Didn't know how to drop a link to a community post so I'll just copy and paste what I wrote here: Wanted to be fully transparent and make the announcement that I changed the title of the video from "How Wuthering Waves Fixes A Major Gacha Game Problem" -> to "How Wuthering Waves Sidesteps A Major Gacha Game Problem". As many comments have pointed out the title of the video was misleading and hopefully this new title helps convey the message of the video a little better. I have gone through and read as many of the comments on the video as I could and going forward I'll try to use the feedback I received to improve the quality of the videos going forward. Thank you all for the feedback and hopefully I can make even better content going forward.
you should have also mention that in ww there is a tutorial character for each character that you get and it tells you most combos possible for that character. allowing you to play without reading a thesis :)
@@rao9574 i'm pretty sure in a tour per tour game like HSR it would be much better to have it rather than reading all the paragraphs, same with genshin, ofc the game is easy but everybody wants to understand the best the characters they are playing. and not so many gacha have it
@@rao9574 Except not. Genshin has sort of something like that, but you just get a short text introduction to the skill and burst of the characters, but that's all. You are directly launched into an arena. In addition, it's only the characters of the current banner, nothing else. It's more of a showcase of the current banner Wuwa has something like that too: a short intro to the forte and direct combat, only the characters of the banners. But Wuwa alsohas a true tutorial that requires you to use every single combos of the character step by step to complete the tutorial. And you can do any character that you have unlocked.
@@backpackpepelon3867 Gunners in wuwa are actually fun if you use grapple, and spam attack, and then double jump again. Kinda reminds me of DMC gunslinger
@@lumpystilskin5367 OR use a whole team filled with gunners like: Aalto, Chixia, and Mortefi. And just spam everything down to echos and skill, and circle around the enemies. You would be dashing all around the place and zooming especially Aalto's kit
It is also notable that EVERY character has access to a demo domain once obtained that helps you understand how to combo with that character. And you can get Astrite for doing them!
@@frenzii8332 If you go into the handbook, there is a tab where you can access all of the demos for your obtained characters. There should also be a button on the Resonator screen that will take you to the demo for the character you click on it for.
@@frenzii8332there are 2 main ways, 1) its in the guidebook, try to look for it! 2) go into the resonators skills upgrade section, there should be a small button in the right corner
@@frenzii8332 i hope im not late, but there is a little button on the bottom right corner when ur in the character tab. That button will directly put you into a practice mode specific for the character's kit which simplifies it and helps you to better understand their whole kit.
Reminds me of Vergil's judgement cut (not end) from DMC, in that it could be interwoven with other abilities, and it feels just as nice to use imo, especially when you time it perfectly without even looking at the bar
And what's amazing is that even when you don't hit the highlighted part, she performs attack with dope animation which creates, at least for me, impression that I didn't screw up.
This is true, I'll use Yinlin as an example. If you only read her skills it's like wtf do you want me to do? But If you do her tutorial all you have to remember are the following, hit enemies with normal attack,use E(twice) fill forte then use heavy attack, swap out. That's it you have just done probably 90% of Yinlin's skill rotation. It's one thing to have a novel for skill descriptions but it's another thing to actually show how those skills work in a very intuitive manner
Still, people would say that doing her full rotation is losing time and not worth it, so the community resorts to swap canceling, which tutorials don't show. Yes they are very good but most of the time you won't reach that "perfect rotation" if we are talking about the meta
@@RontttYou're missing the point. That's why the original comment mentioned the 90%. If I don't utilise all the animation cancel mechanics, I'll have to dodge counter or parry a few more attacks. It's fine.
@@Ronttt I think that's what's good about the game tho. We were just introduced to a basic mechanic of swapping character, but it is up to the players to discover some hidden mechanics to it, one of which is swap cancelling. Even the 3 jump is also not introduced, even the double jump is not mentioned iirc, but players found a way to make their jump higher. I like that the game do not spoon-fed us all the techs the game has so we, as players, can do it ourselves.
@@Ronttt are there people saying that? I mean we still need to fill her forte gauge though so inevitably we do really need to attack with Yinlin herself for quite some time. Maybe what they mean is a quick swap is necessary to avoid damage and do some quick damage from other teammates before going back to Yinlin. I really like her character but she definitely has some slow-ass animations that needs swap cancelling lmao. Like her forte skill she can sit on my face anytime she wants to but she can't sit down while in the middle of battle with a rampaging boss attacking very aggressively.
@@kuroyami6289 Yu-Gi-Oh cards started really simple, with simple and straightforward effects. Recent cards need a magnifying glass to read because there's so much text they had to make the font minuscule.
@@kuroyami6289 It refers to Yu-Gi-Oh cards having longer effect texts and being more complex over time. An example of this is comparing "Elemental Hero Flame Wingman" a 2005 card and "Cyberse Clock Dragon" a 2018 card. Btw I just picked these 2 cards randomly. Elemental Hero Flame Wingman's effect is: "Must be Fusion Summoned. When this card destroys a monster by battle and sends it to the GY: Inflict damage to your opponent equal to the ATK of the destroyed monster in the GY." Cyberse Clock Dragon's effect is: "Clock Wyvern" + 1+ Link Monsters When this card is Fusion Summoned: You can send cards from the top of your Deck to the GY, equal to the total Link Rating of the materials used for this card's Fusion Summon, and if you do, until the end of the next turn, other monsters you control cannot attack, also this card gains 1000 ATK for each card sent to the GY by this effect. While you control a Link Monster(s), your opponent's monsters cannot target other monsters you control for attacks, also your opponent cannot target other monsters you control with card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card effect: You can add 1 Spell from your Deck to your hand." As you can see the 2 cards are completely different despite both being fusion monsters, this is mostly because Yu-Gi-Oh becomes more complex over time. But reading a paragraph of text in a tiny box is very hard. This became more prominent in 2014 when pendulum monsters were introduced to the game. Pendulum monsters are basically monster cards when they are in the monster zone and spell cards when they're in the spell/trap zone. But because they're both monsters and spell cards, they have 2 boxes for effects for being a monster and spell cards. The worst example of this is "Endymion, the Mighty Master of Magic". His pendulum(spell card) effect is: "You can remove 6 Spell Counters from your field; Special Summon this card from the Pendulum Zone, then count the number of cards you control that can have a Spell Counter, destroy up to that many cards on the field, and if you do, place Spell Counters on this card equal to the number of cards destroyed. You can only use this effect of "Endymion, the Mighty Master of Magic" once per turn." His monster card effect is: "Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can return 1 card you control with a Spell Counter to the hand, and if you do, negate the activation, and if you do that, destroy it. Then, you can place the same number of Spell Counters on this card that the returned card had. While this card has a Spell Counter, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card with a Spell Counter is destroyed by battle: You can add 1 Normal Spell from your Deck to your hand." Imagine reading those texts in a tiny box. But that's basically it sorry if I kinda ranted about it lmao
The problem with this shi is every gacha game need to be "im built different" and use unique term for every single character skill instead of simplifying it, like damn just call this basic attack will fill bar and when bar full press e instead of wall of text full of term for each character.
You can do that in Wuthering Waves. There's labs for each character where you can do just that; simplifying the descriptions into actual skill rotations in practice. The names and flairs are just for aesthetics sake. What you said ain't wrong, though, games need a way to compress the descriptions a bit.
but they literally do that. it doesnt take more than 5 minutes to understand any character with reading IMO. HELL, I understood Jiyan without even realising there are traces in this game (i hadn’t looked at that part of the UI yet) I haven’t even played genshin so you can’t call me a sweat or anything. It’s just people being so scared of reading for a bit that they can’t skim read and see basic attack ->heavy attack for cool big dmg combo or (x input) fills up special move bar. idk how people get so hung up on this.
@@boom-jr8vi You say that but I tried reading Jinhsi and Changli leaked kits and felt like I was missing something. It's annoying having to cross reference something because a skill says "extra fancy name" and now I have to go find it in other descriptions just to figure out what exactly "extra fancy name" does. Like for Changli, it never really explains what True sight is. Her resonance skill has usage of "True sight" PLUS some other bit like conquest or whatever but doesn't explain true sight itself. I think reading a kit like this is far from straight forward and definitely takes more than "5 minutes" to understand. But what you said is in reference to simpler characters like Jiyan. That I can understand. I just don't think that what you said is true for all characters. "Dash forward dealing AERO damage. Can be cast in air" is a lot simpler than the paragraphs that other characters have for their resonance skills.
Naah, that's a pretty shit take. It's like saying graphics don't matter just make character a polygon. If you do this the game will loose quite a bit of artistic value
I feel like so many people are misunderstanding the video. Essentially yes wuthering waves character kits can be incredibly complex and it will probably become more complex in the future. However by just simply playing the character and figuring them out. Just the forte skill can help ensure you that you are playing the character decently well from how its designed to be played as. As it helps you lead to your passive. Things like the forte skill and outro skills bar are a great way to suggest to the player how to play the character making it inherently more intuitive. Making the gameplay a little more understandable. Because more indications allow for the player to make further inferences on how a character should be played
How is this any different from Genshin tho? His whole argument is that WuWa solves a problem in Genshin... But you literally just have to play a character in Genshin to understand how they play... His take is literally just trying to smear Genshin... Jesus Christ, you're also insulting peoples intelligence by insinuating that they can't comprehend simple game mechanics as well. What a joke.
@@Goujiki the whole argument is that if you don't want to read into a characters kit to get to know how to play them. The forte skill is a great way to suggest to the player how the character should be played. If every time you dodge the gage goes you. Oh so you dodge with this character to get their passive. Ect. Genshin besides it being a very simple game. Doesn't really have any indication on how a character should be played.
