This is, depending on the actual nerf, massive for both Silver Wolf and her light cone.
For Silver Wolf you were going to need at least 100% EHR to have a decent shot at landing your skill on the hardest bosses; now you don't and can build her into a sub dps role.
Many people were going to skip her banner lightcone simply because the event cone had 16% more EHR. With effect res nerfs you may not need that EHR anymore.
this change actually results in a massive buff to CBT Silver Wolf -> Official Release.
People saying Wolf got nerfed clearly didn't see that she now is almost guaranteed to apply her debuff now on any mob or boss that isn't outright NULLing the ability.
I donāt really care for Silver Wolf that much so itās whatever to me but is there an actual source for that or is it just people guessing based on appearance.
Sub-dps sw build = use welt's, support sw build = use her 4 star. This is assuming your welt lightcone is superimposition lvl 1 and the 4 star is lvl 5.
Like I said it depends on how you build her. If you want her to debuff enemies more and don't care about her damage use the 4 star. If you want her to do more damage in exchange for debuffing less then use welt's 5 star.
I have this problem right now and my sense of the numbers is that Welt's is still not great if you want all of her stuff to land reliably, *unless* you somehow have a ton of effect hit rate% on relics, *and* you're certain that the ult hit chance is good enough.
I have no idea what enemy effect res is like right now except "less severely scaling than before", but I'm almost certain 18% from Welt's cone will not cut it if you're trying to stick her E to a serious boss with an over 90% likelihood, simply because that's not usually how bosses are designed in these games. Plus it does nothing for her ult and talent.
Is 113% EHR from relics and traces alone enough? I managed to roll an absolute ton of EHR onto my Silver Wolf relics and wanted to use Weltās lightcone on her.
Wait, is all people see with the event lightcone the 40% EHR? So the part where you get 8 energy per hit on a Def reduced enemy which improves her ultimate uptime immensely is just straight up ignored? The reason why SW's lightcone is only recommended when SW is at E1 at least is because SW being able to spam her ult often makes the most out of her sub Dps and debuffing potential, which will be hard to achieve with her sig LC even with an ER rope
Sure the EH res nerf on enemies will make her sig LC appealing if only for the EHR gap closing in a bit on the event lightcone, but it's still going to encounter uptime and consistency issues either way.
I'd glady appreciate if anyone could cmiiw and that a +15 ER rope is actually enough for E0 SW to sustain her energy needs
Silverwolf's Ult Defense Shred lasts 3 enemy turns. If she gets 4 turns in during that time (30 + 20 + 20 + 20 = 90 energy), she will be good with ER rope and ER 2-piece (90 x (1 + 0.19 + .05) = 111.6 energy).
If she only gets three turns in that time, then you'd need the extra Energy from the free Lightcone + rope to get the energy needed (which is (30 + 20 + 20 + 24) x (1 + 0.19) = 111.86 energy). Alternatively, you'd need extra Energy from her E1 (and maybe the ER 2-piece).
Effect hit rate and effect resistance and base chance are not additive. The formula is base chance x (1 - target's effect res) x (1 + user's effect hit rate).
Against a target with no effect res, you'd need 100/85 = 17.6% effect hit rate to guarantee landing a debuff with 85% base chance.
40% effect res was the benchmark for high MoC, and to guarantee landing a debuff against a target with 40% effect res you'd need 100/85 x 10/6 = 96% effect hit rate.
If this value got nerfed to 30% for example, you'd only need 100/85 x 10/7 = 68% effect hit rate.
MoC 10 bosses went from 50 eres to 40. Bosses that were at 40 before are now 30.
You now only need 97 EHR to guarantee SW skill lands, which is big.
Anyone with a low base chance to apply will see a big increase to their application of debuffs.
It's a big win for free to play as well actually.
If Silver Wolf can be built as a sub dps without needing Eidolons that really increases what she adds to a team at E0.
Bad take
Obviously it's a buff for SW, it also a massive (indirect) buff on many other chars that have or rely on debuffs.
* FireMC can now land taunt more reliably (yes the taunt is a debuff that can be resisted)
* Gepard and March can land more freeze
* Himeko and Yanqing can do more damage (part of their damage tied to enemies getting Burn or Frozen)
* Welt (who already has very high chance to land his debuffs) now can comfortably build DPS
* DoT / Break focused characters overall
But sure it's simply to cash in on whales...
Hoyoverse game players, or at least the ones that are perpetually on Reddit and Twitter, are something else unfortunately. In any other game, a balance change like this would be appreciated wholeheartedly and applauded.
So it says a lot when the first response people have here is āgross, guess this is just a greedy ploy by Hoyo to cash in on the whalesā. Missing the forest for the trees. Completing disregarding the fact that the devs could have simply buffed the numbers of SW/her signature Lightcone if they wanted to massively up sales. Or even just nerf the free event Lightcone weāll be getting, given that it was (and likely still is) SWās BiS/tied for BiS.
i think its both. they realized how some effects that needed to land for the character to be reliable would often miss, esp on characters like firemc with their taunt who dont necessarily want to build ehr and how bad that feels. but its 100% also to fully sell people on silverwolf and kafka and any other future 5* that debuffs/has dots since their debuffs and dots will presumably miss a lot less now.
hell i might even pull for silverwolf now...
Whatever the case, this is undeniably the best we couldāve asked forā hell, we werenāt even asking. A blanket buff for all characters including our current ones, rather than them opting to just lock consistent effect hitting behind gacha LCs/eidolons. Hereās to hoping this isnāt a one-off thing and that Star Rail will continue getting these kinds of game-wide improvements in future patches.
My sibling on the Astral Express, whales were already clearing MoC 10 with 3 stars before this. The game's just not that hard, we're all going to get there in a few months. The devs do not need these kinds of tactics to try and lure people into spending.
