Kuro has never liked shields, they are never a source of offensive defense unless its on the character that created it. Even in PGR theres a cost associated with having a shield, either they consume it, lose hp to create it or so on. Almost never has it given stagger resistance and so on. So far they do their job of letting you live, not letting you get a free pass. The community wants a free pass but in turn will do irreparable harm to the combat if that character focuses on producing it. I never want shields to be good, they could have auxiliary effects but shields have a strong problem with making combat braindead.
@@HazardTone hes also weak AF, you used him for his freeze aura which also meant you shouldnt take damage while his shield was up and he still didnt do well. Especially now that ice Qu is out. Youll almost never swap to him.
@@david_ace i think they mean a real shield character, zhongli changed the game entirely from workable functions to outright braindead gameplay. He lowered the combat iq of the entire playerbase and rewarded them for it.
My main issue with Wuwa discussion was always how one sided conversations are with it. You either praise it to oblivion and make it seem like the absolute best game ever, or you trash it and make it seem like the downfall of gamong. Never an in-between. And even worse if Genshin is in the conversation. Kuro games thankfully listen to critics, so any video that makes the game look gook yet imperfect is always welcome.
Put on a shield that makes you not need to dodge and parry or pay attention, just mash buttons. Shields in wuthering waves are used to give a small window of damage absorption that should be strategically used, the combat is fast paced and exciting, Shields that last for a long duration and are instantly cast would kill the combat.
I mean you have to put in considerable amount of effort of Jianxin's shield imo and Taoqi doesn't contribute all that much damage, although 38% skill damage is nutty(although it is offset by how slowly she gains concerto)
@@Joao-lw5pjWhen it is meta game dev will up the goal post so meta users doesn't complained about "GaME tOo EaSY nOw" which make it so everyone must use the meta. I never use Benet or Zhongli or Ganyu or Many other Meta in Genshin take a guess at how much stars can I get.
This is why Zhongli dong and his e peen shield caused Genshin had to straight up make an ANTI shield type of unit. Which is a terrible design philosophy in a game to make mechanics that suppress mechanics they over inflated in a game because they made the latter mechanics too fking powerful and let them stay about too long. Wuthering waves by keeping shields more by short periods or for a few hits instead of being a free extra massive hp pool with no consequences made people less freelo and you have to actively commit to the game instead. Throw is why honkai star rails and genshin impact shields ruined normal healers where they had to make them do a fk Ton of stuff that they must be trying to compete with the amplifier units in punishing gray raven who mostly act as aggressive supporters and longer lasting units so they could focus more unit releases on attackers and tanks instead for PGR
I actually used Taoqi to clear one floor of the hardest tower. She's not entirely useless, but yeah, Taoqi and Jianxin need to apply their shields faster/easier and both should heal with the shield.
@@DrSwazz yeah, only Jianxin's shield heals, would be nice if Taoqi had a heal too. To make them different, Taoqi's shield could heal instantly but less than that of Jianxin's in the end.
Critiques are good if its well thought of. Saying shit is not helping. Say its shit but follow up why its shit and how to mitigate or act on that shit is gooooooood and juicy. We have higher standard in gacha now. Let's apply it to CCs. Smaller CCs with higher quality vids > Drama baiters and clown gigglers
shield are useless on a game that focus on parry and dodge. and theres tons of Masters of it. the average player can win a holo without getting hit once and those crazy Danjin users are there as well.
@@david_ace Bro I can solo tower on mobile with Danjin, it just requires timing and practice. I don't want to make WuWa a button mashing game, I want to actually get better and get punished by making mistakes, gives it a higher skill ceiling.
There should probably be a differentiation between "Hyper Armor" and the "increased resistance to interruption" since they are different beasts on their own. Jiyan can still be tossed while in Qingloong Mode while Jinhsi will straight up "Nah, I'd win" through every attack with a hitbox that can reach her (at least with how high I end up going when doing her Forte stuff).
There's no way Bro. In Char B5 Limited there's Anti Interruption, but the Boss Monsters in Wuthering Waves are all Heavy Attack 🤣.Interrupt Resistance will be useless against monsters that do Heavy Attack.
Getting here from Warframe, i can't stop thinking of shield-gating after the shield is depleted, even for like 0.5 seconds it would make a lot more enjoyable shielding. Shield gating is after depleting the shields, it gives you a tiny window of invulnerability, in warframe it's linked with energy, the more you have, the longer the inv time is hold, giving you time to re-cast it. Although, same as interruption prevention, it's more of an end game content, so i think it's not something the casual players would find very easily especially if they are starting the game, still would be amazing to give shielder characters or echoes that treatment to give more variation on playstyles. (i am new to the game, so this is just thinking in comparison to other game i play a lot)
8:56 he did mention Taoqi needing intro skill? Atleast that's what I'm hearing Also, his point wasn't that it was complicated or especially difficult, it was that it feels pointless going through her and Jianxin's slow animations and buildup of their shields, only for the payoff to be still getting knocked around.
Camellya S1 doesn't always or reliably provide anti-interruption though. I got her S1 after about a week into her banner, and I noticed it's either bugged or has an incredibly tight anti-interruption window. There's been multiple instanced where I literally got knocked out of Ephemeral mid-animation. Camellya was about to drop and like half a second before the hit I got knocked out, missing the damage but triggering Budding. The Sequence Node is clear it's "Immune to interrruption while casting Ephemeral", and yet she's *not* immune, and from looking in the internet, a lot of people who have Camellya at S1+ have this problem.
Personally, i think all shields should be a delayed heal, meaning it should heal you at the end of the shield duration, which will make the combat still fast pace and making dodge and parry still the go to gameplay
Dodging is fine but parrying is bothersome because the timing is different for EVERY character so why not make an invincible shielder so that tourists like me will NEVER have to worry about parrying attacks every again!!!!!
I only see Jianxin shield as a visual indicator for healing just like Baizhi's flower And the thing i like the most about her is her skill She can parry even the heaviest Dreamless attack If you miss the dodge, her parry can save you with absolute 0 damage
What you said is true, and the only thing she needs is to be able to get swapped when she charges her sheild, like encore does when you hold attack button when her forte is full. When you can swap for encore why cant you do it for jianxin, when they both are standard.
The main issue with shields giving interruption resist is something we can see quite prevalent in other games such as genshin where shields become meta and no healer can do anything because the shield is just too strong. Shields are meant as a preemptive thing not a all purpose thing, the moment they give an offensive utility they are automatically better than heals as they can have more synergy with what dps characters like to do just by being shields. Interruption res on shield makes the game have no thought behind it. You think Camellya is braindead? Let's now give her the ability to tank any hit and also not be stopped. On top of all of this, it really does not mesh that well with parry and dodge mechanics being in this game as those become irrelevant as soon as you no longer care if you get hit. Even if it was something that took a character using an outro skill and only buffing one character with a shield and interruption resist and nothing else and it disappears on swap and lasts 5 seconds and takes 7 seconds to get outro, interruption resist while also having a shield is too strong. Do we all remember what happened when Zhongli entered the game in genshin? How many years did we not have good healers until we specifically got a buff to healers and shield shred? How about Aventurine in HSR giving effect res and making it so your team can't be stopped while also making them unkillable? It got so bad that ZZZ has no healers on launch and will probably never have any, especially since they become obsolete and discarded immediately upon getting a good shielder. Practically speaking shields don't need interruption resist to be strong, even fast or frequent shields can beat out healing as not taking any damage is better than healing that damage back. Will we probably see a quick shielder who can buff the team in the future? Probably. Will we see on with interruption res for others? Not for many years.
