Thank you for leading me to discover that grass has levels and that the levels are higher in later regions. This is the most important discovery I've made thus far.
@@KazooCat_ Okay, here's some more cursed knowledge: Toy Chica from FNaF World and Ultimate Custom Night has the same Voice Actress as Furina. Also, the Hydro Abyss Herald has the same Voice Actor as Glamrock/Funtime Freddy.
@@Cajun_Seasoning No, people tested it. The specific damage that burning grass does is based of the region's level. Genshin's Grass even has its own wiki page where everything is basically explained.
You think that's bad? Imagine getting to the point where your own burn damage is so high, you start to cook yourself by standing too close to burning enemies. It's equal parts helarious, and needlessly annoying.
I've actually found that the grind gets less annoying overtime, once you have enough good artifacts you can just slap random stuff on a character and make them work based on stats alone. The only problem is it took me 3000 hours to get to this point.
honestly a really fair point. Bit of a brag but i got a really good hutao artifacts early in the game and never really switched off and never really felt difficulty of game even spiral abyss was pretty easy and never got the "drag" and slug of this game until i played a friends account and it took me 3 minutes to clear a boss i usually clear in 10 seconds. Once you get that 1 hypercarry or a really good team it can help you get everything else it i never got burned and still play this game daily. Its interesting how everyone has diffrent experiences
Yeah, I realized a lot of the points he made, I just didn't relate to, but it was because I already sunk in so much time into the game before that I didn't realize that this was much of a problem. I left Genshin when Sumeru dropped, but returned when Fontaine came, and I didn't have much struggle catching back up with the grind.
To add on to this, since your characters just deal that much more damage, and if u have really good overworld characters (like Wanderer or Yelan) it can really cut the daily grind by quite a lot.
@@vincentgravyyour experience is my experience. A lot of people don't realize but the game progresses on a carry system. Your ⭐⭐⭐ gets you to your ⭐⭐⭐⭐ and those will get you to your ⭐⭐⭐⭐⭐. I have a friend who I was trying to explain this basic mechanic of the game. By telling him to max out one character as much as possible. And that character will kick down the difficulty door down for all other characters. But his strategy is burn through all his resources to level all his characters evenly, and complain about running out of resources and complain that everything is too difficult. 😆 And too top it all off, he doesn't play online because "there's asshole's online". But he's not a real REAL RPG player anyway. He's just a jock that thinks nerds are cool. And as far as the "asshole's online" comment, open your front door and throw a rock little buddy. They're everywhere. Point is..... I'm thankful for this games community. Asshole's and all.
ive gotta say, one thing genshin really improved upon was the exploration. Fontaine's exploration is some of my favorite yet. the puzzles aren't needlessly frustrating like the were in inazuma, and the addition of underground maps alleviate a lot of problems that Sumeru's desert had. maybe it's just me but exploring Fontaine has been the closest genshin has come to the early days of exploration where everything feels new and exciting
Yes! This feeling exactly! Felt the closest to when I explored Mondstadt and Liyue for the first time. The peak for me back then was the Dragonspine addition. Such a fun time!
Yep. I like how everything doesn't need too much Gadget to progress also with those underground map. The thing i hate about sumeru exploration is too much backtracking. Especially in dessert and back then without underground map. As someone like me who not really watch a guide to collect everything, it just pure going around and find random things, look around and find something interesting in there. That how exploration should be, meanwhile in sumeru i see a strange plant, dunno what to do. Turn out i have to complete aranara first to access ability to interact with the plant, wandering around in dessert. Following Through a hole in ruin, complete some puzzle and find an red sign that indicate we have to complete other Pyramid first. It just suck af. Fontaine almost get rid all of this thing, i can just wandering around and have like 80% completion in on go without any guide.
@@Strashkyworld quests? Nah fontaine kills the world quests imo, and like op said the puzzles are simple which is why the exploration is just as fun as when we first started!
one problem that still remains with the story: if you were just doing the archon quests without anything else, some things really might not make much sense. Main example being the traveler’s relationship with childe… if you didn’t do his story quest, or any timed event that included him, it would be extremely weird how traveler and childe are just randomly buddies in Fontaine after what happened in Liyue. As well as meeting Charlotte.
Yeah, I ran into that specific problem. My brother has been playing a lot of Genshin since the beginning. He has experienced several of the events. But even though I started playing in 2020, I rarely play the game, and when I do, it's almost exclusively Archon quests. My brother had been saying for a while that Childe was a fan favorite character, but all I really knew about him was his involvement in the Archon Quest. I go to Fontaine, and suddenly see him there talking like a close friend. He goes, "Teucer and I went ice fishing," and I responded, "who is Teucer?" Then I went back to Liyue and played through Childe's Story Quest. And I realized how many quests I missed. After completing Fontaine's Act 5, I realized I still had Story quests going as far back as Liyue with Zhongli's, Hu Tao's, Xiao's, Yelan's, etc. And the same was true for Inazuma and Sumeru.
@@applel2.043 You do realize it wasn't just the Inazuman Archon Quest, right? They did that with the Archon quests after Inazuma. I was forced to stop twice during the Interlude to complete both Kazuha's and Kamisato Ayato's Story quests. I was also stopped part way through Sumeru's in order to do Nilou's. And my brother was stopped multiple times to do Cyno's and Dahya's Story quests. It's not an issue exclusive to Inazuma.
Sumeru burnt me out too. I hated how each desert zone locked its most interesting areas behind huge quests. I just wanted to explore at my own pace! Nicest surprise in Fontaine was flying to the floating water cubes and realizing with delight that I could explore the area before unlocking its complimentary quest. I never felt restricted in Fontaine, whereas Sumeru became a massive slog despite how beautiful it is.
@@hayond656 What's not to like? you go to a place through a quest, learn the history of that place as you explore and then finish the quest Genshin has always been like this from the beginning if you didn't like it before you won't like it now because it's still the same thing the best thing you can do is just stop playing because even the main quests are like that
@@Keiki-kun Clearly they did like it before, they wouldn't have played the game this long if they didn't Maybe they felt Fontaine and the rest of the game was open enough and balanced but felt Sumeru was a little too restrictive than the usual even though the rest of the game "has always been like this"
@@hayond656 yes yes open as Stormterror lair, the Chasm, Enkanomiya, Tsurumi, Meropide, the Institute, tower of Narcissus right? The game is very open to explore without doing quests, right? But the desert is the worst of all, isn't it? where there is only 1 single area blocked by 1 single quest
Honestly the Sumeru burnout is so real, a lot of friends and i stopped playing because there was simply too much desert and it just was not fun at all, but when Fontaine came around we explored it 100% in no time, there was just something about Sumeru that made it feel off
It's not only that, it's that desert levels in video games have a bad reputation; I think people would think more fondly of Sumeru if there was more forest (then again, water levels tend to suck too and Fontaine is fine, so)
Who would've thought several updates of JUST SAND would've had this much of an impact. I hope sumeru doesn't get anymore new areas if it's all just gonna be desert
The only thing I disagree with is the world level thing. I wish there were a way to make overworld enemies more difficult bc they feel like trash mobs after playing the game for more than a year.. i miss being afraid of a ruin guard or something. I actually want to set MY world lvl higher.
Agree!! Also the world level is more flexible than they make it out to be. It's YOUR CHOICE to increase the world lvl or not, the game gives it to you very clear what are the pros and cons, and if you weren't satisfied with it you're completely free to decrease your world level DAILY. Even now you still have the choice to choose how hard you want the important bosses to be without any cost. If you think you have a problem with fighting bosses then you can try another team with the other characters you have and you don't need to pull for that because the game gifts free character every two updates.
Tbh abyss isn't even that necessary. You get far more premos by doing dailies every day. I just casually beat floors 9-11 and don't stress about the less than 1 wish every couple weeks.
right. im sure you can get a decent amount from abyss, but i *never* do abyss just because my characters aren't strong enough for it. and yet if I grind hard enough I can still earn lots of primos.
ikr. my character and art surely can achieve 36 stars. but the lag makes me failed. and i dont think 150 extra primo would compensate the damage for my emotion 😂
I completely agree! I know that I’m capable of achieving 36 stars in the abyss (I’ve done it a couple of times, and never had any problems achieving 33+ stars), but I never do… floor 12 is too much of annoyance for less than 1 wish. So I easily complete floors 9-11 and not even think about floor 12 (unless I really have nothing to do:D). And I have a lot of friends who are also capable of completing the abyss 30+ stars, but simply don’t want to. Having a few spare wishes is nice, of course, but they are not necessary)
Difficulty does not equal fun for everyone. It's more immature of you to assume that everyone would have fun playing the game the same way as you do. People that avoid the spiral abyss, do so because they are genuinely not having fun with that content.@part-timestudentofswordnoo1812
The best way to enjoy this game is to just take your time. Hell, even the characters in the game emphasize this theme a lot about "enjoying the journey" and "enjoying the breeze every once in a while". I found that simply enjoying the game and getting stronger through that means is much more enjoyable and still yields fruitful results. Around my second year of this game I was grinding incredibly too much, never giving the game a break. But it's just like any other game, sometimes you gotta put the controller down and relax, don't let the FOMO get to you and don't think that by not playing there's valuable time that could be spent leveling up your characters. That's about all I wanted to say.
That's exactly what helps me during a mini burn out, I just stop teleporting places as soon as smth is done and kinda wander a bit, even if I 100% something, the music usually helps me get lost in the beauty of the world design. Makes me forget a lot of my troubles in those moments.
After 3 years of genshin, you get so much resources that other than new regional specialty (can be farmed in a couple days at most) and artifacts; you pretty much don't need to farm. Its really just artifacts but it also should mean there is a collection of characters you had built up over time. Its to the point that maxing out resin is just unnecessary stress. If you are a long time player, letting resin max out every once in awhile (if not just clearing it once daily) will not hurt. You can make up for it with fragile resin and just craft condensed on off days. There's more than enough resin for veterans that it doesn't matter if you let it cap even as a new player.
6:40 there is still 1 recent instance of this problem during the 3.5 Windblume event there was a huge lore drop about the hexenzirkel, this was a small thing mentioned in the recent main story and it refereanced the happenings of that limited event. So, although more rare it defonatly still happens.
Actually very interesting video, the only thing I disagree with you completely with personally, is funny enough, the one thing you said you were confident in. The World Level system they did was perfect, and if anything, still not enough. The overworld is WAAYYYY too easy enemy wise. I can't use my built characters because the enemies die in one skill. For example, I love Eula, but her auto attacks by themselves to 10k+ each, I have not been able to use my Eula burst against an enemy in the overworld ever because they would just die before I can use it. Unless I purposely used it early, or purposefully nerfed myself by like removing my artifacts. That's no fun to have to purposefully nerf yourself. They way they combat this is just making overworld more about puzzles then any combat, with enemies just feeling dropped in. As long as you actually are progressively leveling up and just using decent artifacts when opportunities arise, the world level system is perfect. Because if I wanna go BACK to mondstadt, or go back to Liyue to 100% it (the only region I don't want to since it's my least favorite), the enemies won't just.. die to a sneeze. I wish there were more level beyond 60 and the enemies got harder. And obviously they think so too, because the same system was implemented into Honkai Star Rail with the Equilibrium.
Yes its perfect as it is compared to dynamic. Imagine if Mondstadt is level 1-20, and Fontaine is 80-90. New players who get new Fontaine characters have 0 chance to get bosses materials solo.
That's completely fair. I thought briefly about the benefits of the whole map being similar difficulty for newer players, but ultimately decided that the issues world level caused were enough to outweigh that benefit in my eyes. But I can completely understand preferring the world level system over manually set levels. I guess I just wish that adjusting world level wasn't as restrictive. I feel like being able to change the world level on the fly to make things easier if I want to use a bad team could be fun, and it'd let Genshin have a way harder world level without being an automatic death sentence to casual players. But unfortunately, there's just way too many different factors to consider.
@@KazooCat_ Well, to be fair, don't they technically have that? A while ago they added a system to lower your world level manually just for those that might think like that, I believe that should lower the enemies levels to they were before, but you also get the same rewards as then too, and not the upgraded rewards for the higher world level, have to beat the harder enemies to get the better rewards. Then you can change it only every 24 hours, I suppose fair so like can't change it for one boss enemy to make it easier then change it back or something. Also, I feel like something you said in the video works vise verse, that you can technically fully improve your characters in just mondstadt, and not need great artifacts. Just like the reverse, once you're far into the game to be at max world level, you've probably gotten some good artifacts. And honestly, some character actually do decent at just level 1 with some of those really good artifacts you might already have on some other characters. I know they can definitely at least beat overworld enemies. Especially if you have an already leveled shielder to keep them safe. My most recent fontaine team actually included a lvl 60 both Lynette and Charlotte (easier then dps' yeah since both supports), and it's been definitely working out! Sorry for long messages, just interesting topics.
personally I really think the spiral abyss could do with some variety in what gives you stars because I really feel like the current system is what drags it down for casual players and even some more meta focused people. Maybe rather than all of the stars being based on time, there could be a floor that only spawns low level enemies and your stars depend on the number of enemies defeated, maybe one that counts the number of reactions performed on enemies, the number of times you’ve stunned a boss, maybe even rewarding you for beating the floor with a mono team of either one element or weapon type and the number of stars you get depends on the number of character with that trait. There’s a lot more that could be done with the spiral abyss to make it fun and an actual gameplay experience beyond farming primos
The main problem with the spiral abyss is that you still don't need skill, you just need to have the strongest equipment and team possible and power through. I mean occasionally you might need to get in a certain team or a certain character to make it easier but you need to actually play well.
Yeah the only skill one needs is knowing how to use your picked team rotation to it's most optimal and taking advantage of what buff is active for it. Up til floor 12 is where true strong equipment and power is really needed since no buff exists there.@@kenkong007
I think they should make it a gauntlet like DMC Bloody Palace. No time limit, the only challenge is to survive, and when you die you start over at like floor 9 or something. Kinda like the Metaverse in HSR actually.
@@552jacki3it’d be even worse. keep in mind that on floor 12 you can easily lose a character in 1 hit from certain enemies because of a simple missclick or just making the slightest mistake in general. It is already frustrating enough when that happens. Would it be more skill based? Yes probably. More fun? Doubt it
I actually think there's another issue with timed events: event weapons. For example, if you don't have the resources to spend on the weapon banners, which most people seem to say is not worth it if you aren't a whale, then the best weapon you can get for Furina is an event weapon from a 1.X event that if you weren't playing at the beginning of the game, you just can't get the weapon at all. They need a mechanic that makes it so after some amount of time, another way to get missed event weapons eventually becomes available.
This! This what we need! Just give us event weapons. They have the event items in their respective region shops… not the weapons. I barely do weapon draws… when I did i got xiao’s spear and not alhathiem’s weapon 😢 Its not on xiangling while I have too many rusts…for childe and whoever else needs it. I do have cinnabar sword for Albedo. Which ppl say is BIS for f2p Edit: every survey i get a chance to write. I always put in free write: please let us get event weapons or a way to revisit past limited events. :/
As someone who plays the game every day and keeps up with new characters, it's weird hearing someone say the game is hard. I really wish I could raise the world level because I feel the over world enimes are so squishy that I can't get through a full rotation before they're all dead.
I think the substitution you proposed to the world level system has far more problems than the one we have now. For me just the story has a linear progression, except Inazuma you can go where you want from the very start.
I agree. I like the idea of being able to explore anywhere you want straight from the tutorial without meeting unreasonably strong opponents on the way. And he was using alot of footage from Necrit in his video, who himself started as a new player this year and mentioned that he loved being able to explore anywhere in the world without being tied by anything.
I just started playing genshin, but I really appreciate the perspective that it's your personal responsibility not to burn yourself out. I have 10k hours in old school runescape and I came to that conclusion a while back, I learned to not care about progression or maxing and just do what I find enjoyable at the time. That is one of those moments where you mature as a gamer, you realize that the game only stops being fun because you are forcing yourself to do stuff. It's kinda like how challenge runs in dark souls 1 can often be way more fun that actually trying to get a speedrun going, you are making your own fun.
World levels are fine tbh. Enemies in the open world are so easy it only really matters while you level up and honestly, it gives you a good challenge every time which i enjoyed. usually by the time you increase your wold level, you steamroll all enemies. So them giving you a fight again is a good thing IMO. At the end game you really only get challenged by Abyss 12 anyways.