@@Goujiki there's a difference between insulting someone's intelligence and how intuitive a character is to play. Most people can learn to play chess. That doesn't mean chess is innately intuitive. You can't just start playing chess without learning the rules
No this video is completely wrong, like comically so, Wuwa is probably the most complex of all current Gacha. The reason they have the practice mode is because you need it and its not even good, because it doesn't actually show you more then bare bones play style and for a character like Yinlin and Verina whose kits are geared toward team play the tutorials are useless. Lets not even get into the fact the video complains about paragraph long skill descriptions when WuWa not only does that for every character, but by refusing to call things Skill, Ultimate, Heavy Attack, Normal Attack. you have to go though all the other descriptions just to find out their convoluted naming scheme so that you can at least understand what is being talked about if not the result of what is being talked about.
@@rezkel7404 really. I think you just didn't get the video. The whole point of the video was how the forte gauge was a great intuitive way to lead players down the right direction of playing the character without having to read the kits.
Genshin character kits are overcomplicated essays written by 9th graders that read a wiki page and use terms to describe more terms. It comes off as a long winded attempt to make combat "interesting". Meanwhile I get to this new zone wondering what crazy fight with some new enemy needs all this info and... Oh... more... Hillicurls. And they're dead in 3 auto attacks or a single skill great. Wuthering waves also has WAY more stuff to do in combat. Intro, outro, Burst, skill, normal attack, heavy attack, mid air attack, plunging attack, Pokeymanz attack, and the circuit skill and character combos for each character. (Not just push attack 4-5 times each...) You can also cancel out of animations incredibly easy. (Very important for holograms that 1 shot you.) And the whole mid animation swap thing? Crazy. Meanwhile I can't swap with Mona or Ayaka while they're dashing only to get caught on a pebble or something stupid. Big W's on Wuthering Waves.
So basically genshin is bad for explaining characters kits despite actually gets really basic when you actually play with the characters, but wuwa is supposedly great despite literally bringing even more useless jargon, like, intro and outro skills are not different at all from your typical rotations in genshin. The parry mechanic in wuwa is the WORST I ever seen in a game, is just a time waste that doesn't even make sense in the endgame (tower of advertising) because is just mashing a button when the boss flashes, but this button is tied to your other abilities so is crap because narrows down your gameplay to "save your offensive for the parry window that this boss has" WHAT THE HECK IS THAT? Literally makes it look like a parry mechanic was forced above the existing game mechanics.
@@devilkazumi578 BUT WHO THE HELL IS THIS RANDO? Hadn't you woke weirdo kids ever learned that NO ONE CARES? WUWA AND GENSHIN ARE ANIME GAMES. Do you even know WHAT'S ANIME? The only difference is that wuwa has worse graphics, worse performance , worse devs, worse issues (mainly connection and quality issues) , worse world, worse characters and animations and characters looks ripped off from other games, literally they copypasted Sephiro and put him in solid snake outfit.
@@FutabaBiggestSimp Nobody said WuWa Had great explanations either. It has way more going on for some skills. Jinhsi's skill does 4 different things each with their own icons and dmg % based on her normal attack combo among altering her movement. It's not the same as "When Bond of life is active bond of life increases damage by X for every attack under the affects of bond of life and while bond of life is active bond of life prevents healing until bond of life ends then the amount of healing you receive from bond of life...." This is a buff you get for pressing E. Like dogsh!t. "Press E to infuse for X% of damage gaining Bond of life. You cannot be healed while this effect is active and it cannot be overwritten. At the end (Of bond of life) heal X% of the damage done. That's the point. Also what is this parry thing coming out? You hit the boss with an attack that has parry window. That's it. "this button is tied to your other abilities " You mean... the attack button you use for.. strong, light, and your "focus" skill. Wow that's a lot.
To play Arlecchino in what Genshin Players Call Razor Language. Start by switching to Arlecchino than use her E skill near Enemies. Switch to other Characters and use there Off Fueld Abilities than go back to Arlecchino and Charge attack near Enemies. Than Murder everything. Rinse and Repeat.
It's not the only game to do this. Honkai Impact 3rd, which is literally made by the same company as Genshin, also has a bar like this for characters that need it, highlights the buttons needed for a combo, but also gives you access to the inputs needed for everything via the pause menu even while in battle, and has an in-depth demo of every single character in the game.
Honestly this shouldn't even be an issue to begin with. Notice how once you understand a kit, it's super easy to dumb it down with your own wording anyways. Meaning the initial paragraph was pointless
That Forte UI is definitely a huge step forward from what for example Genshin is doing. It would be so more convenient to have a separate UI gauge for Alhaitham's mirror count, Raiden's Resolve Stacks, Furina's Fanfare Stacks, Arlecchino's Bond of Life, Wriothesley's on/off indicator of enhanced state, as well as all characters' shield amount. Because the "on-field" indicators are not seen in all this mess of reactions going on.
Man I hope Genshin copies the shield UI, the buffs and de buffs UI and this one, I'm still perplexed by the fact that they used for the bond of life what would've been a perfect way of visualizing how much shield we have left and Kuro went and did it it as if it's a natural thing that we shouldn't be asking for. Despite what the haters might say WW has some eye opening QoL that Hoyo refuses to implement for god knows what reason other than inconveniencing their players for the sake of it.
@@drekhunteri think hoyo is just took a path of ultimate casual playstyle. I mean less indicators mean you dont know if you did good or bad. So casuals dont feel like they failed to utilize full potential. It is not like they dont know how to make ui (i mean their ui is very good in general, especially event ones) they didnt implement it for a reason.
@@ProkerKusaka What does being able to see how much buff or shield left has to do with being a casual game? it's even more of a reason to show those things, so when they get fcked they know what failed. What you said is the equivalent of saying we should get rid of scales overall so people don't feel like they failed to keep their weight in check, one thing is keeping things casual and another is having a better interface to inform you of what's going on, specially in a game that has so much going on at the same time on screen, but nah it's easier to put a timer for the 10 mins food buffs right? why would having an indication of Furina buff being over help casuals at all right? nah it's easier to open the menu a couple of times to see how much healing bonus you have -.- People like you are infuriating, denying any chance of betterment for the game because their billion dollar company always does stuff for a reason and they have it all figured out, I don't know when this trend of treating casuals like special needs kids came to be but it has to stop or at the very least let that rotten part stay over there, honestly the mental gymnastics people like you do are impressive, I bet you could find a excuse for the mats being locked to specific days of the week as well...
@@drekhunter how the f you managed to be wrong in every sentence lol? I guess you just dont know the meaning of "casual". And what tf with " people like you..."? Are you good? I just wrote a possible reason behind that and you already feel personal attacked lol Oh yeah about week days... Guess what? I know the reason and it's not that hard to guess. If you dont want to wait just spend money in shop simple as that. (It also has possitive effect on coop when there are many different dungeons with differen materials and if you force them to be open in specific days possibility to find a group much higher)
@@ProkerKusaka Typical mintpicker, tells me I'm wrong, refuses to elaborate and puff their chest because they defended the honor of their billion dollar company. That reason is absolute bullshit, I get not having enough resin and spending more to get what you missed but time gating it to make co-op easier to match really? we have 5 different sets of mats and having them time gated is just another scummy tactic to make you progress slower not to help find a match as you claim.
It also helps that the character trials are explained one step at a time, instead of just dumping a bunch of jargon on you and saying "now kill 15 enemies."
Good video. It's amazing how much information is conveyed by the whole fill bar > deplete bar UI element, and how it can be used to help streamline learning of so many diverse kits.
I am surprised that you did not mention character try method in guidebook. It's very solid with button guides and red or green feedbacks. I really find out that is super useful for understanding characters kit.
I believe this video marks a breakthrough on your video formats. Fantastic editing, fun pacing that easily kept my attention, and comparing this to the early script I've read, you translated it all really well! I'm looking forward to more videos like this, super excited to see your channel keep on growing, and CONGRATS ON THE 5K SUBS!!
In my pursuit to release the video as quickly as possible I forgot to mention the character trials. To be brief they’re also an incredibly useful resource to learning the characters and their rotations due to the button prompts and guiding you through their gameplay. I’ll be more thorough going forward thank you all for understanding
@@Tomil4444 oh yes, because nobody had don't that before right? 🤣. Wait, didn't a game came out 4 years ago doing the same thing but with a whole less bugs and glitches? Heck, I have heard they are still around and still made more money tham WuWa even after it's launch Talk about a Genshin Killer am I right? 🤣🤣🤡
A bit miffed that honkai impact has almost the exact same system as WuWa, (along with tutorials for most characters that explain how to use them) and it's not even mentioned. Ig it's just not as popular
@@Mainfernando1 i dont know if u are now defending honkai star rail or genshin idk why u start talking about the bugs when i talk about difrence beetwen action in these 2 games comaparing them to each other is such a stupid take
Ohhh TH-cam recommended me your video! TakimiNada here :D good video, fully agreed, I think WuWa does some really cool things as far as game design goes
Idk, for me forte circuits are the least intuitive part of the kit. Like, for Taoqi it took me a while to understand how to properly "activate" the circuit once it's filled up
oh, yeah. you also wont know how she gains her forte stacks. the most obvious is activating her skill and getting hit, but if you are good at dodging and parrying, you wont ever figure this out. Then there's the full refill when her skill expires. If you didn't know this beforehand, you'll just get surprised that you are at max stacks suddenly. And finally the final hit of her basic attack combo. Considering how slow she is, most people wont even get to the final hit before deciding to use echo, dodge, or swap 🤣
@@zigrakudo4092 It's also never stated in her kit anywhere, but your introskill replenishes your forte. Really important to know if you use her in quickswap, but apparently you don't need to know that.
