aloy came out in a stage of the game (genshin) where, they were still trying to figure out things on what was the best for the meta so, even if they wanted to make her be on what was considered as a level of "great" for the time, she would probably have fallen off later on anyway.
I think I agree with all of your points! I wanted to add a little to the third one, though. Considering Aloy is the only truly limited unit, undertuning her was probably the safer thing to do to avoid being harassed later. People feel bad if they miss out on a unit they can never get again, if that unit is good. If that unit's dogwater, then nothing's really lost xd
@@ALittleSIMPle yea, you have a point there. it's better to miss out on something insignificant than something that's relatively big...
*COUGH COUGH CINNABAR SPINDLE*
@@1Albedo You know, I was playing Genshin at that time and got the weapon on my main account. Somehow managed to not get it on my alt, and I'm kicking my ass for it to this day. Same with Festering Desire xd
@@ALittleSIMPle you could say you have a... *festering desire* for both weapons :^)
Question: Why Fontaine still doesn't have a standard 5 star character?
It makes sense for no 5 star standard banner character from Inazuma since Inazuma's area is story locked but you can still visit Fontaine without doing Fontaine's Archon quests.
I honestly don't think MiHoYo wants to get into the habit of releasing more standard units if they can avoid it. I know some people that start playing gachas for certain characters and get disappointed when they can't target them specifically (a friend of mine in the early Genshin days dropped like, $400 trying to get Diluc from the standard banner... it didn't happen). The "easy" solution is just keep playing, they'll come eventually, but it's only easy as far as someone's patience goes. I know there are people that have been playing since day one and still don't have their first copy of Jean, for example. Adding more characters to the standard pool dilutes it, so it makes it less likely you'll run into a particular unit. This also becomes more problematic if you're trying for Constellations on your favorite standard units. This could certainly change if MiHoYo added a banner where standard units could have rate-ups, but it would have to also depend on how they handle it. Something like the Chronicled Wish banner is a start, but using your Intertwined Fates for standard units isn't something I would consider valuable, so it'd have to be the Acquaint Fates or a new currency.
13:18 People don't realize the content is always easy for starting players. Even when MoC gets harder, new players get more free pulls and get the current strong units and the end game is relatively the same difficulty as what it was for players in the past. It's the loop of hook line and sinker. You make established players and over time ramp up the difficulty and power of new characters but make it harder for the established guys to get said characters as they're already hooked. Or a character that makes their established roster stronger. It's all psychological tricks
Wuthering waves so gooooooood
GENSHIN COULD NEVER TRASH HOYO
Apparently the next moc is 30% harder then the current one From what i heard and i don't know how to feel about it exactly
Oh, man. This one was already kind tough...
simple: ignore MoC. get the 15 stars for the battle pass and move on. "endgame" modes in gacha games always require 3-4 times the investment compared to the rewards and are built to push whataver new character on the banners. In short: wild goose chase spinning in circle. Not worth it.
"...i made some points regarding one or the other and i think some people understood it as an attack on their favorite game."
That's mhy's fanbase for ya. They get rabid every time they hear criticism of anything mhy because "criticism=bad" is their mantra. It's their most defining trait
It gets spooky. I'm pretty sure I didn't even use the word "bad" in any of those videos xd
@@ALittleSIMPle it doesn't matter. Any form of criticism, no matter how constructive it is, is bad for them. That's why they react the way they do.
Layla will be infinitely better as a sustain for Arlecchino than Dehya, for obvious reasons beyond melt being really strong. Total damage blocking > partial damage mitigation.
For the main topic of the video, important to note Keqing came out when Jing Yuan did in each games respective lifespans, they're even the same element. Main difference being that Jing Yuan is a god literally everywhere, with more decent teams than you can count, and seems to keep aging well. While Keqing was genuinely unusable before aggravate, and after dendro, is still overshadowed by nearly any other electro unit.
This difference in character treatment is probably a big reason for the 'genshin could never' thing. When people get a character in HSR, they are big, flashy, and powerful with minimal investment. In Genshin, it can feel like your shiny new 5 star is hitting with a wet noodle as soon as you encounter an overly buff cat in chenyu vale unless you assemble all 6 infinity stones to crown every talent, max every artifact, and max them to 90. And then months or years later, and mihoyo has replaced them outright with a better option. (Arlecchino vs Hutao, or Chiori vs Albedo)
Add to this, HSR lets people obtain more characters they like? Well, stuff like Spiral Abyss and MOC never matters to the casual player, they probably only care about the story and exploration. If HSR characters can clear exploration with more ease, than Genshin characters getting body checked into a two dimensional red splat by a gentleman from fontaine...Some sense of Mihoyo having bias towards HSR will form.
