tanithryudo: (Gods at Play)
[personal profile] tanithryudo
Finally able to complete the endgame: Forgotten Hall level 12 and Pure Fiction 4. Haven't done Apocalyptic Shadow 4 yet since the time limit for that will roll over to the next monthly battlepass track, and I am considering saving it for then, but I don't forsee any issues with passing that either, since the current AP bosses are fairly easy/straightforward according to all sources.

With Forgotten Hall, I initially tried Himeko + Topaz on team 1. But it seems like the superbreak pair of Ruan Mei and Harmony MC is better used together with the break-weak boss on this level. And that leaves only 1 DPS slot, in which case, Himeko is weaker than Jing Yuan (didn't consider Topaz as she's more sub-DPS and also non-AoE). Also, their follow up attacks trigger about the same amount of times in the fight, and thus trigger about the same amount of dungeon bonus.

With team 2, Clara + Bronya make for a great duo on my account, since I have Clara built for all damage and no speed, whereas Bronya has decent speed (currently 152 and still trying for 160) and can pull Clara along. Topaz is there as SP-positive subDPS to focus on the main boss, and help trigger the dungeon bonus. Luocha as it turns out can sustain the team just fine (as long as no one gets one-shot) and half the load for debuff clearing is picked up by Bronya anyways, who's keeping Clara in the clear.



For Pure Fiction, I actually got really close to the pass threshold with the same team, but slightly less built Hanya. Turns out I just needed to raise her to to level 80, fill in her last trait with +8% ATK, and swap her lightcone for Bronya's. Not too much which of these made the main difference... the added traits, or the change in LC, since the better LC also allowed her to generate more SP, which could be critical for a team with a SP-hungry DPS such as DHIL.

Anyway, having Hanya working so well makes me less inclined to pull for the Sparkle rerun banner coming up next with Jiaoqiu. Even if she's touted as DHIL's best support due to providing SP and speed. I mean, she's essentially a Hanya-plus. But if Hanya works ok for endgame content, and I don't have a non-gameplay preference for Sparkle's character, I don't feel there's a need to pull.



Speaking of pulls, the current rumors for the 2.5 patch (the one with the story update after Jiaoqiu's banner coming up next) is that the first half will be Feixiao plus a trio 5* rerun of Robin + Kafka + Black Swan. Then second half will be Lingsha + Dr Ratio.

My current plans are to get Feixiao + her LC (because most Hunt LC I have suck). Then Dr. Ratio's LC for the pretty. Also considering on getting Robin and maybe her E1 (but not LC because there's lots of great free Harmony LCs), because she's the best/most hyped support right now. Will see how my luck goes with pulls, and whether we get news of when Aventurine rerun occurs.

Addendum: Newest rumors say that Lingsha's banner will rerun with Topaz instead of Dr. Ratio. Not sure how reliable this is, since Topaz just had a first rerun recently, and it seems weird she'd be the first character to rerun twice ahead of so many others. On the other hand, she's touted as best support DPS for Feixiao, so they might be trying to boost sales by bringing her up again. On the third hand, testers have also claimed that the Hunt-March and the new 4 star Moze on the Feixiao banner are also great supports for her, so it's not like Topaz is a must have on her team. On the fourth hand, if Ratio is kept back, then he'll likely show up along with Aventurine's rerun, which is a cute arrangement if so. Anyways... I guess we'll wait and see. All is fine as long as they're not rerunning Aventurine immediately, cuz that would really be a crunch on my jades.

(no subject)

Date: 2024-08-18 03:45 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

Does Aventurine heal or is he purely a buffing unit? (Why am I asking? I'm not even playing this game.)

(no subject)

Date: 2024-08-19 03:39 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

I'm trying to wrap my head around Aventurine "shielding" the team and does not compute.

It does sound like the game is trying to make their "canon" relationships work together mechanically. Makes me wonder if the Yaoqing trio (飞霄、椒丘、貘泽) would combine well...