21:12 -These enemies aren't immune to CC. -You were using Wriothesley, who drains his own health to deal more damage, which got you down to 2/3 of your max health before the enemies started hitting you. -Your Xinyan's shield wasn't active/just ran out. -Your Qiqi's healing wasn't active. -Your Dehya's damage mitigation wasn't active/just ran out. -All of these enemies have long and obvious wind ups, so paying a little bit attention to their positioning and animations would've easily prevented you from getting hit by all of them.
Your difficulty point I think is a total victory for you. A lot of people forget how difficult it was, back in the day when every future patch was surely gonna be the Chasm patch, back when we all thought Dragonspine was the most challenging place ever, and when we were still a little unsure about if chests respawned or not.
its not really stronger or whatever, specters just being unfairly high while majority of dps are melee focused kits (think wenut) just make combat really weird. kairagis are still immune to cc, its just that now you can unfocus the smaller nobushis instead of them going 900mph through you with _that_ attack in abyss never to be seen again
@@helper_botlmao yeah, the nobushi thing got me many times in the past. specters were shit to deal with back when they released. it was a year after the game was dropped and by now everybody had decent characters yet even with many good ranged characters it was still painful as hell. they were tanky, they flew away from you, and their primary spawns are in watatsumi where they would either fly over the edge of the mountain where melee characters cant reach, or over water, again where melee cannot reach. this was in the 2.x patches, where the only ranged being released was yoimiya, yelan, kokomi and yae miko. sara and gorou hardly count because only their mains use their na’s so for everyone else wouldn’t have them built outside of their skills and ults. tho ig sara’s e skill works cause it does float on water but idk how much damage that does.l anyway. i’ve never built her. also there was itto’s ushi. and ig aloy if you were there for the collab. lets not even talk about nobushi. most of the game’s meta pre-inazuma was built around being able to cc enemies, and nobushi/kairagi, HUMANS, couldn’t be pulled by a god’s black hole. at least kazuha staggered them for a moment? like what were their shoes made of 💀💀 i just felt like that was trying to fix a problem (cc trivializing combat) but going too far in the other direction. worse yet was farming them and their drop rates. im glad at their state these days. tho handguard drop rates are still kicking my ass.
It’s really nice to see someone sharing the same experience that I’ve had. I’m a new player, I started in July of 2023, which there was A LOT for me to catch up on. I’m a sucker for the difficulty in games and I always came across the meta team compositions and the things that you ‘should aim for’ when it comes to becoming the best at the the current stages of the game. Seeing all of this really put the idea into my head that I HAD to become better and it really effected me negatively, and really stopped me from what I enjoyed and what kept me playing in the first place. Thankfully I have come to an internal peace with myself to limit myself from overwhelming myself with what I should try to accomplish in the time that I have been playing compared to people who have been here for a long time. Having funny and unconventional builds is so much more fun than worrying wether my goblet is mathematically impossible or not. Which is how I ended up with a physical build yaoyao. This video really exemplifies the struggle of everyone; but despite, we all keep playing.
Honestly imo the biggest problem Genshin has and it becomes more and more of a problem is the dialouge, the writers make it so they say something that could be said with 3 words in a few seconds, be said ingame using 140 words in like 5 to 10 minutes, they stretch the everliving shit of the narrative string and it becomes more and more boring to do everything story related when you read an entire library's worth of text and 90% of it is filler crap no1 ever cared or will ever care about that they add in to pad the playtime more, in Mondo in the early game in a couple of dialogue options in like half a minute you knew what you had to do, in Fontaine or Sumeru you need to go through an essay of 700 words for like 15 minutes just to get the next quest objective, i know how storytelling works and i get that some exposition is needed but there is also one thing MHY should abide by but never does which is the saying "too much of anything is bad" and Genshin's main problem is it has too much dialogue, specifically too much filler padded out dialogue. I don't hate reading but when you need to read an entire book worth of text just to then get the objective "go there kill enemies" it's frustrating and infuriating.
My personal BIG problem with genshin: I stopped playing, cause every time I took a break, I was "left behind". Whenever I rolled to get more characters or constellations, I got a character who I couldn't even use, cause his upgrade materials were behind 20 freaking main story quests. I can only imagine how frustrating it must be to new players, the fact that you can get a 5 star you can't even level up until multiple hours of main story quests. I felt that way when I started playing when Liyue was out. I felt that way when I came back to genshin when Inazuma came out. I never returned, cause when sumeru came out, and it was only accesible through multiple story quests, instead of immediately, I knew where the game design was heading. Also, artifact grinding. I remember playing for the first time, loving it, making my team however I wanted, when suddenly bam, a "timed" battle. Suddenlt DPS was important. Well damn, I won't beat any timed battles if I don't build properly! *Weeks of grinding later* I still can't beat it... I like the difficulty of "don't die", not the "go fast" kind...
I feel like the reason artifacts are so specific and long is to stop power creeping because you can only make so many new characters with abilities and focus on certain things without overpowering previous ones so having even more specific artifacts for more specific and sometimes niche characters and abilities may be a lot but overall keeps the game from just being about needing the newest strongest character
it is also a good way to keep older characters relevant. While Qiqi still isn't 'good' and probably never will be, the clam set doubled her personal damage (more than that if played on field) while not changing her primary role.
"But overall keeps the game from just being about needing the newest strongest character" I disagree, the game is still a lot about the newest strongest character. Sure you don't need them but when the grind is as long as it is having someone like Neuvillete is too good to pass up because it makes the grind notably more bearable when fights stop taking more than a minute while also requiring minimum investment to get to that point. The specificity of artifacts inflates the value of someone like Neuvilellete even more on top of that because its so much easier to get good stats for him than it is for most of the cast.
@@theresnothinghere1745 Neuvillete to me is the only exception to what I just said I 100% agree he’s super good and makes it easier but he isn’t needed I didn’t pull him I opted for Furina and I’m really happy w that for my play style and team comp maybe it’s just me but I’ve never felt like I’ve need a super powerful character except when I was figuring out the game before understanding the mechanics I mean Xiangling who’s been here since the beginning is still viable and I’m sure w Natlan coming out there will be good pyro artifacts for her to still remain viable
@@kirby104 Neuvillete is the worst case but its been an ongoing issue at a smaller scale. Raiden Shogun, Yelan, Kazuha, Nahida (or just dendro in general), etc... Maybe if you're someone who's played for a really long time there is no issue then because you've farmed for long enough to have enough resources to adjust to power creep without much extra time. But you need that backload of farming to offset the powercreep, which to me ends up just feeling like the game is doubling down on its worst aspects.
Eyyyy great video mate, ive been a long time player (longest breaks have been between events) and its great to see many problems genshin has being fixed. For example, domains. Very recently they actually made it accessible in the handbook, so you dont have to run through sumaru to do fontiane artifacts. The game is definitely on a upward trend in quality. The main worries now is some characters being full on ass (aloy, Candace, xinyan) My hope for that is that they add a very limited buff system. Where by doing a quest with the character, they get a wish granted by say... a new hidden god? Idk. But they would unlock a new 3rd talent for them. Letting them get a nice buff to make them more usable. Execpt aloy. That poor girl really just needs constalations
I also should mention, yes if you try to be like super meta and stuff, it suuuuuvks. I just build up my characters (some times pre build if I'm that hyped) give them a decent set according to meta people (that arnt annoying) and theeeennn play them.i often change up their weapons too to make them themed with their design and lore. I'm a lore nut
This was a beautifully edited video! I really liked the way you reflected in each point and I pretty much agreed with a lot of them! I related heavily on the "Me" section as I am also a sucker for wanting characters and internally kicking myself for missing a Spiral Abyss run for the primos. I'm lucky to have made peace with not getting every character and just choosing who resonates the most to me via lore, vibes or whatever else makes me latch onto a character! (Navia wasn't someone I wanted originally when she was first teased but goodness her writing has seized me in her grasp-) I never stopped playing Genshin even during times I skipped a few days, I always made time to do a big event. I adore getting immersed in the story so that quirk made going through grueling parts (like Sumeru exploration) much easier than what I'd assume others would handle. This game helped me in a time I was in a long game-playing hiatus and in a sad patch of life during the virus year. Even when optimizing my team to optimal efficiency takes a toll on me, I find myself slowing down to take in the main reason I got into the game, the environment, the ambiance of just existing in the beautiful world and music. This video helps renew my already solid decision to continue til the game ends. It's not perfect, but it's absolutely the perfect game for me, flaws and all.
the real problem with genshin is that it doesn't really have endgame. You level up your characters and farm artifacts and optimize your teams for no reason. You get to do the Spiral Abyss once every 2 weeks, and that feels more like a chamber to TEST your teams instead of proper endgame. For me at least the only endgame in genshin right now is farming artifacts and trying to get godrolls, and getting new fun characters for new ways to play the game. So if the artifact farming system weren't terrible like it is now, I probably would stop playing the game. Hoyo knows this but they don't care since most of the player base, and I'm guessing most of the spenders (whales, etc) are casual and don't care about endgame. So Hoyo refuses to add new permanent combat content even though they have already spent the dev time creating assets, designing the system, and programming it. I don't really understand their motive for doing so since more hardcore content for veterans wouldn't damage the experience of casual gamers in any way, even if it does have rewards attached to it. Hoyo has all the pieces of an amazing game in their hands, but they won't put it in the game, and that's really sad. Genshin's combat is too good for the game.
i just recently redownloaded genshin after taking probably close to a year and a half break from severe burnout, and your very last point is a huge part of it. i got so sick of the pressure to minmax my characters for no reason other than to keep up with other people that i just. stopped playing. that on top of some other nitpicks i had with the game that lessened my enjoyment. coming back to it now the flaws and issues i had with it are definitely still there, but i'm having way more fun with the QoL updates they've added and i'm super stoked to see where the story goes. this is also the first video i've seen that addresses the problem of them locking important story beats behind timed events early on. i'm glad to hear they've fixed it a bit.
I share the same feeling. I also burnt myself out on Sumeru around the second desert update, though the main reason was that I was grinding for Wanderer's artifact for far too long (2 months of collecting trash I think), but also the amount of quests you have to do. But those quests are really neat, with small hints and snippets about the traveler's sibling's past adventures and history about Fontaine's past hydro archon, but there's just so much dialogue and text. Hoyoverse can make a good story, but I know they had to stretch the dialogues a lot mainly to buy time for the dev to finish the next region, but also some players skip the story and come to the wrong conclusion even if the story was condensed, and structured well enough. Now I'm also started to feel hyped about the game again because of Fontaine. Overall the recent experience has been great, amazing story and kinda difficult puzzles. I just hope future updates have somewhat good filler, or even better, a traveler centered archon quest, like what they did with "We Will Be Reuinited" and "Caribert", since we're just 1 nation away from Snezhnaya and how close Fontaine is to Celestia (on the map at least).
Yeah, the balance between chest types and what you do to get them have noticeably improved in Fontaine (though I think it's partially because they also reduced the total amount of chests, in exchange for more bountiful chests instead, so the average Primogems income is still the same). I actually remember going through that moment of fighting beefy enemies in Sumeru to only be rewarded with a Common Chest (as you did by near the end of the video), quite a few times, lmao On another topic, it's actually really interesting to know you were already cooking a follow up video on this. I actually only found your previous 1y video within the past week (along with a few other videos with the same theme from around that time actually), and was really wondering what people of that time think of the game today I find myself already agreeing with some of the current top comments on certain topics I find interesting, so I won't bother elaborating further on my other thoughts and just latch on their comments instead
honestly im glad that they dont automatically make 5 stars better than other characters. the biggest reason why im still putting up with genshins gatcha system is bc theres no powercreep. i do think that what they did to dehya is diabolical tho. a better approach is making them on par with the 4 stars (example: xinqiu, furina and yelan with xinqiu being a lot of the times better). something that i have noticed is that the more hardcore players preferred sumeru over the other regions. most ppl disliked the dessert exploration, but the way that the quests were connected to the exploration/other parts of the game was nice. i feel like genshin is divided into different gamemodes (combat, exploration, lore, tcg, teapot...) so having things like that makes it feel like an actual, cohesive game. this is spoilers but theres gonna be a new event claymore(? or sword im too lazy to check again lol) whose passive will relay on how many melusines u have helped which i think is very neat
I remember people expecting Furina to redeem Dehya... what a joke 😭 the only team Dehya fits in without feeling like a downgrade from units like Thoma and other shielders is Neuvillette's hyperburnvape team. Someone tested his teams and it's consistently his best C0 team in terms of clear time. Then again, upgrading to C1 Neuvillette would remove the need for Dehya. Here's to coping for a significant indirect buff to Dehya 🤦🏻♀ As for Sumeru, the desert is fine, but I relate to many when they say we got too much of it and no rainforest extension xD I don't know anyone who'd prefer to return to Sumeru's desert over the rainforest
@@f4llenleaves honestly the sumeru dessert grew on me a lot during the summer event. idk if it was just boredom but i actually managed to 100 explore it and i felt way more accomplished than when i explored the rainforest. it kinda reminds me of mond and dragonspine (except the dragonspine would have to be x10 lol). but yeah there should have been a bigger break between the expansions. in a way i feel like the same can be said abt dendro characters. they just kept giving us at least a new one per patch and a lot of the latter ones had a similar role (yaoyao, kirara, baizhu all being defence options) so ppl got bored and started underestimating them. imo they should have waited a bit to fully relase a nation as big as sumeru, and the order of the characters should have been different. i still feel so bad for baizhu. dude was hyped up to be the first dendro only to get outshined by the rest of the cast llol (im glad furina is making him more useful tho)
"There's no power creep" you're actually high if you believe that, barely any of the originals can hold a candle to the damage output the new characters can put out and that is a serious problem
@@lynx4082 what game are u playing lmao. the og 4 stars are still the strongest units in the game. bennett/xiangling core is still one of the best ones, xinqiu got a massive buff with dendro and is still the best off field hydro applier, sucrose is still an amazing driver, fischl got a signature set. some 5 stars were seen as strong (klee, diluc, eula...) but thats bc ppl didnt really understand meta as much as now. back then xiangling still existed and outdpsed them by a long shot. the only powercreep that has happened is neuvilette with ayato but even then ayato has more off field hydro than neuvi.
As someone who completed 100% of the Sumeru dessert I can tell you that Yelan and Saiyu are your best friends xD , I can see why many player don't like the dessert, its a huge area with enemies that require electro and obstacles that require dendro, and a lot of levels, puzzles and underground secrets, not mentioning the damn scarabs for Cyno ascension. Luckly Furina ascension flowers where super easy to farm.
Why even have character stars? If a majority of characters are 5 stars and the only other option a character can be is 4 stars, then the numbers lose all meaning and it's just a binary "are they important-ish?" checklist. You could remove the stars, and nothing of value would be lost.
I think the problem with world levels for me lies within the difficulty jump. Especially within the lower 3-4-5 WLs the jump was just very big for someone that doesn't grind artifacts at all. It's in fact the reason I'm still stuck on AR45 with like 500k exp (and I lowered my WL too lol). I have some okay artifacts and some characters that I've levelled up in terms of talent too, which makes me play comfortably in open world. Anything besides that is too much time for me as a student. I like to play the game for the story quests, not to get big numbers. Not doing the ascension quest allows me to kill enemies quick and easy while still having all the game's content. I'm debating on ascending since I'm curious to see which AR my exp is actually worth, but knowing the enemies will immediately jump up in difficulty and me having no desire to grind artifacts is the reason I'm still chilling at AR45. It's also a loop if you think about it, but at least I'm self aware (Sumeru shade) :p
I actually agree with you on letting the players pick their desired 5* in the standard banner. Arknights (another gacha game I've been playing) just implemented a new banner system for their standard 6* character pool (6* characters that already had their first rerun), where you can select the featured 6* & 5* characters on it.
World level increase is interesting. Enemies drop better loot at higher levels, and I'm not just talking about loot grade, I'm talking amounts. It's been an option to set your world level lower for a long time, and once you've reached the peak you can select easier with slightly worse enemy drops or a bit harder with slightly better enemy drops. Plus, the ascension passives gained along the way do a lot for power level, so increases in world level are theoretically easier to deal with as you get stronger. I'll admit it could probably use a rework since the issue "enemies gain an increase right as you do" does still apply and is kind of dumb until you get used to it.