The problem is that with the timer in ToA, using the shielders is useless. Jianxin requires so much on field time to get her shield just to do mid damage. I don't think that they need to add interruption resistance, but I think they need to add an end game mode where survival is a bigger factor than DPS and then shielders will be fine. Using Taoqi is miserable because to do anything cool with her she needs a ton of field time, but she also does no damage so you can't really use her in ToA. Right now illusive realm and open world are the only places where it feels good to use shielders which I don't think is a good thing. An end game mode with a 10 minute hologram or something could be cool to consistently have an opportunity to use jianxin/taoqi or any future shielders. As it stands right now they feel miserable to use outside of basic gameplay or 1 time things in the hologram fights. My opinion at least.
I like the idea of stacking anti-interrupt that both Saint and Senpai talked about around 11:45 Seeing Calcharo with double shields getting staggered by the shockwaves points it out. Giving shields a level of resistance that blocks those, but not something like the monkey drop kicking your face, might make a better middle ground between the nothing we have now and full-on ignoring attacks.
I played PGR for years now, and I can foresee how giving characters too many I frames or super armor can be a problem. Players would just be too lazy to learn how to dodge/parry correctly. With Taoqi and Jianxin, what they really need is a means to outro faster so that they can give their buffs faster to the main DPS. This can be solved by Kuro releasing something similar to PGR's leap system, or introducing new echoes.
Thanks for the timestamps, thanks for protecting the wuwa community, thanks for entertaining us with amazing livestreams, thanks for being rightful and thanks for calling out all the b*llshit that gets thrown at us ❤️
I have lost count how many times I had to watch a boss screeching randomly and have to wait several seconds for my character to unstagger itself, it's bad...
All the content that would justify shields/healing atm is timed. Holograms and tower namely. The new Hecate weekly is a bit on the rougher side but even that only took me a couple tries to learn to do with just dps chars. Even in illusive realm you're better off stacking damage if you didn't roll geochelone for your echo. Shielding simply isn't necessary. However, I claim that healing isn't really necessary either. The reasons you see healing chars used are the following: The rejuvenating glow echo set which grants a damage buff on heal, their abilities which grant damage buffs, and their high energy generation. If there was a char that gave stronger buffs than those healers(even factoring in the rejuvenating glow set) that didn't apply any healing while also pumping energy, that character would see more play over the chars that both heal and buff. Consider a character like Baizhi for a moment. Her liberation has no direct damage buff associated with it; Only some low damage coordinated attacks. So, if I'm using her on a comp that doesn't have Jinshi I skip it and only cast her res skill after maxing her forte to build energy and trigger the rejuvenating glow set buff. I don't need the healing; Only the buff from the echo set and the energy. Even if you're at max health a healing skill is worth casting because you get more damage out of it. Conversely, If you shield and never get hit you get nothing out of it. Chars like Taoqi and Jianxin have no shield equivalent to rejuvenating glow. If you don't need the shield that part of their kit is nil and better replaced with literally anything else. At the moment these chars are only good as outro bots in tower so you preserve more valuable supports for elsewhere, but even that niche will be lost as we get more chars. Personally, I would rather have an echo set that gives you a big damage buff(25-30%) while you have a shield. This would actually justify shield application taking up part of char's kits while rewarding competent players for maintaining their shields by not getting hit. It would have a much lower damage floor compared to rejuvenating glow since it can be lost, but a much higher damage ceiling if you're good enough. I think this would be the best solution for increasing the viability of chars like Taoqi and Jianxin.
Got an idea for a solution. Problem: Shields have diminishing returns as you get better at dodging and parrying. I want shields to have a purpose but still be rewarding as I get better at the game. solution: make shields more of a resource. a skill/echo that consumes the shield for a reward (dmg or CC for example) or enables the reward while a shield is present. downside of solution: may create another "jinhsi" situation where a character is VERY reliant on the correct teammates to perform well. The Bellborne echo is a good existing example. Reduces punishment of getting hit but you lose the dmg boost if you get hit 3 times so you're still rewarded for avoiding damage.
Let shields apply additional buffs like extra attack, crit rate, stagger damage, or energy regen but only while the shield is present. So you get that safety net of the shield but lose a lot of value if you get hit immediately. Extra anti-interruption is cool but it makes the game brainless too. Attaching buffs to shields gives players a reason to dodge and parry while shielded. Giving that crutch to lower skills players if they need it and rewarding those who get better if they want to play a shield character.
The part where I started disagreeing was when he got to the ToA. That's not content for everyone, that's where you skills truely get tested and learn how good your team actually is. It's a git gud mode.
on his end point it is important to note that zani is equipped with a very large shield, it is a possibility she may deliver team anti interruption (i havent looked into if theres any leaks on her yet)
I'm NGL, I was so excited when I first had my hands on Taoqi and realized she can counter But then it turned out she does not counter, and is actually parrying, and that parry can't actually parry(the circles I mean) I wish she had a proper counter ability that could help her build concerto Or, if she could actually tank hits by using normal attack in tandem with enemy attacks, receive reduced damage and higher concerto gain So far Taoqi just isn't worth the effort to me, but I'll still build her eventually and find a way around it...
16:02 I never heard anyone say it, but you are so right. Verina coming in with her intro just smashes through stagger bars and can parry. So good if you time it right!
TL;DR: I cleared the TOA today, and my perspective has shifted a bit. Initially, I agreed with Smack's take on changing the TOA. However, after experiencing the loss and the challenge it posed, I now feel it’s more about skill-and for those with the resources who still struggle, it might be a matter of optimization. As an F2P player since launch, I’ve realized Saint had a point: tweaking your characters and calculating their usage can be enjoyable. I cleared the TOA using Havoc Rover, Danjin, Sanhua, Shorekeeper, Verina, Yao Yinlin, and Changli. I skipped Jinshi for Changli, and honestly, I find standard characters more fun. This shows that you don’t necessarily need limited characters to beat the hardest content in the game. That said, I still believe TOA is good as it is. For some players, reducing the HP sponge mechanic and making enemies more aggressive could improve the experience. Ultimately, it’s subjective and varies from player to player. So after experiencing it myself I want to say that yes I agree with you on this TOA is as fine as it is for now
I know it's been time since that but still I had the thought of saying it cuz I feel like opinions are half way things if you don't experience it yourself so hey you weren't cooked I agree (this comment feels so out of place but I wanted to let you know just a feeling)
Most bosses in ToA or holograms will wipe Jianxin’s shield in 1-2 hits though. Especially in hologram fights, Jianxin can even die or at least get knocked out of casting her heavy attack, which removes the shield, wastes your dps, and cancels the concerto you gain. Giving her interruption resistance or at least even auto parry makes it much likelier that she can at least play the game against certain bosses. In ToA, Jianxin takes 6 seconds to cast her heavy attack - that’s 5% of the total time you have to get 3 stars. That’s a LOT of time spent casting an ability that will give you about 2 extra hits at best. What’s worse, Jianxin actually gets a massive character ability in the illusive realm that speeds up her primordial chi spiral and boosts its damage by 500%. This literally fixes her biggest flaw. Why is it not in her basic resonance chain?
@@ceritaminit6696 That's even more of a problem though. You're forced to make a support/healer your main dps to make her primary source of damage not a waste of time. And obviously she's not competing with Jiyan, XY, Jinhsi, etc. lol
@@DrSwazz Wuwa is not a competition game to begin with, what we all do is press the button to get the rewards. You can search Jianxin dps in yt and there are plenty of players who play her as main dps.
Yea Taoqi is my favorite 4s and i noticed how this game doesn’t reward you for favoring shielders over healers by lacking proper echo set for them as well how much time you waste to optimize their shields like Taoqi relying on intros for quick shields and outro buff. Shielders aren’t bad compared to healers but so far we got three healer who also buff damage while someone like Taoqi only buff skill with outro even worse i heard that her S6 was originally tram buff before global which would have saved her a little but now she’s basically like Genshin Noelle by being DPS herself which clashes with her support role for optimal teams, they could release new echo for her but it will need to be very powerful to justify not using a healer.