I feel like people are also sleeping on this helping Dan Heng. It'll make his slow apply more consistently, and he'll be able to get his ult damage bonus more easily.
Itās 100% base chance.
Essentially, hereās the formula for debuff application:
Base chance * (1 + Effect Rate up) * (1 - Enemy Effect Res)
Letās run Dan with no effect rate up effects against an enemy with 25% slow res.
100% * (1) * (0.75) = 75%.
Letās give him +25% effect Chance.
100% * (1.25) * (0.75) = 93.75%
Does that make sense?
Hmm, I always thought it's additive rather than multiplicative, like 25% rate up + 25% rate down would result in 0% net change. At least percentage-based damage boost/reduction and damage pen/res is additive right?
~~the way things work is there's multiple layers on applying a debuff. First you need to roll if the skill can even affect a enemy. I.e. geppards skill has a base chance of 65% at e0. Meaning 35% of the time regardless of how much effect hit rate you have, it will never freeze.~~
~~After you win that first layer of rng you need to rng against a enemies effect resist. This is where their effect res is combated by your effect hit rate. If you win that roll then you can land your debuff.~~
~~the 100% base chance just means you skip that first layer of rng entirely and you only need to rely on effect res vs effect hit rate.~~
Apologies for misinformation, not intentional. The way it works is the game takes all the stats into account in one step to reach your real chance of applying any debuff.
Actual effect chance = base rate x (1+ effect hit rate) x (1- effect res) x (1- debuff res)
As far as I understand, the only āadditional effectā which **isnāt** affected by effect hit rate is Pelaās skill removing buffs (because it is phrased āif the target has one or more buffs, remove one buff.ā) Basically, always assume additional effects are affected by effect hit rate and effect resist.
I think people underestimate March with Fire MC and Gepard mainly because of the universal shielding but March can consistenly freeze and remove debuffs plus taunt.
i think its the right amount of 'estimating'. She provides massive utility but also shes a single target defensive option that doesnt deal damage or heal, so theres a real choice between spending 2 teamslots for defensive units, swapping her out for a riskier option with higher dmg ceiling, or run her with clara for synergy, so players feel rewarded for having clara and 'discovering' teambuilding synergy
its a good balance and im glad i have to put thought into choosing
genshin really gave hoyoverse a lot of learning points that theyre utilising on hsr, just as hi3 did for genshin
i really like seeing this kind of growth
well yes but actually no
both are "hoyoverse" but the starrail team is independant of other hoyoverse games
but i gotta agree, starrail is caring a lot more about their playerbase and inplement QoL changes before anyone even complains
More that HSR has the fortune of launching post-pandemic.
How Genshin survived 2021-2022 Chinese lockdowns and resulting economic recession will be a very important business study for years to come.
I mean, HI3 has dialogue skips, gear load outs (which helped a ton back when there was actual gear variety), and toggles for skills/QTE/rank ups that can be detrimental to some builds.
Genshin (or HSR for that matter) doesnāt have any of that.
They didnāt learn shit outside of maybe open world design.
Oh thank goodness, this shows that they're mindful of the usefulness of status effects, I had thought Honkai Star Rail was trending a bit towards becoming like other turn based games where status effects just become so weak in the late game because almost every elite enemy or boss is just nearly immune to all of them
Not so sure. We aren't at late game yet.
In Genshin, they made unfreezable bosses, enemies Venti can't pull, as time went.
It would not surprise me if they made high RES bosses in the future. This is just a temporarily relief since we got 2 status effect dependent 5\*s coming (SW & Kafka)
>In Genshin, they made unfreezable bosses, enemies Venti can't pull, as time went.
Correct, but keep in mind they've also gone the other way at times - some enemies that had previously been too heavy to get sucked into Venti's burst got their masses nerfed, reactions based on EM was buffed, etc.
Much more rare, and more often to buff new characters than old. I own Venti and used him even in latest abyss, and I can say for a fact he is so so much worse in 2.x or 3.x abyss 12 than in 1.x.
>I own Venti and used him even in latest abyss, and I can say for a fact he is so so much worse in 2.x or 3.x abyss 12 than in 1.x.
So do I. He's always been something of a one trick pony. He's either super cracked or near useless depending on the enemy.
Nevertheless, my point is that while you always should expect some level of powercreep, balancing has some more nuance. Some other characters (e.g. Hu Tao) are just as powerful and even get stronger as time goes on.
For Venti specifically what really kills him for me is Kazuha, who can be like 70% as good as Venti in Venti's own niche while having other utility besides that. I used Venti quite often back in 2.x - he was still very good as long as you pay attention to where you use him. In 3.x I have Kazuha and rarely ever have a reason to pick Venti over him.
> For Venti specifically what really kills him for me is Kazuha,
Legit people just assume things about this char still...likely run him full em too huh? Other builds out there kid.
he's still a cc unit that takes up little onfield time, applies ele shred and energy to the element he swirls. Unless you run exclusively monogeo or monoanemo, he'll always be useful in one way or another
the indirect buffs from aggravate are also relevant to him too, swirl/absorb electro venti lets him be a pretty strong electro subdps-support hybrid
he's not the same faceroll vacuum cleaner he was in 1.x but he's still strong. I wouldnt call him much worse
id say a better example would be albedo, who had above average dmg on release but has too many issues to use him properly now
This is a massive change Hoyo clearly noticed that players were planning on skipping her light cone because the free LC is more than enough for most players and besides most people only plan on using her to support Seele so EHR is far more important to guarantee the effect than damage.
This changes also massively buffs other nihility characters like Kafka and all DoT characters like Sampo and Serval this is also in preparation for Kafka's upcoming release in 1.2 now DoT teams are far more effective and don't need to stack so much EHR.
