@@ImTrans-Former I couldn't bring myself to pull for Xiao because I was already interested in another character. But Jiyan seems like a good alternative solution, if not better than constantly doing pogo stick lol
The main drawback of Genshin was the simplistic combat imo. Everything else is top notch. Judging by this footage, WW looks like Genshin on steroids. Hopefully they are able to produce somewhat similar quality soundtrack, cuz Genshin's music is the best I've heard in decades.
I think they want to lower the invite as they don't know what device will be used and you know about youtube people will be like what the hell it's lagging bla bla. That's why I think...
@@_zzeero I am saying that some support units grant shields, e.g. Thoma. Genshin revolves around team comps, with some being more f2p friendly and some requiring constellations of 4* (usually up to c6: Fischl, Faruzan, Bennet to support the main dps at max. capacity) and 5* (up to c2, everything else is a bonus). Some 5* dps units are just fine at C0 (e.g. Keqing and Xiao). Wuwa is a different but the fundamentals are almost the same.
thank you soo much 😊😊 i need this info so that dont make mistakes once the game released and so that i know what I'm doing when i play the game, u earned a new subscriber 😉😊😊
If you want you can do one buffer two dps. But than your rotation has to be buffer to dps back to buffer and than the other dps for max efficiency. That’s what I’ll doing right now.
Hmmm, it looks very similar to Tower of Fantasy - the setting, the art style, the characters (shooting two pistols while spinning head down in the air?). I’d go as far as saying it’s a ToF 2.0 on steroids
"pistols while spinning head down in the air" is most likely a reference to Devil May Cry the setting was intended to look much different but people complained about the old design looking to dull which was the intent but Kuro changed it anyways the art style well obviously thats similar which it is also similar to genshin and many other games
So liberation energy shared to whole team? If i use only one character, after a while all character liberation skill will be ready right? What about resonance bar thingy? Is that shared across all character?
The resonance bar is not shared amongst characters. Some characters have effects where their bar is filled upon triggering an intro skill, (Like Jiyan). The liberation energy seems to also be tied to the character on field. I'm not sure if other characters gain a bit of liberation energy from the on field character, but I do know that most intro skills give a nice chunk of liberation energy. From my experience, for a smooth rotation, you need to have a bit of liberation recharge on your supports who need energy.
From my experience that seems to be the case. Crit rate seems to be the rarest substat too. Luckily, you can pretty much farm the main stat for any equipment all day without using stamina. They have a certain drop rate (you can use stamina to guarentee it). Early on tho, atk% is more valuable since you get higher crit rates with better grade equipment locked behind a higher account level. I'll explain the echo system next video, in about a day or two
You can do combos with alot of characters through basic and heavy attack. You would click and hold click to use them. Some characters like Danjin has a combo with basic attack and skill (attack into e.) Which changes depending on when you attack (atk, atk, atk, e, e, e). Each character is different in that regard. Yes, you do have to be online to play it.
If the character is actively attacking during the ult, they can't switch. But if they are providing a buff, leaving something on field to attack, then yes, you can switch. You're also able to swap while in air. And while plunging.
Basically, no aimed shots, no elemental reactions, but a couple more buttons to mash. I wonder if the weapon type makes any difference at all? So far, this game doesn't really amaze me. Everyone talking about "more dynamic combat" (oh, how many times I heard that over the years) completely miss the point. The thing with Genshin's combat system is that it really have the potential to learn things, instead of just making your finger skills better. Yes, the internet spoils the fun, because every youtuber just won't shut up about the meta, and the guides are everywhere. People don't seem to want to learn, they just want to practice. I'm afraid I don't share the same passion for button-mashing skills.
This - it means that team building would be pretty surface level, which is pretty disappointing. The combat looks smooth, but the details I've seen so far sound way less engaging than I'd expected given the hype!
