u/MirceaHM
Translocator changes
I'm really excited about the rework, can't wait to try it instead of forming a kneejerk opinion like a bum
The only thing that I don't like as of now are the translocator changes. I think it should either stay as it is on live, or if they want the longer cooldown, maybe stealth should be unlinked from it and just become a passive like it was like? 2 reworks ago?
So that translocator would activate invisibility faster, but you could also just go invisible if out of combat for 3s. Reason being you could go in with invis, then translocate out.
Also I don't know why the translocator distance was reduced.
And yes, I WILL be EMPing Mercy rez.
New releases don't quite match the descriptions Blizzard give them
I think it's funny that this has happened a few times now.
"Ramattra is the game's first Tempo tank" - so... we're still not sure what this means right? Like clearly they meant you have the ranged vs melee form but all tanks are meant to set the Tempo of the team fight. Composition-wise "Tempo tank" doesn't really describe anything.
"Vendetta is the ultimate Dive hero" - turns out, Vendetta is played in Brawl comps. She is too slow and telegraphed to be as effective in Dive as a Tracer or Genji, but has plenty of survivability to sustain quite a bit longer than those.
"Domina is the first Poke tank since Sigma" - first of all heroes aren't poke/dive/brawl, compositions are, but that's a different discussion altogether. The reason Sigma is good in Poke comps is because he can *absorb* poke really well since he has the most flexible shield in the game AND grasp on top of it as a second defensive cooldown, on top of his primary and CC abilities both being effective regardless of range. Domina's gun is ranged, sure, but her push+stun is basically a melee ability and her barrier is the most rigid barrier there is, on top of being demolished by Ashe's Dynamite or Soj Disruptor Shot, Bastion, or general AoE spam from Pharah or Junkrat. She cannot absorb poke all that well turns out.
And now that D.Mon is out, I'm not sure they actually called her a Brawler officially, but together with being put in Stalwart, I don't doubt that was the intended vision. However she plays really well with Dive, she loses a lot of tank match-ups, but can get past the enemy tank with relative ease to menace the backline while having enough fuel to get back out. In a lot of ways she plays a lot like a grounded Hazard.
I just thought it was funny that this has happened several times now. Any other examples you can think of?
Stellar-Conduct
I would prefer it if Cryo Traveler in Stellar-Conduct maintained the off-field periodic cryo hits, but even as it is right now, they're still a solid support and I'm very excited to use them to buff my Wrio/Miko duo.
It was leaked earlier that each snowflake hit gives 2 Frostglow stacks, so by doing Skill 1NA 1CA Burst, you should be able to get 20% Stellar bonus from C6 (out of a maximum of 40%) and an additional 40% from the artifact set for 12s.
So realistic you're only losing out on 20% Stellar bonus, 1 Polestar field stack, and some personal damage. I'd love it if it gets changed during the beta, but either way I'm not mad about it.
Really excited for 7.0 overall!
Some questionable decisions later...
I wanted Rizzly's C1 for his Burnmelt/Freeze teams to fix his CA/HP issues and to make them break the 100k DPS benchmark. I set it as the fate point and started wishing. Got C1. Went straight to Miliastra dummy and...
Freeze was barely breaking 100k, Melt wasn't even close. Insant regret. What have I done? His Stellar Teams gain nothing interesting (stat buffs are w/e, I pull cons for gamplay changes if ever)
On top of that, I could've instead gotten C2 Miko. ON TOP OF THAT, he will probably get added to "To temper thyself" as a free con anyway, while I already got her C1 from that and it might not reset...
So I swiped. And on the last 10 pull... another Rizzly. Oh no. And on the next wish? C2 Miko!!!
So now I have them both at C2, my only C2 limited 5*s in fact together with John Glee. My Stellar teams are about to be so damn broken lmao
Should I have just tried for Miko C2 and nothing else from the beginning?... Maybe. Woulda sure saved me a hundred bucks. But both Burnmelt and Freeze break 100k DPS and Stellar might... be almost double that. I think I'm ready for Snezhnaya
New patch achievement progress reset
So after the new patch all the "Reach 50 Abyss depth" achievements reset. I had all of them, now all of them are at 0/50. I also just reached level 170+ in abyss and I'm at... 0...