I'm just going to copy and paste my thoughts that I gave to a person in the comments about the video: It is too early to make direct comparisons of v1.0, as it can make changes overtime and change everything from one character or feature. But let's say right now, the summary of the video is that the forte circuit helps people better understand through an indicator, which is the forte gauge. And that forte circuit basically leads people to play the character in a way that shows the FUNDAMENTALS that is supposed to be played out (but could be improved through further analysis such as videos). This is using practicality teaching that leads to intuitive understanding. And in my point of view, I think forte circuit DOES make players understand the character better. It quite literally is the uniqueness of each character. Calcharo in the game does a huge plunge heavy attack; Havoc MC does a form; Yinlin does a mark; Chixia shoots more and so on. Meanwhile Jiyan is an exception since his entire damage comes from Liberation and then hold M1. Now a point that he didn't make from the video, and my opinion personally. Is that if we compare WUWA's trial against Genshin's trial. I would say WUWA would be better. WUWA's trial of a character teaches us the foundations of a character's combo. It gives us this gameplay of making us learn a process on how to fill up this forte gauge. Or for example, how Yinlin's resonance skill gives this "judgment mark" that enhances her basic attack. Of course we still have to read the texts a bit. But if we compare it to Genshin, it's just a wall of text. Right on the start, just gives you a wall of text and puts you against enemies that the character is strong against. If we take Arlecchino, they just put a hydro slime just to make a melt reaction. The VERY main point isn't to understand everything from a character. As in the most optimal combos/rotations from bilibili videos. Or the mechanical techs such as animation, echo, dash, plunge cancel. It is to understand characters' kit better without a video guide, and it is through a passive (forte circuit) that is shown directly on the screen and a babysit tutorial that legit gives you the entire STRUCTURE for this character to work. But if people were to say Genshin is rather simple. Just to add, you have an option to be literally braindead and spam echos and skills in WUWA. Everything is optional, it's not like the hologram tells you to beat their entire difficulty with lvl 60 characters or beat the Tower of Adversity right now. You can be casual with the game, know nothing, spam 4-cost echos and be done. People fail to realize that just because there's a combo to play a character better, doesn't mean you have to do it that way. It is just a better way of playing. There is still casual gameplay going on in the game, and not gonna lie, echo adds to that more. Echo is basically a 2nd skill if you think of it simply
The good thing about Genshin is tho you don't need to pull a new character if you don't care for abyss too much (as of now). It may change with the following level 100 increase but so far I got along just fine with Kokomi, Raiden, Yoimiya and then any other 4 or star of my liking. The game is insanely easy for the ultra casual player and only gets a little complex when you need to think about team comps and correct artifact set for set rotation.
4:37 this is just incorrect. Everyone’s Forte skill does something different and is activated in different ways. If you don’t read the ability descriptions you might never figure out what half the character’s forte circuit do especially not the one’s that buff other abilities (for example Havoc Rover’s enhanced state buffing her Liberation). The only actually useful difference between WuWa and other games is the tutorial for all the characters, where at least the basics are explained and how to use the forte circuit (altho I wish they also explained to players what their outro skill does and give samples for using it effectively). Especially looking at Jinshi and Changli’s kit’s they go well beyond just “keep an eye on forte circuit”, especially since a lot of characters have special mechanics for filling their circuit (for example Verina, you can wail away all you want against the enemy no amount of auto attacks will fill that bar)
Bond of Life is not specific to Arlecchino. Bond of Life was added in 4.0 as a passive in several craftable weapons, almost 10 months ago. It's also built into the kit of Clorinde and will be in Sigewinne's kit too.
This forte system is really helpful, i never read jiyan's kit and only use him while in main story or as trial character but now i know how jiyan works in general. Another char is sanhua, i never read her kit (not even do tutorial) and just tried her for the first time earlier as trial character in the alloy event and after the stage finished i know how to use her just from that one session. The term "show me not tell me" is really strong within wuwa
The Fact the Only WuWa music you used was the Old Login Screen music is telling of how in a Game with so Much music terminology, it has rather underwhelming music.
A rule of the gachas for this kind of issue is, just watch one video, build and go unga bunga, give it some time and you wil be ok, I don't know the terminologies I just play and get good
Itd be fun if you can enable tutorials that pop up whenever you play a character and miss an opportunity to "play them correctly". Like if someone just keeps pressing E on sanhua and they dont understand that you have to let go WHILE youre on the colored bar, the pop up will pause the game and say "hey, wait until the pointer is over the colored bar"
1:10 Ironically i just boil them down to Press E for damages, then charge attack for infusion after E, use other character for longer infusion after E and Q for heal and E reset. I don't learn whenever paragraph they write due to how easy she is played.
When crownless enters battlefield you can attack him to make him lose his weapon. Then he'll throw punches before getting his weapon back. Pretty unique
Forte Circuit is a good alternative to an issue with that, since as you said in 4:20, people can discover how to use the skills just by building up the gauge and actually pressing buttons to discover it. This is how I discovered most of the characters Resonance Skills, and only afterwards, reading the character information screen to understand it MORE. Going to the skill info first before using the skill is harder to understand due to unique skill terminology, but discovering the skill through action, knowing the combat basic terminologies like Concerto Energy, Forte Circuit, Resonance Skill, etc. THEN reading the skills, you'll know additional info about it while already know what you know, like for example Jiaxin has different phases for her charge attack skill which enters Zhoutian Progressa and is split into 4 phases, something I'd barely notice if I didn't read it but understood it first when I was first using her skill. The other thing WuWa did was get rid of elemental/class/type advantage. What they left is resistance, only to those which are the same type as the enemies, which are either resistant or immune. This makes teambuilding less restrictive and less power creep is introduced overtime due to needing more specific characters for specific enemies/bosses.
I also like that in that dream domain event and in abilities description either, you can hide the extra details to just see the general outline of what you get
This video actually made me realize the forte thing at the bottom wasn't just for aesthetics. I've been trying to figure out how to activate Sanhua's special charged attacks for so long and the skill descriptions don't really help, so thank you
i think the good thing about wuwa is that you can revisit the resonator's tutorials at the guidebook section (not the trial in the events section) where you can learn their playstyle and mechanics even after you got the goods... benshin only does trial and puts a written guide with little to no hint on how their mechanics work (alongside their essay of their *mechanics* which i didn't know shogun's back circle ring has a purpose of filling up till it was explained on the net/tube) also despite the trio slot, it allows character switching that also attacks when forte is full... allowing many possible combos... but yeah, hope they released a 5 star gunner...
Every character you unlock. When you go to them on the character menu. Bottom right there’s a button. Take you to a Practice arena with them and teaches you how the character works. Gives You Rewards for doing so as well, cherry on top.
Also for echoes it great cause, you kill as many as you can when you play, then just click on auto select, the game selects the best one for your character anyway
Complicated kits isn't necessarily a bad thing as long as casual player can still play them even if it isn't optimal It incentives the player to actually either learn and put effort and time into learning the character and patriciate it while also giving content creator opportunity to create content to help and also for the community to discuss the character. People will communicate more and have a sense of unity outside of the actual game which is good for the health of the game That said it is a balancing game that can easily go wrong if not done well. Genshin popularity is no mere luck or coincidence
To be honest i prefer wikipage description which means character is complex. Take for example Calcharo (or whatever he spelled) god he is boring to play with his oonga boonga style. His E is just another basic attack and forte is just hold button to make usless sht which in 90% of times will miss anyway
@@ProkerKusaka...I'm sorry to tell you this but youre literally not playing him correctly at all. Chalcaros rotations involve constant quick swapping due to his long attack, forte, and final skill animations so his gameplay almost exclusively consists of having two characters out at the same time. Hes meant to be played like this by design as shown by his unique intro skills and is even artidtically designed like that with the armor clone od his lol.
@@bumibomber ... i am sorry to tell you this but i am playing exactly as you described his gameplay and thats is my point. Imagine having full ass cool looking character which is blademaster and the only thing you want to do is to swap him immidiatly cuz his kit is boring lol
The same happened to the old game tera, system called 'chain skill' but alas , you could simplify this way to much to only use the space bar and dodge the enemy making the game Stale. So I guess we just did a full circle of RPG combat balance issue now.
It also helps that the game has a built in tutorial...for every character you have. It's a super condensed "hit these buttons in this order to do damage" but it works so damn well. Using skill, burst, dodge mechanic, forte build up, everything is told to you in short 5min presentation. All you have to do is own the character and done, no 30min video of the character needed.
i still have to read their kits or it'll take me a few days to a week to figure it out, even then i won't understand which parts of their kit are the most important
I recently checked Punishg Grave Raven to see how WW can be in future and I was very impressed how many techniques I wanted to see in mobile action games, they utilise like pauses, long presses, combos etc
I like when some characters have specific buffs or debuffs or some interesting stuff that none other character has. But I hate when the thing they add is so hard and complex to understand, you need to study it for hours in order to play it correctly
I remember still needing a video for specific problem children Dainjin and Taoqi. Taoqi had specific terminology that confused me as to what can be gained when and how to use it, like she gains three stacks of shield, which is not the same as three stacks of Resolving Caliber needed to for enhanced attacks, and when to gain them. The Forte Circuit helps helps a lot but outliers will remain obtuse. Like Dainjin’s forte circuit is purely for recovering her HP on heavy attack, you still need to read her text block to understand certain combos inflict a debuff and certain combos are the main DPS combo.
