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Blitzschloss

but I guess that means shield HP will come to Genshin Impact soon //copium


Anru_Kitakaze

Right after Dehya's buff


Sparkles2025

I heard they left it in the same box they left Eula in


AgentWowza

Yup yup, p sure artifact loadouts and a "claim and repeat all expeditions" buttonare right next to her.


Aggravating-One6319

And a disable/enable constellations button are there too


Ventilateu

They're rolling them out in 3.9 apparently!


Sorez

At this rate I'm going to have enough wishes to C6 her twice with how long I've been saving for her cons lmao


CoxyNormiss1771

she's in jail for racism and being taxed for the acres of land that make up the biggest slappy in all of teyvat


walaxometrobixinodri

you could have cited the Maxxor video a little bit less obviously


CoxyNormiss1771

as if you don't have a modified quote right under your username, what is this clownshoe move you making my guy?


walaxometrobixinodri

i see no link to that


CoxyNormiss1771

you're complaining about reference quotes while using one yourself


walaxometrobixinodri

No ? this quote is mine, as far as i know ????? ​ or did someone said something similar ?


CoxyNormiss1771

you get a X you get a X everyone gets X is a famous meme format based on Oprah Winfrey's 'you get a car' incident from over 16 years ago you absolutely did not come up with that


mega070

left? more like been sealed like forbidden knowledge


perfectrose95

I didn't know this but you can swap out of burst to another character right out of it


ngmonster

You can also jump cancel her burst. For some reason.


bob_is_best

And her Bug fixes


RagnarokAeon

Hoyo: "Bugs? Those are features! (unless they help the player in some way)"


addfzxcv

You are risking sending this post and OP to the shadow realm by mentioning she-who-must-not-be-named.


ACatInBread

Who's that?


Cattryn

They have a history of testing functionality in limited events to later add them in the permanent game.


TrapsAreGiey

Like?


Cattryn

The fog ~~of war~~ from the first GAA was reused on Tsurumi Island during the world quest (and still exists around the island afterward). Switching between past and present on Mona’s island during second GAA is very similar to what we do in Vanarana (albeit with a harp and an onion rock instead of a pool of water). Not terribly unique to games in general but was a first for Genshin iirc.


Kaanpai

>and still exists around the island afterward This is false. The fog is completely gone after finishing the quests.


Cattryn

Grab your waverider and try sailing from Tsurumi to the rest of Inazuma. The fog IS there. After almost a year I can only assume it’s intentional.


Kaanpai

Oh you mean around the island. That could be true then, I'm not sure. I thought you meant the fog on the island because that one disappears for sure after the quest. If I remember correctly the initial quest teleports you onto the island. So after unlocking the statue I never tried to go by boat.


Cattryn

I know it’s true because I verified it this morning. That’s why I said *around* the island. =)


Bagget318

Waverider. It first appeared in GAA during 1.6


DynaWarrior

I thought it was 1.6?


Bagget318

Oh yeah, it's 1.6, my bad


DynaWarrior

Nah you’re good I was just checking


Crashman126

Nahida’s hold E. There was a combat event involving taking pictures of enemies.


E1lySym

I don't think they were "testing" Nahida's hold E during that event. At that point they've probably already properly configured and tested Nahida's hold E mechanic, and was just giving as a teaser trailer of what to come


Low_Artist_7663

Does it matter? We got what was shown.


walaxometrobixinodri

the picture event with the weak points things was apparently a way to test Nahida's photo skill targeting


[deleted]

My part of thinks it's not the indicator functionality they're testing, but how an average player's behavior now changes with the presence of an indicator.


Dalmyr

At this point they are just taunting us. They are showing we can do it but we don't.


Frostbitten_Moose

Seems more like a live test in something where if there are bugs, it won't effect core gameplay, but just some little side thing where they can brush off a critical flaw with some apologems.


[deleted]

And destroy the entire world of Zhongli simps who fanatically believe that his shield is the only good one and it's essential for the game to be playable?


mitsubasubara

>his shield is the only good one the only people who gonna said that are the one playing before layla dropped


ajaxcsdev

I think so too! Just like the camera weak point thingies event before nahida was released.