18:26 -- I'd love to see a video on Super/Hyper Armor in kits or just more information on the interaction in general. I've always just assumed my characters can tank the first attack that hits them in ToA without interruption and it's been surprisingly consistent doing it that way (even 4-stars Chixia/Sanhua), but I'd prefer knowing full scope what's happening instead of just letting fate decide whether my attack finishes or not lol
A bit late, but to add something: there are attacks from the bosses that ignore anti-interuption, with Inferno Rider as the best example of this, and there are attacks that doesn't make you flinch when they land the character. So ye, anti-interuption is not thaaaaat broken. It is, but even if the character have it, it's better to dodge or parry (if it is parryable) the attack.
i use both as shielder/buffers for the main DPS, theres a set out there made to buff your next character on a rotation, and it is huge, also, the shields if you actually build and level them, can cover your entire health bar, and it is broken.
Actually I have a good idea and that is rework for exploration what I mean by that is when you collect 100 chest or do some challenge you will get 100% exploration which means a lot of chest and challenges are basically missed by many players. The solution is when you tap on a area you can see how much chest and challenges are there instead of just numbers %
You can kind of see missed chests and challenges using the "lootmapper" Just pop it in a area and it will highlight them in a pretty big radius around where you plant it But I do agree if they just integrate that feature into the map
Another way to making shield more useful is by making it more offensive. -Maybe a shield that can explode dealing aoe damage after few seconds -or make the Shield able to deal Damage over time to area -or inflict a debuff to enemy and by attacking it you gain shield. Those options still make fast actions combat rewarding without neglecting parry/dodge
This game dosent need interruption resistance. But the best way to buff jianxin is for her to be able to use her forte similar to that of encore. Just hold attack button to charge up her sheild similar to encore and when her animation starts you can swap back to other characters. So you dont waste 6 sec to charge up her sheild. Simple.
I think they can easily fix Jianxin by reducing her shield formation time from 6 seconds to 3 seconds. That would reduce her field time while also letting her compete with Verina who is also a standard character and Taoqi who also needs barely 3 seconds after intro to provide shield. Anti-interruption should not come with the likes of Jianxin (shield + heal) and Taoqi (shield + dmg taken reduction), that would give them a little too much utility.
Maybe gain interruption for some atks , but atk that have the parry circle cannot gain this interruption so to prioritise parry but you can dodge others atks . Maybe even atks like special atks from boss interrupt you no matter if you gave shield or not 😅
Honestly, an easy way to balance it is "If your over 40% shield of the given shield, you get the Anti thing. As soon as your below that %, it disappears. Does not stack with other Shields." Since Cooldowns and rotations are important in the game, you would still need to dodge heavy hitting Boss attacks but it would still make people learn to dodge stuff nor abuse them i think. Havent played in a bit so dont know if the % would work but it would at least let you get 1-2 free hits in on a boss before you have to dodge with characters like Cal and at least make it relevant. It also gives really good players an insurance policy as well if you greed something.
I used to play genshin since launch until Sumeru and I do get the point of having a pretty good shield and Resistance to Interruption , however, even though I love Zhongli and his shield it works the way it works because of how genshin mechanics itself are Designed. You can't do the same type of dodge or parrys that Wuwa currently has in his mechanics in genshin. Wuwa Rewards a lot your Skills so having a Strong Shield with Interruption Resistance just like Zhongli's wouldn't be that much rewarding cause' players can just go full kamikaze. Maybe that's why Kuro doesn't bring us a character like that... Or maybe they're just saving that concept for the future. PD: Thanks for reading✨
14:07 so in PGR theirs a character that does a very similar move and its one of his core abilites and easy abilities to dish out good damage. the issue was, if you dodged you cancel the whole thing. Kuro much later changed it so that you can dodge, do a cool spin attack and continue shooting until the gauge was empty. I like chixia but she feels like Old Lee
I'm not gonna lie,I love Wuwa but I feel like shields are pretty useless rn.i feel like one lazy way to fix that would be if they added bosses that just don't allow a healer to be in a team,or maybe in Co-op where it's like a dungeon of enemy and boss waves to make it to the end without dying.Idk but I'm sure there's a way to make it work so that those shield characters get used more often.
Fun fact: I still uses Taoqi till this day in certain team that still hasn't built. For testing new hero that still lvl 20 or something, the shield is actually better for your character which can be one shotted easily from high level mobs. While it doesn't provide interruption res, it adds additional hp to the character. And shield that have hp bar like this are actually opens up a different combat approach. Like: an echo like falancy that eats up your shield instead of your stamina.
Shields with anti interruption would actually be good. Shields can't take infinite damage, so it would be a good way to make it more comfortable to make the front dps stay attacking without having to dodge for the full rotation in that team comp. It's a nice way to make different comps available in this game.
The problem with shields is not the mechanics themselves, but lack of game modes where they are of any use. Right now most game modes are DPS check, to be frank. Maybe add a mode where you face 5 TOA or hologram level bosses at once. Your job is not to kill them, but to survive for 5 minutes. The longer you survive, the higher the rewards.
Taoqi actually has decently quick concerto rotation, provided she gets her intro off. Intro > enhanced 1 2 3 > liberation > e > echo and she's gone. There isn't really a skill damage hyper carry who wants her right now though since she doesn't have coordinated attacks. She's just waiting for the right dps like Aalto ngl. Shields are admittedly an afterthought in wuwa until they actually implement a damage mitigation check via shields/heals in some content.
I'll still be forever thankful to Taoqi for carrying me solo up to like UL 40 by being completely unkillable. Took a year to kill anything, but I learned the mechanics of the game by just ... not dying. That and her ridiculous voicelines kept me playing the game long enough to be hooked on it once I got a proper DPS.
I think it’d be cool if shields could block grab attacks like what the big monkey, scar, or mourning aix does. Or shields could add damage to your attacks = to a % of its hp.
I don't have too much problems with interruption res but I'm 100% against shield characters being good in Wuwa. You have Intro, outro, dodge, parry and ultimate to avoid dmg as well as quite a large amount of healing to negate it. We don't need 2nd healthbar on top of it
I believe Kuro is doing this on purpose, the problem with having op shield character is that they would remove all the interaction of the fight, you can just shield yourself and would be able to ignore any attack coming from the enemy, basically removing the action part of a action game,this would be disastrous to any action game. I believe the most kuro would do is releasing characters like Jinhsi and XlY, that is easy to play, but wouldn't be so braindead that you are ignore any interaction with the enemy.
My two main women thus far :3 Both are all about comfort, and enjoying timing/parries (a matter of taste). Both will never do meta damage, but they might still do okay damage. Taoqi is just immortal. Especially with sequences. You press E and you're back to full health. She is also decent as a duelist against single target enemies. Jianxin is durable and very very flexible, can be subdps, shielder and healer. She is also great in AoE damage in terms of size, but the lack of anti-interruption resist does hurt her since her AoE Forte is the heaviest-hitting part of her kit AND her source of shield+heal.
How about reflective damage if you get hit with a shield and a burst of damage upon outro if you have a shield still active. Damage depends on outro damage and shield amount. Having some similarity to lingering tunes Like instead of a flat 60% outro damage its +100% outro damage x the percent of shields you have left from the original initial amount
Resistance to interuption. Isn't absolute. There are still times when even if you have it, you will be shoved(mostly from bosses). So face tanking everything is impossible. I have both xiangli yao and jiyan, and i didn't really notice any difference when it's activated or not. So shielders being able to give minor resistance, makes it so that u aren't getting juggled by mob tier enemies.