Anyways, I like your videos, and thought you might want this as a discussion point for another video in the future.
WHAT SHOULD I KNOW?
once again another W video
Thanks, glad you think so!
Eberyone always compare genshan to hsr but honesly the mkst current qol game is hi3 no 50 50 easire way to get weapon no artifacts artifact equvilant is craftsble more pulls
That certainly sounds nice! I haven't played HI3rd for very long, so my experience with it is limited. Maybe I'll give it another swing some day...
i have to say, i can just drop genshin for months, and come back with tons of content to do without worrying about not being able to clear them.
this however is not true for HSR, the game is constantly getting harder at a much faster rate, and unlike Genshin where you can just ignore abyss and do quest and explore, combat is all HSR has, so not being able to catch up in the main aspect of the game feel very bad
people can say what they want about Seele and Jing Yuan but they do not clear content on their own, you either need to put massive time into farming relic or have shiny new support for them to works,
and this is why i appreciate the way genshin is heading more
I think I can agree with this, I feel like the recent Memory of Chaos difficulty bumps have been really noticeable. A topic I had in mind for some kind of video actually focuses on Genshin's general endgame or Star Rail's endgame (I don't think I'll put them in the same video, I'm not looking to start wars xd), but they way they handle each is definitely interesting. Like you said, Star Rail invests heavily on its combat, so the endgame naturally revolves around combat, and balancing combat around players who play daily and players who take regular breaks is a nightmare for MiHoYo, I imagine.
If there's one thing genshin players do when star rail is compared to genshin that i hate, it's that a lot of their arguments only seem to make hoyoverse and star rail worse and not lift their game up. Like, regardless if star rail needs a lot more wishes and characters to beat it's severe powercreep, even if the game itself is worse (which personally, i think it is), it doesn't really justify genshin's stingyness. To be fair, i dont think genshin needs the level of pulls star rail does, but it wouldn't hurt to get more free characters. I think the thing genshin needs is just more QoL and endgame content. Apparently they will be adding more to the SA in 4.7, but i wouldn't be surprised if that wasn't true. I dont think genshin would be hugely impacted if it didn't add these, as a lot of its content is geared towards casuals and non-combat players a lot more compared to star rail, which makes the lack of them hurt more because Genshin could easily be a 9/10 game if it just tried harder. It's why im excited for wuthering waves, because all it has to do is to give it the pressure that star rail currently has so we can see genshin become better. Or more people will leave and won't go back, not even to another hoyoverse game.
Sorry if this video comes off with more negativity than not, it was kind of hard to look at things objectively without poking at flaws (if you'd prefer, I have two other videos that focus on each of their respective "fun" elements xd). I do certainly think both games have room for improvement, but there are a lot of strong suits to both that keep me coming back. I've also been hearing about the new Spiral Abyss in 4.7, but the information I see keeps shifting around a little, so it's hard to know exactly what to expect, but I remain somewhat optimistic for now...
On that note, I'm also praying for Wuthering Waves's success.
Thanks for your thoughts!
@@ALittleSIMPleyou're definitely not being too negative. I'm just kind of annoyed of genshin players justifying the lack or perceived lack of rewards and qol features by saying things like "but genshin is open world, casual, etc" and i dont fully disagree, or when they critique star rail for being much more p2w with their relics, powercreep, etc which is valid but it doesnt really serve to make genshin better, just makes everything else worse.
I will say, actually looking at genshin objectively, they're doing a lot more than people give them credit for. I just want them to add more QoL features, which they've been adding, but obviously we want more, particularly to be able to play previous events because star rail has that. And star rail has more endgame content.
(Actually, I feel like they're purposely putting more into star rail to get players to move into it and get addicted so they can make more money because it has a lot more powercreep and is overall a lot more expensive compared to genshin)
We (i in particular)are more annoyed of that same Fricking line u guys use like a Child, while there's no special thing abt hsr since it's just a copy of Genshin apart from it being "1 turn-2turn" it's truly annoying when they try to boast when that Hsr game is just as or even emptier thn Genshin. If u talk abt rewards u show know they're just milking u with them coz game is empty, if u talk abt Endgame content even then its the same coz they got nothing really other than Just "1Turn-2-Turn" Truly Brainrot Game despite that i still play that
the problem is that the gensh*t BS is leaking super fast into HSR and soon there will be barely any difference in terms of QoL, progression, BS mechanics and puzzle infestation.
hey! any thoughts on the soundtrack of each game? I feel like Honkai Star Rail has a more robust and fun soundtrack compared to Genshin.