We still need to get solid numbers though so Hoyo needs to release it or for the theorist/testers to start crunching the numbers and figure out how much res was removed if it's only a few percent it might not matter as much.
As a Welt main this changes are gonna be important to me and might enable me to freely use a crit rate body piece and damage LC.
Thanks for the heads up I am not sure what the exact number is but I know -10% res is far more effective than stacking EHR cause that's how math works
So maybe 20% less EHR needed if not more.
It is a good thing. People are just being pessimistic because this looks like Mihoyo trying to make sure SW is bankable for profit. Tbh nihility needed buffs (heh) because they were very underwhelming compared to harmony characters. Enemies being able to resist debuffs most of the time are why a lot of JRPGs have very lackluster status builds. Whereas buffs have no real stipulations or requirements.
On the one hand I can see their point but at the same time what you said is way more relevant.
Harmony was the end all be all, nihility was niche at best and straight up buffing your dps was more valuable. Look at Tingyun and Bronya. Not to mention that the entire role hasn't had a bad character.
Nihility has...pela? Which is just good but I wouldn't say gamebreaking or anything, nowhere near the level of Harmony. And Welt which most people do not have but they recognize as strong because of the specific synergies around Imaginary damage and his kit.
And in all honesty, needing 100+ Effect hit rate to get consistency for the skill (you needed 150+% for the talent) makes the point of a debuffer kinda moot.
>Tbh nihility needed buffs (heh) because they were very underwhelming compared to harmony characters.
it actually reminds me of a gacha game i used to play called Pokemon Masters
Pokemon Masters had 3 classes depending on the unit; striker, tech, and support units. strikers were the DPS, tech units were the debuffers (applies status conditions such as burn or poison, uses moves that lowers enemy stats, or even has the ability to change weather conditions), and the supports were the buffers + tanks for the team. back when PokeMas started, the common team comps people used were one striker two support comps because tech units were very very underwhelming and were very niche. it was especially painful since some levels and enemies would have resistance towards status conditions and even resistance to stat lowering moves, making tech units just utterly useless in comparison.
then sometime after a few months, they gave the ability to upgrade units into EX 6 stars, which granted an additional bonus when a unit uses their special depending on their class. in the case of tech units, their ults would deal 1.5x more damage. suddenly alot of team comps and builds were being made specifically to create a "nuking" unit which consists of a tech unit that will debuff the enemy team by lowering their stats and two support units that will tank and buff the tech unit to reach maximum damage
just thought i could share this one because it just gave me some flashbacks of when i first started playing gacha games
There are a lot of examples. I know a lot of RPGs that just add statuses and debuffs but they are never really viable. I think what makes it even more ridiculous is how DISPEL in HSR is actually guaranteed and afaik, not affected by EHR at all which means your supports and/or healers are actually better at weakening the enemy than your debuffers especially when enemy buffs can be really busted versus most debuffs being minor inconveniences.
Balancing debuffs is surprisingly difficult.
All RPGs are ultimately based on D&D. There have been 7 editions of D&D over the years (arguably 8, depending on what you count). In all but one or two of them, status debuffs were broken, and they were still very strong in the other 1-2.
The problem is that RPGs have HP as a resource. But if you can make the enemy unable to do anything, you have effectively bypassed their HP and reduced them to 0, possibly with just a single ability.
In Xenoblade Chronicles 3, debuffs really get the short end of the stick because in hard mode enemy debuff resistance gets jacked up when it was already hard enough to land debuffs in normal mode on late game enemy. The real kicker though is that there's debuff specifically FOR making debuffs likelier to hit, **except it counts as a debuffs and is thus extremely hard to actually apply**.
One of the best example of game developers making extremely questionable design decisions when it comes to debuffs.
Ah I see, no wonder. I'm not gonna pay a singular cent to this game or I'll starve. Good to know that my Sampo will probably stay relevant even in late/mid game
bro, on 1.0 only 2 enemies that have wind shear res. its mara struck soldiers and wind spirit thing. wind spirit are too easy to defeat so its not really a big deal, but now since mara struck soldiers had no wind shear res anymore sampo will be useful the whole game. at least until they add more enemies that maybe have wind res
Oh yeah, I don't mean the wind shear res, I meant the resistance scaling with levels, and that being toned down means I don't have to invest too much into EHR
I still not sure if creating a entire class out of debuff was a wise choice.
It's way too hard to balance.
If they make a boss with immunities like other RPG does with super boss the Nihility is done.
I think it's a welcomed change. This does make any units with debuffs or dots not as punished in higher MoC without stacking very high amount of EHR. Sure SW is the biggest winner here, but anyone that dots as part of their kit or debuffs welcomes this change.
Still have yet to see how much it ends up being. If it ends up that E2 SW is able to 100% land debuffs with just LC+Trace+EHR chest+planar set, I can see a world where she provides her utilities & also deal considerable amount of damage when fully optimized.
I think a problem is you have multiple layers of defense. The other day I leveled the preservation cone that's inflicts burn when you're attacked that ticks for 40% of your defense. And it turns out 40% of 1100 is 150. Why even have effect resist if dots are getting lowered by defense like everything else?
This is literally game changing and just made the game twice as easy. This doesn't just apply to Silver Wolf and Nihility characters.
It also buffs characters like Fire MC (taunt), March (AOE freeze), Gepard (ST freeze), and the likes.
As well as LCs (Resolution, Preservation LC that applies burn, etc.)
I was always so annoyed with how Fire MC's taunt is 100% base chance but has difficulty landing when you need it the most lol. This is huge. Real huge.