I still think reaction system is a much more limiting system as it forces gameplay around a combat centered around a single reaction or reactions. Outro skills are nice additional buffs but not the be all end all part of a character's kit. Intro skills are way more important as they provide damage and most importantly posture damage to quickly get the boss to a staggered state. There's still many other ways you can play with different characters based from their own kits alone and how you can combo weave them with each other and their forte circuits or extra mechanics in the kit. Having an unusable outro skill isn't the end of the world. Comparing the two combat systems, WW does not punish you for using the wrong outro skill for the wrong character swapping in but it will reward you for making use of this synergy. In the other hand, unless your character can do massive damage alone, genshin will heavily punish you for not utilizing the elemental reaction system. The core difference between these two games is that genshin really focuses a lot on the reactions as the main combat system that the more important thing of what the characters will do is applying the element and whether their ICDs are efficient and work with other characters. WW on the other hand is pure action combat rpg and has a central focus on actually using what the characters kits can do while making outro skills a handy bonus buff or effect when utilized rather than a central pillar in a kit.
The devil are in details. I've just recently learned that the camera in this game has some kind of auto tracking issue. It can lock onto an enemy, and will automatically track them, which means whenever they are moving, your direction of movements will change unpredictably. Not sure if I can play like this, I'm getting dizzy just watching. But that's no all! Worse still, if you DISABLE the camera tracking automatic, it will still manage the camera in some other way, making it even worse. IWTL shown this on his recent stream here: ruclips.net/user/live2SWFJv92kP0?si=nc2RHs_vbhtyO5qC&t=3000 He thinks this was an oversight, but I'm not so optimistic about that. Because making camera simply do nothing and always operate on manual would have been really easy, but for some reason they haven't.
@@atomotron anything can happen in game development that is an unexpected byproduct. That's why we have betas like these to provide feedback. Camera work was much worse in CBT1 than it is now so I'll hope they continue working on it as it has been one of their priorities to keep in mind and probably are trying out many different solutions.
one thing thats not mentioned is core passive which is essential to a character gameplay each character have a varrying core passive like pgr that fundamentallya ffect their gameplay also elemental reaction is bad
honestly keeping combat aside, never liked genshin for its aesthetics as well. i can understand that many people like the way it looks but its so colourful and oversaturated everywhere that its kinda ugly and compared to wuwa now genshin is starting to look like a ghetto game
So basically they just replace previous concerto effect into outro skill🤔🤔. That mean character now only stick to single effect, not really like elemental reaction anymore where team composition/versatility has been limited. Exp like danjin outro skill, it will only benefit Havoc element characters. If you use wrong team composition/switch out wrong character then that effect is wasted. If its really as i mention, then i prefer previous concerto effect since they can change to different playstyle depend on team composition. And if different character has different effect, it also mean they actually forced us to pull for more character in silent (They learned how to create FOMO now huh😏😏)
I still think reaction system is a much more limiting system as it forces gameplay around a combat centered around a single reaction or reactions. Outro skills are nice additional buffs but not the be all end all part of a character's kit. Intro skills are way more important as they provide damage and most importantly posture damage to quickly get the boss to a staggered state. There's still many other ways you can play with different characters based from their own kits alone and how you can combo weave them with each other and their forte circuits or extra mechanics in the kit. Having an unusable outro skill isn't the end of the world. Comparing the two combat systems, WW does not punish you for using the wrong outro skill for the wrong character swapping in but it will reward you for making use of this synergy. In the other hand, unless your character can do massive damage alone, genshin will heavily punish you for not utilizing the elemental reaction system. The core difference between these two games is that genshin really focuses a lot on the reactions as the main combat system that the more important thing of what the characters will do is applying the element and whether their ICDs are efficient and work with other characters. WW on the other hand is pure action combat rpg and has a central focus on actually using what the characters kits can do while making outro skills a handy bonus buff or effect when utilized rather than a central pillar in a kit.