(no subject)

Date: 2024-08-20 02:36 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

Eh? How so? Aventurine is one of the few characters whose gameplay class actually matches his in lore faction.

It's more that Aventurine's character is a gambler rogue archetype. These are types that are more associated with "playing the odds", so I figured he'd have some more randomized mechanics (or at least mechanics that play around with probability) and focus on things like buffing in his support arsenal. A "shield" mechanic I would immediately think of the likes of Gepard, with a personality of "I will protect you!" type. If anything, Aventurine's personality seems to be the opposite of the "shielding" type of character.

part of his cornerstone's powers is shown to shield and protect.

I mean, it'd have to be given Aventurine's penchant for taking risks... I just didn't realize the cornerstone spread its protection to anyone else.

Jiaoqiu is an AoE debuffer, and the only major DPS that works off of debuff are Acheron and Ratio.

Wait...not all DPS benefits from debuffs? Why? (I'm wondering if all AoE DPS can benefit from Jiaoqiu regardless but sounds like the answer is no?)

(no subject)

Date: 2024-08-20 01:57 pm (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

Paths aren't necessarily, or rather, purely based on mechanics

I mean, that's fine? I'm talking about the mechanics feeling a bit at odds with the character design.

his core self and core philosophy has always been the drive to protect - originally his family and clan, and later their legacy

Hm...I guess I will have to go look into the story stuff a little more once I finish catching up on patch 2.4 plot.

But only Acheron and Ratio have specific damage modifiers that scales their damage based on the number of debuffs on the enemy.

Interesting, so debuffs don't apply things like "takes extra damage" or "lowers armor/defense". (For example, vulnerability debuff in GW2 effectively boots DPS output; or armor break causes enemies to take 50% more damage in many JRPGs.) Are debuffs solely limited to things like decreasing speed/damage or blinding/paralyzing/freezing the opponents?

(no subject)

Date: 2024-08-21 07:19 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

A lot of support units being geared towards particular DPS.

Hm, I wouldn't say that's very common, as the accusations of pay to win start popping up if teambuilding become too rigid. Like usually all DPS of a type can benefit from the same type of support (ex. Dark-damage support unit in PAD can fit on any Dark-lead team). So I assumed an AoE debuffer would support all AoE DPS and not only a few debuff-based DPS.

From what I'm understanding of the teambuilding in HSR is the team starts with a support/healing unit and then find a DPS unit as appropriate. Is that not the reason support units have longer meta lifespan than DPS units, since DPS get power crept much faster while support units can fit on more teams?

(no subject)

Date: 2024-08-22 02:18 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

From what you were describing it sounded like only Acheron and Ratio can truly benefit from Jiaoqiu (with Acheron being the better fit), while other DPS don't seem to get much out of him. I'm questioning the design of having an AoE debuffer that doesn't benefit all AoE DPS units, especially since support units are rarer than DPS units. One would think under this ratio, the design decision ought to be giving wider compatibility to support units so they can benefit multiple DPS units rather than being tailored to a specific DPS.

In other words, it's weird that Jiaoqiu doesn't fit with other DPS units as well, especially other AoE DPS units.

(no subject)

Date: 2024-08-22 11:54 pm (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

If Jiaoqiu becomes the ideal support for all DPS

Where did I say he should become the ideal support?

I'm saying other DPS units should still benefit from him and team building should still be possible. It shouldn't be a case where if you don't have Acheron then Jiaoqiu is useless and holds zero appeal. Which is what it sounds like you're saying.

If the idea is to entice the player base to pull on every new release, then every unit should have at least a couple of different combination of teams they can do pretty well on, even if it's not bleeding edge optimal. In the case of support/DPS combos, good options shouldn't be only one or two.

But from your description it sounds like anyone who don't have acheron would have no incentive to pull on Jiaoqiu. That seems like a poor design.