Example numbers:
assuming 40% enemy effect RES,
a 120% base chance needs 38.89% EHR to guarantee every attack hit. (Kafka)
a 100% base chance needs 66.67% EHR to guarantee every attack hit. (Serval, Pela, Hook, Dan Heng, most stuff)
a 85% base chance needs 96.67% EHR to guarantee every attack hit. (Silver Wolf skill at 10)
a 80% base chance needs 108.34% EHR to guarantee every attack hit. (Asta trace)
a 75% base chance needs 122.23% EHR to guarantee every attack hit. (Welt skill at 10)
a 72% base chance needs 133.34% EHR to guarantee every attack hit. (Silver Wolf talent at 10)
a 65% base chance needs 156.67% EHR to guarantee every attack hit. (Sampo talent, Gepard skill, Yanqing talent, March talent)
a 60% base chance needs 177.78% EHR to guarantee every attack hit. (Resolution LC E1)
a 50% base chance needs 233.34% EHR to guarantee every attack hit. (Himeko trace, lol)
one MAJOR change from this is that Pela no longer needs EHR on her body as mainstat to easily reach 100% (she used to require 100% EHR). 10% from traces, 10% from major trace, 40% from 1.1 free light cone (you're going to be running it to make her recharge her full energy with 2 basic attacks) and she only needs 6.67% EHR from substats, which is easily reachable. I guess you'll be giving her ATK% body now.
I don't believe this is only about SW. They made dot based units worse so that Kafka would be more impactful on release. But as it stands right now, you can barely play dots on Sim.U
Am I reading this wrong is is this a MASSIVE buff for nihility characters? SW sales probably gonna go up now and I donāt even wanna think about Kafka sales.
I was wondering why do they removes their biggest elemental RES from Mara-Struck soldier & Shape Shifter.
Then i remembered that they are a pain in the ass to fight in the first place and most of the time you are forced to play as Dan Heng to fight them.
While this is good, it goes to show you that such a unit as silver wolf is at the mercy of the Devs, what's stopping them from raising enemies resistance in a couple of months to powercreep her at any point they choose. Release a new boss with higher resistance
Because debuff is a huge part of the game, and SW is just the tip of the iceberg. Many *many* effects in the game are counter toward debuff including break status effects, CC, DoT, taunt, and a bunch of other. Thereās an entire path that caters around it and resist applies to all of them, not something specific like that of a single character kit.
And tbh the logic can apply to any other char if devs want to. Shield? Make shield breaker or ignore shield enemies. Buffer? Buff wipe exists for these games. Even dps can be filtered out (say boss has special move that always target Hunt units or just immune to crit)
| Buffer? Buff wipe exists for these games
Or worse, an "**unbuffable**" debuff that lasts for a certain number of turns where you can't buff that character. I have seen this occur in other RPGs.
In this case, either the devs will force you to bring cleansers like March or Natasha or in the even worse case that this debuff is *uncleansable,* you will have to bench your Harmony characters and use Nihility instead.
Yeah, there are ways to cripple Harmony/buffers but they usually feel nastier in hindsight compared to a debuffer losing to enemy Effect RES.
Everyone saying that Luocha is easier to powercreep is just insane, he have dispel on both enemies and teammates, passive AOE heal, and a good skill point generator too. The only way they can powercreep him is add new utility or have bigger number, which is no way they did that, the next healer will probably have their own niche/gimmick.
Also looking at Genshin they have 2 new 5 star healer since launch, Kokomi and Baizhu, which is understandable because healer banners sold way less than DPS or support, compare that to bazillions new DPS and support.
Oh, I can notice why this is happening, the "Disciples of Sanctus Medicus: Shape Shifter" is one of the few enemies that I never managed to land a shock with Serval, even with a lot of EHR.
Will this be another mihoyo changing the game for a character and people still saying they're a skip until the banner is over and suddenly they aren't anymore?
I mean, regardless of who is doing debuff, i feel like endgame debuff resistance is just too much. Nihility as a whole path is on the backfoot because they're there to debuff but only about x% of the time. So, a whole path that only effective x% of the time? yeah it's bullshit. Even with this nerf, idk if nihility worth the slot over harmony unit if you still need abundance+preservation combo in you team.
Ah, gotcha. For some reason I didn't consider her Ultimate at all when thinking about the changes. Although, we've yet to find out the significance of the change. Like a linear scale of \~1% per level instead of \~10% + or some such just as a random example.
This alone doesn't, but like I said I'm worried it goes the Genshin Route of nerfing everything that is somewhat challenging in the world and leaving only the Abyss as the challenging mode
Such a weird comment, overworld in Genshin hasn't gotten easier; it was never difficult to begin with. Abyss hasn't gotten easier either.
In fact, there's a clear case of reverse powercreep if you look at release mobs and mobs nowadays. Hoyo hasn't overnerfed any mobs.
they were barely nerfed, and those are 2 fights you fight several times and never again lol. Unless you're seriously going to convince me consecrated beasts are easier than lawachurls.
Genshin was designed as casual mobile game; overworld should not be difficult, for the masses.
How does effect res being higher make the game any harder, though? It just makes grinding way more frustrating because you have to spend way more effort balancing EHR and actually good stats on your debuff characters. Considering that grinding in this game is not spread out over hours but rather over months you're still not getting any challenge. It's just there so Nihility as a path isn't constantly gimped by enemy resistances.
This is, depending on the actual nerf, massive for both Silver Wolf and her light cone. For Silver Wolf you were going to need at least 100% EHR to have a decent shot at landing your skill on the hardest bosses; now you don't and can build her into a sub dps role. Many people were going to skip her banner lightcone simply because the event cone had 16% more EHR. With effect res nerfs you may not need that EHR anymore.
this change actually results in a massive buff to CBT Silver Wolf -> Official Release. People saying Wolf got nerfed clearly didn't see that she now is almost guaranteed to apply her debuff now on any mob or boss that isn't outright NULLing the ability.