If shield & anti-interruption providers gave enough buffs to eliminate the damage and value loss for not simply dodge counter, it might make for a good playstyle
Lemme jsut cook from the thumbnail of this video : Taoqi Sucks but Jianxin's outro is PERFECT but getting her up is IMPOSSIBLE in the middle of the fight against sb like Crownless's Hologram or The Mourning Aix
Yeah, this was a nice critique. He addressed the issue and gave a reason why its bad and suggested a possible solution. Hopefully Kuro would play with this kind of character more. They might release a character like Caesar from ZZZ. She provides a shield with anti-interruption and her playstyle is also based on parrying/guarding which is fun imo.
For me personally, these characters are made for beginners or those who wants to simply enjoy exploration. Most players don't really play endgame contents, and these two are super easy to build and pretty much immortal against overworld enemies. Don't forget, these characters were in the game since 1.0 standard banner. I'm pretty sure future shielders, if any, will have more use for endgame contents.
I mean tower of adversity is timed. You would play characters like Jianxin to make things easier or smoother just for the completion, but you would need to pick from your roster to prepare a team that clears faster, not comfier. Now don't get me wrong, i Love Jianxin and still use her in tower, but on time crunch levels there are simply better options. One side note, Jianxin has her best ability locked behind s6 where she can generate her shield instantly, I wish some mechanics like this were already baked in. I dont think the game would be any better with a character that just presses E and gives a shield ie a zhongli, althought im sure it will be there eventually. If you really need interrupt resistance Yuanwu exists. If you need a shield, there are shield characters AND you have access to bellborne another shield via ur echos. There is no shield "meta' because theres no direct correlation between shields and damage. This might chance with the new echo set but until then I think shields and resistance are at a perfect spot atm.
since the most challenging content has a clock running shields kind of lose their purpose as a dodge sets up your counter while generating a shield is damage not done.
I mean... I like shields. Is it because I suffer from "skill issues"? maybe.... but I like it. Healing is nice.... but healing doesn't stop you from getting 1 hit KO. My go-to echo in Illusive Realms is the turtle... I quite literally restart non-stop until it comes up. Taoqi is a great shield generator... tbh I don't wait for her bar to fill up to switch characters after getting her shield... not optimal? probably not... but I'm fine with it
10:11 yeah, it's very easy. But there are times where it's not nice. I had the inferno rider and the monkey interrupt and waste one or two shield stacks because of that...
For me shields are more or less a double edge sword, all it takes is one miss hap in the shields and it ruins an entire game. Example In warframe there were 2 characters with self buff shield like machanics one is rhino with iron skin, set amount of stacks that reduces each time u get damaged but also reduces damaged to ur main hp bar and revenant with his 13 or 14 stacks of imune damage Rhino does not provide inturpts in his kit unless u use a certain equip that changes to that, but revenant does have it but it at limited stacks its easy to get hit 13 times or more in the game then usual, this balance changed completely with the introduction of Dante which basically destroyed that blanced and called in a nerf becuase he was to powerful to begin with think of him as shorekeeper but with 50000 atk stat with no echos that how powerful he is, not only his shields has anti interruption but it also a stack buff which is not a duration buff and easy to use as it takes 2 button presses and done. I do hope that they keep it as balanced as possible because it will ruin the difficulty if handled poorly like how hsr did with super break
I get both sides of the arguments. right now shields are useless for better players, even for average players it's still sub-optimal. but on the other hand they can't make too broken or some of the other game mechanics will lose it's value. I'm no game designer so I can't offer solutions but it's something they should think about. because if they're not changing it they might as well remove shielding from the game since only a tiny percentage of the playerbase need it (if there is any)
The main problem of Taoqi is her concerto generation i main her and clear TOA every week with her as sub dps with heron ( bell is good since it's increase the damages takes, so you get higher number on your Liberation ) and chanli in the same team on the middle tower, you'r almost forced to play her with Discord the 4star broadsword since she don't generate concerto (rexlent talked about this problem at the release of the game and you should not play her because of this ), her intro hit shit it doesn't scale def it just generate shield, she's made to be played with a character with anti interruption and who deal most of her damages from resonance skill. but yeah both shield character are low tier but for Taoqi it's mostly because they sabotaged her kit just before the release shields are okay i would say they do well their jobs it's just the characters who use them are bad since they're not full support but sub dps.
My greatestnproblem with Sempai's video is that he mentions turning off one's brain. That is a concept that has no space in this kind of action combat games. If someone wants to turn off their brains, iddle games exist for that. I have been enjoying Girls Frontline 2 Exilium with autobattle, and it works wonderfully.
In my opinion they should give jianxin's shield the anti interrupt but reduce its duration slightly, and taoqi's should not have anti interruption but has increased dmg res as a trade-off. Why so? Jianxin's requires skillful timing to properly get the full shield, so it deserves the anti interruption Taoqi's is the fastest to set up and should not actually come with anti interruption considering how little effort it is to set up
I'm ok with this critic and the possibility to add anti-interuption on shield. Its not game breaking (i mean not a Zonghli type of thing) and probably not change the majority of the meta but could help some players and add some more fun when using this characters. I still like playing my Taoqi in the stage 2 and 3 of ToA and will continue like that anyway.
looking at clips of calcharo getting tossed around for demonstration makes me wish he has jinshi hyperarmor
His death messenger has in built anti interruption
@@itssenpai626 bro is already getting started with the hyperarmor investigation. Nice vid mate.
Mercy (normal forte) have an integrated anti-interuption, but I don't remember if Death Messenger (ult forte) have it
@@wildcrown340 per my testing, mercy and death messenger has it. But let me know what you find when you test things out
Kuro has never liked shields, they are never a source of offensive defense unless its on the character that created it. Even in PGR theres a cost associated with having a shield, either they consume it, lose hp to create it or so on.
Almost never has it given stagger resistance and so on. So far they do their job of letting you live, not letting you get a free pass.
The community wants a free pass but in turn will do irreparable harm to the combat if that character focuses on producing it.
I never want shields to be good, they could have auxiliary effects but shields have a strong problem with making combat braindead.
Ice captain chrome with his overpowered shield 😂
@@HazardTone hes also weak AF, you used him for his freeze aura which also meant you shouldnt take damage while his shield was up and he still didnt do well. Especially now that ice Qu is out. Youll almost never swap to him.
I hope they never release a shield character like zhongli
@@BeingbasedAether taoqi exists lol
@@david_ace i think they mean a real shield character, zhongli changed the game entirely from workable functions to outright braindead gameplay. He lowered the combat iq of the entire playerbase and rewarded them for it.
It turns out the WuWa Community is perfectly fine with critiques. As long as they're good.
Well done, @itssenpai626.
You are FAKE kurobot i dont like you anymore 😂
Stf* you are ruining the community . I wouldn't be surprised if some big CC who covers wuwa will stop because of you
My main issue with Wuwa discussion was always how one sided conversations are with it. You either praise it to oblivion and make it seem like the absolute best game ever, or you trash it and make it seem like the downfall of gamong. Never an in-between. And even worse if Genshin is in the conversation.
Kuro games thankfully listen to critics, so any video that makes the game look gook yet imperfect is always welcome.
Yesss thanks Saintontas for giving some space to good Wuwa CC’s
WuWa fans love criticism, as long it’s positive.
They swallow that Genshin pill so deep, they turned into what they hate.
Put on a shield that makes you not need to dodge and parry or pay attention, just mash buttons. Shields in wuthering waves are used to give a small window of damage absorption that should be strategically used, the combat is fast paced and exciting, Shields that last for a long duration and are instantly cast would kill the combat.
I mean you have to put in considerable amount of effort of Jianxin's shield imo and Taoqi doesn't contribute all that much damage, although 38% skill damage is nutty(although it is offset by how slowly she gains concerto)
In other words, Zhongli’s shield would kill the WuWa’s combat 😂.