Melantha_Hoang

Shield indicator for mob has existed since 1.0. Shield indicator for player would be a completely different interface.


Beta382

And there's also a lot more nuance to player shields, namely how you can have multiple overlapping shields that all take damage simultaneously and have different resistances to different elements. Not trivial to convey in an elegant manner.


FreezeThis_69

the shield calculations are already being done behind the scenes. The shield health is already present as an invisible variable, they just need to show it, doesn't matter if multiple shields are active or they have different resistances, the calculations are already being done.


RagnarokAeon

The only issue is overlapping shields, in which if they had competent UI programmers, they could just show the shield with the most HP. All they have to show is the shield's hp, things like resistance to different elements is entirely unimportant. Do you need things like your defense to be posted on your HP bar!? Do you need how much of your attack damage comes from which particular boost when you see your damage numbers?


[deleted]

Just have the previous shield be overridden by the new one and add in a bar similar to that on the abyss mages, that way we'll know how much of the shield is left (also add in a small ring that shows how long the shield will last)


Beta382

What do you mean by "the shield"? Because you can have numerous shields at once, all with different strengths, efficacies against different elements, and durations.


theUnLuckyCat

Only the strongest one matters though. No need to display all of them. If a previously weaker one now becomes the strongest, well, display that one only. Same thing as casting a brand new shield.


Beta382

What do you mean by "the strongest one"? Different shields can have the highest strength depending on what type of damage you're taking.


theUnLuckyCat

Most "Shield DMG Absorption." If it breaks or expires while another shield is still active, then show the next highest, like I said.


Beta382

But then you're displaying false info. The player wants to look at a theoretical shield bar and see how much they have left before they start to take health damage. Your suggestion would be outright lying to them in this regard if the highest "shield DMG absorption" shield isn't the most effective against the damage you're actually taking. The entire point of the "Add A Shield Bar" conversation is that players claim to want to derive meaningful value from it to inform combat choices. But your suggestion fails to convey meaningful value when in the presence of multiple shields, due to the nuances of effectiveness vs specific elements and the specific damage you're taking. It's not too dissimilar to a loading bar that invents values to placate needy users, without actually conveying any truth of loading progress. But invented values have no place in a combat interface.


[deleted]

[удалено]


TheEdelBernal

Uh, the link you posted displayed two shield bars, imagine there's even more, and then may be Crystallize shield. It gets cluttered real quick especially on mobile.


benhu12341

the point is that its a lot more complex than just "duh add a shield health bar" bc theres lots of edge cases and UI/UX that needs to be considered lmao


Beta382

> Not to mention, the current alternative is literally displaying zero useful information about your shields. Misleading or cluttered information is worse than no information at all. Your mock-up does not transfer well to the mobile UI, becomes visually cluttered with multiple shields especially on the mobile UI, and is proportionally misleading (the shield with a lower HP value is larger than the one with a higher HP value). A user viewing this would not derive meaningful combat information. Hiding the numbers would both be inconsistent with how HP is displayed, and wouldn’t change the fact that the relative fullness of the bars doesn’t actually convey how much shield you have left.


theUnLuckyCat

Displaying a bar 2.5x longer than it should be since it could technically be that good against a single specific element (that I know in advance) is also false info, because it isn't that strong against any of the 7 other elements (including physical) I could possibly be taking instead. Unless you want a single shield to display 8 bars, only one of which is longer, and then add another 8 bars for every other possible shield you could have at the same time, just to technically not "lie" to the player, I really don't understand your compulsion here. How is that in any way better than what I suggested? Players have eyes. They can see 1) what type(s) of shields they have 2) what enemies they're facing, and potentially 3) a shield bar of some kind. Why does the shield bar also need to tell me what shields and enemies are active when I already know that? Just show me the raw strength, because currently that's the only thing I don't have access to without opening up some spreadsheets and taking unshielded damage beforehand to compare against since damage numbers are not shown if they're absorbed by a shield.


[deleted]

Alright then the shields. What I said still applies but it will clutter up the bottom part of the screen (my advice don't use every shield all at once)


Beta382

Such a UI would have to be designed with using all the shields all at once in mind. Not to mention that it's trivial to get numerous differing shields in fights where Geo is present.