I think the only potential issue with the system is that newer players may not realize they should pre-farm for the next world level to some degree before they reach it. If some of your characters/weapons are ready to ascend already when your world level increases the difficulty increase is nearly non-existent. The exception being maybe reaching AR45 without any artifacts really leveled and trying to start artifact farming from basically scratch. Sure it is the most resin optimal route but it makes some artifact domains actually hard.
Regarding Ningguang and Qiqi's rarity, it probably helps to remember that Ningguang is a paper pusher who spends her down time hanging around with civilians and probably never used a catalyst until she got her Vision fairly recently, and that all her cool story feats took place while she was standing on what was essentially a battleship she hired other people to build, which was itself loaded to the gills with donated and statefunded Adeptal magic. Meanwhile, Qiqi is presumably a trained martial artist (since she uses an ancient form of Keqing's swordsmanship style, which she is unlikely to have picked up in the current era) who was turned into a zombie when she herself was involuntarily loaded to the gills with Adeptal magic to the point where multiple Adepti had to team up to stop her subsequent berserker rampage and seal her away for centuries, and she somehow has an Adepti Name (Fortune Preserver) now, so she's essentially an amnesiac demigoddess.
I believe Ningguang used to be a 5stars during CBT but got downgraded to a 4 stars later on, also Barbara is probably the only 4 stars with a 5 stars Burst animation.
yeah i get that but beidou should def be a 5 star. she's a badass and is captain of the crux. plus her hangout really expands on her as a character which made me actually like her
@@MarinoKadame1 there is no concrete evidence supporting the "ningguang used to be a 5*" rumor, but yeah barbara still having a 5* burst animation is wack
@@sscooterrBeidou could one shot a sea serpent without a vision so she deserves to be a 5*. On the other hand her being a 4* helps us get our pirate queen easier.
Also the problem with timed events is limited weapons from events (ie. Albedo's signature weapon is a timed event weapon and Furina's best 4 star was only available in 1.2)
This is such a well made video! Love the editing and gags happening in the background I must say that i started playing Genshin impact on November 2020 but I quit a little bit after that not only for the stupid large size of the game, but because early game was really boring for me? I found the need to level up the AR to unlock the quests I wanted to do, very tedious and not entertaining at all, apart that my AR was too low to even finish the prologue and be able to participate in limited time events. I played on and off with months apart, the thing that got me playing this game again and I kid you not was the Lyre mechanic, I loved trying to figure out how to play certain songs (I can’t read music sheets) and the combat was pretty fun, I stayed because I kinda finally found a character I liked, this being Yanfei her gameplay it’s bouncy and fun apart that her voice and character clicked with me a lot and now I’m hoping she gets an outfit since you know Fontaine is kind of worshiping the god of justice haha
loved this vid! never watched ur first one but you brought up some great points, glad most of them have been resolved. also this is so random but it irked me- the reason lyney is a 5 star and lynette isn't actually makes a lot of sense. lyney is a magician, lynette is his assistant. Lyney is also probably going to become arlecchino's sucessor and become a fatui harbinger, which is a LOT of power. anyways, I actually find it quite funny that so may genshin players were burned out from sumeru- I've played everyday for 2 years and rlly enjoyed the quests in sumeru (I don't actually mind blocks of dialogue which might be part of it😭) and I enjoyed exploring the desert, tho i didn't explore much- my desert is like 30-40% while the rainforest is in like 80-90% lmao I also never really had a problem with inazuma, from what I can recall- tho I was SO glad they nerfed specters just bc of how fuckin annoying they were lol
I love genshin, but a lot of what you said is still valid. My biggest issue is the resin system and artifacts. If you want to optimize teams, it will take weeks for one character alone. And for long-time players like myself that makes building all your characters very time consuming.
i remember enjoying mondstadt and liyue so much that i wanted more, but now after not playing for months theres just so much stuff to do and no matter what i try it really is just not fun for me anymore
Sumeru is massive. And I just hated the Aranara quest but I got it done. My favorite part of Sumeru was actually the desert just because I liked the Jeht story, the puzzles and the feeling of being an archeologist Tho, I like Fontaine better. Solely because I love retrofuture and how it mixes victorian with rockies and freshwater
it's hilarious as hell that less than a month after this video's release we get an artifact that trumps Ocean Hued Clam in textsize by 30characters: Song of Days Past (healer-mains are truly forced to read)
Ironically, Sumeru is the only reason I'm still playing Genshin to this date I just hated inazuma so much that I quit Genshin and came back with 3.3 which I loved. I play only on weekends but still managed to 100% all of Sumeru, and it still the only region that I 100% it. I only play and explore when I feel to and not forcing myself to play to caught up-to-date content, I feel that the main reason I appreciate it so much because it had so much content it can be overwhelming but for me, it was perfect :) or maybe because the first thing I do in any region is complete the world quests before exploring and the writing in these world quests is so interesting for me because they reveal some of the jouncy lore that I like :)
Genshin has like a several month period where you quit and never return or you bare the pain long enough that you don't have to grind artifacts and you've got time to prepare for the next character. Im at the point where im on a daily fucking grind for literal horse shit. I hate this game and I'll quit, but only after i get Nahida which finally. My time has come
These are all valid points I completely agree but theres one issue that much more apparent for mobile players, storage. My Ipad is basically used just for genshin i keep deleting games, photos and other things just to play genshin now that the next update is tomorrow im scared i wont have snough space to play it…
Like most other of your subscribers I found your channel from the original video. I checked out your other vids recently and found I actually really like your content so....glad to see a follow up to that video honestly! Entertaining and great editing as usual
I know nothing about Genshin, but as an enjoyer of Battle Cats (a game with a similar update style but longer lifespan), I can totally see where you are coming from with these points. I know way to damn well how annoying grinds are, and seeing the devs add new loot while not improving early-mid level loot collection is tough. Good video!
As a gameplay enjoyer I do agree that there's a lot of things that are debatable, like element and character balancing, domain gameplay, quality of life, resin etc. I've took a long break after the version 1.2 for a reason "This game can be better, but for now I don't feel like that my time spent is being respected.". During my break I was keeping myself up to date with the news about the game and eventually returned during 2.5 and logged in everyday since then. The game has improved a lot but the main reason why I took a break still persists, while not as severe to the point that I don't want to play the game, still makes me feel uneasy about the direction where the game is going. I'm talking about the fairness of the rewards for exploration in comparison with event rewards. During an event you can get a large sum of primogems in a short period of time, while in open world you have to put a lot of effort to get the same amount of primogems (assuming you don't have 100% in every region). For example, current event has a subevent where you gather 3 things in a small area, which can be done under a minute, and you get 80 primogems for that. I don't feel like that's justified at all. Now think what you have to do to get 80 primogems in open world. Some chests require far more effort than that and they give you mostly 10 primogems. The easiest solution is to divide these 80 primogems into 16 stages that give 5 primogems each, which is exact amount that an Exquisite Chest gives and the effort is about the same. But that wouldn't be fun to gather the same 3 things 16 times to get all of the rewards, right? I don't feel like my time invested is being respected when I do these events, there's not even a leaderboard, co-op or a badge that you can put on display in your profile. There's no drive for me to play the event after getting the rewards. But when they dropped the Windtrace (hide and seek) event, that was literally the most fun I've had in Genshin Impact. This event also has problems, but they all are overshadowed by gameplay, how fun it is. I was in the game for an hours just to play good old hide and seek lmao. They can make good events if they put enough effort, but today's event's gameplay is ridiculous, there's nothing fun to do. The same combat event with a clever twist, the same explore-for-a-minute event, the same clever puzzle event. And you can't even share what you've achieved during the event without social media. Man, whoever makes these events can't catch a W lately.
6:00 Scaramouche acknowledged players who met him in that early timed event. Those who haven't playe though it, had different dialogue. Also timed events are often mentioned in later timed events and everything is always connected. Like Iridescent Tour was mentioned for the first time when Xinyan went to Inazuma, just for it to be referenced in 2.8 summer event again and finally resolved in 3.4 (when Yaoyao came out). We even had some lore about Nahida throughout the 2.8 summer event and her powers relating to dreams. Even Zhongli ordering tea in Mondstadt during the bartender event was referenced during Spring festival. Another thing with timed events is that they keep the online interst in the game. As an example, people who came later into the game would be interested in the past events and search/watch them online. That in turn would give Let's players more views and incentivize them to keep covering and streaming (uploading) new events at regular intervals, thus bringing back interest to the game. A very convenient strategy. It's similar for old players who want to feel nostalgic and rewatch the old events, maybe even with different perspectives by watching different content creators. About the Inazuma being too difficult for new players, definitely true, since day one players already had one year to prepare for it and it was the first real overworld challenge of a region. It was ruthless and wonderful at the same time!
I have my adventure rank at 40rn and have my adv rank at 35 just to keep inazuma easy. 😂 so far at lvl 40 rank with lvl 80-70 characters, doing dailies with meh artifacts in inazuma has been my thing since i unlocked it. ❤ I also need to catch up on the story since I unlocked sumeru and fontaine to exp the limited time events…. *ugh… i get the strat now.. i still want the items and weapons from those events. :/
@@zephyrias I remember keeping my AR at 25 for at least 3-4 months, then jumping straight to 50+! I liked being OP and having fully leveled (lv50) characters against ~lv20 enemies! Well, now's pretty much the same after being AR60 for over a year and a half. Being strong is fun! Enjoy your playthrough~ Sorry about the old limited time weapons, not much we can do besides writing to Hoyo in the version survey...
I'm not sure what you mean by enemies getting harder, because even in Fontaine, the enemies aren't really getting harder. Spiral Abyss has always been Genshin's hardest content, and while that is constantly getting more inflated HP each cycle, even the early Abyss cycles are considerably harder than what Fontaine has to offer currently (besides the Local Legends, of course) HoYo has taken major steps in insuring newer players won't feel the difficulty. There's no brick wall of a difficulty spike that block story progression unlike in the Souls series or something. That's also the reason why underwater combat doesn't care about your Artifacts/Builds because they want new players to be on an equal playing field. Underwater content is 50% of Fontaine as HoYo mentioned, there's no reason for them to cater to newer players if what you say is true that the Story/Area progression is linear, which it's not. Finally, new players can immediately teleport to Fontaine after completing Mondstadt's Archon Quest, so they really don't want the latest game content to require optimised gear and teams.
@@e554 A Filter Bar is not the same as a Search Bar lmao. Like, what are you even talking about? (I'm not referring to the Serenitea Pot's Search Bar that's only available in the Furnishing Schematics section.)
@@StanleyG23in the teapot, there’s a search button next to the filter button. but if you’re talking about the regular backpack then yeah, no search button.
5:40 Scaramouche's dialogue does actually vary depending on if you playing this event, however the actual event doesnt end up getting mentioned much. Also it is cool that the story of timed events has stopped being important, but its still annoying to have tons of character lore behind them. Like we've had major dives into certain characters' lore and if you missed those events then you'd have to watch them on youtube. The two main examples that bother me are Albedo (Because his event was pretty cool and he is actually kind of lore important) and Fischl (Cause she had a cool and unique domain to tell her story) Also on Game difficulty, I really dont think the game is getting harder at all, I would say the highpoint in difficulty is still inazuma - the game has honestly gotten easier, however what does change is the team comps the game wants you to bring in order to counter certain enemy types.
While I agree with all of your points, I also think it’s just a skill issue lmao. I’ve literally never struggled with any combat outside of the spiral abyss, at least since my first like month of playing. No overworld enemies have anything on even a somewhat built max level team.
Not being able to play a new character you’ve wanted since forever because you have to devote weeks into constant farms because everything is time locked is so annoying. This game needs balance
One thing the Genshin team needs to take notes from is how to do QoL changes like the HSR team like the maxed out stamina getting stored for later use so it doesn't go to waste, sure we got those 5 resin we can condense but it's still limited to 5 and it still doesn't fix the stamina being wasted if it max out for not playing consistently. There's also more recent changes coming to HSR that even makes the Abyss counterpart in HSR a better experience.
I feel like they're doing QoL improvements one of a time. We've been getting lots of QoL updates lately and most importantly, I think they do listens to player's feedback and eventually, we'll have them all granted.
It isn’t storing , you still wasting them . The rate are significantly slower than normal when overcap . You would literally don’t even interact with the qol if you play daily.
the main problem with wanting more 4* than 5* characters is that you can guarantee yourself a 5* character but technically cant with 4* characters, for me, i lack some 4* character constellations or characters outright that i didnt get simply because i didnt want to pull for certain 5 stars, and if there were even more, that chance would be even lower... Also while 5* being weak is not *great* they still have their uses technically. Zajef made a good video about this recently in terms of powercreep, Genshin barely, if at all, has it. Sure 5* characters have more interesting kits and tend to be more relevant, and some are very Op especially with constellations, but in the end, the most meta characters are 4 stars, including one you literally get for free (Xiangling), Xingqiu, Bennett and Fischl are all considered S tier and are some of the oldest characters in the game, theyre meant to be more accessible. Which is a good thing
And those 4 specific 4*s you mentioned can all be guaranteed with planning since they appear in the shop rotation. They are literally the best use of starglitter.
@Nowaylarry this is technically true but respectfully most people would still rather use their limited number of f2p pulls to get... more pulls for 5 stars. This is for meta players who play around the long cycles and dont care as much about getting themselves more f2p 5 stars . And you cannot reasonably use that as an argument for why it'd be good without any major change to the price or system as a whole, for the broader player base lol
I should have been more specific. I don't mean that you should only use star glitter for Bennett, XL, XQ or Fischl. Just that if you don't have them yet it is objectively the best use of starglitter. They are pivotal parts of so many teams that make those limited 5* characters actually good. Those 4*s don't rerun often and you can't guarantee specific 4*s on any banner. No one wants to risk their pity wishing for a 4* on a banner with a 5* they don't want. Lastly what are you really going to get spending those 34 starglitter on wishes? A few 3* weapons in most cases.@@PersonCalledErin
@Nowaylarry yes. Unironically. There's a reason (and a valid one at that) as to why people do it. Cuz people care more about their specific 5* characters. Also the 5* character reruns can take quite a while as well. But most people aren't that preoccupied with meta
Going from a Zajeff, try hard theory crafting video, to a casual players take on genhsin really puts into perspective the vastly different sides of the players.
I started playing Genshin in January of this year and then quit in February. I came back in middle of October and got 3 5*’s (Hu Tao, Mona, & Furina). I hated the chasm part but I got through it and I hate the desert. I feel like there are so many unnecessary areas of it.
the fact some ppl find this game hard genuinely boggles my mind farming artifacts is a chore so i do the least i can and i stiill find the game piss easy im 100% f2p just slap some ok artifacts on ur char lvl the talents and a weapon they good for 90% of the content and no the new enemies arent hard they just more annoying a new fatui girl enemytakes the exact same skill as a mondstd hilichurl just mash buttons with a healler or shielfer on ur team the only place that rquires a tiny bit of attention in floor 11 and 12 of abyss which u kinda need to know what ur doing and there is no point in doing the abyss unless u want the primos so dont force urlself to do it
Even if ALL the problems you mentioned goes away, you will still have to deal with one thing............... running out of stuff to do and getting bored out of your SKULL because there's no endgame and Hoyo isn't gonna make one either
Rarity in gacha games means how rare it is to get them. In genshin 3stars have a 94.3% chance to be pulled 4stars have 5.1% and 5stars have 0.6% chance. Making the 5stars rarer. Thus the rarity system
to be honest its probably really hard to design the game in a way so it adheres to all kinds of players. as a person who has a crippling addiction to this game, i literally didnt even consider half of the points listed in this video, because by the time inazuma came out, i was already overpowered to the point that i just blasted through all enemies and world difficulty increase didnt feel like anything to me. i dont rly remember the last time i actually struggled to beat floor 12, let alone world enemies or bosses. so if you asked me the question “what is genshin impacts biggest issue”, i would probably answer “the game is too easy” (and thats given that im a low spender). so i guess it is hard to find that middle ground where both casual and more invested players find the game fun :0 but overall, great video! i kinda looked at the game from a new perspective thanks to you
I ACTUALLY TOTALLY AGREE WITH YOU FROM YOUR FIRST VIDEO. A LOT OF THINGS THAT NEED TO IMPROVE I HAVE A LOTS OF COMPLAIN. COMING FROM ME WHO COMPLETED 100% EXPLORATION ALL MAPS UP TO 4.2 🤷🏼♂️
Good for you. Finally a content creator who knows why stop playing and why keep on playing. Many people who love Genshin can be burned out so it's a common occurrence for a long term game then continue again when you wish. I just hate some content creators who stop playing clearly not because of burned out but because they hate Genshin then come back playing the game while constantly mocking it for views.