Hi! I do think Star Rail's sound track is more on the "fun" side, but I think that's because of the game genre. HoYo markets it as a space comedy, so I think the mood is intended to be on the lighter side. I don't think I would call one more robust than the other, I feel like both games have quite a bit of thought put into the compositions. Some of Star Rail's music does tend to lean more towards a "modern" feel, I guess. There are quite a few electronic tracks, as well as full songs with lyrics. Some of Genshin's later music does have some electronic or dubstep elements, but I feel like on average, it tends to lean more towards the orchestral side. I think they're a little hard to compare directly, as the music for each game is designed to fit their respective themes, and Genshin and Star Rail have fairly different stories and environments.
Good question, thanks for asking!
@@ALittleSIMPle No problem, it's just that I've ONLY been hearing Star Rail OST being used in Twitch streams or RUclips videos as opposed to Genshin's, but that's probably because there's many different genres in Honkai Star Rail that it has a higher chance to be used for videos or streams. I've heard the simulated universe soundtrack being used in a lot of DougDoug's twitch streams, often appearing twice or thrice in the same stream, and also being used in a lot of videos that are unrelated to Star Rail as a whole.
A video that captured the progression and meaning of Honkai Star Rail's soundtrack really well is Jonathan Barouch's video titled "How "Embers" become a "Wildfire" [Honkai: Star Rail]", which explains how the music directly correlated with each important plot movement of the story, along with each motif and what they could mean.
I guess what I'm trying to say is that Honkai Star Rail's music is a lot more "marketable" to an outside audience without the need to know about the game in the first place, and if you know about the game, it hits even harder.
Regarding artifacts. Ur chance of hitting crit vs the other 2 or 3 is lower.
It doesnt seem that way on paper but a youtuber ran a simulation and found that flat garbage get priority then % then em er% then finally crit..
Now im struggling to fully understand the video so i advise you should watch it yourself before believing what i say but the odd on pulls and everything at exactly as hoyoverse has stated. Theyre nuanced and he figured it out using mathematics. Uhhh the channel name is uuhhh.. ah yes vidmilo
I almost forgot there😅 but yeah very interesting stuff.
The numbers I pulled are directly from the Genshin Wiki, so if there's something off about it, blame them xd
Your chances of rolling crit are lower if you're rolling into an additional stat, so if you start with three stats and you're hoping to get a crit stat as your fourth one, your odds are lower than getting flat defense, for example. After an artifact has four stats, your chance of upgrading any given stat is (supposed to be) equal.
light cones are significantly more specific in star rail. what the hell is a normal dps gonna do with a break effect light cone? what the hell is any other nihility unit gonna do with acheron's light cone? getting the signature light cone is actually much more impactful in HSR than in genshin, where the weapons are generally more interchangeable
i say with 100% confidence ALittleSIMPle is an AI. you cannot disprove me :D
This is true, I don't think I can xd You'll just have to take my word for it 8)
Honestly gensin got boring i redownlaoded the game just to delet it again because i always ask my self what now? What i like about hi3 and hsr they both have endgame content that refresshes weekly i need something to do each week not farming artifacts.
It's certainly not for everyone. Glad you're enjoying it on the HI3rd side!
I'd argue they just have no creativity with Pyro. None of the pyro on fielder can use melt; the only cryo character that can use melt are wrio and Ganyu and they are not really strong characters. Speedruning does have stuff like Ayaka melt but it's also very niche.
They're just stuck on vape for odd reason. Chevreuse kinda helps to give overload a bit of a new life but that's it.
Like for the dehya example. Dehya feels like she could have been the premium burgeon character. You make the tick of her E faster and last longer. And she goes from meme unit to Raiden Em lvl. But instead they made the worst character in the game.
I was toying with the idea for a Vape discussion video. We have a LOT of it xd I definitely agree that Pyro feels very unimaginative right now. There were stages during Arlecchino's beta where I was getting really excited for Overload, not that it isn't viable now, but it would have been neat to have it be the optimal option without reliance on C6 Chevreuse.
Dehya had a lot of missed opportunities and I'll never emotionally recover.