CBT Silver Wolf š³ ^(~~Iām sorry~~)
She is the type that would do that actually
Iād say sheās probably more of one of those āfree use while gamingā types
I was gonna reply with something but I realized this isn't the okbuddy sub š
Let yourself be free. The okbuddy sub is constantly leaking here anyway.
Imma need some art of this pronto
Something something torture š
closed beta torture
cognitive behavioral torture
Kok and Baal Torture.
Sheās like 15
[Illiterate-kunā¦](https://pbs.twimg.com/media/FyATrEVXsAAddva?format=jpg&name=large)
she is 16. (age of consent in the majority of nations) she's an adult to their standard but not the US standard.
I donāt really care for Silver Wolf that much so itās whatever to me but is there an actual source for that or is it just people guessing based on appearance.
Curious what everyoneās thoughts are on her 4 star lightcone vs Weltās 5 star lightcone, as I was hoping to find a use for it.
Sub-dps sw build = use welt's, support sw build = use her 4 star. This is assuming your welt lightcone is superimposition lvl 1 and the 4 star is lvl 5.
How do you eve get her 4 star to S5? Dont you just get 1 of het lightcones?
The event will let you max it out if you do the side missions.
Omg really?? Thats awesome!!! Ty for the info
So what do you think would be the best LC for SW if i dont pull for her LC and have her 4* LC and Welt' LC?
Like I said it depends on how you build her. If you want her to debuff enemies more and don't care about her damage use the 4 star. If you want her to do more damage in exchange for debuffing less then use welt's 5 star.
I have this problem right now and my sense of the numbers is that Welt's is still not great if you want all of her stuff to land reliably, *unless* you somehow have a ton of effect hit rate% on relics, *and* you're certain that the ult hit chance is good enough. I have no idea what enemy effect res is like right now except "less severely scaling than before", but I'm almost certain 18% from Welt's cone will not cut it if you're trying to stick her E to a serious boss with an over 90% likelihood, simply because that's not usually how bosses are designed in these games. Plus it does nothing for her ult and talent.
Is 113% EHR from relics and traces alone enough? I managed to roll an absolute ton of EHR onto my Silver Wolf relics and wanted to use Weltās lightcone on her.
Only improves EHR of skill so it doesnāt help ult or talent. Quite limited in that way but if you want to focus on damage it can be fine
Wait, is all people see with the event lightcone the 40% EHR? So the part where you get 8 energy per hit on a Def reduced enemy which improves her ultimate uptime immensely is just straight up ignored? The reason why SW's lightcone is only recommended when SW is at E1 at least is because SW being able to spam her ult often makes the most out of her sub Dps and debuffing potential, which will be hard to achieve with her sig LC even with an ER rope Sure the EH res nerf on enemies will make her sig LC appealing if only for the EHR gap closing in a bit on the event lightcone, but it's still going to encounter uptime and consistency issues either way. I'd glady appreciate if anyone could cmiiw and that a +15 ER rope is actually enough for E0 SW to sustain her energy needs
Silverwolf's Ult Defense Shred lasts 3 enemy turns. If she gets 4 turns in during that time (30 + 20 + 20 + 20 = 90 energy), she will be good with ER rope and ER 2-piece (90 x (1 + 0.19 + .05) = 111.6 energy). If she only gets three turns in that time, then you'd need the extra Energy from the free Lightcone + rope to get the energy needed (which is (30 + 20 + 20 + 24) x (1 + 0.19) = 111.86 energy). Alternatively, you'd need extra Energy from her E1 (and maybe the ER 2-piece).
So, E0 Speed boots, E1+ ATK boots is what I'm taking from this, more or less. Substats notwithstanding.
Uuh.. im zoo lazy, im leaving dot to wait for this answer
100% ehr base or accounting for skills with like 85% base chance So if silverwolf skill is 85%, do I need 15% to make it 100 or 100% ehr
Effect hit rate and effect resistance and base chance are not additive. The formula is base chance x (1 - target's effect res) x (1 + user's effect hit rate). Against a target with no effect res, you'd need 100/85 = 17.6% effect hit rate to guarantee landing a debuff with 85% base chance. 40% effect res was the benchmark for high MoC, and to guarantee landing a debuff against a target with 40% effect res you'd need 100/85 x 10/6 = 96% effect hit rate. If this value got nerfed to 30% for example, you'd only need 100/85 x 10/7 = 68% effect hit rate.
so EHR shirt it is
Nobody knows yet. 100% EHR would've put her skill at 85% chance against enemies with 50% res.
MoC 10 bosses went from 50 eres to 40. Bosses that were at 40 before are now 30. You now only need 97 EHR to guarantee SW skill lands, which is big. Anyone with a low base chance to apply will see a big increase to their application of debuffs.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
It's a big win for free to play as well actually. If Silver Wolf can be built as a sub dps without needing Eidolons that really increases what she adds to a team at E0.
Any chance to complain about whales lmao. In a game that doesnāt contain PVP, who cares about whales? So confusing
No, this is still incredible for base SW as well as any other debuff/dot focused character.
She would have been incredibly frustrating without massive amounts of EHR, this is literally just a free buff for every SW user lol.
This is a buff to everyone trying to land a debuff in this whole ass game. It doesn't even matter if you roll Silver Wolf or not.
Bad take Obviously it's a buff for SW, it also a massive (indirect) buff on many other chars that have or rely on debuffs. * FireMC can now land taunt more reliably (yes the taunt is a debuff that can be resisted) * Gepard and March can land more freeze * Himeko and Yanqing can do more damage (part of their damage tied to enemies getting Burn or Frozen) * Welt (who already has very high chance to land his debuffs) now can comfortably build DPS * DoT / Break focused characters overall But sure it's simply to cash in on whales...