There is no problem with some new players since they will circumnavigate their own, into finding ways to understand the game their willing to spend time on.
Whether be it friends playing, youtube, or searching online, it's their own way of creating a path of understanding the game. Not all gamers are equal when it comes to playing the game.
This actually reminds me how in Tekken 8 every character's unique ability is tied to the same Heat gauge, regardless if they use it to transform on a timer like Kazuya or spend it one one-time enhanced moves like Shaheen
Just wait till Jinhsi is released, she has 4 different resonance stages and her attacks changes depending of said stage. Not that i complain because i love her along with her gameplay.
Video full of good points but wuwa came out just a few weeks ago and we only got 2 "new" characters. To better judge how effective this strategy is, we'll have to wait a couple of years and see how it evolves (or devolves lol)
I feel as though the forte circuit isn't fixing the problem of understanding essay size kits, it's giving a visual element that is otherwise hidden (or hard to notice) to help alert the player that it has reached the max version. And though it tells you what to do once you reach the maximum, but it doesn't tell you how to get there.
I would also add how they added a condensed description for the echoes! You can toggle it off and on so you can see either a bigger, more detailed description of the echo and its skill or a very short one which is easy to understand to anybody! My fav example might be the Dreamless. The condensed version only says about its dealingsome havoc slashes and stuff, but if you unfold it, it even mentions how the echo will do bigger dmg if you use it AFTER Havoc Rover's ultimate/resonance liberation the description didn't grow too much but it was a pleasant surprise for me when I first toggled off the shortened version for this echo:) And the character trials for your own owned characters! They're ALWAYS available, first time clearance gives you reward AND TEACHES YOU HOW TO USE YOUR CHARACTERS:) I loved this feature in PGR too, it was a lifesaver when I got Crimson Weave as a 1 month old player who only had Ayla Kaleido the previous limited character as my only limited character xD
Genshin´s answer to WW´s forte circuit is the bond of life which is being standardized for new characters, similarly to the forte bar, the bond of life is a bar surrounding the hp bar that can be filled by certain actions and provide certain buffs.
You have a point. I just did the trials for the characters on Yinlin banner, and having not played with any of them before and just relying on the forte circuit ui, i was able to pull off a satisfactory performance that gives me enough of an idea about how the characters are supposed to be played.
This is so true. When I first started the game, just after 5 mins, I already have a clear idea on the game mechanics of the game, it's literally not hard to understand especially from what this video said on the Forte bar.
i think you are judging the game wayyyyy to early. just give wuwa 4 years and they will defiantly find a way to make the forte skills complicated and hard to understand for new players.
Yeah, they need to keep power creep in check in the long run, so new character doesn't feel stale same as other but not holy fuck i need to spend whole day to understand the kit
@@Aezthet1C i am 100% with you on this. but we can just guess at this point in time because we don't know what will in the next 4 years. hope it doesn't turn out like genshin did.
I’m more so trying to say that the game has taken measures to help ensure that even if kits get more complicated there are more intuitive ways of teaching it to players. Comparing when I had to learn the kits of Genshin when it came out vs learning wuthering waves kits and I can definitely tell you that learning Genshin’s required much more reading even on its release.
@@Gachadokuro i definitely understand the point that you are making but i just don't want people to get their hopes up and be disappointed when the devs can't match it. great video tho. love your new style.
Arlecchino's kit is so simple too. Like, it's literally just, use Elemental Skill, symbol appear on enemies. Wait until symbol gets bigger, use charged attack. Red bar appears on health bar. Start attacking until red bar gets lower or Elemental Skill cooldown is ready. Repeat. If health gets low, use Elemental Burst instead of attacking. I have no idea why the developers chose to put an entire novel of words in for her kit and I love the way WuWa is handling it so far.
Yup this... this yes. I concur. This has been my gaming experience thus far from playing genshin right after release to playing wuwa now. It doesn’t feel like a hassle learning how a character works for most
I also like their Daily Quest which makes easier to finish since they are also connected to the waveplates farming. Which farming the daily quest can only take 2 - 5 mins. Kuro respects their players who doesn't have much time to play
Reading Wuwa kit description is still pain. And reading them is still necessary to build your team formula That forte hints, intuitive it may be, only helps if the player want to just play without the extra hassle, which works, but not optimal if being efficient is the aim.
There's also the option to complete the character tutorial to better understand and execute their skills, all the while rewarding the players for trying out the character and completing the tutorial for each of them
Oh shit. I just realized this is how I learned Danjin without even daring to open her Skill Tree. I didn't even realize this, I just took it for granted. KuroGames is THAT *Smooth.* Damn...
Limbus Company has that paragraph issue. Ngl it's a super fun system and even tho it's turn based the mechanics make it fun, but the only thing worse than the mildly confusing character abilities are the extremely confusing enemy abilities.
Genuinely didn’t know the characters (in Wuhering Waves) had passives ngl. I just do the gacha game equivalent of block, parry, dodge. Enemy starts swinging? dodge > attack > rinse and repeat Get hit a bunch? switch to healer character and heal then switch back
Bro forgot about the player showcase thing in the character menu. That's prolly the quickest way to learn how to use any character without reading a single letter of information
Imo more important than the Forte circuit for understanding what the character's role is supposed to be would be their Outro skill. Baizhi and Verina are atm the only ones who have team-wide buffs and both can heal, add the Healing Echo set and you'll see it even better. And if you look at Sanhua's, Taoqi's or Jiangxin's Outros you'll see that they buff a character that comes directly after them. So...sub-DPS/support for the most part
Its true that every skill got its own name, but I think we widely just use the key we use for that ability, like E for skill (All is Ash) and Q for ultimate (Balemoon Rising)
Easy way to discuss the forte: Bar not full = small damage. Bar full = big damage. This also applies to heals, parries, and shields. Bar full can also apply to characters with multiple bars like Jiyan or Verina.
Didn't know how to drop a link to a community post so I'll just copy and paste what I wrote here:
Wanted to be fully transparent and make the announcement that I changed the title of the video from "How Wuthering Waves Fixes A Major Gacha Game Problem" -> to "How Wuthering Waves Sidesteps A Major Gacha Game Problem". As many comments have pointed out the title of the video was misleading and hopefully this new title helps convey the message of the video a little better. I have gone through and read as many of the comments on the video as I could and going forward I'll try to use the feedback I received to improve the quality of the videos going forward. Thank you all for the feedback and hopefully I can make even better content going forward.
There's even a Meme on Twitter regarding Genshin Skills, good number of players are saying "Explain to me in Razor Language."
it actually helps lmfao xD
Genshin players can't even understand Childe's kit, a character who was released in 1.2. No wonder they need someone to dumb it down
That’s literally how i understood Ei skill 😅😂
Me Razor Wolf
I Explain Thing
Lupical Happy
@@Ponchik-md5uq goodest of bois
you should have also mention that in ww there is a tutorial character for each character that you get and it tells you most combos possible for that character. allowing you to play without reading a thesis :)
plus free gems and materials too after finishing the tutorial first time per character
He missed this one big time
But many gacha games have something like that. And if you think about Genshin and Star Rail, you don't need it. In Honaki Impact, you have it.
@@rao9574 i'm pretty sure in a tour per tour game like HSR it would be much better to have it rather than reading all the paragraphs, same with genshin, ofc the game is easy but everybody wants to understand the best the characters they are playing.
and not so many gacha have it
@@rao9574 Except not. Genshin has sort of something like that, but you just get a short text introduction to the skill and burst of the characters, but that's all. You are directly launched into an arena. In addition, it's only the characters of the current banner, nothing else. It's more of a showcase of the current banner
Wuwa has something like that too: a short intro to the forte and direct combat, only the characters of the banners.
But Wuwa alsohas a true tutorial that requires you to use every single combos of the character step by step to complete the tutorial. And you can do any character that you have unlocked.
Me just unga bunga, me dodge when enemy attack, me attack when big enemy circle appear, me button smash winner 💪
You should try playing different characters, and deploy them in different parts of the map. It makes you feel like playing another game.
@@lumpystilskin5367run chixia or whatever her name was, feels like playing helldivers 😂
@@backpackpepelon3867 Gunners in wuwa are actually fun if you use grapple, and spam attack, and then double jump again. Kinda reminds me of DMC gunslinger
@@lumpystilskin5367 OR use a whole team filled with gunners like: Aalto, Chixia, and Mortefi. And just spam everything down to echos and skill, and circle around the enemies. You would be dashing all around the place and zooming especially Aalto's kit
@@krysterio blud playin warframe in wuwa💀
It is also notable that EVERY character has access to a demo domain once obtained that helps you understand how to combo with that character. And you can get Astrite for doing them!
Where? I saw this at the start but havent seen it since
@@frenzii8332 If you go into the handbook, there is a tab where you can access all of the demos for your obtained characters. There should also be a button on the Resonator screen that will take you to the demo for the character you click on it for.
@@frenzii8332there are 2 main ways,
1) its in the guidebook, try to look for it!
2) go into the resonators skills upgrade section, there should be a small button in the right corner
@@frenzii8332Go to Guidebook>Path of growth>skill training
@@frenzii8332 i hope im not late, but there is a little button on the bottom right corner when ur in the character tab. That button will directly put you into a practice mode specific for the character's kit which simplifies it and helps you to better understand their whole kit.