@@Dorankuu That because you use Genshin elemental reaction as a reference. Genshin combat relies too much on the elemental reaction where it is the main source of all dmg output. Honestly, i also don't like it if they copy 100% gameplay of elemental reaction. The Elemental reaction feature is actually a great idea, it just Genshin overused it that makes you feel like that. For me they just need to rework the effect, if they can do exactly as i thought. I think we can choose 3 major effects for each element when a character does an intro/outro skill which makes the team quite versatile during the combat. Now the intro/outro skill already has a fixed effect and unintentionally has fixed rotation for the team itself (only favor 1 rotation flow). That means if you do the wrong rotation switch, that effect is going to be wasted/less useful. For example, let's say having a team with Danjin, Taoqi and Jiyan. Each of them has a different outro effect (i dont know their exact effect yet): Danjin - buffing havoc dmg Taoqi - buffing resonance liberation dmg Jiyan - deal nuke Aero dmg The best rotation is going to be: Danjin > Taoqi > Jiyan > Repeat If you try to do a different rotation, it is not going to be the best rotation anymore. Because each character has their own speciality. If you do Jiyan > Taoqi > Danjin Im pretty sure that Danjin is not specialize in resonance liberation, she mostly use her resonance skill the most. Same goes to Taoqi, she needs to be switched in (Intro skill) after Danjin, if not she is not really gaining any benefit during intro skill. YEAH, Jiyan provides additional Aero dmg (let's just hope that the dmg is based on Jiyan, not on Taoqi bonus dmg) but it is still usable (not really the best). I prefer the effect based on the element, not the character. I will use the same example for this context Let say Havoc + Aero = increase final damage and provide vacuum cc Havoc + Same element = deal nuke damage of the element and recover concerto energy Any rotation will do the work (same for every character, more freedom during combat). You can choose any effect when QTE is available. Now it is more like how you build the team composition (who is the character, doesn't matter). Of course less element mean less effect/versatility. But that is for special game mode, same goes if you say current intro/outro will shine for that very game mode. As you said, it is not like this game will be similar to Genshin since they are going to aim for pure combat experience where characters are unique on their own. Another reason is it more player friend or f2p friendly. Since it provides more accessibility to the effect (just need to have the character for every element to use it). But if they proceed with the current intro/outro system, it is like they clearly said "you need to have this character to get this effect", which means you need to have all character pool to have an access to all outro effect. Plus, if they try to add more elements, it is not really a burden to think about the new effect. Now they need new effect for every character that will be released.😅 (i heard every character will has different effect in dev talk) Personally, i dont really care about it if they want to make gacha similar to PGR. But they tried to implement 50/50 and not forget to mention that the pity is also high. 50/50 is ok if they do not try to put a burden on the player that much.
if the main point of the vid is showcasing combat then comment on skill however u want but this discusses the combat mechanics so ur comment is irrelevant.
I couldn't make it into beta, so I was curious about what WW has to offer compared to Genshin's combat, and I was not disappointed.
I was always wanting more from Genshin combat. Like a jump attack or something. This looks a lot more fun to play honestly.
@@ImTrans-Former I couldn't bring myself to pull for Xiao because I was already interested in another character. But Jiyan seems like a good alternative solution, if not better than constantly doing pogo stick lol
@@ziephel-6780 ah well I was excited for this game but there’s no PS5 release date
The main drawback of Genshin was the simplistic combat imo. Everything else is top notch. Judging by this footage, WW looks like Genshin on steroids. Hopefully they are able to produce somewhat similar quality soundtrack, cuz Genshin's music is the best I've heard in decades.
@@fred6907 I like Dragonspine's Vortex of Legends the most, 2nd is either Liyue or Mondstadt.
I love the concept of intro and outro for combat!
They have a version of it in their first game Punishing Gray Raven through QTE's. You literally go in tandem, however, switching has cooldown.
its literally a ripoff of hi3rd lol
No no, Withering waves is still missing one thing....
my cbt invite
I think they want to lower the invite as they don't know what device will be used and you know about youtube people will be like what the hell it's lagging bla bla. That's why I think...
Thanks for the clear explanations!
I can't wait for the release of this game.