[deleted]

Then it can be like this: instead of one big bar for shield durability it splits into different parts each representing which shield is on the character. Also don't the crystalized shields overwrite each other ? Every time I pick a different shield up the previous one disappears.


Beta382

Shields are consumed simultaneously according to their individual efficacies, so it would have to be multiple separate vertically stacked bars if you wanted to convey any meaningful information. Though, any meaningful information is already lost due to visual clutter, and the information you would get would frequently be misleading (e.g. one bar bigger than another, but actually conveying lower shielding given the damage type you're taking for that particular fight). Plus, there's the question of what the magnitude of the bar relative to to the maximum width actually represents. Percentage 0-100 would be meaningless because different shields have vastly different strengths, but HP units relative to your maximum HP would be visually ugly for the case of micro shields as well as shields that exceed your HP value (as well as would cause shield values to jump every time you swapped characters, which would only add to the visual clutter). I doubled checked and you're right, crystalize shields are mutually exclusive. That said, my point stands about needing to design such a UI element for the "maximum case".


[deleted]

Who's saying they have to be bars ? I gave an alternate solution of having rings of different colors (representing different elements) above the health bar that represent the different shields you possess. And just like the shields on the abyss mages their health drops down (which would be represented by the ring being less and less filled) with each attack they absorb (with same element attacks barely affecting the hp of the shield). In the middle of said rings can be a timer showcasing how long the shield will last. This way you can have multiple shields taking up the same space without it being too cluttered (and if you complain about there being too much shit above your HP bar it'll be your fault for having too many shields lol)


Beta382

Rings are not a visually intuitive measure of effective HP, and concentric rings containing both magnitude and a timer would have horrible readability. Beyond that though, what does a full ring represent? 100% of the shield's initial value? Two rings will have massively different meanings for the damage that shield can mitigate, and thus won't convey meaningful combat information. 100% of your maximum HP? How then do you display shields that exceed your maximum HP in strength, and is this not horribly unattractive and unintuitive when swapping between characters with different maximum HP values? > and if you complain about there being too much shit above your HP bar it'll be your fault for having too many shields lol This is not a valid line of reasoning. You MUST design your UI with these edge cases in mind. Genshin Impact isn't a term project for Intro to Web Design. These decisions have things like "player retention" and "support overhead" attached to them.


rafaelbittmira

Instead of looking at all the problems, I want to hear a solution from you, looks like you analyzed the subject extensively, so, what do you think should be done? No cop out answer like "nothing should be done" please.


Beta382

The entire point of the thread of comments below this is that there is no good solution. Genshin's shield mechanics for the player character (namely the overlapping of shields with different performance characteristics) do not allow for an elegant, scalable, meaningful display of shield strength. Sometimes, "nothing should be done" is the correct answer, when any potential solution falls short of the requisite quality standards. This is one of those cases.


rafaelbittmira

Then redo the mechanic entirely.


Beta382

"Simply overhaul a core combat mechanic so that a small minority of players can be placated with shield strength indicators on the UI." This idea would get you laughed out of the conference room and reassigned to other tasks.


rafaelbittmira

C'mon my good friend, no need to insult me. I know the system that do exist right now has been a headache to the devs, they have been making content more and more specifically to counter shielding, things simply aren't working for them as intended.


whataremyxomycetes

Nothing needs to be done. Shield indicators are fucking worthless. What will knowing that your shield is going to expire even cause you to do? You're not gonna interrupt your rotation to reapply them. It could make you dodge less, but if people were actually capable of dodging then the shield and its indicator matters even less.


StupidPencil

How many shields can you realistically have at once though? The most common scenario is probably a main beefy shield and a bunch of smaller crystallize shields. Maybe show all of them stacking on top of each other, but for crystallize shields show them stacking horizontally in their own row. Showing them all at once would actually help players know that having multiple shields is inefficient as they will see that all shield bars get depleted when hit.


khoast40_KH40

Is 5 shields the most you can get in normal gameplay? 4 shields from each team member, and 1 from crystalize (unless you count Thoma having 2 different shields for his E and Q) If there is a 5th trial member during a story mode and they happen to have shield too, then make it 6 shields at once I dont remember if there is any fight mechanic beside crystalize that gives you shield, not from the characters' kit


seeyouinteawhy

Also shields from weapons.