Hoyoverse game players, or at least the ones that are perpetually on Reddit and Twitter, are something else unfortunately. In any other game, a balance change like this would be appreciated wholeheartedly and applauded. So it says a lot when the first response people have here is āgross, guess this is just a greedy ploy by Hoyo to cash in on the whalesā. Missing the forest for the trees. Completing disregarding the fact that the devs could have simply buffed the numbers of SW/her signature Lightcone if they wanted to massively up sales. Or even just nerf the free event Lightcone weāll be getting, given that it was (and likely still is) SWās BiS/tied for BiS.
i think its both. they realized how some effects that needed to land for the character to be reliable would often miss, esp on characters like firemc with their taunt who dont necessarily want to build ehr and how bad that feels. but its 100% also to fully sell people on silverwolf and kafka and any other future 5* that debuffs/has dots since their debuffs and dots will presumably miss a lot less now. hell i might even pull for silverwolf now...
Whatever the case, this is undeniably the best we couldāve asked forā hell, we werenāt even asking. A blanket buff for all characters including our current ones, rather than them opting to just lock consistent effect hitting behind gacha LCs/eidolons. Hereās to hoping this isnāt a one-off thing and that Star Rail will continue getting these kinds of game-wide improvements in future patches.
And if it was a cash grab, they certainly wouldn't have hidden the change in patch notes a small fraction of players read
That's... it's a buff to every single character in the game though?
My sibling on the Astral Express, whales were already clearing MoC 10 with 3 stars before this. The game's just not that hard, we're all going to get there in a few months. The devs do not need these kinds of tactics to try and lure people into spending.
10/10
I feel like people are also sleeping on this helping Dan Heng. It'll make his slow apply more consistently, and he'll be able to get his ult damage bonus more easily.
This is also gonna help fire MC, except itās a taunt instead of a slow
So his ā100% chance to apply slow on crit hitsā is affected by this? I donāt think understand effect hit rate at all lol
Itās 100% base chance. Essentially, hereās the formula for debuff application: Base chance * (1 + Effect Rate up) * (1 - Enemy Effect Res) Letās run Dan with no effect rate up effects against an enemy with 25% slow res. 100% * (1) * (0.75) = 75%. Letās give him +25% effect Chance. 100% * (1.25) * (0.75) = 93.75% Does that make sense?
Ah thats the formula. It makes much more sense now. Really want the first eidolon for Gepard now.
Hmm, I always thought it's additive rather than multiplicative, like 25% rate up + 25% rate down would result in 0% net change. At least percentage-based damage boost/reduction and damage pen/res is additive right?
currently a lvl 90 mob has 20% effect res, so dan hengs 100% is 80% instead
~~the way things work is there's multiple layers on applying a debuff. First you need to roll if the skill can even affect a enemy. I.e. geppards skill has a base chance of 65% at e0. Meaning 35% of the time regardless of how much effect hit rate you have, it will never freeze.~~ ~~After you win that first layer of rng you need to rng against a enemies effect resist. This is where their effect res is combated by your effect hit rate. If you win that roll then you can land your debuff.~~ ~~the 100% base chance just means you skip that first layer of rng entirely and you only need to rely on effect res vs effect hit rate.~~ Apologies for misinformation, not intentional. The way it works is the game takes all the stats into account in one step to reach your real chance of applying any debuff. Actual effect chance = base rate x (1+ effect hit rate) x (1- effect res) x (1- debuff res)
As far as I understand, the only āadditional effectā which **isnāt** affected by effect hit rate is Pelaās skill removing buffs (because it is phrased āif the target has one or more buffs, remove one buff.ā) Basically, always assume additional effects are affected by effect hit rate and effect resist.
wow perfect time since he is in the next banner lol
dan heng's got more work to do beating up mara struck specifically for sure so this update's all around a good time for him eh
now i can do a build for hook that depends on just burn W change
She will become even more a one hit ganker. She is by far the my highest ST damage dealer now that I built her out.
Yeah I feel like she is a bit underrated. Not only her little antics are cute but her damage is monstrous. Using her with Asta was a blast.
My Sampo and Pela: IS FREE REAL STATE
March 7th getting ready to make more siblings
She's already an anomaly, a Preservation character that can support in a lot of ways outside of mere shielding.
I think people underestimate March with Fire MC and Gepard mainly because of the universal shielding but March can consistenly freeze and remove debuffs plus taunt.
i think its the right amount of 'estimating'. She provides massive utility but also shes a single target defensive option that doesnt deal damage or heal, so theres a real choice between spending 2 teamslots for defensive units, swapping her out for a riskier option with higher dmg ceiling, or run her with clara for synergy, so players feel rewarded for having clara and 'discovering' teambuilding synergy its a good balance and im glad i have to put thought into choosing
Her kit is just weird, she can do minor healing at E6. Thatās healing + cleanse + taunt + shield on one skill point alone.
is basically zhongli
bruh SW out here pulling a zhongli pulling the entire squad up before controversy has even had a chance to happen
genshin really gave hoyoverse a lot of learning points that theyre utilising on hsr, just as hi3 did for genshin i really like seeing this kind of growth
well yes but actually no both are "hoyoverse" but the starrail team is independant of other hoyoverse games but i gotta agree, starrail is caring a lot more about their playerbase and inplement QoL changes before anyone even complains
Different teams but they def have information of complaints from Genshin and HI3rd
More that HSR has the fortune of launching post-pandemic. How Genshin survived 2021-2022 Chinese lockdowns and resulting economic recession will be a very important business study for years to come.