Is that shield bar on our character
Damn … Genshin could never
#GenshinCouldNever 😂
Only the enemies in Genshin have a shield/armor bar, but playable characters don't . .
Genshin could never . 😩
That is why Genshin has supports that create shields for the main dps.
@@arthurgeier2545 what is bro saying
@@_zzeero I am saying that some support units grant shields, e.g. Thoma.
Genshin revolves around team comps, with some being more f2p friendly and some requiring constellations of 4* (usually up to c6: Fischl, Faruzan, Bennet to support the main dps at max. capacity) and 5* (up to c2, everything else is a bonus). Some 5* dps units are just fine at C0 (e.g. Keqing and Xiao).
Wuwa is a different but the fundamentals are almost the same.
thank you soo much 😊😊 i need this info so that dont make mistakes once the game released and so that i know what I'm doing when i play the game, u earned a new subscriber 😉😊😊
Thanks for actually explaining it in a way that we could understand. I kinda get it now 👍🏻
If you want you can do one buffer two dps. But than your rotation has to be buffer to dps back to buffer and than the other dps for max efficiency. That’s what I’ll doing right now.
Wuthering Waves did DMC better than Pinnacle of Combat
oh GOD does it LOL
Mom can you buy me DMC 5?
We have DMC 5 in home
DMC 5 in home:
Artifact system looks promising as well
Hmmm, it looks very similar to Tower of Fantasy - the setting, the art style, the characters (shooting two pistols while spinning head down in the air?). I’d go as far as saying it’s a ToF 2.0 on steroids
That's it? And you called it instantly a 2.0 version?
"pistols while spinning head down in the air" is most likely a reference to Devil May Cry
the setting was intended to look much different but people complained about the old design looking to dull which was the intent but Kuro changed it anyways
the art style well obviously thats similar which it is also similar to genshin and many other games
@@ng6635Yeah gunslinger right?
It's literally so Samey that its just Genshin without jumping attacks lol
So liberation energy shared to whole team?
If i use only one character, after a while all character liberation skill will be ready right?
What about resonance bar thingy? Is that shared across all character?
The resonance bar is not shared amongst characters. Some characters have effects where their bar is filled upon triggering an intro skill, (Like Jiyan). The liberation energy seems to also be tied to the character on field. I'm not sure if other characters gain a bit of liberation energy from the on field character, but I do know that most intro skills give a nice chunk of liberation energy.
From my experience, for a smooth rotation, you need to have a bit of liberation recharge on your supports who need energy.
Yo bro can u explain why all the characters have 150 crit dmg from the start...
Do we only have to farm for crit rate in this game...
From my experience that seems to be the case. Crit rate seems to be the rarest substat too. Luckily, you can pretty much farm the main stat for any equipment all day without using stamina. They have a certain drop rate (you can use stamina to guarentee it).
Early on tho, atk% is more valuable since you get higher crit rates with better grade equipment locked behind a higher account level.
I'll explain the echo system next video, in about a day or two
@@VoidEnigma That actually sounds really nice. Like, now we don't gotta farm crit damage stat. I like that alot.
@@VoidEnigmathanks... & will b waiting for the next video
@@danielw.2456 I too feel the same
I have some questions:
Can you pull of multiple combos like in a hack & slash game? (xxx,yyy x,y,x,y,x,y)
Does this require to be online to play it?
You can do combos with alot of characters through basic and heavy attack. You would click and hold click to use them. Some characters like Danjin has a combo with basic attack and skill (attack into e.) Which changes depending on when you attack (atk, atk, atk, e, e, e). Each character is different in that regard.
Yes, you do have to be online to play it.
Can you switch while doing ult?
If the character is actively attacking during the ult, they can't switch. But if they are providing a buff, leaving something on field to attack, then yes, you can switch.
You're also able to swap while in air. And while plunging.