Sanhua's forte circuit is sooooo Unique and fun! Whoever came up with that definitely needs a raise for sho
Reminds me of Vergil's judgement cut (not end) from DMC, in that it could be interwoven with other abilities, and it feels just as nice to use imo, especially when you time it perfectly without even looking at the bar
@@ExtrnalSorce2It feels more like his Rapid Slash for me
And what's amazing is that even when you don't hit the highlighted part, she performs attack with dope animation which creates, at least for me, impression that I didn't screw up.
This is true, I'll use Yinlin as an example. If you only read her skills it's like wtf do you want me to do? But If you do her tutorial all you have to remember are the following, hit enemies with normal attack,use E(twice) fill forte then use heavy attack, swap out. That's it you have just done probably 90% of Yinlin's skill rotation.
It's one thing to have a novel for skill descriptions but it's another thing to actually show how those skills work in a very intuitive manner
Still, people would say that doing her full rotation is losing time and not worth it, so the community resorts to swap canceling, which tutorials don't show. Yes they are very good but most of the time you won't reach that "perfect rotation" if we are talking about the meta
@@Rontttnot that deep bro, this video and comment is more targeted to newer players. Also fck meta slaves, just have fun ffs
@@RontttYou're missing the point. That's why the original comment mentioned the 90%. If I don't utilise all the animation cancel mechanics, I'll have to dodge counter or parry a few more attacks. It's fine.
@@Ronttt I think that's what's good about the game tho. We were just introduced to a basic mechanic of swapping character, but it is up to the players to discover some hidden mechanics to it, one of which is swap cancelling. Even the 3 jump is also not introduced, even the double jump is not mentioned iirc, but players found a way to make their jump higher. I like that the game do not spoon-fed us all the techs the game has so we, as players, can do it ourselves.
@@Ronttt are there people saying that? I mean we still need to fill her forte gauge though so inevitably we do really need to attack with Yinlin herself for quite some time. Maybe what they mean is a quick swap is necessary to avoid damage and do some quick damage from other teammates before going back to Yinlin.
I really like her character but she definitely has some slow-ass animations that needs swap cancelling lmao. Like her forte skill she can sit on my face anytime she wants to but she can't sit down while in the middle of battle with a rampaging boss attacking very aggressively.
Gachadokuro: “Gacha games.”
Drops mic.
Video ends.
i need to do that for a video one day
@@Gachadokuroapril fools
He shouldn't have held the mic in the first place, cuz this video was misinformation.
@@Goujiki tbh this video was for the best, as it is a problem, so your statement is half-true, and half-false.
lvl 31 in three days really productive activities
I’m on that sigma grind set 😤
bruh in 3 days, im lvl 31 in 2 weeks 💀
@@AsterWi Same Me Too
Lol just hit 30 today, 6 days playing @@AsterWi
@@AsterWi I'm level 38 in 2 weeks, I have friends above 40 💀
The increasing complication of kits is what I call "The Yu-Gi-Oh Effect". Let's make that a thing.
couldnt say it better
Mind if you explain it a bit to me, please? I haven't played Yu-Gi-Oh but I am curious.
@@kuroyami6289 Yu-Gi-Oh cards started really simple, with simple and straightforward effects. Recent cards need a magnifying glass to read because there's so much text they had to make the font minuscule.
@@kuroyami6289 It refers to Yu-Gi-Oh cards having longer effect texts and being more complex over time.
An example of this is comparing "Elemental Hero Flame Wingman" a 2005 card and "Cyberse Clock Dragon" a 2018 card. Btw I just picked these 2 cards randomly.
Elemental Hero Flame Wingman's effect is:
"Must be Fusion Summoned. When this card destroys a monster by battle and sends it to the GY: Inflict damage to your opponent equal to the ATK of the destroyed monster in the GY."
Cyberse Clock Dragon's effect is:
"Clock Wyvern" + 1+ Link Monsters
When this card is Fusion Summoned: You can send cards from the top of your Deck to the GY, equal to the total Link Rating of the materials used for this card's Fusion Summon, and if you do, until the end of the next turn, other monsters you control cannot attack, also this card gains 1000 ATK for each card sent to the GY by this effect. While you control a Link Monster(s), your opponent's monsters cannot target other monsters you control for attacks, also your opponent cannot target other monsters you control with card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card effect: You can add 1 Spell from your Deck to your hand."
As you can see the 2 cards are completely different despite both being fusion monsters, this is mostly because Yu-Gi-Oh becomes more complex over time. But reading a paragraph of text in a tiny box is very hard. This became more prominent in 2014 when pendulum monsters were introduced to the game. Pendulum monsters are basically monster cards when they are in the monster zone and spell cards when they're in the spell/trap zone. But because they're both monsters and spell cards, they have 2 boxes for effects for being a monster and spell cards. The worst example of this is "Endymion, the Mighty Master of Magic".
His pendulum(spell card) effect is:
"You can remove 6 Spell Counters from your field; Special Summon this card from the Pendulum Zone, then count the number of cards you control that can have a Spell Counter, destroy up to that many cards on the field, and if you do, place Spell Counters on this card equal to the number of cards destroyed. You can only use this effect of "Endymion, the Mighty Master of Magic" once per turn."
His monster card effect is:
"Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can return 1 card you control with a Spell Counter to the hand, and if you do, negate the activation, and if you do that, destroy it. Then, you can place the same number of Spell Counters on this card that the returned card had. While this card has a Spell Counter, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card with a Spell Counter is destroyed by battle: You can add 1 Normal Spell from your Deck to your hand."
Imagine reading those texts in a tiny box. But that's basically it sorry if I kinda ranted about it lmao
@@kuroyami6289 search Nirvana High Paladin Yugioh, the poster child of long text.
The problem with this shi is every gacha game need to be "im built different" and use unique term for every single character skill instead of simplifying it, like damn just call this basic attack will fill bar and when bar full press e instead of wall of text full of term for each character.
You can do that in Wuthering Waves. There's labs for each character where you can do just that; simplifying the descriptions into actual skill rotations in practice. The names and flairs are just for aesthetics sake. What you said ain't wrong, though, games need a way to compress the descriptions a bit.
but they literally do that. it doesnt take more than 5 minutes to understand any character with reading IMO.
HELL, I understood Jiyan without even realising there are traces in this game (i hadn’t looked at that part of the UI yet)
I haven’t even played genshin so you can’t call me a sweat or anything. It’s just people being so scared of reading for a bit that they can’t skim read and see basic attack ->heavy attack for cool big dmg combo or (x input) fills up special move bar.
idk how people get so hung up on this.
@@boom-jr8vi You say that but I tried reading Jinhsi and Changli leaked kits and felt like I was missing something. It's annoying having to cross reference something because a skill says "extra fancy name" and now I have to go find it in other descriptions just to figure out what exactly "extra fancy name" does. Like for Changli, it never really explains what True sight is. Her resonance skill has usage of "True sight" PLUS some other bit like conquest or whatever but doesn't explain true sight itself. I think reading a kit like this is far from straight forward and definitely takes more than "5 minutes" to understand.
But what you said is in reference to simpler characters like Jiyan. That I can understand. I just don't think that what you said is true for all characters.
"Dash forward dealing AERO damage. Can be cast in air" is a lot simpler than the paragraphs that other characters have for their resonance skills.
Naah, that's a pretty shit take. It's like saying graphics don't matter just make character a polygon. If you do this the game will loose quite a bit of artistic value
Add to that, now we know that there are some really jarring localisation issues with a lot of stuff
If u know how to fill the forte bar and how to spend it, congrats u already understand that character mechanics
Not only that they have actual Tutorials for each characters
Honkai Impact 3rd also has combat tutorials for all characters. Its later Mihoyo games that had regressed in this regard.
I feel like so many people are misunderstanding the video. Essentially yes wuthering waves character kits can be incredibly complex and it will probably become more complex in the future. However by just simply playing the character and figuring them out. Just the forte skill can help ensure you that you are playing the character decently well from how its designed to be played as. As it helps you lead to your passive. Things like the forte skill and outro skills bar are a great way to suggest to the player how to play the character making it inherently more intuitive. Making the gameplay a little more understandable. Because more indications allow for the player to make further inferences on how a character should be played
How is this any different from Genshin tho? His whole argument is that WuWa solves a problem in Genshin... But you literally just have to play a character in Genshin to understand how they play... His take is literally just trying to smear Genshin... Jesus Christ, you're also insulting peoples intelligence by insinuating that they can't comprehend simple game mechanics as well. What a joke.
@@Goujiki the whole argument is that if you don't want to read into a characters kit to get to know how to play them. The forte skill is a great way to suggest to the player how the character should be played. If every time you dodge the gage goes you. Oh so you dodge with this character to get their passive. Ect. Genshin besides it being a very simple game. Doesn't really have any indication on how a character should be played.
@@Goujiki there's a difference between insulting someone's intelligence and how intuitive a character is to play. Most people can learn to play chess. That doesn't mean chess is innately intuitive. You can't just start playing chess without learning the rules
No this video is completely wrong, like comically so, Wuwa is probably the most complex of all current Gacha. The reason they have the practice mode is because you need it and its not even good, because it doesn't actually show you more then bare bones play style and for a character like Yinlin and Verina whose kits are geared toward team play the tutorials are useless. Lets not even get into the fact the video complains about paragraph long skill descriptions when WuWa not only does that for every character, but by refusing to call things Skill, Ultimate, Heavy Attack, Normal Attack. you have to go though all the other descriptions just to find out their convoluted naming scheme so that you can at least understand what is being talked about if not the result of what is being talked about.
@@rezkel7404 really. I think you just didn't get the video. The whole point of the video was how the forte gauge was a great intuitive way to lead players down the right direction of playing the character without having to read the kits.