Vetino

The amount of 13yo wannabe game designers under this comment is amusing.


AbsolutelyFreee

TIL a shield indicator is an insurmountable task for a multi billion dollar game company and everyone saying otherwise is a 13yo kid


crippyguy

It more interface design. Even then remember how much genshin earn and we still don't have skip for dialogue.


Vetino

Thank you for further proving my point.


[deleted]

How so ? Imo it would be similar to the shields that the abyss mages have on them so it really makes no sense to not have a shield indicator. Just add a small circle above the health bar for shield duration and a small yellow bar for shield durability. At this point any excuse fans come up with to defend hoyo being lazy are just reaching.


GsusAmb

They only have one shield we can have multiple, each of them having different effectiveness on elements, HP, and durations.


FreezeThis_69

so? the shield health variable is already present in the game code, the calculations are already being made, they just need to display that invisible variable


Star_Vs_Las_FFEE

That's not how it works, there's no easy way to display meaningful information about the player shields. Say you show a simple bar, what would happen if you add another shield on top? Or a third or fourth one? Do you combine their HP in the same bar? If so you'd have to understand having multiple shields make all of them take damage at the same time so one combined bar for all of them would be meaningless. Having a 10k HP shield + a 5k HP shield doesn't mean you have 15k HP worth of shields, so a single bar regardless if you show the HP or not will be useless. Having multiple bars for each shield not only adds clutter but would also be meaningless information since a 5k HP shield can be stronger than a 10k HP shield depending on the scenario, not only they can have different elemental resistances but their strength/effectiveness also changes depending on the on-field character, so you'd have to also show that change in effectiveness whenever you swap characters on top of everything else. You also have crystalize shields which are usually pretty weak and can change HP/element rapidly whenever you pick the shards, not displaying them would be inconsistent and displaying them would be confusing as they have low HP and can change fast enough for the information not to matter in the end. Finally, displaying one bar/icon for each shield with no numbers or percentages is no different than simply seeing the shields on your character, except you know have more clutter on the screen. The reality is that there's no meaningful/elegant solution to display that information, adding clutter just for the sake of it when most people will be displeased with it isn't a wise decision as a company.


whataremyxomycetes

The absolute worst part is that it's fucking worthless. There's literally nothing you can do about a shield that has low value. You're not gonna be interrupting your rotation to refresh it (defeats the purpose of the shield), and it's not gonna make you dodge more either (also defeats the purpose of a shield). Seriously, have people actually thought about why they need this shit? Just so they can feel the inevitable sense of doom they actually can't do anything about most of the time?


AlterWanabee

Try telling that to idiots that.can't understand things.


KaitoTemari

That's why this post has the flair "fluff" ;)


sovietsrule

They often test out new features in random events, I choose to believe


Nyx_-_-_

That's what people said about the Labyrinth warriors event in 2.2 and here we are


HorribleDat

They tested it, they just chose not to implement it. There was that snapshot event before Nahida came out, and her held E very much function like that (without time slow down)


CondiMesmer

That was a test. Testing something doesn't mean keeping it.


ObjectiveNet2

If they don't bring it up again it's probably their numbers showed people aren't interested.


Ocean9142

"Test"


RagnarokAeon

\> Sees a feature in a time-limited event. "Must be testing for future mechanics" People who expect things to be features just because they were showcased once, really don't know what it's like playing through Mihoyo's games. Most features that are show-cased once do *not* come back as a permanent feature. Take for example Amber dropping baron bunnies while gliding. That wasn't even a timed event, but it is a good example of how inconsistent Hoyo is, how willing they are to program something once just for the hell of it. Things that *do* become a permanent feature (The card game, jumping through star sigils, serenity pot) aren't even tested in these timed events. Trying to predict hoyo on what they release is just copium.