I don't understand the complaint about the world levels. You upgrade your characters to be able to keep up with the higher world levels. The reward is that you have access to better loot. Isn't the whole "higher difficulty leading to better rewards" a key concept in many games?
I really believe you are still able to play characters you want on spiral abyss, with a fitting team. I would love to watch you talk with Zajeff about a colab on this. He is very understanding and knowledgeble
I think long quest in sumeru is to help players to explore more with a guide, rather than just randomly explore it. I find them enjoyable, cuz the quest "is" the content. And after finishing it we can go back freely
I completely get where you're coming from. I agree with a lot of points you made and I quit playing for similar reasons. I recently actually considered going back recently and doing as you've done and just enjoy the game.
World level is a great Idea, so you can go everywhere in Teyvat and face equally challenging environment. What you suggest is an old idea. I played Lineage 2 where the enemies levels followed a path starting from the birthplace cities and evolved in a path leading to the Capital of the world, there called Aden. Guess what? Once departed you never had to return to the initial cities, except when following some occasional quest. So, at the end of the day the final regions were always filled with people, while the vast majority of the world map, having under-leveled enemies were empty. And that sucked.
I think you're completely out of touch with the genre, but you're also the new target demographic for the game. Spiral Abyss has been a solved minigame since 1.1, and has only gotten tremendously easier since then. The overworld and domains as well, have gotten much much easier after 2.X was over with. If you disagree, please head to the Fontaine talent domain and then try the Mondstadt talent domain. The Fontaine one buffs your character with normal and charged attack damage when your HP increases or decreases. The Mondstadt domain will drain your stamina and constantly drop high damage icicles on top of your character which cannot dodge because you have no stamina and which stagger your character leaving you open to be attacked. The game gets easier as you progress. The notion that Inazuma was too hard is just a consequence of players being too used to relying on Venti's vortex to play the game for them. Inazuma wasn't any more difficult than Mondstadt, it just asked different tactics from the player, which is a good thing because vortexing and XL+XQ had monopolized the gameplay for all of 1.X and a little fresh air was sorely needed. As it stands right now, the combat in Genshin is so easy that artifact farming is almost of no importance. There are teams that 36* the abyss automatically, like Nilou's team. You just have to set up your abilities and then watch it do its thing. And even if you really can't do it for whatever reason, the difference between doing floor 12 or not is 300 primogems a month. If you skipped it consistently from launch to today you've been missing out on 10800 primogems over 3 years, which is not even halfway to guaranteeing a single 5* character. Rolling for characters and weapons, artifact farming, leveling your characters and talents, all revolve around this single, extremely tiny piece of content that rewards you with 300 primos a month. And that is it. The "meta" isn't a thing, because everything is effective. National is just as good now as it was when the game came out. Maybe Nilou or Neuvilette can do it 20s faster, but that's about it and you really don't need that. The combat has become little more than a sideshow in Genshin Impact, starting with Sumeru and some of the Inazuma patches leading up to it. Conversely, the sheer amount of words in the archon story chapter has been raised to the point where I personally don't do the story anymore unless I'm forced to, because it feels like it just gets stretched as thin and wide as possible to pad for time. So much of the Fontaine archon quest is of no consequence or relevance to the actually somewhat interesting main plot. Mondstadt's entire archon quest from start to finish is little more than an hour long. Fontaine's 4.1 archon quest by itself is well over 10 hours long. Yet Mond's archon quest has so many sections that ask you to actually play the game. There's a lot of quests where it'll give you 3 objectives and you're free to pick where to go first, and characters talk to each other while you're playing instead of overusing the visual novel format. Did you notice Neuvilette's character story quest has no combat? It's the only one where they don't give you the character to try out with your other characters in a short dungeon. Most of the time since Fontaine, MHY just doesn't include combat or any sort of interactivity. Remember how Mondstadt had a shooter section and a stealth section? That's now replaced with stuff like the trial minigame, where you just click everything until you get the right one because there's no consequence for getting it wrong. It's hardly a game anymore, and the exploration has gone extremely stale even with the addition of swimming. Exploration in 1.X was about finding stuff that was hidden in the world. Looking behind buildings, inside crevices, or using character abilities to interact with the world. Or often combat and rarely some puzzles. Exploration after Sumeru is usually a glowing chest or object, you go to it, play a little minigame or puzzle and you're rewarded with 2 to 5 primogems for your time. Combat is extremely rare and with enemies being barely able to fight back it could honestly just be omitted entirely. According to activeplayer.io this bloating of the story and the snobbing of the combat has led to an almost 5 Million player drop between September and October, and the release of Furina being the first 5* limited female character in an entire year only got the game about 1.8M players back as of right now. All this is to demonstrate that you're fundamentally wrong about the gameplay and the state of the game. No QoL, no new exciting features, nothing really happening in the main story other than drip feeding every once in a while with Dain and now Skirke, 20 pulls for the anniversary, no real fix for the weapon banner being awful value. Many stick with the game out of sunk cost fallacy, me included, but a lot of people are getting sick of it. Genshin is in that "too big to fail" category right now, but so was World of Warcraft.
Well I do agree with a lot of your points.... Hoyoverse main intention is to cater the casual audience than the try-hard ones. Thereare local legends in Fontaine that are very difficult but does not give any special loot, so yeah talking about "difficult content" in Genshin is totally out of the picture. As for the story, yes it does involve lesser action scenes but that does not equal to the story's done bad. The writing and the story formation in Fontaine and Sumeru is way better than in Monstadt and a huge percentage of the playerbase likes it. Only Negatives: No skip button and Act 3 of Fontaine was extremely lengthy for no reason but payoff after Act 4 was really good.
@@ariyanseikh5124 Having any combat content at all doesn't mean catering to "hardcore" players. Hardcore in genshin is like, achievement hunting, if you wanna be generous, but there's no avenue to be hardcore in Genshin. It's why all Genshin streamers either play other games or do react content, there's just nothing to do. It's not an issue of "Casual VS Hardcore" at all. Genshin doesn't allow you to be any more than a casual player, but even those players are basically starved for content. What's really there is content for the hypercasuals, people who play 1 hour a week and just want to read a visual novel before bed and maybe do a puzzle, and it wasn't like this before Sumeru. There was that aspect of it, but then there was also some meat for people who maybe wanna play 2 hours a week, or want to test out their new shiny character they just got. Now it's just the reading and the puzzles. idk we're going into year 4 of service for this game, and still the only combat content that is even supposed to be challenging is 1 single floor of spiral abyss, twice a month. Other hoyo games get roguelite dungeons, boss rushes with leaderboards, ways to farm characters for free, etc. but Genshin has less content now , per patch, than what it shipped with in 1.0 It feels abandoned, like they'll do the bare minimum so it keeps wringing money out of people but they won't do anything cool or new.
@@_Ikelos Agreed... As a semi-casual player myself, I do like the fact that the game doesn't force me to play every day since I'm busy with my daily life but the times I do want to, it becomes really tedious to do some of the world quest. I do love exploring... I think its my fav thing in the game but I do wish they added some sort of roguelike mode, something similar to the xinyan/childe event... but you know hoyo's gonna instead update unecessary fukin shit like the teapot and tcg that I havent even touched for a long time and this takes up space for the game too which I wish I could delete lmao.
Main issue with Genshin, is 2. After years of experience in Gacha and live-service games, and as someone who is addicted to chance based system (gambling) and grind, the "Original Sin" per say is they are gacha and live-service games. In the end, it's one problem caused a chain effect to the design on gameplay, and the original problem really is the monetization. Both gacha and live-service are the same way of profiting thru game, you need to continually make content, and while also need player to spend money and time in your game. That made the game design need to compromise for it. Normally a "premium game" or let's say normal game just requires to be sold and done, maybe some post-release update is nice or a dlc but that requires way less people and/or resources if you didn't fuck up at first (ex. Cyberpunk 2077 needed a longer time to 'fix the game'). So for them they just need to make the game as fun as possible to the targeted audiences, and you won't need to care how long people play it or continuing play it everyday. But live service cares about play time, a lot. Hence why there are so many things you would encounter feels "not fun", like random stats on artifact (also bad even useless stats, it is done intentionally, Diablo 4 and Destiny 2 have the same problem). And because they will need you to pull for new characters (or buying new battlepass/weapon skin/character skin in other games) , in Genshin the power creep is inevitable, so is what I saw in Warframe, Destiny 2 (god they also chooses the dumb way of sun-setting certain weapons you farmed I quitted 1 season after) , or any MMOs. Games more competitive that don't have p2w mechanics such as Apex Legends will give characters who is having expensive skins or weapons have a battle-pass skin a minor buff to encourage people to buy them. Also because these games want you to consistently pay, they are the type of games you will see the most awful business practices like using FOMO (fear of missing out) to lure you in. Timed event you talked about in the video is one of the examples. Apex battlepass/Destiny 2 seasonal weapons/Warframe Vault basically are the same. The problem, as always in the end, is games will compromise gameplay and fun to making more money. And another bad thing happens to all live-service games is fatigue, both for Player and Developers. What I say now is, as someone who is AR60 and have a lot of lvl90 well built characters in Genshin is, I bet there will never be a "ultra-hard" event that requires you to get the newest character. The Abyss is always optional, and is basically a lure for players to feel like they "need" certain characters which they don't. All the difficulties you encounter in this game is to make you feel weak so you will want to pull strong characters. But MiHoYo's strategy on this game unlike previous Honkai Impact 3 is they understood to make most amount of money they need to reach most players, even those who are just casually playing. So that is why they will never be like some gacha or MMOs which actually encourages communications in game. We will never see a raid because that will force players to become "meta-slaves" (because players who left are also who have fear of missing out so they will feel forced to do all contents), and it will become more toxic and competitive than right now, which will make some casual players leave. The way anime-gacha now build community, really is through community events and products outside of the game itself. A eco-system. I think the best example would be Fate/Grand Order. And that is why they all have "Content Creator Programs"(I am looking at you Warframe) to encourage fan-made contents, and also making anime, focus a lot on art-design and music is part of the plan as well.
So I've heard the reason why there's no other 5 stars on the standard banner is legal marketing issues. Almost all of the 5 star descriptions say that they will not appear in the wanderlust invocation banner, so to go to standard would be false advertising and liable for a lawsuit. It's a self inflicted problem bc they could just do it like dehya and tighnari and just add that yeah we'll put them in the standard banner eventually for everyone but money go brrr
@e554 well that's the point of the "chart course" idea That said, they shouldn't all be added at once either. Maybe since we're 4 regions in, throw every character released before Inazuma, then in 5.0 throw every character released before sumeru, rinse and repeat Though, the chart course only works for the standard banner. Idk if they could do that for the limited ones lol
I always see these videos and think how great it would be to come back and play again, but after not playing any event and missiong out on everything it feels pointless and going throu the story without being abel to skin the dialog feels like absolute torture, the longer i wait the worse it gets cuz this started with the fog island in inazuma and now thers 3 more areast with there own story in which i would have to click throu dialog for probably literal hours
This is true. Also, 2pc/2pc sets are fine in most cases. Wanderer's Troupe 2pc for 80 EM for example. Additionally, there is very little reason to actively farm for artifacts prior to at least AR40 and at AR45 you can use the strong box for additional options. Prior to AR40 just leveling your weapon, feather and maybe an ER% sands for those that need it should be enough. Sets don't matter until you are trying to tackle floor 12 of abyss anyway.
What a coincidence. I've just today decided to check back on Genshin after dropping the game for like 8 months or so. It seems some cool things have been added like not needing to do the daily commissions to get the rewards but for now most of the problems I have with the game are still here like the artifact system being just as random, the way they play into your fear of missing out with the abundance of events that ultimately don't impact the main storyline as the game acts like everything never happened or the quests which play out in the most boring dialogue scenes you still can't skip. Note that I actually want to follow the story and not skip it but since there are so many unnecessary dialogues and nothing actually cinematic happening on screen it just feels dull. The Fontaine Archon Quest I started right now is very interesting but the dialogues sequences keep on dragging on and on and last for so long even if you spam to go as fast as possible that it's still bad. I'll check back on the game from time to time because I still believe it's great artistically, but the usual gameplay not being fun keeps me away from staying. I don't fear missing on anything and I've enjoyed my time away from the game so much by trying games from completely different genres that I just don't really care anymore.
The dialogue was also always a problem for me. Sm even that I fell asleep several times during some sumeru stories, it just drags on way too long sometimes
@@yaoriattz7104 I literally got into a dialogue at 4:50PM thinking I'd be done in like 10min max so I can have time to prepare to go to the gym and it wasn't over until 5:30PM going as fast as possible and I didn't know if stopping it would make me start over from the beginning afterwards. The story is interesting, but is told so poorly it's sad.
I still honestly find it absolutely hilarious that even the damage burning grass does scales based on which region you're in.
Thank you for leading me to discover that grass has levels and that the levels are higher in later regions. This is the most important discovery I've made thus far.
@@KazooCat_ Okay, here's some more cursed knowledge: Toy Chica from FNaF World and Ultimate Custom Night has the same Voice Actress as Furina.
Also, the Hydro Abyss Herald has the same Voice Actor as Glamrock/Funtime Freddy.
burning damage scales with your characters em tho? Unless I'm missing something
@@Cajun_Seasoning No, people tested it. The specific damage that burning grass does is based of the region's level. Genshin's Grass even has its own wiki page where everything is basically explained.
You think that's bad? Imagine getting to the point where your own burn damage is so high, you start to cook yourself by standing too close to burning enemies. It's equal parts helarious, and needlessly annoying.
I've actually found that the grind gets less annoying overtime, once you have enough good artifacts you can just slap random stuff on a character and make them work based on stats alone. The only problem is it took me 3000 hours to get to this point.
honestly a really fair point. Bit of a brag but i got a really good hutao artifacts early in the game and never really switched off and never really felt difficulty of game even spiral abyss was pretty easy and never got the "drag" and slug of this game until i played a friends account and it took me 3 minutes to clear a boss i usually clear in 10 seconds. Once you get that 1 hypercarry or a really good team it can help you get everything else it i never got burned and still play this game daily. Its interesting how everyone has diffrent experiences
Yeah, I realized a lot of the points he made, I just didn't relate to, but it was because I already sunk in so much time into the game before that I didn't realize that this was much of a problem. I left Genshin when Sumeru dropped, but returned when Fontaine came, and I didn't have much struggle catching back up with the grind.
To add on to this, since your characters just deal that much more damage, and if u have really good overworld characters (like Wanderer or Yelan) it can really cut the daily grind by quite a lot.
I've been trying to tell people that, especially if you just playing over world.
@@vincentgravyyour experience is my experience. A lot of people don't realize but the game progresses on a carry system. Your ⭐⭐⭐ gets you to your ⭐⭐⭐⭐ and those will get you to your ⭐⭐⭐⭐⭐. I have a friend who I was trying to explain this basic mechanic of the game. By telling him to max out one character as much as possible. And that character will kick down the difficulty door down for all other characters. But his strategy is burn through all his resources to level all his characters evenly, and complain about running out of resources and complain that everything is too difficult. 😆 And too top it all off, he doesn't play online because "there's asshole's online". But he's not a real REAL RPG player anyway. He's just a jock that thinks nerds are cool. And as far as the "asshole's online" comment, open your front door and throw a rock little buddy. They're everywhere. Point is..... I'm thankful for this games community. Asshole's and all.
ive gotta say, one thing genshin really improved upon was the exploration. Fontaine's exploration is some of my favorite yet. the puzzles aren't needlessly frustrating like the were in inazuma, and the addition of underground maps alleviate a lot of problems that Sumeru's desert had. maybe it's just me but exploring Fontaine has been the closest genshin has come to the early days of exploration where everything feels new and exciting
idk, imo sumeru had way better world quests and more fun exploration
@@StrashkySumeru was just too much for me tho
Yes! This feeling exactly! Felt the closest to when I explored Mondstadt and Liyue for the first time. The peak for me back then was the Dragonspine addition. Such a fun time!