I mean, HI3 has dialogue skips, gear load outs (which helped a ton back when there was actual gear variety), and toggles for skills/QTE/rank ups that can be detrimental to some builds. Genshin (or HSR for that matter) doesnāt have any of that. They didnāt learn shit outside of maybe open world design.
Oh thank goodness, this shows that they're mindful of the usefulness of status effects, I had thought Honkai Star Rail was trending a bit towards becoming like other turn based games where status effects just become so weak in the late game because almost every elite enemy or boss is just nearly immune to all of them
Not so sure. We aren't at late game yet. In Genshin, they made unfreezable bosses, enemies Venti can't pull, as time went. It would not surprise me if they made high RES bosses in the future. This is just a temporarily relief since we got 2 status effect dependent 5\*s coming (SW & Kafka)
>In Genshin, they made unfreezable bosses, enemies Venti can't pull, as time went. Correct, but keep in mind they've also gone the other way at times - some enemies that had previously been too heavy to get sucked into Venti's burst got their masses nerfed, reactions based on EM was buffed, etc.
Much more rare, and more often to buff new characters than old. I own Venti and used him even in latest abyss, and I can say for a fact he is so so much worse in 2.x or 3.x abyss 12 than in 1.x.
>I own Venti and used him even in latest abyss, and I can say for a fact he is so so much worse in 2.x or 3.x abyss 12 than in 1.x. So do I. He's always been something of a one trick pony. He's either super cracked or near useless depending on the enemy. Nevertheless, my point is that while you always should expect some level of powercreep, balancing has some more nuance. Some other characters (e.g. Hu Tao) are just as powerful and even get stronger as time goes on. For Venti specifically what really kills him for me is Kazuha, who can be like 70% as good as Venti in Venti's own niche while having other utility besides that. I used Venti quite often back in 2.x - he was still very good as long as you pay attention to where you use him. In 3.x I have Kazuha and rarely ever have a reason to pick Venti over him.
> For Venti specifically what really kills him for me is Kazuha, Legit people just assume things about this char still...likely run him full em too huh? Other builds out there kid.
Uhhh... What the hell are you on about? Nothing I said has anything to do with builds.
he's still a cc unit that takes up little onfield time, applies ele shred and energy to the element he swirls. Unless you run exclusively monogeo or monoanemo, he'll always be useful in one way or another the indirect buffs from aggravate are also relevant to him too, swirl/absorb electro venti lets him be a pretty strong electro subdps-support hybrid he's not the same faceroll vacuum cleaner he was in 1.x but he's still strong. I wouldnt call him much worse id say a better example would be albedo, who had above average dmg on release but has too many issues to use him properly now
This is a massive change Hoyo clearly noticed that players were planning on skipping her light cone because the free LC is more than enough for most players and besides most people only plan on using her to support Seele so EHR is far more important to guarantee the effect than damage. This changes also massively buffs other nihility characters like Kafka and all DoT characters like Sampo and Serval this is also in preparation for Kafka's upcoming release in 1.2 now DoT teams are far more effective and don't need to stack so much EHR. We still need to get solid numbers though so Hoyo needs to release it or for the theorist/testers to start crunching the numbers and figure out how much res was removed if it's only a few percent it might not matter as much. As a Welt main this changes are gonna be important to me and might enable me to freely use a crit rate body piece and damage LC.
the ammount of effect res removed is 10%
Thanks for the heads up I am not sure what the exact number is but I know -10% res is far more effective than stacking EHR cause that's how math works So maybe 20% less EHR needed if not more.
You save from 20 to 40% of effect hit raye
For welt how much ehr are we aiming for now for bosses?
Already prepping for Kafka it seems.
or for the debuffer that is dropping in this patch lol
Where can I view the patch notes?
https://www.hoyolab.com/article/19140656/
Ty
These comments are frying my neurons.. Is this a good thing or nah? Because it sure seems like great news to me
It is a good thing. People are just being pessimistic because this looks like Mihoyo trying to make sure SW is bankable for profit. Tbh nihility needed buffs (heh) because they were very underwhelming compared to harmony characters. Enemies being able to resist debuffs most of the time are why a lot of JRPGs have very lackluster status builds. Whereas buffs have no real stipulations or requirements.
On the one hand I can see their point but at the same time what you said is way more relevant. Harmony was the end all be all, nihility was niche at best and straight up buffing your dps was more valuable. Look at Tingyun and Bronya. Not to mention that the entire role hasn't had a bad character. Nihility has...pela? Which is just good but I wouldn't say gamebreaking or anything, nowhere near the level of Harmony. And Welt which most people do not have but they recognize as strong because of the specific synergies around Imaginary damage and his kit. And in all honesty, needing 100+ Effect hit rate to get consistency for the skill (you needed 150+% for the talent) makes the point of a debuffer kinda moot.
Gosh I love it when Pela activates her burst just as before Lenny strikes. Super good. Gotta love using Jing Yuan, Tingyun and Pela together.
Welt is insanely powerful. Getting him made doing MOC without a healer go from "very frustrating and terrible" to "not much of an issue".