You can always not use it, right? 🤔
@@Joao-lw5pjWhen it is meta game dev will up the goal post so meta users doesn't complained about "GaME tOo EaSY nOw" which make it so everyone must use the meta. I never use Benet or Zhongli or Ganyu or Many other Meta in Genshin take a guess at how much stars can I get.
This is why Zhongli dong and his e peen shield caused Genshin had to straight up make an ANTI shield type of unit.
Which is a terrible design philosophy in a game to make mechanics that suppress mechanics they over inflated in a game because they made the latter mechanics too fking powerful and let them stay about too long.
Wuthering waves by keeping shields more by short periods or for a few hits instead of being a free extra massive hp pool with no consequences made people less freelo and you have to actively commit to the game instead.
Throw is why honkai star rails and genshin impact shields ruined normal healers where they had to make them do a fk Ton of stuff that they must be trying to compete with the amplifier units in punishing gray raven who mostly act as aggressive supporters and longer lasting units so they could focus more unit releases on attackers and tanks instead for PGR
I actually used Taoqi to clear one floor of the hardest tower. She's not entirely useless, but yeah, Taoqi and Jianxin need to apply their shields faster/easier and both should heal with the shield.
They do both heal with their shields though, lol.
No, only Jianxin. Taoqi only heals herself. @@DrSwazz
@@DrSwazz yeah, only Jianxin's shield heals, would be nice if Taoqi had a heal too.
To make them different, Taoqi's shield could heal instantly but less than that of Jianxin's in the end.
@@rellgenki Oh, so you're talking about team-wide heals.
I wanna Jianxins shield heal to kick in faster. But like lessen it to adjust
Critiques are good if its well thought of. Saying shit is not helping. Say its shit but follow up why its shit and how to mitigate or act on that shit is gooooooood and juicy.
We have higher standard in gacha now. Let's apply it to CCs. Smaller CCs with higher quality vids > Drama baiters and clown gigglers
Sadly drama is the most selling stuff to society nowadays 😅
WuWa ruined shields
We need to make WuWa make Shields GREAT Again!!!!!!
shield are useless on a game that focus on parry and dodge. and theres tons of Masters of it. the average player can win a holo without getting hit once and those crazy Danjin users are there as well.
no average palyer and even ur pro player some time can do a holo no hit on a daily basis what are u on ? 😂
@@david_ace say it to Rexlent face
@@yorinium404 naming 1/1 million player isn't a smart way to counter my comment..even rexlent take hit when he play
@@david_ace Bro I can solo tower on mobile with Danjin, it just requires timing and practice.
I don't want to make WuWa a button mashing game, I want to actually get better and get punished by making mistakes, gives it a higher skill ceiling.
what kuro should do is, shield should give a flat damage reduction, no interruption resistance because at that point just play genshin.
18:16 that's true I have experienced it too jinshi really can tank some attacks if you attack faster while in her incarnation state
There should probably be a differentiation between "Hyper Armor" and the "increased resistance to interruption" since they are different beasts on their own. Jiyan can still be tossed while in Qingloong Mode while Jinhsi will straight up "Nah, I'd win" through every attack with a hitbox that can reach her (at least with how high I end up going when doing her Forte stuff).
Keep up the good work man, looking forward to the streams this week
A calm and fair critique saint's evolving guys! lol
great vid as always
if they add anti-interruption shields what’s the point of learning dodge and parry 😹
Why would they add healing if we have dodge and parry 😹
@@Driftwood123-m8w both do exactly what they are meant to do. Give you another chance, not let you ignore mechanics.
@@hakumenx1 that’s the point I was trying make to the person that posted it
@@Driftwood123-m8wexactly. Bros argument is non present
There's no way Bro. In Char B5 Limited there's Anti Interruption, but the Boss Monsters in Wuthering Waves are all Heavy Attack 🤣.Interrupt Resistance will be useless against monsters that do Heavy Attack.
In my experience jianshin is a nish character not useless since she is a jack of all trades can give you shield , healing and damage
Getting here from Warframe, i can't stop thinking of shield-gating after the shield is depleted, even for like 0.5 seconds it would make a lot more enjoyable shielding. Shield gating is after depleting the shields, it gives you a tiny window of invulnerability, in warframe it's linked with energy, the more you have, the longer the inv time is hold, giving you time to re-cast it. Although, same as interruption prevention, it's more of an end game content, so i think it's not something the casual players would find very easily especially if they are starting the game, still would be amazing to give shielder characters or echoes that treatment to give more variation on playstyles. (i am new to the game, so this is just thinking in comparison to other game i play a lot)
Fellow warframe player 🙌
Main hildryn spotted, get away from my Blue Shards you freak
Revenant:
8:56 he did mention Taoqi needing intro skill? Atleast that's what I'm hearing
Also, his point wasn't that it was complicated or especially difficult, it was that it feels pointless going through her and Jianxin's slow animations and buildup of their shields, only for the payoff to be still getting knocked around.
Hey Saintontas, nice parry, can't wait to see a video where you point out any issue at all with Wuthering Waves. Keep it up!
Aight the Saintotas we missed is back, keep it up man. Come back to us!
This is the type of vidoe i expect from you saint good work 🗣️🔥
love the chill vibes here a lot more than your other... videos :)
Camellya S1 doesn't always or reliably provide anti-interruption though. I got her S1 after about a week into her banner, and I noticed it's either bugged or has an incredibly tight anti-interruption window. There's been multiple instanced where I literally got knocked out of Ephemeral mid-animation. Camellya was about to drop and like half a second before the hit I got knocked out, missing the damage but triggering Budding.
The Sequence Node is clear it's "Immune to interrruption while casting Ephemeral", and yet she's *not* immune, and from looking in the internet, a lot of people who have Camellya at S1+ have this problem.
Personally, i think all shields should be a delayed heal, meaning it should heal you at the end of the shield duration, which will make the combat still fast pace and making dodge and parry still the go to gameplay
Dodging is fine but parrying is bothersome because the timing is different for EVERY character so why not make an invincible shielder so that tourists like me will NEVER have to worry about parrying attacks every again!!!!!
I only see Jianxin shield as a visual indicator for healing just like Baizhi's flower
And the thing i like the most about her is her skill
She can parry even the heaviest Dreamless attack
If you miss the dodge, her parry can save you with absolute 0 damage
What you said is true, and the only thing she needs is to be able to get swapped when she charges her sheild, like encore does when you hold attack button when her forte is full.
When you can swap for encore why cant you do it for jianxin, when they both are standard.
14:31 "Just buy Camellya's anti-interruption", this is stupid.
The main issue with shields giving interruption resist is something we can see quite prevalent in other games such as genshin where shields become meta and no healer can do anything because the shield is just too strong. Shields are meant as a preemptive thing not a all purpose thing, the moment they give an offensive utility they are automatically better than heals as they can have more synergy with what dps characters like to do just by being shields.
Interruption res on shield makes the game have no thought behind it. You think Camellya is braindead? Let's now give her the ability to tank any hit and also not be stopped. On top of all of this, it really does not mesh that well with parry and dodge mechanics being in this game as those become irrelevant as soon as you no longer care if you get hit. Even if it was something that took a character using an outro skill and only buffing one character with a shield and interruption resist and nothing else and it disappears on swap and lasts 5 seconds and takes 7 seconds to get outro, interruption resist while also having a shield is too strong.
Do we all remember what happened when Zhongli entered the game in genshin? How many years did we not have good healers until we specifically got a buff to healers and shield shred? How about Aventurine in HSR giving effect res and making it so your team can't be stopped while also making them unkillable? It got so bad that ZZZ has no healers on launch and will probably never have any, especially since they become obsolete and discarded immediately upon getting a good shielder.