@@VoidEnigma they should make you able to switch mid ult, that would be awesome
You beat the shit out of your enemy😂
Basically, no aimed shots, no elemental reactions, but a couple more buttons to mash. I wonder if the weapon type makes any difference at all?
So far, this game doesn't really amaze me. Everyone talking about "more dynamic combat" (oh, how many times I heard that over the years) completely miss the point. The thing with Genshin's combat system is that it really have the potential to learn things, instead of just making your finger skills better. Yes, the internet spoils the fun, because every youtuber just won't shut up about the meta, and the guides are everywhere. People don't seem to want to learn, they just want to practice. I'm afraid I don't share the same passion for button-mashing skills.
This - it means that team building would be pretty surface level, which is pretty disappointing. The combat looks smooth, but the details I've seen so far sound way less engaging than I'd expected given the hype!
I still think reaction system is a much more limiting system as it forces gameplay around a combat centered around a single reaction or reactions. Outro skills are nice additional buffs but not the be all end all part of a character's kit. Intro skills are way more important as they provide damage and most importantly posture damage to quickly get the boss to a staggered state. There's still many other ways you can play with different characters based from their own kits alone and how you can combo weave them with each other and their forte circuits or extra mechanics in the kit. Having an unusable outro skill isn't the end of the world.
Comparing the two combat systems, WW does not punish you for using the wrong outro skill for the wrong character swapping in but it will reward you for making use of this synergy. In the other hand, unless your character can do massive damage alone, genshin will heavily punish you for not utilizing the elemental reaction system. The core difference between these two games is that genshin really focuses a lot on the reactions as the main combat system that the more important thing of what the characters will do is applying the element and whether their ICDs are efficient and work with other characters. WW on the other hand is pure action combat rpg and has a central focus on actually using what the characters kits can do while making outro skills a handy bonus buff or effect when utilized rather than a central pillar in a kit.
The devil are in details. I've just recently learned that the camera in this game has some kind of auto tracking issue. It can lock onto an enemy, and will automatically track them, which means whenever they are moving, your direction of movements will change unpredictably. Not sure if I can play like this, I'm getting dizzy just watching. But that's no all!
Worse still, if you DISABLE the camera tracking automatic, it will still manage the camera in some other way, making it even worse. IWTL shown this on his recent stream here:
ruclips.net/user/live2SWFJv92kP0?si=nc2RHs_vbhtyO5qC&t=3000
He thinks this was an oversight, but I'm not so optimistic about that. Because making camera simply do nothing and always operate on manual would have been really easy, but for some reason they haven't.
@@atomotron anything can happen in game development that is an unexpected byproduct. That's why we have betas like these to provide feedback. Camera work was much worse in CBT1 than it is now so I'll hope they continue working on it as it has been one of their priorities to keep in mind and probably are trying out many different solutions.
one thing thats not mentioned is core passive which is essential to a character gameplay each character have a varrying core passive like pgr that fundamentallya ffect their gameplay also elemental reaction is bad
No element combination like genshin 😢😂
just like Honkai Impact 3rd
honestly keeping combat aside, never liked genshin for its aesthetics as well. i can understand that many people like the way it looks but its so colourful and oversaturated everywhere that its kinda ugly and compared to wuwa now genshin is starting to look like a ghetto game
The damage seems so low, even killing a mob looks like will take 5-10 minutes even if u are high level. It's like a chore
union level will increase the HP and ATK and aggresiveness of the overworld npc and bosses and union level will also affect gamemodes
So basically they just replace previous concerto effect into outro skill🤔🤔. That mean character now only stick to single effect, not really like elemental reaction anymore where team composition/versatility has been limited. Exp like danjin outro skill, it will only benefit Havoc element characters. If you use wrong team composition/switch out wrong character then that effect is wasted. If its really as i mention, then i prefer previous concerto effect since they can change to different playstyle depend on team composition.