@@ALittleSIMPle Yeah I was excited to go for Arle if it meant getting Chevreuse with her. But now I'm not as certain to go for her.
on field pyro character can't use melt because melting with pyro consume x2 amount of cryo aura on enemies, and we don't have strong enough source of off field cryo (aside from Ayaka c2)
same reason why you do not have on field vaporise hydro character
@@Mana-qp4uw They could easily pull a character that does huge pyro nukes at a slow rate. And then release more off field cryo character.
Well, seeing as the pyro and cryo nations are all that's left, I wouldn't be surprised if Melt is up for balancing attention in the next year or so.
you're so funny please dont die
It's a lower priority on my list of things to do, so I'm likely to be around for at least a bit o7
@@ALittleSIMPle thank u sir
Well tht, but star rail is garbadge, the penacony part mostly aside from tht the game is alright
They blowimg their load on marketing more rather thn actually making a good game with level design
Truly the garbadge comment of all time
Mind blowmig
Keeping lore tIGHT OM
I haven't fully watched your video yet but I already have question IRT 4 stars characters in HSR: why there's a conflicitng information on this? At least if I have to judged it from my discord chat discussion. The comment you shown at 1:19 says you could clear content with 4 stars. A qucik tips on FB I saw says HSR end game is so easy that you can just pull anyone. But when I see my friends discussing the latest MOC or PF, it is not rare to see them bitch and moan about how hard it is to pass without such and such characters. In other occasion on a much more casual discord server I usually see screenshots of people clearing HSR end game content without full stars. So which is it really?
You need very good relics and a lot of restarts to defeat moc with 4 star characters. It's easy to do, but it takes a long time, and luck. (in my experience)
4* only teams in HSR are difficult to make work because the power gap between 4* and 5* is decently sized. There are really only 2 exceptions to this, being tingyun and qingque. On the other hand it doesnt really matter that 4* only teams are hard to make work because the game's pull economy is designed to give you 1-2 5* per patch meaning you should never have a problem fielding multiple teams with strong 5* units.
Expanding on this a little, I would go so far as to say that the main thing hsr is trying to do is experiment with having 5* units be substantially more powerful than 4* units so that they can be both give out more pulls and still get people to feel like they need to pull on a lot of banners so they dont miss strong units since they're not going to have an easy time with easily obtainable 4 stars. There's nothing inherently wrong with this approach because at the end of the day clearing content is clearing content no matter what teams you use, and 4* only is never gonna be relevant to an actual account unless its a challenge account.
So I don't really have good personal experience with this topic, mostly because I don't have the resources to level 4* DPS units in Star Rail. I'm largely focusing my efforts into my 5* units. I've personally never tried to clear content using only 4*s, because mine aren't built for it, but I have watched videos of people doing it, and while they often look impressive, there are many times where you can tell something would have gone sideways if the enemy AI had been less forgiving. Makes you wonder how many times they've had to reset. I'm not trying to diminish the value of the clear, but I certainly wouldn't call it consistent. "Easy" depends on how patient you are, I think.
My personal experience with MoC & PF is mostly throwing Blade or Jingliu at them and that tends to get me through, but lately I've been noticing enemies tend to somewhat counter my sustaining units (Fu Xuan doesn't deal with heavy DoT damage that well, for example, and running Huohuo instead impacts my SP economy, depending on what team I feel like running). To answer your question more directly, I think it somewhat depends. I've been logging in every day and I don't cap my Trailblaze Power. With the units I've pulled for and the amount of time I've put into building my units, I don't really struggle, but I can see how some people might. My friends are much more casual, so they don't always log in daily or really focus on MoC and PF as a final goal, and when they attempt either, they don't usually get a full clear.
To add on to the completely correct comments underneath this, the "without such and such characters" part is also related to MOC and POF having seasonal buffs that are designed to uplift the current banner unit. Every MOC and POF will be a little bit harder to complete for people who don't have the newest unit, but also a little bit easier for people who have built older or weaker units that have similar mechanics to the banner unit - for example, because my only physical DPS was Sushang for the longest time, I had invested into her quite a bit, and she happened to have a similar multi-turn mechanic to Seele, so when MOC buffed multi-turn-takers during Seele's rerun, it was my Sushang that pulled me through. Same goes for DHIL and Qingque, and Blade and Arlan. And the more units HSR releases, the more overlap there will be, and those old units will continue to benefit.