Practically speaking shields don't need interruption resist to be strong, even fast or frequent shields can beat out healing as not taking any damage is better than healing that damage back. Will we probably see a quick shielder who can buff the team in the future? Probably. Will we see on with interruption res for others? Not for many years.
The problem is that with the timer in ToA, using the shielders is useless. Jianxin requires so much on field time to get her shield just to do mid damage. I don't think that they need to add interruption resistance, but I think they need to add an end game mode where survival is a bigger factor than DPS and then shielders will be fine. Using Taoqi is miserable because to do anything cool with her she needs a ton of field time, but she also does no damage so you can't really use her in ToA. Right now illusive realm and open world are the only places where it feels good to use shielders which I don't think is a good thing.
An end game mode with a 10 minute hologram or something could be cool to consistently have an opportunity to use jianxin/taoqi or any future shielders. As it stands right now they feel miserable to use outside of basic gameplay or 1 time things in the hologram fights. My opinion at least.
to be fair most of the player not using taoqi and jianxin for shield, but for the outro buff
I like the idea of stacking anti-interrupt that both Saint and Senpai talked about around 11:45
Seeing Calcharo with double shields getting staggered by the shockwaves points it out. Giving shields a level of resistance that blocks those, but not something like the monkey drop kicking your face, might make a better middle ground between the nothing we have now and full-on ignoring attacks.
I played PGR for years now, and I can foresee how giving characters too many I frames or super armor can be a problem. Players would just be too lazy to learn how to dodge/parry correctly.
With Taoqi and Jianxin, what they really need is a means to outro faster so that they can give their buffs faster to the main DPS. This can be solved by Kuro releasing something similar to PGR's leap system, or introducing new echoes.
Great video Saint!
Thanks for the timestamps, thanks for protecting the wuwa community, thanks for entertaining us with amazing livestreams, thanks for being rightful and thanks for calling out all the b*llshit that gets thrown at us ❤️
Critiques are good if it’s actually good in improving the game (Good job Kuro)❤❤
I have lost count how many times I had to watch a boss screeching randomly and have to wait several seconds for my character to unstagger itself, it's bad...
All the content that would justify shields/healing atm is timed. Holograms and tower namely. The new Hecate weekly is a bit on the rougher side but even that only took me a couple tries to learn to do with just dps chars. Even in illusive realm you're better off stacking damage if you didn't roll geochelone for your echo. Shielding simply isn't necessary. However, I claim that healing isn't really necessary either.
The reasons you see healing chars used are the following: The rejuvenating glow echo set which grants a damage buff on heal, their abilities which grant damage buffs, and their high energy generation. If there was a char that gave stronger buffs than those healers(even factoring in the rejuvenating glow set) that didn't apply any healing while also pumping energy, that character would see more play over the chars that both heal and buff.
Consider a character like Baizhi for a moment. Her liberation has no direct damage buff associated with it; Only some low damage coordinated attacks. So, if I'm using her on a comp that doesn't have Jinshi I skip it and only cast her res skill after maxing her forte to build energy and trigger the rejuvenating glow set buff. I don't need the healing; Only the buff from the echo set and the energy. Even if you're at max health a healing skill is worth casting because you get more damage out of it. Conversely, If you shield and never get hit you get nothing out of it.
Chars like Taoqi and Jianxin have no shield equivalent to rejuvenating glow. If you don't need the shield that part of their kit is nil and better replaced with literally anything else. At the moment these chars are only good as outro bots in tower so you preserve more valuable supports for elsewhere, but even that niche will be lost as we get more chars.
Personally, I would rather have an echo set that gives you a big damage buff(25-30%) while you have a shield. This would actually justify shield application taking up part of char's kits while rewarding competent players for maintaining their shields by not getting hit. It would have a much lower damage floor compared to rejuvenating glow since it can be lost, but a much higher damage ceiling if you're good enough. I think this would be the best solution for increasing the viability of chars like Taoqi and Jianxin.
Got an idea for a solution.
Problem: Shields have diminishing returns as you get better at dodging and parrying. I want shields to have a purpose but still be rewarding as I get better at the game.
solution: make shields more of a resource. a skill/echo that consumes the shield for a reward (dmg or CC for example) or enables the reward while a shield is present.
downside of solution: may create another "jinhsi" situation where a character is VERY reliant on the correct teammates to perform well.
The Bellborne echo is a good existing example. Reduces punishment of getting hit but you lose the dmg boost if you get hit 3 times so you're still rewarded for avoiding damage.
i really hope Kuro fixes Taoqi, she is my favorite unit, also playing her on Ilusive Realm with 100hp gives me the copium i need (she is OP there).
Let shields apply additional buffs like extra attack, crit rate, stagger damage, or energy regen but only while the shield is present. So you get that safety net of the shield but lose a lot of value if you get hit immediately. Extra anti-interruption is cool but it makes the game brainless too.
Attaching buffs to shields gives players a reason to dodge and parry while shielded. Giving that crutch to lower skills players if they need it and rewarding those who get better if they want to play a shield character.
The part where I started disagreeing was when he got to the ToA. That's not content for everyone, that's where you skills truely get tested and learn how good your team actually is. It's a git gud mode.
on his end point it is important to note that zani is equipped with a very large shield, it is a possibility she may deliver team anti interruption (i havent looked into if theres any leaks on her yet)
I'm NGL, I was so excited when I first had my hands on Taoqi and realized she can counter
But then it turned out she does not counter, and is actually parrying, and that parry can't actually parry(the circles I mean)
I wish she had a proper counter ability that could help her build concerto
Or, if she could actually tank hits by using normal attack in tandem with enemy attacks, receive reduced damage and higher concerto gain
So far Taoqi just isn't worth the effort to me, but I'll still build her eventually and find a way around it...
creating a basic shielder with a good interruption res AND a big shield without costwill result in The Zhongli Incident
16:02 I never heard anyone say it, but you are so right. Verina coming in with her intro just smashes through stagger bars and can parry. So good if you time it right!
TL;DR: I cleared the TOA today, and my perspective has shifted a bit. Initially, I agreed with Smack's take on changing the TOA. However, after experiencing the loss and the challenge it posed, I now feel it’s more about skill-and for those with the resources who still struggle, it might be a matter of optimization.
As an F2P player since launch, I’ve realized Saint had a point: tweaking your characters and calculating their usage can be enjoyable. I cleared the TOA using Havoc Rover, Danjin, Sanhua, Shorekeeper, Verina, Yao Yinlin, and Changli. I skipped Jinshi for Changli, and honestly, I find standard characters more fun. This shows that you don’t necessarily need limited characters to beat the hardest content in the game.
That said, I still believe TOA is good as it is. For some players, reducing the HP sponge mechanic and making enemies more aggressive could improve the experience. Ultimately, it’s subjective and varies from player to player.
So after experiencing it myself I want to say that yes I agree with you on this TOA is as fine as it is for now
I know it's been time since that but still I had the thought of saying it cuz I feel like opinions are half way things if you don't experience it yourself so hey you weren't cooked I agree (this comment feels so out of place but I wanted to let you know just a feeling)
Most bosses in ToA or holograms will wipe Jianxin’s shield in 1-2 hits though. Especially in hologram fights, Jianxin can even die or at least get knocked out of casting her heavy attack, which removes the shield, wastes your dps, and cancels the concerto you gain. Giving her interruption resistance or at least even auto parry makes it much likelier that she can at least play the game against certain bosses.
In ToA, Jianxin takes 6 seconds to cast her heavy attack - that’s 5% of the total time you have to get 3 stars. That’s a LOT of time spent casting an ability that will give you about 2 extra hits at best.
What’s worse, Jianxin actually gets a massive character ability in the illusive realm that speeds up her primordial chi spiral and boosts its damage by 500%. This literally fixes her biggest flaw. Why is it not in her basic resonance chain?