(no subject)

Date: 2024-08-27 04:13 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

My first response is that's an insane ask from just the conceptual perspective

But it's really not an insane ask. There are 4 units per team, presuming each unit has 3-4 possible teammates per role (aka 3-4 support for each DPS, 3-4 DPS per support, etc.), that's 256 combos (at 4 units per role) assuming unique roles. If we drop that to 3 units per role, that's only 81 combos. I can literally crunch those numbers in an excel spreadsheet. I'm sure the actual design team has much faster computing power.

And all of that isn't taking into consideration that a support unit's biggest concern is to be compatible with DPS, as you mentioned the support and healers aren't going to get as much out of a debuffing unit. In that case, the actual number of combinations to consider is even smaller.

Ultimately all the roles come down to either DPS, sustain, or support. If we break it down to greater granularity, it's AoE DPS-Single Target DPS, heal-shield, buff-debuff. That's a total of six roles. AoE DPS is AoE DPS. A buff unit designed to support AoE DPS shouldn't have to take into account every single unique mechanic across all AoE DPS units. So yeah, there's going to be a slight spread (hence why I said not every combo has to be bleeding edge), but it shouldn't be hard to conceptualize mechanics that fit with different units that all fulfill the same role. Meanwhile, making sure AoE DPS get more out of an AoE support than a Single Target DPS will be enough to achieve asynchronous game balance.

Other DPS do benefit from him...?

OK, from what you were saying it sounded like people who main other DPS units are better off not pulling him, which makes it sound like he's designed specifically for Acheron and Ratio.

Similarly, the ideal follow-up team supports have been pretty much nailed down to be Topaz+Robin+Aventurine, and there's nothing Jiaoqiu can improve there for pure numbers

See, I'm a bit confused. This makes it sound like there's actually an ideal combo that fits multiple DPS units. That means the design team did manage to take into consideration how to design supports that can benefit a collective category of DPS units (so long as they follow a similar strategy). I'm not sure why you're arguing this isn't possible or is an insane ask.

Edited Date: 2024-08-27 04:14 am (UTC)

(no subject)

Date: 2024-08-27 09:44 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

(I'm going backwards because the last bit is really kind of bothering me.)

Feixiao is explicitly supposed to be an improvement/replacement over Ratio (lacking his debuff requirement), which is tolerated by players because Ratio was given out for free to most people and thus it doesn't feel like any purchase was invalidated

OK, if the purpose is to "not invalidate old unit", then changing the meta to constantly chase new mechanics basically defeats that purpose. You've even mentioned, just because old units can output the same numbers doesn't mean that they can keep up with the new meta due to dungeon mechanics specifically negating their strengths. In which case, how is that any different than putting out units that simply is a straight upgrade.

(To be clear, I don't like power creep, so I'm not advocating to release units that replace old units. I'm trying to understand how using dungeon mechanics to make older units useless is fundamentally different.)

The reason why there's different mechanics (sets) is to serve specific encounters.

Yeah, and from what you're telling me, those encounter mechanics (at least in end-game dungeons) specifically avoid playing into the old unit's strengths, thus making them irrelevant. Meanwhile, story mechanics are simple enough that any 5-star, regardless of balance, can pull the team through. Seems like miHoyo is still designing obsolescence in older units, just doing it in a more round about way than straight up adding plus ones.

they (1) don't make any previous supports completely obsolete in the eyes of players, and (2) don't interact with other supports/DPS in broken ways...

If dungeons are literally avoiding the mechanics that previous support units excel at, then it doesn't matter if the current unit is or isn't stepping on the previous unit's toes, since the mechanic doesn't even get to bring benefits. It seems then the balancing is happening more on the dungeon side of things than the individual unit side of things.