Yep. I like how everything doesn't need too much Gadget to progress also with those underground map. The thing i hate about sumeru exploration is too much backtracking. Especially in dessert and back then without underground map. As someone like me who not really watch a guide to collect everything, it just pure going around and find random things, look around and find something interesting in there. That how exploration should be, meanwhile in sumeru i see a strange plant, dunno what to do. Turn out i have to complete aranara first to access ability to interact with the plant, wandering around in dessert. Following Through a hole in ruin, complete some puzzle and find an red sign that indicate we have to complete other Pyramid first. It just suck af. Fontaine almost get rid all of this thing, i can just wandering around and have like 80% completion in on go without any guide.
@@Strashkyworld quests? Nah fontaine kills the world quests imo, and like op said the puzzles are simple which is why the exploration is just as fun as when we first started!
one problem that still remains with the story: if you were just doing the archon quests without anything else, some things really might not make much sense. Main example being the traveler’s relationship with childe… if you didn’t do his story quest, or any timed event that included him, it would be extremely weird how traveler and childe are just randomly buddies in Fontaine after what happened in Liyue. As well as meeting Charlotte.
Yeah, I ran into that specific problem. My brother has been playing a lot of Genshin since the beginning. He has experienced several of the events.
But even though I started playing in 2020, I rarely play the game, and when I do, it's almost exclusively Archon quests.
My brother had been saying for a while that Childe was a fan favorite character, but all I really knew about him was his involvement in the Archon Quest. I go to Fontaine, and suddenly see him there talking like a close friend. He goes, "Teucer and I went ice fishing," and I responded, "who is Teucer?"
Then I went back to Liyue and played through Childe's Story Quest. And I realized how many quests I missed. After completing Fontaine's Act 5, I realized I still had Story quests going as far back as Liyue with Zhongli's, Hu Tao's, Xiao's, Yelan's, etc. And the same was true for Inazuma and Sumeru.
If they force you to do childe quest before fountain , people will just start complaining just like what the inazuma archon quest.
@@applel2.043 that could easily be fixed by making it a recommendation to have the story better rather than mandatory
@@anxia-tea5846
New player looking at 20 recommended story quest in order to get the full experience be like :
@@applel2.043 You do realize it wasn't just the Inazuman Archon Quest, right? They did that with the Archon quests after Inazuma. I was forced to stop twice during the Interlude to complete both Kazuha's and Kamisato Ayato's Story quests. I was also stopped part way through Sumeru's in order to do Nilou's.
And my brother was stopped multiple times to do Cyno's and Dahya's Story quests.
It's not an issue exclusive to Inazuma.
bro srsly predicted the chronicled wish
Sumeru burnt me out too. I hated how each desert zone locked its most interesting areas behind huge quests. I just wanted to explore at my own pace! Nicest surprise in Fontaine was flying to the floating water cubes and realizing with delight that I could explore the area before unlocking its complimentary quest. I never felt restricted in Fontaine, whereas Sumeru became a massive slog despite how beautiful it is.
Genshin is an exploration and story game 🙄
@@Keiki-kun doesn't mean people won't have problems with how said exploration and story is handled
@@hayond656 What's not to like? you go to a place through a quest, learn the history of that place as you explore and then finish the quest
Genshin has always been like this from the beginning if you didn't like it before you won't like it now because it's still the same thing
the best thing you can do is just stop playing because even the main quests are like that
@@Keiki-kun Clearly they did like it before, they wouldn't have played the game this long if they didn't
Maybe they felt Fontaine and the rest of the game was open enough and balanced but felt Sumeru was a little too restrictive than the usual even though the rest of the game "has always been like this"
@@hayond656 yes yes open as Stormterror lair, the Chasm, Enkanomiya, Tsurumi, Meropide, the Institute, tower of Narcissus
right? The game is very open to explore without doing quests, right?
But the desert is the worst of all, isn't it? where there is only 1 single area blocked by 1 single quest
Honestly the Sumeru burnout is so real, a lot of friends and i stopped playing because there was simply too much desert and it just was not fun at all, but when Fontaine came around we explored it 100% in no time, there was just something about Sumeru that made it feel off
So real!
It's not only that, it's that desert levels in video games have a bad reputation; I think people would think more fondly of Sumeru if there was more forest
(then again, water levels tend to suck too and Fontaine is fine, so)
Who would've thought several updates of JUST SAND would've had this much of an impact. I hope sumeru doesn't get anymore new areas if it's all just gonna be desert
Fr
The story was very good in sumeru but the exploration is garbage like all of the chest are 90% common chest
The only thing I disagree with is the world level thing. I wish there were a way to make overworld enemies more difficult bc they feel like trash mobs after playing the game for more than a year.. i miss being afraid of a ruin guard or something. I actually want to set MY world lvl higher.
Same, combat in overworld is such a bore. I feel no excitement from nuking enemies with a single elemental skill.
AR 55-60 should boost overworld monsters lvl 😩
Now they have a bunch of local legends who can one shot your character. Though they're spawn every server reset is sucks
@@larungbatojutsu2427 and are like 5.. I meant the whole mal.. Or give more adventure ranks.. Maybe, I don't know
Agree!! Also the world level is more flexible than they make it out to be. It's YOUR CHOICE to increase the world lvl or not, the game gives it to you very clear what are the pros and cons, and if you weren't satisfied with it you're completely free to decrease your world level DAILY. Even now you still have the choice to choose how hard you want the important bosses to be without any cost. If you think you have a problem with fighting bosses then you can try another team with the other characters you have and you don't need to pull for that because the game gifts free character every two updates.
Tbh abyss isn't even that necessary. You get far more premos by doing dailies every day. I just casually beat floors 9-11 and don't stress about the less than 1 wish every couple weeks.
right. im sure you can get a decent amount from abyss, but i *never* do abyss just because my characters aren't strong enough for it. and yet if I grind hard enough I can still earn lots of primos.
I do 11-3 , 150 primo lose don't kill. You get more primos daily and events
ikr. my character and art surely can achieve 36 stars. but the lag makes me failed. and i dont think 150 extra primo would compensate the damage for my emotion 😂
I completely agree! I know that I’m capable of achieving 36 stars in the abyss (I’ve done it a couple of times, and never had any problems achieving 33+ stars), but I never do… floor 12 is too much of annoyance for less than 1 wish. So I easily complete floors 9-11 and not even think about floor 12 (unless I really have nothing to do:D). And I have a lot of friends who are also capable of completing the abyss 30+ stars, but simply don’t want to. Having a few spare wishes is nice, of course, but they are not necessary)
Difficulty does not equal fun for everyone. It's more immature of you to assume that everyone would have fun playing the game the same way as you do. People that avoid the spiral abyss, do so because they are genuinely not having fun with that content.@part-timestudentofswordnoo1812
The best way to enjoy this game is to just take your time. Hell, even the characters in the game emphasize this theme a lot about "enjoying the journey" and "enjoying the breeze every once in a while".
I found that simply enjoying the game and getting stronger through that means is much more enjoyable and still yields fruitful results.
Around my second year of this game I was grinding incredibly too much, never giving the game a break.
But it's just like any other game, sometimes you gotta put the controller down and relax, don't let the FOMO get to you and don't think that by not playing there's valuable time that could be spent leveling up your characters.
That's about all I wanted to say.
That's exactly what helps me during a mini burn out, I just stop teleporting places as soon as smth is done and kinda wander a bit, even if I 100% something, the music usually helps me get lost in the beauty of the world design. Makes me forget a lot of my troubles in those moments.
One can completely ignore the gacha and still have fun. At least the banner gachas@@TYR1139
@@sundalosketch4769same at times I just login and don't even bother about resin cap. Something about the music just tugs my heart:)
I always remember what Zhongli said in his idle animation, "Everything has it's own end, DON'T RUSH"
After 3 years of genshin, you get so much resources that other than new regional specialty (can be farmed in a couple days at most) and artifacts; you pretty much don't need to farm. Its really just artifacts but it also should mean there is a collection of characters you had built up over time. Its to the point that maxing out resin is just unnecessary stress. If you are a long time player, letting resin max out every once in awhile (if not just clearing it once daily) will not hurt. You can make up for it with fragile resin and just craft condensed on off days. There's more than enough resin for veterans that it doesn't matter if you let it cap even as a new player.
6:40 there is still 1 recent instance of this problem
during the 3.5 Windblume event there was a huge lore drop about the hexenzirkel, this was a small thing mentioned in the recent main story and it refereanced the happenings of that limited event.
So, although more rare it defonatly still happens.
Actually very interesting video, the only thing I disagree with you completely with personally, is funny enough, the one thing you said you were confident in. The World Level system they did was perfect, and if anything, still not enough. The overworld is WAAYYYY too easy enemy wise. I can't use my built characters because the enemies die in one skill. For example, I love Eula, but her auto attacks by themselves to 10k+ each, I have not been able to use my Eula burst against an enemy in the overworld ever because they would just die before I can use it. Unless I purposely used it early, or purposefully nerfed myself by like removing my artifacts. That's no fun to have to purposefully nerf yourself. They way they combat this is just making overworld more about puzzles then any combat, with enemies just feeling dropped in. As long as you actually are progressively leveling up and just using decent artifacts when opportunities arise, the world level system is perfect. Because if I wanna go BACK to mondstadt, or go back to Liyue to 100% it (the only region I don't want to since it's my least favorite), the enemies won't just.. die to a sneeze. I wish there were more level beyond 60 and the enemies got harder. And obviously they think so too, because the same system was implemented into Honkai Star Rail with the Equilibrium.
This is just my opinion on the matter, reminder!! It's completely fine if you disagree! Just my 2 cents.
Yes its perfect as it is compared to dynamic. Imagine if Mondstadt is level 1-20, and Fontaine is 80-90. New players who get new Fontaine characters have 0 chance to get bosses materials solo.
That's completely fair. I thought briefly about the benefits of the whole map being similar difficulty for newer players, but ultimately decided that the issues world level caused were enough to outweigh that benefit in my eyes. But I can completely understand preferring the world level system over manually set levels. I guess I just wish that adjusting world level wasn't as restrictive. I feel like being able to change the world level on the fly to make things easier if I want to use a bad team could be fun, and it'd let Genshin have a way harder world level without being an automatic death sentence to casual players. But unfortunately, there's just way too many different factors to consider.
@@KazooCat_ Well, to be fair, don't they technically have that? A while ago they added a system to lower your world level manually just for those that might think like that, I believe that should lower the enemies levels to they were before, but you also get the same rewards as then too, and not the upgraded rewards for the higher world level, have to beat the harder enemies to get the better rewards. Then you can change it only every 24 hours, I suppose fair so like can't change it for one boss enemy to make it easier then change it back or something.
Also, I feel like something you said in the video works vise verse, that you can technically fully improve your characters in just mondstadt, and not need great artifacts. Just like the reverse, once you're far into the game to be at max world level, you've probably gotten some good artifacts. And honestly, some character actually do decent at just level 1 with some of those really good artifacts you might already have on some other characters. I know they can definitely at least beat overworld enemies. Especially if you have an already leveled shielder to keep them safe. My most recent fontaine team actually included a lvl 60 both Lynette and Charlotte (easier then dps' yeah since both supports), and it's been definitely working out!
Sorry for long messages, just interesting topics.
if you're a whale who always pull for their weapons, yes, the game is too easy.
personally I really think the spiral abyss could do with some variety in what gives you stars because I really feel like the current system is what drags it down for casual players and even some more meta focused people.
Maybe rather than all of the stars being based on time, there could be a floor that only spawns low level enemies and your stars depend on the number of enemies defeated, maybe one that counts the number of reactions performed on enemies, the number of times you’ve stunned a boss, maybe even rewarding you for beating the floor with a mono team of either one element or weapon type and the number of stars you get depends on the number of character with that trait. There’s a lot more that could be done with the spiral abyss to make it fun and an actual gameplay experience beyond farming primos
The main problem with the spiral abyss is that you still don't need skill, you just need to have the strongest equipment and team possible and power through. I mean occasionally you might need to get in a certain team or a certain character to make it easier but you need to actually play well.
Yeah the only skill one needs is knowing how to use your picked team rotation to it's most optimal and taking advantage of what buff is active for it.
Up til floor 12 is where true strong equipment and power is really needed since no buff exists there.@@kenkong007
I think they should make it a gauntlet like DMC Bloody Palace. No time limit, the only challenge is to survive, and when you die you start over at like floor 9 or something. Kinda like the Metaverse in HSR actually.
@@552jacki3it’d be even worse. keep in mind that on floor 12 you can easily lose a character in 1 hit from certain enemies because of a simple missclick or just making the slightest mistake in general. It is already frustrating enough when that happens. Would it be more skill based? Yes probably. More fun? Doubt it
Oh my god I'd love this
I actually think there's another issue with timed events: event weapons. For example, if you don't have the resources to spend on the weapon banners, which most people seem to say is not worth it if you aren't a whale, then the best weapon you can get for Furina is an event weapon from a 1.X event that if you weren't playing at the beginning of the game, you just can't get the weapon at all. They need a mechanic that makes it so after some amount of time, another way to get missed event weapons eventually becomes available.
This! This what we need! Just give us event weapons. They have the event items in their respective region shops… not the weapons.
I barely do weapon draws… when I did i got xiao’s spear and not alhathiem’s weapon 😢
Its not on xiangling while I have too many rusts…for childe and whoever else needs it.
I do have cinnabar sword for Albedo. Which ppl say is BIS for f2p
Edit: every survey i get a chance to write. I always put in free write: please let us get event weapons or a way to revisit past limited events. :/
i played when dragonspine dropped but i didnt claim festering desire
every day i weep
As someone who plays the game every day and keeps up with new characters, it's weird hearing someone say the game is hard. I really wish I could raise the world level because I feel the over world enimes are so squishy that I can't get through a full rotation before they're all dead.
Fr!
Yes
I think the substitution you proposed to the world level system has far more problems than the one we have now. For me just the story has a linear progression, except Inazuma you can go where you want from the very start.
I agree. I like the idea of being able to explore anywhere you want straight from the tutorial without meeting unreasonably strong opponents on the way. And he was using alot of footage from Necrit in his video, who himself started as a new player this year and mentioned that he loved being able to explore anywhere in the world without being tied by anything.
4:00 that aged well
I just started playing genshin, but I really appreciate the perspective that it's your personal responsibility not to burn yourself out. I have 10k hours in old school runescape and I came to that conclusion a while back, I learned to not care about progression or maxing and just do what I find enjoyable at the time. That is one of those moments where you mature as a gamer, you realize that the game only stops being fun because you are forcing yourself to do stuff. It's kinda like how challenge runs in dark souls 1 can often be way more fun that actually trying to get a speedrun going, you are making your own fun.
Until you force yourself to do the challenge run and you burn out, which is my problem.
World levels are fine tbh. Enemies in the open world are so easy it only really matters while you level up and honestly, it gives you a good challenge every time which i enjoyed.
usually by the time you increase your wold level, you steamroll all enemies. So them giving you a fight again is a good thing IMO. At the end game you really only get challenged by Abyss 12 anyways.
21:12
-These enemies aren't immune to CC.
-You were using Wriothesley, who drains his own health to deal more damage, which got you down to 2/3 of your max health before the enemies started hitting you.
-Your Xinyan's shield wasn't active/just ran out.
-Your Qiqi's healing wasn't active.
-Your Dehya's damage mitigation wasn't active/just ran out.
-All of these enemies have long and obvious wind ups, so paying a little bit attention to their positioning and animations would've easily prevented you from getting hit by all of them.
So true , this is literally such a skill issue moment .
"skill issue"
haven't watched enough of the video to formulate an opinion yet but I wanted to mention Wanderer flying up at 4:00 made me giggle
Fr the editing is comedically well done.
Your difficulty point I think is a total victory for you. A lot of people forget how difficult it was, back in the day when every future patch was surely gonna be the Chasm patch, back when we all thought Dragonspine was the most challenging place ever, and when we were still a little unsure about if chests respawned or not.
i didnt even know they nerfed inazuma. i am SO glad i played it before the nerf. if anything i'd like to see stronger overworld enemies.