Well if you build Jianxin dps, that 6 sec is not waste of time but is for her main source of damage.
@@ceritaminit6696 That's even more of a problem though. You're forced to make a support/healer your main dps to make her primary source of damage not a waste of time. And obviously she's not competing with Jiyan, XY, Jinhsi, etc. lol
@@DrSwazz
Wuwa is not a competition game to begin with, what we all do is press the button to get the rewards.
You can search Jianxin dps in yt and there are plenty of players who play her as main dps.
@@ceritaminit6696 I know, I also play her as main dps.
Yea Taoqi is my favorite 4s and i noticed how this game doesn’t reward you for favoring shielders over healers by lacking proper echo set for them as well how much time you waste to optimize their shields like Taoqi relying on intros for quick shields and outro buff. Shielders aren’t bad compared to healers but so far we got three healer who also buff damage while someone like Taoqi only buff skill with outro even worse i heard that her S6 was originally tram buff before global which would have saved her a little but now she’s basically like Genshin Noelle by being DPS herself which clashes with her support role for optimal teams, they could release new echo for her but it will need to be very powerful to justify not using a healer.
18:26 -- I'd love to see a video on Super/Hyper Armor in kits or just more information on the interaction in general. I've always just assumed my characters can tank the first attack that hits them in ToA without interruption and it's been surprisingly consistent doing it that way (even 4-stars Chixia/Sanhua), but I'd prefer knowing full scope what's happening instead of just letting fate decide whether my attack finishes or not lol
A bit late, but to add something: there are attacks from the bosses that ignore anti-interuption, with Inferno Rider as the best example of this, and there are attacks that doesn't make you flinch when they land the character.
So ye, anti-interuption is not thaaaaat broken. It is, but even if the character have it, it's better to dodge or parry (if it is parryable) the attack.
Sensei is my favourite WuWa channel for guides and discussions. Its insane that he is somehow not sponsored but Vars is
I don't even want interruption resistance on the shield, I just want Taoqi's final forte attack to have hyper armor
i use both as shielder/buffers for the main DPS, theres a set out there made to buff your next character on a rotation, and it is huge, also, the shields if you actually build and level them, can cover your entire health bar, and it is broken.
3:25 watching this video halfway will automatically reset the revive cooldown.
Actually I have a good idea and that is rework for exploration what I mean by that is when you collect 100 chest or do some challenge you will get 100% exploration which means a lot of chest and challenges are basically missed by many players. The solution is when you tap on a area you can see how much chest and challenges are there instead of just numbers %
Hope the implemented in The Renasita (2.0)
You can kind of see missed chests and challenges using the "lootmapper"
Just pop it in a area and it will highlight them in a pretty big radius around where you plant it
But I do agree if they just integrate that feature into the map
I watched the vid last time, turns out he made sense....
Nonetheless, Are they useless: Might say Yes?
But are they fun to play:
Solid YES
WHAT HE SAID is make sense for new player, since i was also have that problem as new player, it take sometime to dodge properly
Another way to making shield more useful is by making it more offensive.
-Maybe a shield that can explode dealing aoe damage after few seconds
-or make the Shield able to deal Damage over time to area
-or inflict a debuff to enemy and by attacking it you gain shield.
Those options still make fast actions combat rewarding without neglecting parry/dodge
This game dosent need interruption resistance. But the best way to buff jianxin is for her to be able to use her forte similar to that of encore. Just hold attack button to charge up her sheild similar to encore and when her animation starts you can swap back to other characters. So you dont waste 6 sec to charge up her sheild. Simple.
Chill Saintontas are back
I think they can easily fix Jianxin by reducing her shield formation time from 6 seconds to 3 seconds.
That would reduce her field time while also letting her compete with Verina who is also a standard character and Taoqi who also needs barely 3 seconds after intro to provide shield.
Anti-interruption should not come with the likes of Jianxin (shield + heal) and Taoqi (shield + dmg taken reduction), that would give them a little too much utility.
Maybe gain interruption for some atks , but atk that have the parry circle cannot gain this interruption so to prioritise parry but you can dodge others atks .
Maybe even atks like special atks from boss interrupt you no matter if you gave shield or not 😅
Honestly, an easy way to balance it is "If your over 40% shield of the given shield, you get the Anti thing. As soon as your below that %, it disappears. Does not stack with other Shields." Since Cooldowns and rotations are important in the game, you would still need to dodge heavy hitting Boss attacks but it would still make people learn to dodge stuff nor abuse them i think. Havent played in a bit so dont know if the % would work but it would at least let you get 1-2 free hits in on a boss before you have to dodge with characters like Cal and at least make it relevant. It also gives really good players an insurance policy as well if you greed something.
I used to play genshin since launch until Sumeru and I do get the point of having a pretty good shield and Resistance to Interruption , however, even though I love Zhongli and his shield it works the way it works because of how genshin mechanics itself are Designed. You can't do the same type of dodge or parrys that Wuwa currently has in his mechanics in genshin. Wuwa Rewards a lot your Skills so having a Strong Shield with Interruption Resistance just like Zhongli's wouldn't be that much rewarding cause' players can just go full kamikaze. Maybe that's why Kuro doesn't bring us a character like that... Or maybe they're just saving that concept for the future.
PD: Thanks for reading✨
14:07 so in PGR theirs a character that does a very similar move and its one of his core abilites and easy abilities to dish out good damage. the issue was, if you dodged you cancel the whole thing. Kuro much later changed it so that you can dodge, do a cool spin attack and continue shooting until the gauge was empty. I like chixia but she feels like Old Lee
I also have two massive problems
I'm not gonna lie,I love Wuwa but I feel like shields are pretty useless rn.i feel like one lazy way to fix that would be if they added bosses that just don't allow a healer to be in a team,or maybe in Co-op where it's like a dungeon of enemy and boss waves to make it to the end without dying.Idk but I'm sure there's a way to make it work so that those shield characters get used more often.
Fun fact: I still uses Taoqi till this day in certain team that still hasn't built. For testing new hero that still lvl 20 or something, the shield is actually better for your character which can be one shotted easily from high level mobs. While it doesn't provide interruption res, it adds additional hp to the character. And shield that have hp bar like this are actually opens up a different combat approach. Like: an echo like falancy that eats up your shield instead of your stamina.
Shields with anti interruption would actually be good. Shields can't take infinite damage, so it would be a good way to make it more comfortable to make the front dps stay attacking without having to dodge for the full rotation in that team comp.
It's a nice way to make different comps available in this game.
makes me want jack in the box now
The problem with shields is not the mechanics themselves, but lack of game modes where they are of any use. Right now most game modes are DPS check, to be frank.
Maybe add a mode where you face 5 TOA or hologram level bosses at once. Your job is not to kill them, but to survive for 5 minutes. The longer you survive, the higher the rewards.
Taoqi actually has decently quick concerto rotation, provided she gets her intro off. Intro > enhanced 1 2 3 > liberation > e > echo and she's gone. There isn't really a skill damage hyper carry who wants her right now though since she doesn't have coordinated attacks. She's just waiting for the right dps like Aalto ngl. Shields are admittedly an afterthought in wuwa until they actually implement a damage mitigation check via shields/heals in some content.
I'll still be forever thankful to Taoqi for carrying me solo up to like UL 40 by being completely unkillable.
Took a year to kill anything, but I learned the mechanics of the game by just ... not dying.
That and her ridiculous voicelines kept me playing the game long enough to be hooked on it once I got a proper DPS.
Meanwhile Smack is the best example out there on how Jianxin ain't f-ing useless.
I think it’d be cool if shields could block grab attacks like what the big monkey, scar, or mourning aix does. Or shields could add damage to your attacks = to a % of its hp.