That being said, I love that every level has a red portal to skip stages now, such a good change
Lunar Hydro Traveller
So, obviously this ship has sailed. Any hope that the worst traveller gets upgrades when their element gets a second focus is gone now, with Snezhnaya and Cryo Traveller on the horizon.
But, since the Cryo Traveller is all but confirmed to enable Stellar reactions, I thought I'd post some of my old thoughts on how I'd buff Hydro Traveller to enable/support Lunar reactions in Nod Krai. There are 3 total Lunar reactions, so having 3 Hydro supports to use between them (HydroMC, Aino, Columbina) would make sense to me.
New Passive: When a party member triggers an Electro-Charged, Bloom, or Hydro-Crystallize reaction, it will be converted into a Lunar-Charged, Lunar-Bloom, or Lunar-Crystallize reaction respectively.
Additionally, if there are Thunderclouds or Moondrifts present nearby, the elemental burst Rising Waters remains stationary. If there is Verdant Dew available, during the elemental skill Aquacrest Saber, the Traveller will periodically consume one Verdant Dew to release two Aquacrest Seeds, each dealing Dendro damage equal to 3% of the Traveller's HP. This damage is considered Lunar-Bloom damage.
C1: Moonsign: Ascendant Gleam - Picking up a Sourcewater Droplet also restores 2 Energy to other party members.
C2: Moonsign: Ascendant Gleam - The AoE of Rising Waters' bubble is increased by 30%. Additionally, when enemies are dealt Lunar damage, the duration is increased by 3s. This duration extension can happen up to 3 times per elemental burst.
C4: Moonsign: Ascendant Gleam - While the Traveller is protected by an Aquacrest Aegis, all nearby party members have their Elemental Mastery increased by 100.
C6: Moonsign: Ascendant Gleam - After the Traveler picks up a Sourcewater Droplet, all nearby party members have their Lunar Crit DMG increased by 20% for 15s.
For Lunar-Charged and Lunar-Crystallize, having another f2p alternative would go a long way. In my Lunar-Crystallize teams especially I tend to find that Aino's short uptime isn't enough to cover Zibai's long field time, and her upside of short cooldowns is negated by Zibai's mandatory 18-20s rotations. HydroMC by default only has 4s duration on burst, but this would be extended up to 16s with C2 and the burst would apply Hydro in a huge *stationary* AoE.
For Lunar-Bloom, rather than supporting Nefer, I think it would be good to have another character who can both consume Lunar Blooms and benefit from Lauma's Hymn stacks. HydroMC already has some built-in on-field mechanics, such as being stationary while the skill is cast and the C4 shield, so giving them some extra damage would make them a little more viable. I'd love to try a HydroMC/Columbina/Lauma/Nahida team where both MC and Bina deal Lunar-Bloom damage.
Choose your starter
Close enough, welcome back Torchic, Mudkip, Treeko
My team of Voidlings
Everyone is sharing the Voidlings they made, so here's my bunch!
I love how many people decided "I'll make one of each" I obviously did the same lol with the caveat that I wanted one for each nature and 2 of each element, so I ended up with 2 Kerapins. Why 2 Kerapins? Kwipecks, Gilicks, Gwigoons, and Anamis all have 33 Voidpedia entries (2 golden eggs each), and of the "early game" Voidlings, the Kerapin felt a little left out I guess.
I spent the last few days clearing Abyss 50 with each of them, carefully curating their kits until each one of them felt fun and had a satisfying gameplay loop.
Here's also a short review for each of them:
- Kwipeck: I think there's some skill expression in the dash since it makes you invulnerable and also regens stamina, so the timing can be important. The kit overall is fun but nothing too out there, so I'd say the Kwipeck is middle-of-the-pack for me. I almost never use the melee, which is a bit of a trend for all ranged Voidlings with a melee attack for me. I knew my Spliced one HAD to be Plasma: The first Voidling paired with the last element. I absolutely LOVE the Frenzied perk, the speed while shooting is amazing.
