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joneirik:gi_nostalgia [2025/04/14 08:20] – created joneirik | joneirik:gi_nostalgia [2025/04/16 00:17] (current) – [Teams] joneirik | ||
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Game Mechanics | Game Mechanics | ||
* combat | * combat | ||
+ | * teams | ||
* exploration | * exploration | ||
* environment | * environment | ||
+ | * numbers | ||
Replay | Replay | ||
* Nostalgia | * Nostalgia | ||
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---- | ---- | ||
+ | ===== Combat ===== | ||
+ | |||
+ | WIP | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Teams ===== | ||
+ | |||
+ | Generally types of teams I like from most to least: | ||
+ | - 3 On-field + 1 Support (adapting to situations) | ||
+ | - On-field + 1 Support (Using the other 2 situational) | ||
+ | - On-field + 3 Hot-swap (buffs and damage upkeep) | ||
+ | - Hot-swap (constantly swap for bursts/ | ||
+ | |||
+ | This obviously goes with me enjoying making overall teams that can adapt to whatever happens, with the least amount of direct weaknesses. Which naturally is more of a thing in OW than in Domains etc. | ||
+ | |||
+ | Looking back at some of my old favourite teams, and what I liked about them or not. | ||
+ | |||
+ | Example1: | ||
+ | * Noelle | ||
+ | * GMC/ | ||
+ | * Flex1 | ||
+ | * Flex2 | ||
+ | My favourite domain team, and also fun in OW if I swap to favonius weapon on Noelle. Prefer GMC for domains, and Ning for OW. Flex slots are just whatever I need for shields/etc generally. I built this originally to use swap out flex to any 2 element combo as needed: | ||
+ | * Pyro = Xiangling + Bennet | ||
+ | * Cryo = Kaeya + Rosaria | ||
+ | * Electro = Fiscl + Beidou | ||
+ | * Hydro = Xingqui ... Yelan didn't exist yet, so figured he'd carry it. | ||
+ | But ended up not bothering with Beidou at the time, and just ran Xingqui+Fischl as a combo instead. It's all over been my most flexible team, I've enjoyed it into practically any content yet that doesn' | ||
+ | |||
+ | Example2 (National): | ||
+ | * Xingqui | ||
+ | * Xiangling | ||
+ | * Bennet | ||
+ | * Chongyun (flex) | ||
+ | Constantly swapping in and out to use bursts and skills to fuel, line up orders with normal attacks between to trigger rain swords. It works for small periods, but playing that constantly would just be really annoying. If I had to play that in open world I'd hate it, and even if I had to use that constantly through multiple domains or other content. I like it for being an old v1.0 team with 4stars, that uses reactions I generally don't have a problem with (unlike dendro). Also like it swapping chong with Jean for sunfire and extra survival. I don't really enjoy sucrose but probably would have liked it with Heizou if I learned it better. | ||
+ | |||
+ | Example3: | ||
+ | * Yanfei | ||
+ | * Yelan | ||
+ | * Fischl | ||
+ | * Barbara | ||
+ | Where I can run Yanfei+Yelan, | ||
+ | |||
+ | Example4 (Fantastic4): | ||
+ | * Jean | ||
+ | * Yelan | ||
+ | * Ayaka | ||
+ | * Diluc | ||
+ | The 4 characters I leveled up to play in coop with pharaun, in order to have a variety of characters for coop that would be roughly at the same power level as pharaun' | ||
+ | |||
+ | ---- | ||
+ | ===== Exploration ===== | ||
+ | |||
+ | Generally does things well, slightly outstay it's welcome per area, base game v1 was perhaps a tad too big compared to botw which seems to have gotten the size just right to make players tapper out and run out of interest near the end while still ending at a still positive note. GI v1 felt like it outstayed that by a bit. | ||
+ | |||
+ | v2 and further, would probably feel better in that regard if I came at it from the start, finished the previous v in 3-4 months, and left starving for more. As I came in at v2.4 I already had a backlog, that grew with v3 coming out before I was done with v2, and same with v4 etc. But by that point other issues also appeared. | ||
+ | |||
+ | For the actual experience itself. The towers are ok, I'm kind of mixed on the whole system from different games (including botw), the teleporters are pretty common, chests and the various oculi are generally well paced and spread out. The actual environment/ | ||
+ | |||
+ | In that regard I both liked and disliked v2's islands, as they make for good bit sized contents to engage with. But other parts of the game drags you around so much you're not allowed much time for that. And by v3 I was just barely getting done with v2 and just put entire v3 on indefinitive hold because I was sick of it. | ||
+ | |||
+ | Mechanics. some ups and downs, you get tired of the seelies in the long run, as well as many of the different types of puzzles like the torches and various timed elemental altars etc. And the world in general doesn' | ||
+ | |||
+ | ---- | ||
+ | ===== Environment ===== | ||
+ | |||
+ | The element system is the main mechanic used for environment interaction, | ||
+ | |||
+ | On the other hand, it often lacks some of the options that BotW did, like pushable boulders, moveable planks/ | ||
+ | |||
+ | These things have been one of the main things that have kept the combat entertaining for me, where domains and other similar encounters has not due to feeling too sterile and monotonous to make the combat very fun for me. And all of the domain/ | ||
+ | |||
+ | ---- | ||
+ | |||
+ | ===== Numbers ===== | ||
+ | |||
+ | Or redundant power creep. | ||
+ | |||
+ | If looking at AR25, AR35 and AR50. | ||
+ | * AR25: Unit/Weap ascension 2, level 50, 3star artifacts, max level 12, talent 2. | ||
+ | * AR35: Unit/Weap ascension 4, level 70, 4star artifacts, max level 16, talent 6. | ||
+ | * AR50: Unit/Weap ascension 6, level 90, 5star artifacts, max level 20, talent 10. | ||
+ | |||
+ | Some exceptions, like getting 4 or 5 star artifacts earlier from week bosses. But largely there is very little difference between the different points. The largest one being that at AR35 you get access to all the artifact types as 4 star artifacts have the largest variety, as well as unlocking the Ascension 4 talent of a character. AR50 effectively cut down some options by making the 4star only artifact sets too weak in general. | ||
+ | |||
+ | So the only difference between a characters in the different groups is largely numbers. The difference between an AR35 and an AR50 character is just the numbers involved. Even at AR25 the difference is a single A4 trait, and a completely different selection of artifacts from AR50. | ||
+ | |||
+ | Similarly enemies just gets higher levels with more bloated stats to compensate. They largely increase slowly to fit a roughly similarly spot/role, but with a slight weakening over time, to retain the feeling of player growing stronger. | ||
+ | |||
+ | So these numbers doesn' | ||
+ | |||
+ | Clearly, I would have preferred to see them shave off as much as possible of these numbers, and rather balance the game around a much smaller number scale. But lacking that I must admit that the increase in AR feels rather pointless to me. I could just as well stop at AR35 or even 25, and adjust difficulty by restricting some upgrades. And I'll still have the same experience of the game. The main point against this would be Spiral Abyss highest floors balanced for the max power level, but considering I don't have any interest in this, there' | ||
+ | |||
+ | ---- |