Gachadokuro: genshin's kits are long paragraphs
Genshin Weapons: (._.')
Compare arlecchino weapon to jade spear for example
@@luizotavio44 or NILOU’s
Song of days past artifact set: hold my goblet
Genshin character kits are overcomplicated essays written by 9th graders that read a wiki page and use terms to describe more terms. It comes off as a long winded attempt to make combat "interesting". Meanwhile I get to this new zone wondering what crazy fight with some new enemy needs all this info and... Oh... more... Hillicurls. And they're dead in 3 auto attacks or a single skill great.
Wuthering waves also has WAY more stuff to do in combat. Intro, outro, Burst, skill, normal attack, heavy attack, mid air attack, plunging attack, Pokeymanz attack, and the circuit skill and character combos for each character. (Not just push attack 4-5 times each...) You can also cancel out of animations incredibly easy. (Very important for holograms that 1 shot you.)
And the whole mid animation swap thing? Crazy. Meanwhile I can't swap with Mona or Ayaka while they're dashing only to get caught on a pebble or something stupid.
Big W's on Wuthering Waves.
I love that you can chain combos in wuthering waves very fun
So basically genshin is bad for explaining characters kits despite actually gets really basic when you actually play with the characters, but wuwa is supposedly great despite literally bringing even more useless jargon, like, intro and outro skills are not different at all from your typical rotations in genshin.
The parry mechanic in wuwa is the WORST I ever seen in a game, is just a time waste that doesn't even make sense in the endgame (tower of advertising) because is just mashing a button when the boss flashes, but this button is tied to your other abilities so is crap because narrows down your gameplay to "save your offensive for the parry window that this boss has"
WHAT THE HECK IS THAT? Literally makes it look like a parry mechanic was forced above the existing game mechanics.
@@FutabaBiggestSimp bruh wuwas combat is way better than genshin.....genshin is more of a story game
@@devilkazumi578 BUT WHO THE HELL IS THIS RANDO? Hadn't you woke weirdo kids ever learned that NO ONE CARES? WUWA AND GENSHIN ARE ANIME GAMES. Do you even know WHAT'S ANIME? The only difference is that wuwa has worse graphics, worse performance , worse devs, worse issues (mainly connection and quality issues) , worse world, worse characters and animations and characters looks ripped off from other games, literally they copypasted Sephiro and put him in solid snake outfit.
@@FutabaBiggestSimp Nobody said WuWa Had great explanations either. It has way more going on for some skills. Jinhsi's skill does 4 different things each with their own icons and dmg % based on her normal attack combo among altering her movement. It's not the same as "When Bond of life is active bond of life increases damage by X for every attack under the affects of bond of life and while bond of life is active bond of life prevents healing until bond of life ends then the amount of healing you receive from bond of life...." This is a buff you get for pressing E.
Like dogsh!t. "Press E to infuse for X% of damage gaining Bond of life. You cannot be healed while this effect is active and it cannot be overwritten. At the end (Of bond of life) heal X% of the damage done.
That's the point.
Also what is this parry thing coming out? You hit the boss with an attack that has parry window. That's it. "this button is tied to your other abilities " You mean... the attack button you use for.. strong, light, and your "focus" skill. Wow that's a lot.
To play Arlecchino in what Genshin Players Call Razor Language.
Start by switching to Arlecchino than use her E skill near Enemies. Switch to other Characters and use there Off Fueld Abilities than go back to Arlecchino and Charge attack near Enemies. Than Murder everything.
Rinse and Repeat.
use E, use other character E and Q, Charge attack, ungga bungga. Wuwa rotation yeah...I wont typed it here
It's not the only game to do this. Honkai Impact 3rd, which is literally made by the same company as Genshin, also has a bar like this for characters that need it, highlights the buttons needed for a combo, but also gives you access to the inputs needed for everything via the pause menu even while in battle, and has an in-depth demo of every single character in the game.
Honestly this shouldn't even be an issue to begin with. Notice how once you understand a kit, it's super easy to dumb it down with your own wording anyways. Meaning the initial paragraph was pointless
To quote from the Yugioh community:
You're a grown ass man, read the card!
That Forte UI is definitely a huge step forward from what for example Genshin is doing. It would be so more convenient to have a separate UI gauge for Alhaitham's mirror count, Raiden's Resolve Stacks, Furina's Fanfare Stacks, Arlecchino's Bond of Life, Wriothesley's on/off indicator of enhanced state, as well as all characters' shield amount. Because the "on-field" indicators are not seen in all this mess of reactions going on.
Man I hope Genshin copies the shield UI, the buffs and de buffs UI and this one, I'm still perplexed by the fact that they used for the bond of life what would've been a perfect way of visualizing how much shield we have left and Kuro went and did it it as if it's a natural thing that we shouldn't be asking for.
Despite what the haters might say WW has some eye opening QoL that Hoyo refuses to implement for god knows what reason other than inconveniencing their players for the sake of it.
@@drekhunteri think hoyo is just took a path of ultimate casual playstyle. I mean less indicators mean you dont know if you did good or bad. So casuals dont feel like they failed to utilize full potential. It is not like they dont know how to make ui (i mean their ui is very good in general, especially event ones) they didnt implement it for a reason.
@@ProkerKusaka What does being able to see how much buff or shield left has to do with being a casual game? it's even more of a reason to show those things, so when they get fcked they know what failed.
What you said is the equivalent of saying we should get rid of scales overall so people don't feel like they failed to keep their weight in check, one thing is keeping things casual and another is having a better interface to inform you of what's going on, specially in a game that has so much going on at the same time on screen, but nah it's easier to put a timer for the 10 mins food buffs right? why would having an indication of Furina buff being over help casuals at all right? nah it's easier to open the menu a couple of times to see how much healing bonus you have -.-
People like you are infuriating, denying any chance of betterment for the game because their billion dollar company always does stuff for a reason and they have it all figured out, I don't know when this trend of treating casuals like special needs kids came to be but it has to stop or at the very least let that rotten part stay over there, honestly the mental gymnastics people like you do are impressive, I bet you could find a excuse for the mats being locked to specific days of the week as well...
@@drekhunter how the f you managed to be wrong in every sentence lol?
I guess you just dont know the meaning of "casual".
And what tf with " people like you..."? Are you good?
I just wrote a possible reason behind that and you already feel personal attacked lol
Oh yeah about week days... Guess what? I know the reason and it's not that hard to guess. If you dont want to wait just spend money in shop simple as that. (It also has possitive effect on coop when there are many different dungeons with differen materials and if you force them to be open in specific days possibility to find a group much higher)
@@ProkerKusaka Typical mintpicker, tells me I'm wrong, refuses to elaborate and puff their chest because they defended the honor of their billion dollar company.
That reason is absolute bullshit, I get not having enough resin and spending more to get what you missed but time gating it to make co-op easier to match really? we have 5 different sets of mats and having them time gated is just another scummy tactic to make you progress slower not to help find a match as you claim.
Give wuwa 1 or 2 years them we will have PGR lvls of complexity
It's bound to happen. They removed elemental reactions, so kits are only going to get more complicated or have very specific win conditions.
Give them 1 year and we get Gen 2 like characters 😂
We PGR Commandants who play WuWa have already mentally prepared for those moments.
Well @@rvpairofdicethewanderer2383, expect the normies don't. It happened to every gacha game that I know of.
After about 4 patches, we can probably write a whole book on the forte circuit descriptions lol
It also helps that the character trials are explained one step at a time, instead of just dumping a bunch of jargon on you and saying "now kill 15 enemies."
Good video. It's amazing how much information is conveyed by the whole fill bar > deplete bar UI element, and how it can be used to help streamline learning of so many diverse kits.
I am surprised that you did not mention character try method in guidebook. It's very solid with button guides and red or green feedbacks. I really find out that is super useful for understanding characters kit.
I like how he used Ayaka's Theme for the Sanhua showcase. Ice babes everywhere.
Wasnt that Ganyu's theme? Unless ur talking about a different part
Still ice babes tho
I believe this video marks a breakthrough on your video formats. Fantastic editing, fun pacing that easily kept my attention, and comparing this to the early script I've read, you translated it all really well!
I'm looking forward to more videos like this, super excited to see your channel keep on growing, and CONGRATS ON THE 5K SUBS!!
TYSM LIRI A;SLDKFJA;SLDKFJA;SLDKFJA;SDF JI REALLY APPRECIATE THE KIND WORDS AND TY AAAAAAAAAAAAAAAAAAA I CAN'T BELIEVE I FINALLY HIT 5K
In my pursuit to release the video as quickly as possible I forgot to mention the character trials. To be brief they’re also an incredibly useful resource to learning the characters and their rotations due to the button prompts and guiding you through their gameplay. I’ll be more thorough going forward thank you all for understanding
Tell me you haven't played Honkai Star Rail without telling me you haven't played Honkai Star Rail.
@@Mainfernando1 yeah bcs turn based combat vs action is the same right xD
@@Tomil4444 oh yes, because nobody had don't that before right? 🤣. Wait, didn't a game came out 4 years ago doing the same thing but with a whole less bugs and glitches?
Heck, I have heard they are still around and still made more money tham WuWa even after it's launch
Talk about a Genshin Killer am I right? 🤣🤣🤡
A bit miffed that honkai impact has almost the exact same system as WuWa, (along with tutorials for most characters that explain how to use them) and it's not even mentioned. Ig it's just not as popular
@@Mainfernando1 i dont know if u are now defending honkai star rail or genshin idk why u start talking about the bugs when i talk about difrence beetwen action in these 2 games comaparing them to each other is such a stupid take
Am I the only one who just tests the character and quickly understand the kit without even reading the paragraphs of words?