There are enemies in the overworld who have 3 million HP, go to Fontaine
Yeah same, I think the hounds and specters got a huge nerf and maybe those flies too.
Yeah, over world enemies could be stronger if I were to pick
its not really stronger or whatever, specters just being unfairly high while majority of dps are melee focused kits (think wenut) just make combat really weird. kairagis are still immune to cc, its just that now you can unfocus the smaller nobushis instead of them going 900mph through you with _that_ attack in abyss never to be seen again
@@helper_botlmao yeah, the nobushi thing got me many times in the past. specters were shit to deal with back when they released. it was a year after the game was dropped and by now everybody had decent characters yet even with many good ranged characters it was still painful as hell. they were tanky, they flew away from you, and their primary spawns are in watatsumi where they would either fly over the edge of the mountain where melee characters cant reach, or over water, again where melee cannot reach. this was in the 2.x patches, where the only ranged being released was yoimiya, yelan, kokomi and yae miko. sara and gorou hardly count because only their mains use their na’s so for everyone else wouldn’t have them built outside of their skills and ults. tho ig sara’s e skill works cause it does float on water but idk how much damage that does.l anyway. i’ve never built her. also there was itto’s ushi. and ig aloy if you were there for the collab.
lets not even talk about nobushi. most of the game’s meta pre-inazuma was built around being able to cc enemies, and nobushi/kairagi, HUMANS, couldn’t be pulled by a god’s black hole. at least kazuha staggered them for a moment? like what were their shoes made of 💀💀 i just felt like that was trying to fix a problem (cc trivializing combat) but going too far in the other direction. worse yet was farming them and their drop rates. im glad at their state these days. tho handguard drop rates are still kicking my ass.
It’s really nice to see someone sharing the same experience that I’ve had. I’m a new player, I started in July of 2023, which there was A LOT for me to catch up on.
I’m a sucker for the difficulty in games and I always came across the meta team compositions and the things that you ‘should aim for’ when it comes to becoming the best at the the current stages of the game.
Seeing all of this really put the idea into my head that I HAD to become better and it really effected me negatively, and really stopped me from what I enjoyed and what kept me playing in the first place.
Thankfully I have come to an internal peace with myself to limit myself from overwhelming myself with what I should try to accomplish in the time that I have been playing compared to people who have been here for a long time.
Having funny and unconventional builds is so much more fun than worrying wether my goblet is mathematically impossible or not.
Which is how I ended up with a physical build yaoyao.
This video really exemplifies the struggle of everyone; but despite, we all keep playing.
Honestly imo the biggest problem Genshin has and it becomes more and more of a problem is the dialouge, the writers make it so they say something that could be said with 3 words in a few seconds, be said ingame using 140 words in like 5 to 10 minutes, they stretch the everliving shit of the narrative string and it becomes more and more boring to do everything story related when you read an entire library's worth of text and 90% of it is filler crap no1 ever cared or will ever care about that they add in to pad the playtime more, in Mondo in the early game in a couple of dialogue options in like half a minute you knew what you had to do, in Fontaine or Sumeru you need to go through an essay of 700 words for like 15 minutes just to get the next quest objective, i know how storytelling works and i get that some exposition is needed but there is also one thing MHY should abide by but never does which is the saying "too much of anything is bad" and Genshin's main problem is it has too much dialogue, specifically too much filler padded out dialogue.
I don't hate reading but when you need to read an entire book worth of text just to then get the objective "go there kill enemies" it's frustrating and infuriating.
My personal BIG problem with genshin:
I stopped playing, cause every time I took a break, I was "left behind". Whenever I rolled to get more characters or constellations, I got a character who I couldn't even use, cause his upgrade materials were behind 20 freaking main story quests.
I can only imagine how frustrating it must be to new players, the fact that you can get a 5 star you can't even level up until multiple hours of main story quests.
I felt that way when I started playing when Liyue was out.
I felt that way when I came back to genshin when Inazuma came out.
I never returned, cause when sumeru came out, and it was only accesible through multiple story quests, instead of immediately, I knew where the game design was heading.
Also, artifact grinding. I remember playing for the first time, loving it, making my team however I wanted, when suddenly bam, a "timed" battle. Suddenlt DPS was important. Well damn, I won't beat any timed battles if I don't build properly! *Weeks of grinding later* I still can't beat it...
I like the difficulty of "don't die", not the "go fast" kind...
4:06 bro really predicted the the banner system
I feel like the reason artifacts are so specific and long is to stop power creeping because you can only make so many new characters with abilities and focus on certain things without overpowering previous ones so having even more specific artifacts for more specific and sometimes niche characters and abilities may be a lot but overall keeps the game from just being about needing the newest strongest character
it is also a good way to keep older characters relevant. While Qiqi still isn't 'good' and probably never will be, the clam set doubled her personal damage (more than that if played on field) while not changing her primary role.
"But overall keeps the game from just being about needing the newest strongest character"
I disagree, the game is still a lot about the newest strongest character.
Sure you don't need them but when the grind is as long as it is having someone like Neuvillete is too good to pass up because it makes the grind notably more bearable when fights stop taking more than a minute while also requiring minimum investment to get to that point.
The specificity of artifacts inflates the value of someone like Neuvilellete even more on top of that because its so much easier to get good stats for him than it is for most of the cast.
@@theresnothinghere1745 Neuvillete to me is the only exception to what I just said I 100% agree he’s super good and makes it easier but he isn’t needed I didn’t pull him I opted for Furina and I’m really happy w that for my play style and team comp maybe it’s just me but I’ve never felt like I’ve need a super powerful character except when I was figuring out the game before understanding the mechanics I mean Xiangling who’s been here since the beginning is still viable and I’m sure w Natlan coming out there will be good pyro artifacts for her to still remain viable
@@kirby104 Neuvillete is the worst case but its been an ongoing issue at a smaller scale.
Raiden Shogun, Yelan, Kazuha, Nahida (or just dendro in general), etc...
Maybe if you're someone who's played for a really long time there is no issue then because you've farmed for long enough to have enough resources to adjust to power creep without much extra time.
But you need that backload of farming to offset the powercreep, which to me ends up just feeling like the game is doubling down on its worst aspects.
Eyyyy great video mate, ive been a long time player (longest breaks have been between events) and its great to see many problems genshin has being fixed.
For example, domains. Very recently they actually made it accessible in the handbook, so you dont have to run through sumaru to do fontiane artifacts.
The game is definitely on a upward trend in quality. The main worries now is some characters being full on ass (aloy, Candace, xinyan)
My hope for that is that they add a very limited buff system. Where by doing a quest with the character, they get a wish granted by say... a new hidden god? Idk. But they would unlock a new 3rd talent for them. Letting them get a nice buff to make them more usable.
Execpt aloy. That poor girl really just needs constalations
I also should mention, yes if you try to be like super meta and stuff, it suuuuuvks. I just build up my characters (some times pre build if I'm that hyped) give them a decent set according to meta people (that arnt annoying) and theeeennn play them.i often change up their weapons too to make them themed with their design and lore.
I'm a lore nut
This was a beautifully edited video! I really liked the way you reflected in each point and I pretty much agreed with a lot of them! I related heavily on the "Me" section as I am also a sucker for wanting characters and internally kicking myself for missing a Spiral Abyss run for the primos. I'm lucky to have made peace with not getting every character and just choosing who resonates the most to me via lore, vibes or whatever else makes me latch onto a character! (Navia wasn't someone I wanted originally when she was first teased but goodness her writing has seized me in her grasp-)
I never stopped playing Genshin even during times I skipped a few days, I always made time to do a big event. I adore getting immersed in the story so that quirk made going through grueling parts (like Sumeru exploration) much easier than what I'd assume others would handle. This game helped me in a time I was in a long game-playing hiatus and in a sad patch of life during the virus year.
Even when optimizing my team to optimal efficiency takes a toll on me, I find myself slowing down to take in the main reason I got into the game, the environment, the ambiance of just existing in the beautiful world and music. This video helps renew my already solid decision to continue til the game ends. It's not perfect, but it's absolutely the perfect game for me, flaws and all.
Sorry I got overly sentimental at the end, I love watching people's perspectives of the game in all it's sides. Brings out the happiness in me!
the real problem with genshin is that it doesn't really have endgame. You level up your characters and farm artifacts and optimize your teams for no reason. You get to do the Spiral Abyss once every 2 weeks, and that feels more like a chamber to TEST your teams instead of proper endgame. For me at least the only endgame in genshin right now is farming artifacts and trying to get godrolls, and getting new fun characters for new ways to play the game. So if the artifact farming system weren't terrible like it is now, I probably would stop playing the game. Hoyo knows this but they don't care since most of the player base, and I'm guessing most of the spenders (whales, etc) are casual and don't care about endgame. So Hoyo refuses to add new permanent combat content even though they have already spent the dev time creating assets, designing the system, and programming it. I don't really understand their motive for doing so since more hardcore content for veterans wouldn't damage the experience of casual gamers in any way, even if it does have rewards attached to it. Hoyo has all the pieces of an amazing game in their hands, but they won't put it in the game, and that's really sad. Genshin's combat is too good for the game.
i just recently redownloaded genshin after taking probably close to a year and a half break from severe burnout, and your very last point is a huge part of it. i got so sick of the pressure to minmax my characters for no reason other than to keep up with other people that i just. stopped playing. that on top of some other nitpicks i had with the game that lessened my enjoyment. coming back to it now the flaws and issues i had with it are definitely still there, but i'm having way more fun with the QoL updates they've added and i'm super stoked to see where the story goes. this is also the first video i've seen that addresses the problem of them locking important story beats behind timed events early on. i'm glad to hear they've fixed it a bit.
The game still doesn't let you skip cutscenes; so you're correct, it's still bad.
I share the same feeling.
I also burnt myself out on Sumeru around the second desert update, though the main reason was that I was grinding for Wanderer's artifact for far too long (2 months of collecting trash I think), but also the amount of quests you have to do. But those quests are really neat, with small hints and snippets about the traveler's sibling's past adventures and history about Fontaine's past hydro archon, but there's just so much dialogue and text.
Hoyoverse can make a good story, but I know they had to stretch the dialogues a lot mainly to buy time for the dev to finish the next region, but also some players skip the story and come to the wrong conclusion even if the story was condensed, and structured well enough.
Now I'm also started to feel hyped about the game again because of Fontaine. Overall the recent experience has been great, amazing story and kinda difficult puzzles. I just hope future updates have somewhat good filler, or even better, a traveler centered archon quest, like what they did with "We Will Be Reuinited" and "Caribert", since we're just 1 nation away from Snezhnaya and how close Fontaine is to Celestia (on the map at least).
Yeah, the balance between chest types and what you do to get them have noticeably improved in Fontaine (though I think it's partially because they also reduced the total amount of chests, in exchange for more bountiful chests instead, so the average Primogems income is still the same). I actually remember going through that moment of fighting beefy enemies in Sumeru to only be rewarded with a Common Chest (as you did by near the end of the video), quite a few times, lmao
On another topic, it's actually really interesting to know you were already cooking a follow up video on this. I actually only found your previous 1y video within the past week (along with a few other videos with the same theme from around that time actually), and was really wondering what people of that time think of the game today
I find myself already agreeing with some of the current top comments on certain topics I find interesting, so I won't bother elaborating further on my other thoughts and just latch on their comments instead
honestly im glad that they dont automatically make 5 stars better than other characters. the biggest reason why im still putting up with genshins gatcha system is bc theres no powercreep. i do think that what they did to dehya is diabolical tho. a better approach is making them on par with the 4 stars (example: xinqiu, furina and yelan with xinqiu being a lot of the times better).
something that i have noticed is that the more hardcore players preferred sumeru over the other regions. most ppl disliked the dessert exploration, but the way that the quests were connected to the exploration/other parts of the game was nice. i feel like genshin is divided into different gamemodes (combat, exploration, lore, tcg, teapot...) so having things like that makes it feel like an actual, cohesive game.
this is spoilers but theres gonna be a new event claymore(? or sword im too lazy to check again lol) whose passive will relay on how many melusines u have helped which i think is very neat
I remember people expecting Furina to redeem Dehya... what a joke 😭 the only team Dehya fits in without feeling like a downgrade from units like Thoma and other shielders is Neuvillette's hyperburnvape team. Someone tested his teams and it's consistently his best C0 team in terms of clear time. Then again, upgrading to C1 Neuvillette would remove the need for Dehya. Here's to coping for a significant indirect buff to Dehya 🤦🏻♀
As for Sumeru, the desert is fine, but I relate to many when they say we got too much of it and no rainforest extension xD I don't know anyone who'd prefer to return to Sumeru's desert over the rainforest
@@f4llenleaves honestly the sumeru dessert grew on me a lot during the summer event. idk if it was just boredom but i actually managed to 100 explore it and i felt way more accomplished than when i explored the rainforest. it kinda reminds me of mond and dragonspine (except the dragonspine would have to be x10 lol). but yeah there should have been a bigger break between the expansions.
in a way i feel like the same can be said abt dendro characters. they just kept giving us at least a new one per patch and a lot of the latter ones had a similar role (yaoyao, kirara, baizhu all being defence options) so ppl got bored and started underestimating them.
imo they should have waited a bit to fully relase a nation as big as sumeru, and the order of the characters should have been different. i still feel so bad for baizhu. dude was hyped up to be the first dendro only to get outshined by the rest of the cast llol (im glad furina is making him more useful tho)
"There's no power creep" you're actually high if you believe that, barely any of the originals can hold a candle to the damage output the new characters can put out and that is a serious problem
@@lynx4082 what game are u playing lmao. the og 4 stars are still the strongest units in the game. bennett/xiangling core is still one of the best ones, xinqiu got a massive buff with dendro and is still the best off field hydro applier, sucrose is still an amazing driver, fischl got a signature set.
some 5 stars were seen as strong (klee, diluc, eula...) but thats bc ppl didnt really understand meta as much as now. back then xiangling still existed and outdpsed them by a long shot.
the only powercreep that has happened is neuvilette with ayato but even then ayato has more off field hydro than neuvi.
I prefer 4 stars because I get sick of seeing the 5 start burst animation, I just slow blink now or try to force the animation to not play
As someone who completed 100% of the Sumeru dessert I can tell you that Yelan and Saiyu are your best friends xD , I can see why many player don't like the dessert, its a huge area with enemies that require electro and obstacles that require dendro, and a lot of levels, puzzles and underground secrets, not mentioning the damn scarabs for Cyno ascension. Luckly Furina ascension flowers where super easy to farm.
As someone with nearly 500 fragile resins just sitting in my account, yes, the longer you play the more resin you'll have.
Yay, they added chronicled banner!
Why even have character stars? If a majority of characters are 5 stars and the only other option a character can be is 4 stars, then the numbers lose all meaning and it's just a binary "are they important-ish?" checklist. You could remove the stars, and nothing of value would be lost.
Jean’s a 5 star and she has really done anything relevant since Mondstadt.
i stopped playing genshin because i got sick of mashing my spacebar to skip through story quest dialogue for 4 hour sessions at a time
I think the problem with world levels for me lies within the difficulty jump. Especially within the lower 3-4-5 WLs the jump was just very big for someone that doesn't grind artifacts at all. It's in fact the reason I'm still stuck on AR45 with like 500k exp (and I lowered my WL too lol). I have some okay artifacts and some characters that I've levelled up in terms of talent too, which makes me play comfortably in open world. Anything besides that is too much time for me as a student. I like to play the game for the story quests, not to get big numbers. Not doing the ascension quest allows me to kill enemies quick and easy while still having all the game's content. I'm debating on ascending since I'm curious to see which AR my exp is actually worth, but knowing the enemies will immediately jump up in difficulty and me having no desire to grind artifacts is the reason I'm still chilling at AR45. It's also a loop if you think about it, but at least I'm self aware (Sumeru shade) :p
I actually agree with you on letting the players pick their desired 5* in the standard banner. Arknights (another gacha game I've been playing) just implemented a new banner system for their standard 6* character pool (6* characters that already had their first rerun), where you can select the featured 6* & 5* characters on it.
