![]() I just wanna see that I’m doing the right thing in a more obvious way maybe? A character that only applies their element during ult and arrow charge attacks makes it hard to contribute even in jank teams and the visuals for shooting the crow feather buff aren’t very flashy compared to well, I guess Bennett. This may be a faulty comparison but since I have Ganyu who also backdashes with her skill, I wish Sara’s skill immediately applied electro or did damage in addition to … whatever it’s doing now. I got C0 Sara and C0 Thoma recently and steadily building them despite having no meta use for them. Why does Sara have to be markedly worse than Bennett in basically every respect? In what way would it hurt the game for her to at least be close to equivalent? Why does Thoma's burst damage have to pale so much compared to Xingqiu? What the hell are they so afraid of? And they've refused to nerf those characters, so why now do the majority of the 4*s to come out since then have to suffer for that? Again we're not even just "avoiding power-creep" because the differences have been so numerous and so obvious that it goes beyond that. I'm tired of having to continue to lower my expectations when their goal is supposed to be to encourage people to build new characters and experiment with new teams.īennett and the like came out way overtuned at launch, I don't think anybody's going to dispute that. Give me more options that feel like actual options and not these broken additions that require being handcuffed to their one specific limited 5* in order for their kit to match up with the usefulness of units that have been around at or near-launch that are far more globally-useful across multiple team comps. The imbalance of their approach to these units is frankly annoying and it definitely impacts my level of interest in spending any sort of resources on any future units they try to put out.Ĭlick to shrink.Honestly, at this point.to hell with that. Meanwhile the likes of Bennett, Xingqiu, Diona, and Xiangling can get thrown into nearly any team and even if it's not completely ideal, they'll still be completely usable and are still a boon that can provide utility in multiple ways. I have to assume it's going to be that way for basically every new four-star going forward. Why release Sara to be clunkier to use than Bennett, provide less of an attack bonus than Bennett, and also not have any sort of secondary utility to make up for Bennett having better buffs AND healing? Why release Thoma and make his shielding to be the focus of the kit when his shield sounds like it's not as strong as Diona's, isn't available as often, and he has energy generation issues she doesn't have (plus again she provides healing along with her shields, energy gen, and cryo application while Thoma gets a weaker shield and pyro application)? I have to assume that this means Gorou is going to be constructed in a way where his only real use comes in a geo-forward team specifically featuring Itto and will have little utility for anything else. If they're not going to ever nerf Bennett or Xingqiu then it at least wouldn't hurt them to release some of these newer four-stars to at least be as good as or close-enough to the launch units. Forget power-creep, the game in the last couple of patches seems to not even manage to maintain power- keep especially among the four-stars. I never had a huge eye on Thoma's numbers or anything since I already have a largely-built Xinyan and their roles overlapped enough for me to not feel like I needed him, but it's interesting to hear the impressions of him not sounding so great so far, especially with regard to shield strength. People talking about unironically using Amber in a team. Just requires more practice I know, but still frustrating when it happens in a match. I can beat lots of players on fundamentals alone, but I tend to get stuck against celestial players simply because I can't two-tap them due to either not converting combos or not finishing combos. I didn't grow up on fighting games, but I've gotten into them real hard since Guilty Gear Strive came out, and I really feel the pain of missing combos. Relatively speaking, the punishment for missing animation cancels is pretty light. So yeah, fighting game levels of technical complexity.Įdit: that said, I 100% agree with the rest of your assessment. ![]() Well again, I wasn't aware, but playing Hu Tao optimally requires 12(!) frame perfect inputs. Zhongli or Diona are better for Hu Tao, and Thoma's only really a choice if you don't have either (just so happens that this banner includes Diona. Thoma's definitely intended to be a support for Hu Tao, but realistically he's just worse than other, better options.
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