Ohhh TH-cam recommended me your video! TakimiNada here :D good video, fully agreed, I think WuWa does some really cool things as far as game design goes
Idk, for me forte circuits are the least intuitive part of the kit. Like, for Taoqi it took me a while to understand how to properly "activate" the circuit once it's filled up
oh, yeah. you also wont know how she gains her forte stacks. the most obvious is activating her skill and getting hit, but if you are good at dodging and parrying, you wont ever figure this out. Then there's the full refill when her skill expires. If you didn't know this beforehand, you'll just get surprised that you are at max stacks suddenly. And finally the final hit of her basic attack combo. Considering how slow she is, most people wont even get to the final hit before deciding to use echo, dodge, or swap 🤣
@@zigrakudo4092 It's also never stated in her kit anywhere, but your introskill replenishes your forte. Really important to know if you use her in quickswap, but apparently you don't need to know that.
@@djohnthesalty yeah, because you would normally consume those stacks immediately for her intro. haha.
I'm just going to copy and paste my thoughts that I gave to a person in the comments about the video:
It is too early to make direct comparisons of v1.0, as it can make changes overtime and change everything from one character or feature. But let's say right now, the summary of the video is that the forte circuit helps people better understand through an indicator, which is the forte gauge. And that forte circuit basically leads people to play the character in a way that shows the FUNDAMENTALS that is supposed to be played out (but could be improved through further analysis such as videos). This is using practicality teaching that leads to intuitive understanding. And in my point of view, I think forte circuit DOES make players understand the character better. It quite literally is the uniqueness of each character. Calcharo in the game does a huge plunge heavy attack; Havoc MC does a form; Yinlin does a mark; Chixia shoots more and so on. Meanwhile Jiyan is an exception since his entire damage comes from Liberation and then hold M1.
Now a point that he didn't make from the video, and my opinion personally. Is that if we compare WUWA's trial against Genshin's trial. I would say WUWA would be better. WUWA's trial of a character teaches us the foundations of a character's combo. It gives us this gameplay of making us learn a process on how to fill up this forte gauge. Or for example, how Yinlin's resonance skill gives this "judgment mark" that enhances her basic attack. Of course we still have to read the texts a bit.
But if we compare it to Genshin, it's just a wall of text. Right on the start, just gives you a wall of text and puts you against enemies that the character is strong against. If we take Arlecchino, they just put a hydro slime just to make a melt reaction.
The VERY main point isn't to understand everything from a character. As in the most optimal combos/rotations from bilibili videos. Or the mechanical techs such as animation, echo, dash, plunge cancel. It is to understand characters' kit better without a video guide, and it is through a passive (forte circuit) that is shown directly on the screen and a babysit tutorial that legit gives you the entire STRUCTURE for this character to work.
But if people were to say Genshin is rather simple. Just to add, you have an option to be literally braindead and spam echos and skills in WUWA. Everything is optional, it's not like the hologram tells you to beat their entire difficulty with lvl 60 characters or beat the Tower of Adversity right now. You can be casual with the game, know nothing, spam 4-cost echos and be done. People fail to realize that just because there's a combo to play a character better, doesn't mean you have to do it that way. It is just a better way of playing. There is still casual gameplay going on in the game, and not gonna lie, echo adds to that more. Echo is basically a 2nd skill if you think of it simply
True, I literally didn't read anything and still do like 20k damage with my Rover with trash echoes 😂. The game can easily be brute forced
I think i actually want to try wuwa now because of this video. Thanks for that
The good thing about Genshin is tho you don't need to pull a new character if you don't care for abyss too much (as of now). It may change with the following level 100 increase but so far I got along just fine with Kokomi, Raiden, Yoimiya and then any other 4 or star of my liking. The game is insanely easy for the ultra casual player and only gets a little complex when you need to think about team comps and correct artifact set for set rotation.
You can literally complete all content except the Abyss with just the free 4* characters and weapons.
4:37 this is just incorrect. Everyone’s Forte skill does something different and is activated in different ways. If you don’t read the ability descriptions you might never figure out what half the character’s forte circuit do especially not the one’s that buff other abilities (for example Havoc Rover’s enhanced state buffing her Liberation). The only actually useful difference between WuWa and other games is the tutorial for all the characters, where at least the basics are explained and how to use the forte circuit (altho I wish they also explained to players what their outro skill does and give samples for using it effectively). Especially looking at Jinshi and Changli’s kit’s they go well beyond just “keep an eye on forte circuit”, especially since a lot of characters have special mechanics for filling their circuit (for example Verina, you can wail away all you want against the enemy no amount of auto attacks will fill that bar)
Oh that's why i'm more into it. Thanks for the explanation!
Bond of Life is not specific to Arlecchino.
Bond of Life was added in 4.0 as a passive in several craftable weapons, almost 10 months ago. It's also built into the kit of Clorinde and will be in Sigewinne's kit too.
It's a mechanic they added in Fontaine that most players didn't notice, as basic mobs die in two hits anyway.
Also just messing around with Arlecchino will let you figure it out, it's a lot to read but it's not like deciphering a modern Yugioh card.
@@adamjdavis201 Yeah, Arlecchino is super simple.
Use skill. Wait until icon changes. use charged attack. Mash the attack button.
Repeat.
This forte system is really helpful, i never read jiyan's kit and only use him while in main story or as trial character but now i know how jiyan works in general. Another char is sanhua, i never read her kit (not even do tutorial) and just tried her for the first time earlier as trial character in the alloy event and after the stage finished i know how to use her just from that one session.
The term "show me not tell me" is really strong within wuwa
>looking for a video to play while i play wuthering waves
>watch wuthering wavess video
>get a wuthering wavess ad
The Fact the Only WuWa music you used was the Old Login Screen music is telling of how in a Game with so Much music terminology, it has rather underwhelming music.
A rule of the gachas for this kind of issue is, just watch one video, build and go unga bunga, give it some time and you wil be ok, I don't know the terminologies I just play and get good
Itd be fun if you can enable tutorials that pop up whenever you play a character and miss an opportunity to "play them correctly". Like if someone just keeps pressing E on sanhua and they dont understand that you have to let go WHILE youre on the colored bar, the pop up will pause the game and say "hey, wait until the pointer is over the colored bar"
1:10 Ironically i just boil them down to Press E for damages, then charge attack for infusion after E, use other character for longer infusion after E and Q for heal and E reset.
I don't learn whenever paragraph they write due to how easy she is played.
Just do the character training trial lmao..
the best thing about wuwa every char has its own combo and timings when pressing the skills, also that outro animation and atk is sick!!
Oh brother. 1.1 units for WuWa already got long ass paragraphs
When crownless enters battlefield you can attack him to make him lose his weapon. Then he'll throw punches before getting his weapon back. Pretty unique
Forte Circuit is a good alternative to an issue with that, since as you said in 4:20, people can discover how to use the skills just by building up the gauge and actually pressing buttons to discover it. This is how I discovered most of the characters Resonance Skills, and only afterwards, reading the character information screen to understand it MORE.
Going to the skill info first before using the skill is harder to understand due to unique skill terminology, but discovering the skill through action, knowing the combat basic terminologies like Concerto Energy, Forte Circuit, Resonance Skill, etc. THEN reading the skills, you'll know additional info about it while already know what you know, like for example Jiaxin has different phases for her charge attack skill which enters Zhoutian Progressa and is split into 4 phases, something I'd barely notice if I didn't read it but understood it first when I was first using her skill.
The other thing WuWa did was get rid of elemental/class/type advantage. What they left is resistance, only to those which are the same type as the enemies, which are either resistant or immune. This makes teambuilding less restrictive and less power creep is introduced overtime due to needing more specific characters for specific enemies/bosses.
I also like that in that dream domain event and in abilities description either, you can hide the extra details to just see the general outline of what you get
no , bond of life is used in all around fontaine and 1 other characters kit
This video actually made me realize the forte thing at the bottom wasn't just for aesthetics. I've been trying to figure out how to activate Sanhua's special charged attacks for so long and the skill descriptions don't really help, so thank you
i think the good thing about wuwa is that you can revisit the resonator's tutorials at the guidebook section (not the trial in the events section) where you can learn their playstyle and mechanics even after you got the goods... benshin only does trial and puts a written guide with little to no hint on how their mechanics work (alongside their essay of their *mechanics* which i didn't know shogun's back circle ring has a purpose of filling up till it was explained on the net/tube)
also despite the trio slot, it allows character switching that also attacks when forte is full... allowing many possible combos... but yeah, hope they released a 5 star gunner...
Every character you unlock. When you go to them on the character menu.
Bottom right there’s a button.
Take you to a Practice arena with them and teaches you how the character works.
Gives You Rewards for doing so as well, cherry on top.
Also for echoes it great cause, you kill as many as you can when you play, then just click on auto select, the game selects the best one for your character anyway
I always thought descriptions with specific words were stupid, I'm glad to see I'm not the only one who struggles
Complicated kits isn't necessarily a bad thing as long as casual player can still play them even if it isn't optimal
It incentives the player to actually either learn and put effort and time into learning the character and patriciate it while also giving content creator opportunity to create content to help and also for the community to discuss the character. People will communicate more and have a sense of unity outside of the actual game which is good for the health of the game
That said it is a balancing game that can easily go wrong if not done well. Genshin popularity is no mere luck or coincidence
This video is already outdated after the 1.1 character kits came out, we are already at short story levels of skill descriptions with Jinshi.