World level increase is interesting. Enemies drop better loot at higher levels, and I'm not just talking about loot grade, I'm talking amounts. It's been an option to set your world level lower for a long time, and once you've reached the peak you can select easier with slightly worse enemy drops or a bit harder with slightly better enemy drops. Plus, the ascension passives gained along the way do a lot for power level, so increases in world level are theoretically easier to deal with as you get stronger. I'll admit it could probably use a rework since the issue "enemies gain an increase right as you do" does still apply and is kind of dumb until you get used to it.
I think the only potential issue with the system is that newer players may not realize they should pre-farm for the next world level to some degree before they reach it. If some of your characters/weapons are ready to ascend already when your world level increases the difficulty increase is nearly non-existent.
The exception being maybe reaching AR45 without any artifacts really leveled and trying to start artifact farming from basically scratch. Sure it is the most resin optimal route but it makes some artifact domains actually hard.
Regarding Ningguang and Qiqi's rarity, it probably helps to remember that Ningguang is a paper pusher who spends her down time hanging around with civilians and probably never used a catalyst until she got her Vision fairly recently, and that all her cool story feats took place while she was standing on what was essentially a battleship she hired other people to build, which was itself loaded to the gills with donated and statefunded Adeptal magic. Meanwhile, Qiqi is presumably a trained martial artist (since she uses an ancient form of Keqing's swordsmanship style, which she is unlikely to have picked up in the current era) who was turned into a zombie when she herself was involuntarily loaded to the gills with Adeptal magic to the point where multiple Adepti had to team up to stop her subsequent berserker rampage and seal her away for centuries, and she somehow has an Adepti Name (Fortune Preserver) now, so she's essentially an amnesiac demigoddess.
I believe Ningguang used to be a 5stars during CBT but got downgraded to a 4 stars later on, also Barbara is probably the only 4 stars with a 5 stars Burst animation.
yeah i get that but beidou should def be a 5 star. she's a badass and is captain of the crux. plus her hangout really expands on her as a character which made me actually like her
@@MarinoKadame1 there is no concrete evidence supporting the "ningguang used to be a 5*" rumor, but yeah barbara still having a 5* burst animation is wack
The first thing Ningguang tried to do to his vision was sell it.
@@sscooterrBeidou could one shot a sea serpent without a vision so she deserves to be a 5*. On the other hand her being a 4* helps us get our pirate queen easier.
i love how a lot of these issues are just simply fixed in Honkai Star Rail but Genshin is simply not getting the same treatment
Also the problem with timed events is limited weapons from events (ie. Albedo's signature weapon is a timed event weapon and Furina's best 4 star was only available in 1.2)
As a F2P that played around launch and recently came back - it is much more friendly to F2P people now which is good.
chronicle wish banner coming in clutch
Unrelated but I love the little transitions from each topic 😭 and how they match with the music
This is such a well made video! Love the editing and gags happening in the background
I must say that i started playing Genshin impact on November 2020 but I quit a little bit after that not only for the stupid large size of the game, but because early game was really boring for me? I found the need to level up the AR to unlock the quests I wanted to do, very tedious and not entertaining at all, apart that my AR was too low to even finish the prologue and be able to participate in limited time events. I played on and off with months apart, the thing that got me playing this game again and I kid you not was the Lyre mechanic, I loved trying to figure out how to play certain songs (I can’t read music sheets) and the combat was pretty fun, I stayed because I kinda finally found a character I liked, this being Yanfei her gameplay it’s bouncy and fun apart that her voice and character clicked with me a lot and now I’m hoping she gets an outfit since you know Fontaine is kind of worshiping the god of justice haha
loved this vid! never watched ur first one but you brought up some great points, glad most of them have been resolved.
also this is so random but it irked me- the reason lyney is a 5 star and lynette isn't actually makes a lot of sense. lyney is a magician, lynette is his assistant. Lyney is also probably going to become arlecchino's sucessor and become a fatui harbinger, which is a LOT of power.
anyways, I actually find it quite funny that so may genshin players were burned out from sumeru- I've played everyday for 2 years and rlly enjoyed the quests in sumeru (I don't actually mind blocks of dialogue which might be part of it😭) and I enjoyed exploring the desert, tho i didn't explore much- my desert is like 30-40% while the rainforest is in like 80-90% lmao
I also never really had a problem with inazuma, from what I can recall- tho I was SO glad they nerfed specters just bc of how fuckin annoying they were lol
I love genshin, but a lot of what you said is still valid. My biggest issue is the resin system and artifacts. If you want to optimize teams, it will take weeks for one character alone. And for long-time players like myself that makes building all your characters very time consuming.
i remember enjoying mondstadt and liyue so much that i wanted more, but now after not playing for months theres just so much stuff to do and no matter what i try it really is just not fun for me anymore
Sumeru is massive. And I just hated the Aranara quest but I got it done. My favorite part of Sumeru was actually the desert just because I liked the Jeht story, the puzzles and the feeling of being an archeologist
Tho, I like Fontaine better. Solely because I love retrofuture and how it mixes victorian with rockies and freshwater
aranara were awesome imo but mihoyo have really outdone themselves with melusines. God theyre so adorable
it's hilarious as hell that less than a month after this video's release we get an artifact that trumps Ocean Hued Clam in textsize by 30characters: Song of Days Past (healer-mains are truly forced to read)
Ironically, Sumeru is the only reason I'm still playing Genshin to this date
I just hated inazuma so much that I quit Genshin and came back with 3.3 which I loved.
I play only on weekends but still managed to 100% all of Sumeru, and it still the only region that I 100% it.
I only play and explore when I feel to and not forcing myself to play to caught up-to-date content, I feel that the main reason I appreciate it so much because it had so much content it can be overwhelming but for me, it was perfect :)
or maybe because the first thing I do in any region is complete the world quests before exploring and the writing in these world quests is so interesting for me because they reveal some of the jouncy lore that I like :)
Genshin has like a several month period where you quit and never return or you bare the pain long enough that you don't have to grind artifacts and you've got time to prepare for the next character. Im at the point where im on a daily fucking grind for literal horse shit. I hate this game and I'll quit, but only after i get Nahida which finally. My time has come
7:53 Not enough hot men is the most based criticism ever
These are all valid points I completely agree but theres one issue that much more apparent for mobile players, storage. My Ipad is basically used just for genshin i keep deleting games, photos and other things just to play genshin now that the next update is tomorrow im scared i wont have snough space to play it…
Like most other of your subscribers I found your channel from the original video. I checked out your other vids recently and found I actually really like your content so....glad to see a follow up to that video honestly! Entertaining and great editing as usual
Thanks for making this video mate!! I think I remember seeing the original one a bit ago, so it was nice to see an update :)
You made some good points
I know nothing about Genshin, but as an enjoyer of Battle Cats (a game with a similar update style but longer lifespan), I can totally see where you are coming from with these points. I know way to damn well how annoying grinds are, and seeing the devs add new loot while not improving early-mid level loot collection is tough. Good video!
As a gameplay enjoyer I do agree that there's a lot of things that are debatable, like element and character balancing, domain gameplay, quality of life, resin etc. I've took a long break after the version 1.2 for a reason "This game can be better, but for now I don't feel like that my time spent is being respected.". During my break I was keeping myself up to date with the news about the game and eventually returned during 2.5 and logged in everyday since then. The game has improved a lot but the main reason why I took a break still persists, while not as severe to the point that I don't want to play the game, still makes me feel uneasy about the direction where the game is going.
I'm talking about the fairness of the rewards for exploration in comparison with event rewards. During an event you can get a large sum of primogems in a short period of time, while in open world you have to put a lot of effort to get the same amount of primogems (assuming you don't have 100% in every region). For example, current event has a subevent where you gather 3 things in a small area, which can be done under a minute, and you get 80 primogems for that. I don't feel like that's justified at all. Now think what you have to do to get 80 primogems in open world. Some chests require far more effort than that and they give you mostly 10 primogems. The easiest solution is to divide these 80 primogems into 16 stages that give 5 primogems each, which is exact amount that an Exquisite Chest gives and the effort is about the same. But that wouldn't be fun to gather the same 3 things 16 times to get all of the rewards, right?
I don't feel like my time invested is being respected when I do these events, there's not even a leaderboard, co-op or a badge that you can put on display in your profile. There's no drive for me to play the event after getting the rewards. But when they dropped the Windtrace (hide and seek) event, that was literally the most fun I've had in Genshin Impact. This event also has problems, but they all are overshadowed by gameplay, how fun it is. I was in the game for an hours just to play good old hide and seek lmao.
They can make good events if they put enough effort, but today's event's gameplay is ridiculous, there's nothing fun to do. The same combat event with a clever twist, the same explore-for-a-minute event, the same clever puzzle event. And you can't even share what you've achieved during the event without social media. Man, whoever makes these events can't catch a W lately.
6:00 Scaramouche acknowledged players who met him in that early timed event. Those who haven't playe though it, had different dialogue. Also timed events are often mentioned in later timed events and everything is always connected. Like Iridescent Tour was mentioned for the first time when Xinyan went to Inazuma, just for it to be referenced in 2.8 summer event again and finally resolved in 3.4 (when Yaoyao came out). We even had some lore about Nahida throughout the 2.8 summer event and her powers relating to dreams. Even Zhongli ordering tea in Mondstadt during the bartender event was referenced during Spring festival.
Another thing with timed events is that they keep the online interst in the game. As an example, people who came later into the game would be interested in the past events and search/watch them online. That in turn would give Let's players more views and incentivize them to keep covering and streaming (uploading) new events at regular intervals, thus bringing back interest to the game. A very convenient strategy. It's similar for old players who want to feel nostalgic and rewatch the old events, maybe even with different perspectives by watching different content creators.
About the Inazuma being too difficult for new players, definitely true, since day one players already had one year to prepare for it and it was the first real overworld challenge of a region. It was ruthless and wonderful at the same time!
I have my adventure rank at 40rn and have my adv rank at 35 just to keep inazuma easy.
😂 so far at lvl 40 rank with lvl 80-70 characters, doing dailies with meh artifacts in inazuma has been my thing since i unlocked it. ❤
I also need to catch up on the story since I unlocked sumeru and fontaine to exp the limited time events….
*ugh… i get the strat now.. i still want the items and weapons from those events. :/
@@zephyrias I remember keeping my AR at 25 for at least 3-4 months, then jumping straight to 50+! I liked being OP and having fully leveled (lv50) characters against ~lv20 enemies! Well, now's pretty much the same after being AR60 for over a year and a half. Being strong is fun!
Enjoy your playthrough~
Sorry about the old limited time weapons, not much we can do besides writing to Hoyo in the version survey...
@@Kosac07honestly i think going forward they’ll start taking notes from hi3rd and add a time capsule shop for old event weapons. might take years tho
"there's not as many man as women" i see that as a victory as i don't care about other ppl
I'm not sure what you mean by enemies getting harder, because even in Fontaine, the enemies aren't really getting harder. Spiral Abyss has always been Genshin's hardest content, and while that is constantly getting more inflated HP each cycle, even the early Abyss cycles are considerably harder than what Fontaine has to offer currently (besides the Local Legends, of course)
HoYo has taken major steps in insuring newer players won't feel the difficulty. There's no brick wall of a difficulty spike that block story progression unlike in the Souls series or something. That's also the reason why underwater combat doesn't care about your Artifacts/Builds because they want new players to be on an equal playing field. Underwater content is 50% of Fontaine as HoYo mentioned, there's no reason for them to cater to newer players if what you say is true that the Story/Area progression is linear, which it's not. Finally, new players can immediately teleport to Fontaine after completing Mondstadt's Archon Quest, so they really don't want the latest game content to require optimised gear and teams.
3:33 ITS KINDA SORTA FIXED NOW
Nevermind
08:40 there is a Filter button, I use it all the time
it's not an issue for me because the Filter is actually useful :)
True, though a search bar would also be nice, especially for the Serenitea Pot stuff.
@@StanleyG23 there literally is a search bar
why do people comment about shit without checking
@@e554 A Filter Bar is not the same as a Search Bar lmao. Like, what are you even talking about?
(I'm not referring to the Serenitea Pot's Search Bar that's only available in the Furnishing Schematics section.)
@@StanleyG23in the teapot, there’s a search button next to the filter button. but if you’re talking about the regular backpack then yeah, no search button.
@@Iiminal Yeah, I'm referring to the Furnishings part of the Inventory, and to the Inventory in general.
5:40 Scaramouche's dialogue does actually vary depending on if you playing this event, however the actual event doesnt end up getting mentioned much.
Also it is cool that the story of timed events has stopped being important, but its still annoying to have tons of character lore behind them.
Like we've had major dives into certain characters' lore and if you missed those events then you'd have to watch them on youtube.
The two main examples that bother me are Albedo (Because his event was pretty cool and he is actually kind of lore important) and Fischl (Cause she had a cool and unique domain to tell her story)
Also on Game difficulty, I really dont think the game is getting harder at all, I would say the highpoint in difficulty is still inazuma - the game has honestly gotten easier, however what does change is the team comps the game wants you to bring in order to counter certain enemy types.
While I agree with all of your points, I also think it’s just a skill issue lmao. I’ve literally never struggled with any combat outside of the spiral abyss, at least since my first like month of playing. No overworld enemies have anything on even a somewhat built max level team.
Not being able to play a new character you’ve wanted since forever because you have to devote weeks into constant farms because everything is time locked is so annoying. This game needs balance
One thing the Genshin team needs to take notes from is how to do QoL changes like the HSR team like the maxed out stamina getting stored for later use so it doesn't go to waste, sure we got those 5 resin we can condense but it's still limited to 5 and it still doesn't fix the stamina being wasted if it max out for not playing consistently. There's also more recent changes coming to HSR that even makes the Abyss counterpart in HSR a better experience.
I feel like they're doing QoL improvements one of a time. We've been getting lots of QoL updates lately and most importantly, I think they do listens to player's feedback and eventually, we'll have them all granted.
@@njcheddar well it adds up when you look at the recent banners revenue lmaoo
It isn’t storing , you still wasting them . The rate are significantly slower than normal when overcap . You would literally don’t even interact with the qol if you play daily.
Remembering every music name becomes more difficult every year
the main problem with wanting more 4* than 5* characters is that you can guarantee yourself a 5* character but technically cant with 4* characters, for me, i lack some 4* character constellations or characters outright that i didnt get simply because i didnt want to pull for certain 5 stars, and if there were even more, that chance would be even lower...
Also while 5* being weak is not *great* they still have their uses technically. Zajef made a good video about this recently in terms of powercreep, Genshin barely, if at all, has it. Sure 5* characters have more interesting kits and tend to be more relevant, and some are very Op especially with constellations, but in the end, the most meta characters are 4 stars, including one you literally get for free (Xiangling), Xingqiu, Bennett and Fischl are all considered S tier and are some of the oldest characters in the game, theyre meant to be more accessible. Which is a good thing
And those 4 specific 4*s you mentioned can all be guaranteed with planning since they appear in the shop rotation. They are literally the best use of starglitter.
@Nowaylarry this is technically true but respectfully most people would still rather use their limited number of f2p pulls to get... more pulls for 5 stars. This is for meta players who play around the long cycles and dont care as much about getting themselves more f2p 5 stars . And you cannot reasonably use that as an argument for why it'd be good without any major change to the price or system as a whole, for the broader player base lol
I should have been more specific. I don't mean that you should only use star glitter for Bennett, XL, XQ or Fischl. Just that if you don't have them yet it is objectively the best use of starglitter. They are pivotal parts of so many teams that make those limited 5* characters actually good. Those 4*s don't rerun often and you can't guarantee specific 4*s on any banner. No one wants to risk their pity wishing for a 4* on a banner with a 5* they don't want. Lastly what are you really going to get spending those 34 starglitter on wishes? A few 3* weapons in most cases.@@PersonCalledErin
@Nowaylarry yes. Unironically. There's a reason (and a valid one at that) as to why people do it. Cuz people care more about their specific 5* characters. Also the 5* character reruns can take quite a while as well. But most people aren't that preoccupied with meta
Going from a Zajeff, try hard theory crafting video, to a casual players take on genhsin really puts into perspective the vastly different sides of the players.
I literally started playing Genshin again today after not playing for almost a year 😭
Same bruh what's happening to all of us today
You ain't alone! Oh god..