Never leave the kitchen Saint.. KEEP COOKING
I don't have too much problems with interruption res but I'm 100% against shield characters being good in Wuwa. You have Intro, outro, dodge, parry and ultimate to avoid dmg as well as quite a large amount of healing to negate it. We don't need 2nd healthbar on top of it
I believe Kuro is doing this on purpose, the problem with having op shield character is that they would remove all the interaction of the fight, you can just shield yourself and would be able to ignore any attack coming from the enemy, basically removing the action part of a action game,this would be disastrous to any action game. I believe the most kuro would do is releasing characters like Jinhsi and XlY, that is easy to play, but wouldn't be so braindead that you are ignore any interaction with the enemy.
We call that feature in PGR : Super Amor, basically it provides anti disruption and reduces dmg taken
My two main women thus far :3
Both are all about comfort, and enjoying timing/parries (a matter of taste). Both will never do meta damage, but they might still do okay damage.
Taoqi is just immortal. Especially with sequences. You press E and you're back to full health. She is also decent as a duelist against single target enemies.
Jianxin is durable and very very flexible, can be subdps, shielder and healer. She is also great in AoE damage in terms of size, but the lack of anti-interruption resist does hurt her since her AoE Forte is the heaviest-hitting part of her kit AND her source of shield+heal.
How about reflective damage if you get hit with a shield and a burst of damage upon outro if you have a shield still active. Damage depends on outro damage and shield amount. Having some similarity to lingering tunes
Like instead of a flat 60% outro damage its +100% outro damage x the percent of shields you have left from the original initial amount
He wants ZZZ's Caesar. And I don't blame him, that's why I use Caesar. There's no healing in ZZZ (until Astra).
Resistance to interuption. Isn't absolute. There are still times when even if you have it, you will be shoved(mostly from bosses). So face tanking everything is impossible. I have both xiangli yao and jiyan, and i didn't really notice any difference when it's activated or not. So shielders being able to give minor resistance, makes it so that u aren't getting juggled by mob tier enemies.
If shield & anti-interruption providers gave enough buffs to eliminate the damage and value loss for not simply dodge counter, it might make for a good playstyle
Lemme jsut cook from the thumbnail of this video :
Taoqi Sucks but Jianxin's outro is PERFECT but getting her up is IMPOSSIBLE in the middle of the fight against sb like Crownless's Hologram or The Mourning Aix
I much prefer it this way... I don't want to ALT 1234 all my enemies without minding the incoming damage.
Yeah, this was a nice critique. He addressed the issue and gave a reason why its bad and suggested a possible solution. Hopefully Kuro would play with this kind of character more. They might release a character like Caesar from ZZZ. She provides a shield with anti-interruption and her playstyle is also based on parrying/guarding which is fun imo.
A shield that did damage reflect off of parries and dodge counters would be pretty cool
For me personally, these characters are made for beginners or those who wants to simply enjoy exploration. Most players don't really play endgame contents, and these two are super easy to build and pretty much immortal against overworld enemies. Don't forget, these characters were in the game since 1.0 standard banner. I'm pretty sure future shielders, if any, will have more use for endgame contents.
11:12
That sound click almost gave me a heart attack
I need MORE than 2 massive problems. There's just not enough
I mean tower of adversity is timed. You would play characters like Jianxin to make things easier or smoother just for the completion, but you would need to pick from your roster to prepare a team that clears faster, not comfier. Now don't get me wrong, i Love Jianxin and still use her in tower, but on time crunch levels there are simply better options. One side note, Jianxin has her best ability locked behind s6 where she can generate her shield instantly, I wish some mechanics like this were already baked in.
I dont think the game would be any better with a character that just presses E and gives a shield ie a zhongli, althought im sure it will be there eventually. If you really need interrupt resistance Yuanwu exists. If you need a shield, there are shield characters AND you have access to bellborne another shield via ur echos. There is no shield "meta' because theres no direct correlation between shields and damage. This might chance with the new echo set but until then I think shields and resistance are at a perfect spot atm.
since the most challenging content has a clock running shields kind of lose their purpose as a dodge sets up your counter while generating a shield is damage not done.
I mean... I like shields. Is it because I suffer from "skill issues"? maybe.... but I like it. Healing is nice.... but healing doesn't stop you from getting 1 hit KO.
My go-to echo in Illusive Realms is the turtle... I quite literally restart non-stop until it comes up. Taoqi is a great shield generator... tbh I don't wait for her bar to fill up to switch characters after getting her shield... not optimal? probably not... but I'm fine with it
I learned something here. That’s what this channel is for.
10:11 yeah, it's very easy. But there are times where it's not nice. I had the inferno rider and the monkey interrupt and waste one or two shield stacks because of that...
For me shields are more or less a double edge sword, all it takes is one miss hap in the shields and it ruins an entire game. Example
In warframe there were 2 characters with self buff shield like machanics one is rhino with iron skin, set amount of stacks that reduces each time u get damaged but also reduces damaged to ur main hp bar and revenant with his 13 or 14 stacks of imune damage
Rhino does not provide inturpts in his kit unless u use a certain equip that changes to that, but revenant does have it but it at limited stacks its easy to get hit 13 times or more in the game then usual, this balance changed completely with the introduction of Dante which basically destroyed that blanced and called in a nerf becuase he was to powerful to begin with think of him as shorekeeper but with 50000 atk stat with no echos that how powerful he is, not only his shields has anti interruption but it also a stack buff which is not a duration buff and easy to use as it takes 2 button presses and done. I do hope that they keep it as balanced as possible because it will ruin the difficulty if handled poorly like how hsr did with super break
Saintone at it again, YIPPIE
I get both sides of the arguments. right now shields are useless for better players, even for average players it's still sub-optimal. but on the other hand they can't make too broken or some of the other game mechanics will lose it's value. I'm no game designer so I can't offer solutions but it's something they should think about. because if they're not changing it they might as well remove shielding from the game since only a tiny percentage of the playerbase need it (if there is any)
The main problem of Taoqi is her concerto generation i main her and clear TOA every week with her as sub dps with heron ( bell is good since it's increase the damages takes, so you get higher number on your Liberation ) and chanli in the same team on the middle tower, you'r almost forced to play her with Discord the 4star broadsword since she don't generate concerto (rexlent talked about this problem at the release of the game and you should not play her because of this ), her intro hit shit it doesn't scale def it just generate shield, she's made to be played with a character with anti interruption and who deal most of her damages from resonance skill. but yeah both shield character are low tier but for Taoqi it's mostly because they sabotaged her kit just before the release shields are okay i would say they do well their jobs it's just the characters who use them are bad since they're not full support but sub dps.
My greatestnproblem with Sempai's video is that he mentions turning off one's brain.
That is a concept that has no space in this kind of action combat games.
If someone wants to turn off their brains, iddle games exist for that.
I have been enjoying Girls Frontline 2 Exilium with autobattle, and it works wonderfully.
In my opinion they should give jianxin's shield the anti interrupt but reduce its duration slightly, and taoqi's should not have anti interruption but has increased dmg res as a trade-off.
Why so?
Jianxin's requires skillful timing to properly get the full shield, so it deserves the anti interruption
Taoqi's is the fastest to set up and should not actually come with anti interruption considering how little effort it is to set up
I'm ok with this critic and the possibility to add anti-interuption on shield. Its not game breaking (i mean not a Zonghli type of thing) and probably not change the majority of the meta but could help some players and add some more fun when using this characters. I still like playing my Taoqi in the stage 2 and 3 of ToA and will continue like that anyway.
Just as a legend asked, "I don't plan on getting hit, so why wear armor?" In this case, it's a shield instead.
It Will be good if Shielding give buff like in DOIR maybe they should revamp Sonata effec Moonlight cloud or add new to give Shielding good Shinee