And if different character has different effect, it also mean they actually forced us to pull for more character in silent (They learned how to create FOMO now huh😏😏)
I still think reaction system is a much more limiting system as it forces gameplay around a combat centered around a single reaction or reactions. Outro skills are nice additional buffs but not the be all end all part of a character's kit. Intro skills are way more important as they provide damage and most importantly posture damage to quickly get the boss to a staggered state. There's still many other ways you can play with different characters based from their own kits alone and how you can combo weave them with each other and their forte circuits or extra mechanics in the kit. Having an unusable outro skill isn't the end of the world.
Comparing the two combat systems, WW does not punish you for using the wrong outro skill for the wrong character swapping in but it will reward you for making use of this synergy. In the other hand, unless your character can do massive damage alone, genshin will heavily punish you for not utilizing the elemental reaction system. The core difference between these two games is that genshin really focuses a lot on the reactions as the main combat system that the more important thing of what the characters will do is applying the element and whether their ICDs are efficient and work with other characters. WW on the other hand is pure action combat rpg and has a central focus on actually using what the characters kits can do while making outro skills a handy bonus buff or effect when utilized rather than a central pillar in a kit.
@@Dorankuu That because you use Genshin elemental reaction as a reference. Genshin combat relies too much on the elemental reaction where it is the main source of all dmg output. Honestly, i also don't like it if they copy 100% gameplay of elemental reaction. The Elemental reaction feature is actually a great idea, it just Genshin overused it that makes you feel like that.
For me they just need to rework the effect, if they can do exactly as i thought. I think we can choose 3 major effects for each element when a character does an intro/outro skill which makes the team quite versatile during the combat. Now the intro/outro skill already has a fixed effect and unintentionally has fixed rotation for the team itself (only favor 1 rotation flow). That means if you do the wrong rotation switch, that effect is going to be wasted/less useful. For example, let's say having a team with Danjin, Taoqi and Jiyan.
Each of them has a different outro effect (i dont know their exact effect yet):
Danjin - buffing havoc dmg
Taoqi - buffing resonance liberation dmg
Jiyan - deal nuke Aero dmg
The best rotation is going to be:
Danjin > Taoqi > Jiyan > Repeat
If you try to do a different rotation, it is not going to be the best rotation anymore. Because each character has their own speciality. If you do
Jiyan > Taoqi > Danjin
Im pretty sure that Danjin is not specialize in resonance liberation, she mostly use her resonance skill the most. Same goes to Taoqi, she needs to be switched in (Intro skill) after Danjin, if not she is not really gaining any benefit during intro skill. YEAH, Jiyan provides additional Aero dmg (let's just hope that the dmg is based on Jiyan, not on Taoqi bonus dmg) but it is still usable (not really the best).
I prefer the effect based on the element, not the character. I will use the same example for this context
Let say
Havoc + Aero = increase final damage and provide vacuum cc
Havoc + Same element = deal nuke damage of the element and recover concerto energy
Any rotation will do the work (same for every character, more freedom during combat). You can choose any effect when QTE is available. Now it is more like how you build the team composition (who is the character, doesn't matter). Of course less element mean less effect/versatility. But that is for special game mode, same goes if you say current intro/outro will shine for that very game mode. As you said, it is not like this game will be similar to Genshin since they are going to aim for pure combat experience where characters are unique on their own.
Another reason is it more player friend or f2p friendly. Since it provides more accessibility to the effect (just need to have the character for every element to use it). But if they proceed with the current intro/outro system, it is like they clearly said "you need to have this character to get this effect", which means you need to have all character pool to have an access to all outro effect. Plus, if they try to add more elements, it is not really a burden to think about the new effect. Now they need new effect for every character that will be released.😅 (i heard every character will has different effect in dev talk)
Personally, i dont really care about it if they want to make gacha similar to PGR. But they tried to implement 50/50 and not forget to mention that the pity is also high. 50/50 is ok if they do not try to put a burden on the player that much.
wish you didnt lack skills to play XD than would it be good XD
Always that one annoying commentor
if the main point of the vid is showcasing combat then comment on skill however u want but this discusses the combat mechanics so ur comment is irrelevant.