@@kenkong007it’s so funny cuz most ppl ik stopped playing around the same time and are now returning 😭 good luck with catching up to the storyline tho
LITERALLY. i left a little after december 5, so it's almost been a year. yet i decided that today was the day that i would get back into it lmaooo
I started playing Genshin in January of this year and then quit in February. I came back in middle of October and got 3 5*’s (Hu Tao, Mona, & Furina). I hated the chasm part but I got through it and I hate the desert. I feel like there are so many unnecessary areas of it.
this game was never not bad
the fact some ppl find this game hard genuinely boggles my mind farming artifacts is a chore so i do the least i can and i stiill find the game piss easy im 100% f2p just slap some ok artifacts on ur char lvl the talents and a weapon they good for 90% of the content and no the new enemies arent hard they just more annoying a new fatui girl enemytakes the exact same skill as a mondstd hilichurl just mash buttons with a healler or shielfer on ur team the only place that rquires a tiny bit of attention in floor 11 and 12 of abyss which u kinda need to know what ur doing and there is no point in doing the abyss unless u want the primos so dont force urlself to do it
Even if ALL the problems you mentioned goes away, you will still have to deal with one thing............... running out of stuff to do and getting bored out of your SKULL because there's no endgame and Hoyo isn't gonna make one either
Rarity in gacha games means how rare it is to get them.
In genshin
3stars have a 94.3% chance to be pulled
4stars have 5.1% and
5stars have 0.6% chance.
Making the 5stars rarer. Thus the rarity system
they did do the charting course character thing lol
to be honest its probably really hard to design the game in a way so it adheres to all kinds of players. as a person who has a crippling addiction to this game, i literally didnt even consider half of the points listed in this video, because by the time inazuma came out, i was already overpowered to the point that i just blasted through all enemies and world difficulty increase didnt feel like anything to me. i dont rly remember the last time i actually struggled to beat floor 12, let alone world enemies or bosses. so if you asked me the question “what is genshin impacts biggest issue”, i would probably answer “the game is too easy” (and thats given that im a low spender). so i guess it is hard to find that middle ground where both casual and more invested players find the game fun :0
but overall, great video! i kinda looked at the game from a new perspective thanks to you
I ACTUALLY TOTALLY AGREE WITH YOU FROM YOUR FIRST VIDEO. A LOT OF THINGS THAT NEED TO IMPROVE I HAVE A LOTS OF COMPLAIN. COMING FROM ME WHO COMPLETED 100% EXPLORATION ALL MAPS UP TO 4.2 🤷🏼♂️
Good for you. Finally a content creator who knows why stop playing and why keep on playing. Many people who love Genshin can be burned out so it's a common occurrence for a long term game then continue again when you wish. I just hate some content creators who stop playing clearly not because of burned out but because they hate Genshin then come back playing the game while constantly mocking it for views.
Tectone
Clue for you, you are the one who hates genshin, not them.
what a good video to have come out the day after i get back into genshin after a year long break to "check on it"
I don't understand the complaint about the world levels. You upgrade your characters to be able to keep up with the higher world levels. The reward is that you have access to better loot. Isn't the whole "higher difficulty leading to better rewards" a key concept in many games?
I really believe you are still able to play characters you want on spiral abyss, with a fitting team. I would love to watch you talk with Zajeff about a colab on this. He is very understanding and knowledgeble
I think long quest in sumeru is to help players to explore more with a guide, rather than just randomly explore it. I find them enjoyable, cuz the quest "is" the content. And after finishing it we can go back freely
I completely get where you're coming from. I agree with a lot of points you made and I quit playing for similar reasons. I recently actually considered going back recently and doing as you've done and just enjoy the game.
I have been waiting for this for a year
World level is a great Idea, so you can go everywhere in Teyvat and face equally challenging environment. What you suggest is an old idea. I played Lineage 2 where the enemies levels followed a path starting from the birthplace cities and evolved in a path leading to the Capital of the world, there called Aden. Guess what? Once departed you never had to return to the initial cities, except when following some occasional quest. So, at the end of the day the final regions were always filled with people, while the vast majority of the world map, having under-leveled enemies were empty. And that sucked.
I think you're completely out of touch with the genre, but you're also the new target demographic for the game.
Spiral Abyss has been a solved minigame since 1.1, and has only gotten tremendously easier since then.
The overworld and domains as well, have gotten much much easier after 2.X was over with.
If you disagree, please head to the Fontaine talent domain and then try the Mondstadt talent domain.
The Fontaine one buffs your character with normal and charged attack damage when your HP increases or decreases.
The Mondstadt domain will drain your stamina and constantly drop high damage icicles on top of your character which cannot dodge because you have no stamina and which stagger your character leaving you open to be attacked.
The game gets easier as you progress.
The notion that Inazuma was too hard is just a consequence of players being too used to relying on Venti's vortex to play the game for them. Inazuma wasn't any more difficult than Mondstadt, it just asked different tactics from the player, which is a good thing because vortexing and XL+XQ had monopolized the gameplay for all of 1.X and a little fresh air was sorely needed.
As it stands right now, the combat in Genshin is so easy that artifact farming is almost of no importance. There are teams that 36* the abyss automatically, like Nilou's team. You just have to set up your abilities and then watch it do its thing.
And even if you really can't do it for whatever reason, the difference between doing floor 12 or not is 300 primogems a month. If you skipped it consistently from launch to today you've been missing out on 10800 primogems over 3 years, which is not even halfway to guaranteeing a single 5* character.
Rolling for characters and weapons, artifact farming, leveling your characters and talents, all revolve around this single, extremely tiny piece of content that rewards you with 300 primos a month. And that is it.
The "meta" isn't a thing, because everything is effective. National is just as good now as it was when the game came out. Maybe Nilou or Neuvilette can do it 20s faster, but that's about it and you really don't need that.
The combat has become little more than a sideshow in Genshin Impact, starting with Sumeru and some of the Inazuma patches leading up to it.
Conversely, the sheer amount of words in the archon story chapter has been raised to the point where I personally don't do the story anymore unless I'm forced to, because it feels like it just gets stretched as thin and wide as possible to pad for time. So much of the Fontaine archon quest is of no consequence or relevance to the actually somewhat interesting main plot.
Mondstadt's entire archon quest from start to finish is little more than an hour long.
Fontaine's 4.1 archon quest by itself is well over 10 hours long.
Yet Mond's archon quest has so many sections that ask you to actually play the game. There's a lot of quests where it'll give you 3 objectives and you're free to pick where to go first, and characters talk to each other while you're playing instead of overusing the visual novel format.
Did you notice Neuvilette's character story quest has no combat? It's the only one where they don't give you the character to try out with your other characters in a short dungeon.
Most of the time since Fontaine, MHY just doesn't include combat or any sort of interactivity. Remember how Mondstadt had a shooter section and a stealth section? That's now replaced with stuff like the trial minigame, where you just click everything until you get the right one because there's no consequence for getting it wrong.
It's hardly a game anymore, and the exploration has gone extremely stale even with the addition of swimming.
Exploration in 1.X was about finding stuff that was hidden in the world. Looking behind buildings, inside crevices, or using character abilities to interact with the world. Or often combat and rarely some puzzles.
Exploration after Sumeru is usually a glowing chest or object, you go to it, play a little minigame or puzzle and you're rewarded with 2 to 5 primogems for your time. Combat is extremely rare and with enemies being barely able to fight back it could honestly just be omitted entirely.
According to activeplayer.io this bloating of the story and the snobbing of the combat has led to an almost 5 Million player drop between September and October, and the release of Furina being the first 5* limited female character in an entire year only got the game about 1.8M players back as of right now.
All this is to demonstrate that you're fundamentally wrong about the gameplay and the state of the game.
No QoL, no new exciting features, nothing really happening in the main story other than drip feeding every once in a while with Dain and now Skirke, 20 pulls for the anniversary, no real fix for the weapon banner being awful value.
Many stick with the game out of sunk cost fallacy, me included, but a lot of people are getting sick of it.
Genshin is in that "too big to fail" category right now, but so was World of Warcraft.
TLDR : Yeah it's really bad.
Well I do agree with a lot of your points.... Hoyoverse main intention is to cater the casual audience than the try-hard ones. Thereare local legends in Fontaine that are very difficult but does not give any special loot, so yeah talking about "difficult content" in Genshin is totally out of the picture.
As for the story, yes it does involve lesser action scenes but that does not equal to the story's done bad. The writing and the story formation in Fontaine and Sumeru is way better than in Monstadt and a huge percentage of the playerbase likes it.
Only Negatives: No skip button and Act 3 of Fontaine was extremely lengthy for no reason but payoff after Act 4 was really good.
@@ariyanseikh5124 Having any combat content at all doesn't mean catering to "hardcore" players.
Hardcore in genshin is like, achievement hunting, if you wanna be generous, but there's no avenue to be hardcore in Genshin.
It's why all Genshin streamers either play other games or do react content, there's just nothing to do.
It's not an issue of "Casual VS Hardcore" at all.
Genshin doesn't allow you to be any more than a casual player, but even those players are basically starved for content.
What's really there is content for the hypercasuals, people who play 1 hour a week and just want to read a visual novel before bed and maybe do a puzzle, and it wasn't like this before Sumeru.
There was that aspect of it, but then there was also some meat for people who maybe wanna play 2 hours a week, or want to test out their new shiny character they just got.
Now it's just the reading and the puzzles.
idk we're going into year 4 of service for this game, and still the only combat content that is even supposed to be challenging is 1 single floor of spiral abyss, twice a month.
Other hoyo games get roguelite dungeons, boss rushes with leaderboards, ways to farm characters for free, etc. but Genshin has less content now , per patch, than what it shipped with in 1.0
It feels abandoned, like they'll do the bare minimum so it keeps wringing money out of people but they won't do anything cool or new.
@@_Ikelos Agreed... As a semi-casual player myself, I do like the fact that the game doesn't force me to play every day since I'm busy with my daily life but the times I do want to, it becomes really tedious to do some of the world quest. I do love exploring... I think its my fav thing in the game but I do wish they added some sort of roguelike mode, something similar to the xinyan/childe event... but you know hoyo's gonna instead update unecessary fukin shit like the teapot and tcg that I havent even touched for a long time and this takes up space for the game too which I wish I could delete lmao.
Main issue with Genshin, is 2. After years of experience in Gacha and live-service games, and as someone who is addicted to chance based system (gambling) and grind, the "Original Sin" per say is they are gacha and live-service games. In the end, it's one problem caused a chain effect to the design on gameplay, and the original problem really is the monetization.
Both gacha and live-service are the same way of profiting thru game, you need to continually make content, and while also need player to spend money and time in your game. That made the game design need to compromise for it.
Normally a "premium game" or let's say normal game just requires to be sold and done, maybe some post-release update is nice or a dlc but that requires way less people and/or resources if you didn't fuck up at first (ex. Cyberpunk 2077 needed a longer time to 'fix the game'). So for them they just need to make the game as fun as possible to the targeted audiences, and you won't need to care how long people play it or continuing play it everyday.
But live service cares about play time, a lot. Hence why there are so many things you would encounter feels "not fun", like random stats on artifact (also bad even useless stats, it is done intentionally, Diablo 4 and Destiny 2 have the same problem). And because they will need you to pull for new characters (or buying new battlepass/weapon skin/character skin in other games) , in Genshin the power creep is inevitable, so is what I saw in Warframe, Destiny 2 (god they also chooses the dumb way of sun-setting certain weapons you farmed I quitted 1 season after) , or any MMOs.
Games more competitive that don't have p2w mechanics such as Apex Legends will give characters who is having expensive skins or weapons have a battle-pass skin a minor buff to encourage people to buy them.
Also because these games want you to consistently pay, they are the type of games you will see the most awful business practices like using FOMO (fear of missing out) to lure you in. Timed event you talked about in the video is one of the examples. Apex battlepass/Destiny 2 seasonal weapons/Warframe Vault basically are the same.
The problem, as always in the end, is games will compromise gameplay and fun to making more money.
And another bad thing happens to all live-service games is fatigue, both for Player and Developers.
What I say now is, as someone who is AR60 and have a lot of lvl90 well built characters in Genshin is, I bet there will never be a "ultra-hard" event that requires you to get the newest character. The Abyss is always optional, and is basically a lure for players to feel like they "need" certain characters which they don't. All the difficulties you encounter in this game is to make you feel weak so you will want to pull strong characters.
But MiHoYo's strategy on this game unlike previous Honkai Impact 3 is they understood to make most amount of money they need to reach most players, even those who are just casually playing. So that is why they will never be like some gacha or MMOs which actually encourages communications in game. We will never see a raid because that will force players to become "meta-slaves" (because players who left are also who have fear of missing out so they will feel forced to do all contents), and it will become more toxic and competitive than right now, which will make some casual players leave.
The way anime-gacha now build community, really is through community events and products outside of the game itself. A eco-system. I think the best example would be Fate/Grand Order. And that is why they all have "Content Creator Programs"(I am looking at you Warframe) to encourage fan-made contents, and also making anime, focus a lot on art-design and music is part of the plan as well.
So I've heard the reason why there's no other 5 stars on the standard banner is legal marketing issues. Almost all of the 5 star descriptions say that they will not appear in the wanderlust invocation banner, so to go to standard would be false advertising and liable for a lawsuit. It's a self inflicted problem bc they could just do it like dehya and tighnari and just add that yeah we'll put them in the standard banner eventually for everyone but money go brrr
if everyone ended up in standard, getting a specific one would be absolute hell
it's bad enough as is, don't give them shitty ideas
@e554 well that's the point of the "chart course" idea
That said, they shouldn't all be added at once either. Maybe since we're 4 regions in, throw every character released before Inazuma, then in 5.0 throw every character released before sumeru, rinse and repeat
Though, the chart course only works for the standard banner. Idk if they could do that for the limited ones lol
I always see these videos and think how great it would be to come back and play again, but after not playing any event and missiong out on everything it feels pointless and going throu the story without being abel to skin the dialog feels like absolute torture, the longer i wait the worse it gets cuz this started with the fog island in inazuma and now thers 3 more areast with there own story in which i would have to click throu dialog for probably literal hours
There are two dendro artifact sets available early on. Thunrering fury hyper bloom and other electro sided reactions, and Crimson witch for burgeon
This is true. Also, 2pc/2pc sets are fine in most cases. Wanderer's Troupe 2pc for 80 EM for example. Additionally, there is very little reason to actively farm for artifacts prior to at least AR40 and at AR45 you can use the strong box for additional options. Prior to AR40 just leveling your weapon, feather and maybe an ER% sands for those that need it should be enough. Sets don't matter until you are trying to tackle floor 12 of abyss anyway.
They are also in the closest point to Liyue, so players don't have to go too far into new dangerous area.
Man I like dialogue and hard fights so I'm very fond of Sumeru
What a coincidence. I've just today decided to check back on Genshin after dropping the game for like 8 months or so.
It seems some cool things have been added like not needing to do the daily commissions to get the rewards but for now most of the problems I have with the game are still here like the artifact system being just as random, the way they play into your fear of missing out with the abundance of events that ultimately don't impact the main storyline as the game acts like everything never happened or the quests which play out in the most boring dialogue scenes you still can't skip.
Note that I actually want to follow the story and not skip it but since there are so many unnecessary dialogues and nothing actually cinematic happening on screen it just feels dull. The Fontaine Archon Quest I started right now is very interesting but the dialogues sequences keep on dragging on and on and last for so long even if you spam to go as fast as possible that it's still bad.
I'll check back on the game from time to time because I still believe it's great artistically, but the usual gameplay not being fun keeps me away from staying. I don't fear missing on anything and I've enjoyed my time away from the game so much by trying games from completely different genres that I just don't really care anymore.
The dialogue was also always a problem for me. Sm even that I fell asleep several times during some sumeru stories, it just drags on way too long sometimes
These coincidences are starting to be too much. I literally named my Scaramouche the same he did. Bro what
@@yaoriattz7104 I literally got into a dialogue at 4:50PM thinking I'd be done in like 10min max so I can have time to prepare to go to the gym and it wasn't over until 5:30PM going as fast as possible and I didn't know if stopping it would make me start over from the beginning afterwards. The story is interesting, but is told so poorly it's sad.
If events hold important lore than they shouldn't be one off things, they should return for players who didnt participate the first time.