Also, a lot of the time when people say "clearing the game is easy with any unit", they're not talking about the combat endgame, they're talking about the story quests. Though I'm starting to think this is no longer true, with recent bosses like the big bug and Aventurine troubling so many players. But still very much doable, you just need to build those characters *well*, as opposed to the five-stars who will become good with even mediocre investment.
Very insightful answers, thank you all!
when they put deyha in standard when genshin still doesnt have a geo 5 star in standard for the past 4 years
They did Dehya dirty and I'll never emotionally recover from this. Definitely a little odd we don't have a standard Geo unit, though xd
18:17 isn't she apply pyro ≈ 2,6 seconds, when Toma apply pyro every third hit, which is ≈ 3 seconds?
Yes, but Thoma's comes out more frequently, so if your timings get shifted for whatever reason, I find that he can steal more Vapes than you'd expect him to. Definitely potentially a skill issue on my part, and honestly probably not an issue for someone like Arlecchino, since her Pyro app will be slower, but in my experience with using Dehya and Thoma with Hu Tao, I find more consistent results with Dehya. I also think she's hotter xd
@@ALittleSIMPle if the time is shifted you still get pyro on every hit from Dehya, but for Touma it's either a 3 hit or 2.5 time rule (for the same reason Dehya apply pyro every hit)
Maybe WhoTao pyro app screw something over, but with Yoi I don't feel any difference xd
@@anfir9218 Oh, yeah, it's almost certainly a Hu Tao problem. I have Yoimiya on my alt account, but didn't get around to building Thoma on there yet, so I never got to try him with her. Glad to hear they're working out for you!
theres this content creator who has been trying to 3 star moc without pulling and hasnt been succesful so far. its true moc is capable with 4 star only but no way without pulling, and its not like you can achieve multiple copies a 4 star chara without getting some 5 stars before. people really be coping but star rail *is* difficult if you are picky or dont play a lot to guarrantee new units
I commend his efforts, but honestly, that sounds like a true nightmare xd I wish him the best of luck! Star Rail can get pretty tough for some people, even if you do pull for meta...
@@ALittleSIMPle its truly unforgiving if you lack the characters that follow the different playstyles that the game offer eg DoT, follow up, erudition for pure fiction and now this rumored end game content with hunt characters in mind.. its a longterm game of waiting for a character that you like and waiting for them to align to those gamestyles that the game is asking for
@@ALittleSIMPle also the content creator i mentioned is called Zmm, would definitely check him out! he explains better the limits of trying moc with e0 4 stars
So you'd say Dehya is better for Arlecchino than Thoma? Or only in the context of vaporize?
I think it's more enemy dependent than teammate dependent. Enemies that destroy the shield very quickly may still struggle dealing with Dehya's circle. Since I don't really like the guy I'll be trying Dehya for now. And maybe Layla.
@@essurio people still don't know how thoma works...
I would say Dehya is hotter than Thoma for Arlecchino.
But in general, I honestly think Thoma would probably be better. In my experience, Thoma tends to steal more Vapes when I use him with Hu Tao, but Hu Tao has a lot of Pyro application, so between the two of them, it's bound to happen. Arlecchino's Pyro app should be much slower, so I don't actually anticipate this to be a problem, but since I haven't used them together yet (obviously), I can't say for sure. He should be better, theoretically...
@@essurio Thank you!
@@ALittleSIMPle Thank you! Great videos!
❤
19:27 I liked your dumb humor
Thanks for letting me know, these comments make my day \o/
IDK if this comes off as condescending, preachy or cringe... But whatever, heck u.
From one person who uses self-deprecation as a defense mechanic to another; your delivery, writing and editing carries your videos, they're funny and well-made. You don't need to make yourself the butt of every joke.
But I'm such an easy target... In all seriousness, I didn't actually realize it happened so frequently, it's usually something that just pops into my head as I'm scripting. I'll try to keep an eye out for this in the future, thanks for your feedback!
17:48 "give up yelan for xq" DOES HE KNOW?
i mean for arle the difference between using Yelan and XQ is actually pretty damn big sheet wise. Not always the case tho I know where Zajef comes from.
WHAT DO I NEED TO KNOW?
@@ALittleSIMPle I don't know if you've ever watched the content creator Zajef. But he will die before saying that Yelan is better than XQ on any team (thanks to his defensive utility and higher hydro). Kinda of a meme in the community.
He still calls XQ the best character in the game when he is not nearly as op as he used to be.