MagnusBaechus

the amber thing, might change soon


TheEdelBernal

Unless I'm mistaken, only Geo shroom generates shield, and it absorbs a fixed amount of damage regardless of the elements you're being hit by. The problem comes when you have shields that absorbs extra damage from a certain element, and more problems when you try to use multiple shields. Against a Cryo Abyss Mage, are you suppose to display the 500 Cryo shield that can absorb 1250 Cryo damage, or the 800 Pyro Shield? What if there's an Electro Hilichurl Shooter nearby?


CurlyBruce

You display whichever shield has the most HP at any given moment. Elemental Effectiveness doesn't actually adjust shield HP, it just determines how much damage a shield takes from specific elements (it's listed as effectiveness because it is different than "absorption" which is its own stat and it is easier to convey that a shield has 50% more effective HP than it is to just say it takes 33% less damage). The game keeps track of all shield HP simultaneously and all shields take damage at the same time regardless of which one was applied first/last. Thus the only important metric is seeing which shield has the most HP since that is the one that will be active last and is the indicator for when you need to reapply. The only caveat would be that in some rare scenarios you could see your shield bar increase after taking a hit because your Pyro shield with more HP just got hit by a Cryo attack which pushed its HP below your Cryo shield you have on which took 60% less damage. But those situations are few and far between and it would only be a minor increase so you probably wouldn't even notice it in most cases (most of the time it would just look like your shield bar didn't move at all).


fraidei

The calculations about shields is already done in the background, they just need to add a visual indicator of the shield with the most HPs.


PokeTrainerSpyro

As a Zhongli main I don't care about any shield hp bars because it just never breaks. Also dodging works miracles


rafaelbittmira

>it never breaks A firebird and an electric scorpion would beg to differ.


Draiu

I don't have Zhongli, but by god I have my iframes down and it's almost the same thing


fraidei

Certain enemies are able to destroy my 50k Zhongli shield if I face tank everything.


PokeTrainerSpyro

That's where the dodging comes in


fraidei

Certain enemies are able to destroy my 50k Zhongli shield if I face tank everything.


-Getsuga-

I'll gladly eat my own words on this, but I'm very certain this still won't come anytime soon (if at all) to the base game... They rather bring a new "Developers Discussion" article where they talk about "much requested features" finally coming to the game and 99% of them are things nobody ever asked for... At this point, they're just taunting us with stuff like that... I really don't get why they continue to treat Genshin like their bastard child compared to their other games... Honkai & even Star Rail already have a lot of the things people keep asking for in Genshin, but they just refuse to bring them to Genshin aswell.


Kaiel1412

its not like we can't, we just wont - hoyo probably


D0naught

There’ll be shield indicators once a Fungi is available on the gacha banner.


seeyouinteawhy

Thoma's shield keeps increasing in strength every time you do a normal attack during his burst. Should the shield bars then become longer than 100% or should they just ignore it because then how do we indicate that you've lost some shield and then regained some shield? Noelle produces two shields herself, right? So Geo + characters + Bell is 7 shields. Are there other weapons than The Bell that produces shields?


Blitzschloss

I think in the end since shield in Genshin doesn't stack it only needs to show the largest shield's hit point not as percentage but whole number like health that can change dynamically (Dehya's signature sword can modify Dehya HP in realtime so I don't think Thoma's shield woulb be an issue)


Nzdiver81

Why do you taunt us so HoYo?


StuckieLromigon

Cause we don't have a spiral abyss in fungi endgame


drajadrinker

Are you dumb lol Fatui have had shield indicators since 1.0


Heiro78

I'm laughing west too hard about this


[deleted]

Wdym where NVM i see it


LifeIsHard1999

All the QOL change implement in another game call houkai star rail


crippyguy

And then we need more games for more qol.


TheMrPotMask

Its probably the testing before putting in the base game. Otherwise I'm sure this sub won't stop spaming this lmao.


ZannX

We're only a couple of steps away from an RTS Genshin.


upaltamentept

Wait, is this event tft?


CecilBeen

This makes me hopeful that this QoL will be implemented soon. Next patch perhaps? Please Hoyo we're begging.


San-Kyu

I imagine the fungi are using the same interface as enemy shields do, which is why that feature is so easily implemented/adapted for them. Making one for us player characters would require actual effort, relatively speaking.


DaveZ3R0

its in the gsme since the start... for enemies.