- Gilick: I think the Gilick's kit is way more interactive and engaging than the Kwipeck's, but also has some clunky moments if the leap doesn't go where you want or you mistime the counter. However, if you counter correctly you're basically invulnerable all the time, and getting leap resets feels amazing (which is why I went with the Fire Hoop secondary for even more leaps). I almost never use the melee here either. The ult is straightforward but very effective. I'd say my 4th favourite right above the Kwipeck.
- Kerapin: Unfortunately for the Kerapin, I LOVE mobility. It doesn't have that. The shielding idea is super fun but in Abyss sometimes you're a sitting duck from meteors from above, while the shield only covers the front. Shooting through the shield empowers your attacks which is really cool, but I also wish the ground circle of the shield also meant/did something. The primary and secondary are kinda Kwipeck 2.0, nothing super fancy but I love how long the range on the primary is. I almost never use the melee. Kerapin goes dead last in my list of favourites, but I figured out 2 ways to make it fun: My Cyber Kerapin has a lot of essence to get their ult incredibly fast. The ult spawns a thunderstorm. I basically use the ult FOR its mobility, the exact thing that the base kit lacks. My Plasma Kerapin by contrast is just straight up my fastest Voidling.
- Gwigoon: I also don't LOVE the Gwigoon's kit. The summons idea is fun in concept, but like a lot of other games with summons, they're not very engaging. Also not having any range is a bit of a challenge, I like range almost as much as I like mobility. I made my Cryo one both shoot homing projectiles on primary fire AND shoot out a wave on the aerial pull ability that I can aim at anything I don't want to/can't reach. I almost never use the invisibility. The ult is not my favourite either, a lot of ults have the benefit of covering other weaknesses in the kit (like the Kerapin), but this one just doubles down on what the kit already does. Overall it's right above Kerapin in my list of favourites.
- Anami: I feel like the Anami kit is a lot like the Kwipeck kit, but I like it a lot more. Auto-aim is fun, but there are incentives to aim at targets too. I wish the bunny hop went a bit further or had some interesting mechanic tied to it and I never use the melee. The secondary returning is gimmicky, I haven't found it too useful, so I just made it explode at its apex. I really like the ult, and that you can sometimes spawn crystals just by killing enemies: I wish there was a way to do that more often. I'd say the Anami is one of my top 3 favourites. My Spliced one I wanted to be a ferocious tiny devil thing inspired by nine-tailed foxes, so it spawns fire tornadoes and gets damage and attack speed the more it kills.
- Ur-Sek: I'll say it straight up they are my favourites and I used them almost exclusively from the moment I unlocked them. I'm obsessed with the concept that an alien lobster crawled up an alien bear's back and they were inseparable ever since. If I'm being honest I love Sek's kit way more than Ur's. The armor reduction is really strong, I get homing missiles on the secondary for range, and they run super fast with a shield up when I need to traverse long distances. They feel very satisfying to play so the perks I chose are simply healing and more damage.
- Nimiod: I think this is the most creative, unique, out-there kit. You're playing "don't let the balloon touch the floor" alien style. The constant tapping spacebar needs a little getting used to, but other than that no complaints. Good range while not having to aim, good mobility, I love the node concept and interractions, the ult is MORE NODES and it fills up my screen with fiery storms and I feel like a force of nature. I focused my Spliced Nimiod on burning and explosions. Second favourite Voidling for me.
- Packuran: I straight up didn't know what to do with the Packuran at first, it just didn't click for me. Not only did I not use the melee, I also didn't use the defensive and I didn't get how the primary and secondary were meant to synergise. What I realised when I started playing it a bunch more is that with a bit of cooldown reduction, the secondary basically has no cooldown and it hits HARD. So I made a living missile that just darts across the screen killing everything, and it basically permanently flies as a bonus. I gave it invisibility on defensive ability use and healing on invisibility so that I can also make the most of that ability. I wanna splice a different Packuran that focuses more on the Laser-style secondary, but I think I'll struggle with mobility on that one. I like the ult too, my Packuran is essentially melee, so having a range option is great. I'd place the Packuran below the Kwipeck in my list of favourites.