@@jijidu69 Ohhh, I see. I spend some time in the sheets when I can, the damage with Yelan is pretty high, but I can definitely see an argument being made for Xingqiu. Definitely seems like a comfortable pick, but I'd be lying if I said I wasn't tempted by the damage instead xd
@@jijidu69 This is my opinion, XQ is okay (very good at C6) but he's not the second coming of Christ. I agree Yelan is definitely better overall for her personal damage and on-fielders. Actually in a particular Discord server, people would often bash against Zajef and his viewers and say how XQ is not good... I don't glaze/batchest/d-ride on XQ but it makes me feel sad owning him just because I don't have Yelan...
Can confirm pulling for 4 stars is a scam I got 4 babaras and 2 Amos bows and still have a c1 xingqiu after 60 pulls
You have my condolences :C
Me who pulled 3 5* lc as f2p just to spit on how shitty genshin weapon banner
I hope you got what you were looking for!
Genshin game design was so good but the characters design broke it.
This is another reason of why free to play games are so bad for our society
Free to play games are great for my broke ass. I also kind like (most of) the character designs :C
I have a nuclear level toxic take on HSR. I don't even consider it as a game. Compared to Genshin, HSR is a fucking slide show.
what are you yapping about ?
It's certainly not for everyone xd
How about if you talk about leaks ? It may be a good idea with your video style
It's something I on-and-off consider! It's a little tough for me to fully justify since leaks often change and that can drastically affect the relevance / message of a video, but I think in general, I can see more arguments for it than against it. My other problem is I tend to be kind of slow with video topics, so there's a good chance the leak is no longer a leak by the time I get around to it xd I tried to make an Arlecchino video and I had to change it several times before finally getting something out...
@@ALittleSIMPle how about the topic of how leaks influence you and the community then ?
@@raihanrusli2720 Hmm, I can certainly think on it! Honestly, leaks don't generally influence me too much. I avoid the story ones, but the character kit leaks, I do read. These rarely actually affect my pull decisions, though, if I like a unit, I pull regardless of how good or bad they look xd
In terms of the community, I can definitely think of a few angles to approach that from... Thanks for the ideas!
@@ALittleSIMPle cant wait for you to make another video
Are you single?
That obvious, huh?
There is a specific issue with starrail characters and weapons i thought you might get into with weapons vs light cones in your thumbnail: light cones are no fun. Sure, the characters in genshin are morr fun to control because of how the game is, but light cones are just dull. They don't drip out characters, they can be equipped on anyone but really only work well with a few characters. they are just basically a third, one piece artifact set.
And they are literally just a stupid png image. (ProZD "wow it's an ultra rare JPEG" here) With the power of a pucture of pom pom making pancakes, i smite thee!
I actually considered talking about using weapons or light cones from a "driving" perspective! Though, I had trouble formulating ideas without leading back to "the games just play differently". For example, some weapons in Genshin can affect playstyle (Sacrificial weapons), but most of them generally don't. At the same time, Star Rail has light cones that can affect your speed, energy, or SP economy, but "playstyle" in a turn-based game feels odd to define, so it's not an easy comparison for my brain to make xd
I definitely agree on the visual aspects, though. Some weapons in Genshin look really great, especially when they're wielded by the appropriate character (Diluc and Wolf's Gravestone might not be super-strong, but it looks hot as hell xd). Light cones are something I can only visually appreciate from the menu, so in that regard, it does make them feel less valuable, though, some people really do like their pngs xd
As a genshin player i will switch to azure promila (when it comes out). Why you ask? Well it doesnt have monopoly like genshin and they will give out better free rewards overall. Also no freaking males to roll on and wasting my time waiting for new banners IRL to come out.
I'll have to look into that one, I don't know much about it! When you do give it a shot, I hope you enjoy it!
@@ALittleSIMPle Well from gameplay video they have shown it looks pretty decent.
Only downside --- you cant butcher your *pokemon* you catch :D
@@Bullminator Why would you want to butcher them D:
Anytime someone complains about shit like male characters, it's instantly clear they've never been close to a woman in their life. Ultimate virgin sign.
Yeet
Okay okay so basically your saying, genshin is worse than star rail
That's... not quite what I said xd
The hsr fan base that came from Genshin and act like mhy owed them endgame r odd. Hsr anniversary was literally garbage and they act like ratio made up for it
Hsr fans are so delusional that now they even hear voices it seems
Hsr giving 20 wishes think it's good , genshin did too, they always try to defend with " WeVe GoT EndgMe ConTEnT waU?" Coz thats whats going for them Rest game is empty thats why duh .They're truly delusional & Dumb Af