As for broken interactions, if they're already testing all previous supports against a new support to make sure there's no toe-stepping (although why bother when dungeons are moving onto new metas anyway so old supports don't work as well already), then making sure there's a couple extra combos that are also viable is a drop in the bucket in terms of game balance playtesting calculations. Further more, there's already unintended interactions (per Ratio example you mentioned), in which case, they might as well just lean into it at that point. Especially if the new supports revives some older units, that'll do way more to minimize the "making previous unit obsolete in the eyes of gamers" bit of the concern.

characters of a specific role are not just swappable templates with numbers changed. They involve designing and testing new mechanics

OK, what I'm getting is that new characters get new mechanics because new dungeons are meant to circumvent older kits thus making new characters relevant. However, as I've repeatedly mentioned in my reply, this is just building obsolescence into older units without "adding plus ones" as it were. In which case, one doesn't need to test extensively against older units because older units literally do not have the skills needed to overcome the new dungeon mechanic. Or at least are already handicapped by not being equipped to deal with the new mechanics.

(no subject)

Date: 2024-08-23 12:38 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

Of course the better design (and business) decision is to have different best-in-slot supports for different popular DPS.

I'd argue that's a great way to get people to stop spending as soon as they got their BiS support. Why get the new unit that doesn't benefit their favorite? The only way to induce more spending is power creep and force a new favorite onto the fanbase. And ppl who prefer less popular DPS units will simply leave or stop spending since they're getting nothing worthwhile from the new pulls.

Given there are much fewer support units compared to DPS, it would make much more sense for support to benefit more DPS units so ppl with different DPS builds will all want to pull on the new unit. I never said the new unit should somehow obsolete the old units, as BiS for support would, presumably like other unit types, be dependant on the needs of the dungeon. Just like shield & heal units appeal to different types of strategies, support should also presumably appeal to different strategies. Hinging a support unit on the availability of a limited time DPS unit is pretty much a sure fire way to guarantee lack of popularity, even if that DPS is popular. Gamers aren't stupid, they know their DPS is going to get power crept at a later date. There's no reason to invest in a support unit that has low compatibility with future DPS release.

Since you said non-acheron DPS get the same out of Jiaoqiu as a healer, then what would be the appeal of pulling him? Even if Acheron mains pulled him, they'll have to abandon Acheron when power creep comes in, and consequently have wasted resources on Jiaoqiu who won't be worth taking on a non-acheron team.

Edited Date: 2024-08-23 12:45 am (UTC)

(no subject)

Date: 2024-08-27 04:25 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

Hence people who pursue the current best "meta" are always going to be pulling for the latest "core" DPS/support/sustains.

...So what would be the logic of releasing a support that can't out perform previous supports in the latest meta? I mean, you're saying:

  1. the only motivation for these hard core players is to chase the current meta

  2. Jiaoqiu is the most recent support released but doesn't fit into the core meta build

So...how would Jiaoqiu be sold to these guys? These hard cores are going to be the main whales in a gacha game. They're the ones you can count on to spend constantly and consistently, swapping out their entire team for the newest meta combo. As you said, those who are pulling for looks and don't give a toss about meta aren't even going to bother to look at new units when they've already pulled their ideal pretties. And if they do pull, it's not reliable and they're unlikely to become whales.

Not to mention I find it highly unlikely Jiaoqiu is a XP only type of unit, given how little the story has helped to sell his character (unlike Jing Yuan who seem to be sold purely on characterization and has a huge chunk of story focus dedicated to him).

(no subject)

Date: 2024-08-27 09:52 am (UTC)
cashew: Sumomo acting like Sumomo (Default)
From: [personal profile] cashew

Acheron is a meta DPS (along with Firefly having the highest rate of player pulls for recent DPS)

I mean it really sounds like, from what you're describing, newer units are making older units obsolete. Hence my comment about I really don't think they should be designing such that there's obvious advantage like this. I'm getting from the other comment thread that you're saying this is the result of dungeon design, but it's effectively achieving the same effect: only have one meta DPS at a time. That's bad game design because...again, why bother investing when in another 4-5 months, new DPS is gonna take over as the new meta.

I mean, there's no chance of any older units ever returning back to the meta cycle based on what you're describing, so anyone who ever invests in any character is purely doing it for pretty and not gameplay unless they try to whale. That's pretty much the fastest way to generate churn. And most service games want to minimize churn.

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