- Morfang: Lastly, oh does the Morfang have mobility! I think it's an exceptional final Voidling to get and with all the upgrades it probably has the most complex kit. You can tap or hold both the secondary and the uppercut for different effects, and you can combo abilities with both the burrow and the uppercut. The burrow healing is the cherry on top, I love built-in sustain. The biggest downside for me is the complete lack of range: I'm glad there is a full-melee Voidling and I think it's done really well (I love that primary dashes you to the targets!), but sometimes burrowing a screen away to the target gets tedious, so it's my third least favourite Voidling kit overall. My Spliced one ended up being the Lively nature, and I thought it would be funny to make it Organic because of it (get it? Lively, Organic?). It spawns plants on kill and on ult, it takes some inspiration from the movie Annihilation in that it looks beautiful with bright colours and blue eyes, but at the end of the day it's still a killing machine running on Morfang hardware.
I'd love to hear how other people would rank their voidlings, or what you guys like/dislike about each one!
So Catalysers need some changes...
I'm not talking about balance
So first there's Enhanced Cooling and... Enhanced Cooling. Same name, different effects.
Then there's Deep breath which is Corrupted, but unlike all other corrupted which have a buff and a nerf, this one is straight up 2 buffs. On top of that, the wiki says there's also a Quick Breath which I haven't unlocked yet which is just... straight up worse than Deep breath?
I assume Deep Breath is supposed to increase stamina AND reload duration, while Quick Breath is supposed to reduce both.
As an aside, there HAS to be a way to get Corrupted easier. Mostly, STOP giving me dupes!! I'm missing 3 Corrupted Catalysers and I keep getting dupes of ones I already have. I feel like dupes of the normal ones are ok, but for Corrupted they should just make it drop unique ones since Abyss is the only way to get it...
EDIT: RealMushroom8904 mentioned 2 catalysers with the same effect: Relentless Affliction and Status Multiplier. They both increase status effect damage multiplier, one by 1.5x, the other by 2x (so the second one is straight up better)
Does anyone know how Armor works?
It's the most abstract stat for me cause I'm not sure if it's a flat reduction or some sort of a percentage, is it more effective against big or small hits, etc.?
If anyone knows anything about it please let me know lmao. Right now I stack as much HP as possible instead and sometimes the Mortar modifier on enemies especially seems to chunk it down significantly. Would stacking more armor instead help with big bursts of damage?
I don't like the 4* trend...
It seems we've being getting fewer 4*s per version and I hope we don't end up like Star Rail...
Ignoring version 1 which launched with 14 4*s on top of the 4 additional ones added throughout the patches, versions 2 and 3 had a pretty stable, almost 1-1 release ratio between 4 stars and 5 stars.
Version 4 started with that ratio, but it seems to have changed in the second half after Gaming/Xianyun where only 1 more 4 star was added, but 5 new 5 stars. (Sigewinne should've been a 4* argue with the wall)
Since then, Version 5 seems to have changed the ratio to 1 4 star for every 2 5 stars, and in Version 6 it got even worse, with only 4 4 stars released throughout the entire version
To make things worse, Mondstadt and Liyue are the regions that received the most 4* updates, despite being the regions that had plenty to begin with. By contrast, Fontaine and Natlan still have only 4 each.
I don't particularly expect it, but I really hope we get a bit more balance in Snezhnaya. I would particularly like 1 4*s for each of the 6 Natlan tribes, and to be able to make a Fontaine team fully out of 4*s... but that just seems like a pipedream at this point *sigh*
I excluded Snezh Harbingers, and Skirk and Nicole who don't belong to any nation in particular
Cryo Traveler kit ideas?
What would you like to see with Tum-ICE-ni's kit?
My list is simple: due to slime theory, I want them to have a shield, off-field cryo app, and to enable Stellar reactions
It'd be cool if the cryo app shot 3 or so icicles every 3-ish seconds, to contribute to the Polestar Field damage bonus
Mine has Scroll set equiped, so that would be another 12% dmg bonus for Cryo and Electro on top of the maximum 38% provided by the field, so a neat 50% dmg bonus total - at least until a better set comes along
I'm slightly afraid they won't enable Stellar, due to it probably being 3 different reactions like last time with Lunar. I could see them enabling only Stellar-Conduct and maybe they get upgrades along the way?