To be honest i prefer wikipage description which means character is complex. Take for example Calcharo (or whatever he spelled) god he is boring to play with his oonga boonga style. His E is just another basic attack and forte is just hold button to make usless sht which in 90% of times will miss anyway
@@ProkerKusaka the fuck you talking about, he's literally my main and he can tank almost everything, and I'm about to max him completely
@@ProkerKusaka...I'm sorry to tell you this but youre literally not playing him correctly at all.
Chalcaros rotations involve constant quick swapping due to his long attack, forte, and final skill animations so his gameplay almost exclusively consists of having two characters out at the same time.
Hes meant to be played like this by design as shown by his unique intro skills and is even artidtically designed like that with the armor clone od his lol.
Not really. All it sums up to is to spam 4 basics and then E over and over and to ult whenever you want
@@bumibomber ... i am sorry to tell you this but i am playing exactly as you described his gameplay and thats is my point. Imagine having full ass cool looking character which is blademaster and the only thing you want to do is to swap him immidiatly cuz his kit is boring lol
they also do have the mini character tuts in game which also help alot
The same happened to the old game tera, system called 'chain skill' but alas , you could simplify this way to much to only use the space bar and dodge the enemy making the game Stale.
So I guess we just did a full circle of RPG combat balance issue now.
It also helps that the game has a built in tutorial...for every character you have. It's a super condensed "hit these buttons in this order to do damage" but it works so damn well. Using skill, burst, dodge mechanic, forte build up, everything is told to you in short 5min presentation. All you have to do is own the character and done, no 30min video of the character needed.
i still have to read their kits or it'll take me a few days to a week to figure it out, even then i won't understand which parts of their kit are the most important
I recently checked Punishg Grave Raven to see how WW can be in future and I was very impressed how many techniques I wanted to see in mobile action games, they utilise like pauses, long presses, combos etc
I like when some characters have specific buffs or debuffs or some interesting stuff that none other character has.
But I hate when the thing they add is so hard and complex to understand, you need to study it for hours in order to play it correctly
I also love that once you obtain a character you can access their tutorial, which teaches you how to use them and their combos ❤
I mean, there’s also the tutorial stuff that it has for each character to show how the characters play
I remember still needing a video for specific problem children Dainjin and Taoqi. Taoqi had specific terminology that confused me as to what can be gained when and how to use it, like she gains three stacks of shield, which is not the same as three stacks of Resolving Caliber needed to for enhanced attacks, and when to gain them. The Forte Circuit helps helps a lot but outliers will remain obtuse.
Like Dainjin’s forte circuit is purely for recovering her HP on heavy attack, you still need to read her text block to understand certain combos inflict a debuff and certain combos are the main DPS combo.
There is no problem with some new players since they will circumnavigate their own, into finding ways to understand the game their willing to spend time on.
Whether be it friends playing, youtube, or searching online, it's their own way of creating a path of understanding the game. Not all gamers are equal when it comes to playing the game.
This actually reminds me how in Tekken 8 every character's unique ability is tied to the same Heat gauge, regardless if they use it to transform on a timer like Kazuya or spend it one one-time enhanced moves like Shaheen
Just wait till Jinhsi is released, she has 4 different resonance stages and her attacks changes depending of said stage.
Not that i complain because i love her along with her gameplay.
Video full of good points but wuwa came out just a few weeks ago and we only got 2 "new" characters. To better judge how effective this strategy is, we'll have to wait a couple of years and see how it evolves (or devolves lol)
I also really like how every chaaracter has a character trail that isn't a wall of text and then you fight, but an accuall tutorial
I feel as though the forte circuit isn't fixing the problem of understanding essay size kits, it's giving a visual element that is otherwise hidden (or hard to notice) to help alert the player that it has reached the max version. And though it tells you what to do once you reach the maximum, but it doesn't tell you how to get there.
In the team section there is info on each character and it's abilities and it's quite pleasant UI
I would also add how they added a condensed description for the echoes! You can toggle it off and on so you can see either a bigger, more detailed description of the echo and its skill or a very short one which is easy to understand to anybody!
My fav example might be the Dreamless. The condensed version only says about its dealingsome havoc slashes and stuff, but if you unfold it, it even mentions how the echo will do bigger dmg if you use it AFTER Havoc Rover's ultimate/resonance liberation
the description didn't grow too much but it was a pleasant surprise for me when I first toggled off the shortened version for this echo:)
And the character trials for your own owned characters! They're ALWAYS available, first time clearance gives you reward AND TEACHES YOU HOW TO USE YOUR CHARACTERS:) I loved this feature in PGR too, it was a lifesaver when I got Crimson Weave as a 1 month old player who only had Ayla Kaleido the previous limited character as my only limited character xD
Genshin´s answer to WW´s forte circuit is the bond of life which is being standardized for new characters, similarly to the forte bar, the bond of life is a bar surrounding the hp bar that can be filled by certain actions and provide certain buffs.
You have a point. I just did the trials for the characters on Yinlin banner, and having not played with any of them before and just relying on the forte circuit ui, i was able to pull off a satisfactory performance that gives me enough of an idea about how the characters are supposed to be played.
Me with Arlecchino :
I make E.... i wait... E is primed .... heavy attack.... i SLAP
ultimate for restart
....also shield.... SHE NEEDS SHIELD
Just dodge.
This is so true. When I first started the game, just after 5 mins, I already have a clear idea on the game mechanics of the game, it's literally not hard to understand especially from what this video said on the Forte bar.
i think you are judging the game wayyyyy to early. just give wuwa 4 years and they will defiantly find a way to make the forte skills complicated and hard to understand for new players.
Yeah, they need to keep power creep in check in the long run, so new character doesn't feel stale same as other but not holy fuck i need to spend whole day to understand the kit
@@Aezthet1C i am 100% with you on this. but we can just guess at this point in time because we don't know what will in the next 4 years. hope it doesn't turn out like genshin did.
I’m more so trying to say that the game has taken measures to help ensure that even if kits get more complicated there are more intuitive ways of teaching it to players. Comparing when I had to learn the kits of Genshin when it came out vs learning wuthering waves kits and I can definitely tell you that learning Genshin’s required much more reading even on its release.
we'll see
@@Gachadokuro i definitely understand the point that you are making but i just don't want people to get their hopes up and be disappointed when the devs can't match it. great video tho. love your new style.
Arlecchino's kit is so simple too. Like, it's literally just, use Elemental Skill, symbol appear on enemies. Wait until symbol gets bigger, use charged attack. Red bar appears on health bar. Start attacking until red bar gets lower or Elemental Skill cooldown is ready. Repeat. If health gets low, use Elemental Burst instead of attacking.
I have no idea why the developers chose to put an entire novel of words in for her kit and I love the way WuWa is handling it so far.
the character testing also helps where unlike genshán, they tell you exacly what to pres and what it does before each single step
arle-chee-no
idk man i find it easier to understand genshins characters kits than wuthering waves (i know how almost every character works in genshin)
Yup this... this yes. I concur. This has been my gaming experience thus far from playing genshin right after release to playing wuwa now. It doesn’t feel like a hassle learning how a character works for most
There's also in depth tutorial for each individual character in game
I also like their Daily Quest which makes easier to finish since they are also connected to the waveplates farming. Which farming the daily quest can only take 2 - 5 mins. Kuro respects their players who doesn't have much time to play
Reading Wuwa kit description is still pain.
And reading them is still necessary to build your team formula
That forte hints, intuitive it may be, only helps if the player want to just play without the extra hassle, which works, but not optimal if being efficient is the aim.
There's also the option to complete the character tutorial to better understand and execute their skills, all the while rewarding the players for trying out the character and completing the tutorial for each of them
Oh shit. I just realized this is how I learned Danjin without even daring to open her Skill Tree. I didn't even realize this, I just took it for granted. KuroGames is THAT *Smooth.* Damn...
Limbus Company has that paragraph issue. Ngl it's a super fun system and even tho it's turn based the mechanics make it fun, but the only thing worse than the mildly confusing character abilities are the extremely confusing enemy abilities.
and theres a specific tutorial domain for each characters too
Genuinely didn’t know the characters (in Wuhering Waves) had passives ngl. I just do the gacha game equivalent of block, parry, dodge. Enemy starts swinging? dodge > attack > rinse and repeat
Get hit a bunch? switch to healer character and heal then switch back
Bro forgot about the player showcase thing in the character menu. That's prolly the quickest way to learn how to use any character without reading a single letter of information
For me the main reason WuWa characters are so easy to learn is because thye literally give you a step by step guide of every character for free
meanwhile arlecheeno : press E, charge attack, normal atttack, use burst once in a while to heal lmao
Imo more important than the Forte circuit for understanding what the character's role is supposed to be would be their Outro skill.
Baizhi and Verina are atm the only ones who have team-wide buffs and both can heal, add the Healing Echo set and you'll see it even better.
And if you look at Sanhua's, Taoqi's or Jiangxin's Outros you'll see that they buff a character that comes directly after them. So...sub-DPS/support for the most part
Not gonna lie, I had no idea what that circuit did until now.
Its true that every skill got its own name, but I think we widely just use the key we use for that ability, like E for skill (All is Ash) and Q for ultimate (Balemoon Rising)
Easy way to discuss the forte: Bar not full = small damage. Bar full = big damage. This also applies to heals, parries, and shields.
Bar full can also apply to characters with multiple bars like Jiyan or Verina.
Wuthering Waves was just released. It will get more complex
as a Sanhua main I didn't read her kit much , from playing I already understood what she does and that's good.