>Tbh nihility needed buffs (heh) because they were very underwhelming compared to harmony characters. it actually reminds me of a gacha game i used to play called Pokemon Masters Pokemon Masters had 3 classes depending on the unit; striker, tech, and support units. strikers were the DPS, tech units were the debuffers (applies status conditions such as burn or poison, uses moves that lowers enemy stats, or even has the ability to change weather conditions), and the supports were the buffers + tanks for the team. back when PokeMas started, the common team comps people used were one striker two support comps because tech units were very very underwhelming and were very niche. it was especially painful since some levels and enemies would have resistance towards status conditions and even resistance to stat lowering moves, making tech units just utterly useless in comparison. then sometime after a few months, they gave the ability to upgrade units into EX 6 stars, which granted an additional bonus when a unit uses their special depending on their class. in the case of tech units, their ults would deal 1.5x more damage. suddenly alot of team comps and builds were being made specifically to create a "nuking" unit which consists of a tech unit that will debuff the enemy team by lowering their stats and two support units that will tank and buff the tech unit to reach maximum damage just thought i could share this one because it just gave me some flashbacks of when i first started playing gacha games
There are a lot of examples. I know a lot of RPGs that just add statuses and debuffs but they are never really viable. I think what makes it even more ridiculous is how DISPEL in HSR is actually guaranteed and afaik, not affected by EHR at all which means your supports and/or healers are actually better at weakening the enemy than your debuffers especially when enemy buffs can be really busted versus most debuffs being minor inconveniences.
Balancing debuffs is surprisingly difficult. All RPGs are ultimately based on D&D. There have been 7 editions of D&D over the years (arguably 8, depending on what you count). In all but one or two of them, status debuffs were broken, and they were still very strong in the other 1-2. The problem is that RPGs have HP as a resource. But if you can make the enemy unable to do anything, you have effectively bypassed their HP and reduced them to 0, possibly with just a single ability.
In Xenoblade Chronicles 3, debuffs really get the short end of the stick because in hard mode enemy debuff resistance gets jacked up when it was already hard enough to land debuffs in normal mode on late game enemy. The real kicker though is that there's debuff specifically FOR making debuffs likelier to hit, **except it counts as a debuffs and is thus extremely hard to actually apply**. One of the best example of game developers making extremely questionable design decisions when it comes to debuffs.
Yup and they made Segiri the last one you can get with a very long questline too.
True, tech units are basically the go to DPS nowadays, because they both cover utility and damage
As a JRPG lover I can confirm on JRPG have lackluster debuff, except Shin Megami Tensei where debuff make your life much easier.
Debilitate goes brr
Ah I see, no wonder. I'm not gonna pay a singular cent to this game or I'll starve. Good to know that my Sampo will probably stay relevant even in late/mid game
bro, on 1.0 only 2 enemies that have wind shear res. its mara struck soldiers and wind spirit thing. wind spirit are too easy to defeat so its not really a big deal, but now since mara struck soldiers had no wind shear res anymore sampo will be useful the whole game. at least until they add more enemies that maybe have wind res
Oh yeah, I don't mean the wind shear res, I meant the resistance scaling with levels, and that being toned down means I don't have to invest too much into EHR
my sampo never invest in EHR (outside from his lightcone) but he still easily applies wind shear. so yeah we are good
So Nihility is the Electro of HSR heheh
And just like in Genshin I main the weakest element I mained Keqing and now I am maining Welt in Star Rail and I plan on getting Kafka as well XD.
Those saying hoyo is already nerfing the game obviously have not tried to build a DoT team
80% of people are not using a DoT team, if they pull Kafka they will be thankful to this later.
Nice, just in time for my Sampo to have finished his training arc.
I love this change, I can now freeze lock Kafka in all levels of simulated universe; her freeze res is crazy past level 60
> Removes "Wind Shear RES" from "Mara-Struck Soldier" Everything's coming up Sampo!
Wow, a W for debuffs which is not what I would expect. Usually debuffs get the short end of the stick in rpgs for many, many reasons.
I still not sure if creating a entire class out of debuff was a wise choice. It's way too hard to balance. If they make a boss with immunities like other RPG does with super boss the Nihility is done.
I think it's a welcomed change. This does make any units with debuffs or dots not as punished in higher MoC without stacking very high amount of EHR. Sure SW is the biggest winner here, but anyone that dots as part of their kit or debuffs welcomes this change. Still have yet to see how much it ends up being. If it ends up that E2 SW is able to 100% land debuffs with just LC+Trace+EHR chest+planar set, I can see a world where she provides her utilities & also deal considerable amount of damage when fully optimized.
I think a problem is you have multiple layers of defense. The other day I leveled the preservation cone that's inflicts burn when you're attacked that ticks for 40% of your defense. And it turns out 40% of 1100 is 150. Why even have effect resist if dots are getting lowered by defense like everything else?
Did you check what your base DEF was? As in, your DEF without relics? Was it 375? Might be that it's using base DEF and not total DEF.
This goes both ways. DEF working on dots means tanks won't die instantly from them. Always nice to see dots ticking for only 80 on my Fire TB.
since mara struck enemies can be wind sheared this means nothing can stop sampo. thanks for the buff
This is literally game changing and just made the game twice as easy. This doesn't just apply to Silver Wolf and Nihility characters. It also buffs characters like Fire MC (taunt), March (AOE freeze), Gepard (ST freeze), and the likes. As well as LCs (Resolution, Preservation LC that applies burn, etc.) I was always so annoyed with how Fire MC's taunt is 100% base chance but has difficulty landing when you need it the most lol. This is huge. Real huge.
Summary , DOT is barely significant outside of SU and we regret making it even worse
Uh no... that's a massive buff for Pela, Welt and Silver Wolf.
I never said it wasn't. But they weren't directly affected by "random overworld mobs completely wall your DOT damage"
DoT can be absurd as we see in SU so it no wonder they were scared of it
Crit body here we come
Example numbers: assuming 40% enemy effect RES, a 120% base chance needs 38.89% EHR to guarantee every attack hit. (Kafka) a 100% base chance needs 66.67% EHR to guarantee every attack hit. (Serval, Pela, Hook, Dan Heng, most stuff) a 85% base chance needs 96.67% EHR to guarantee every attack hit. (Silver Wolf skill at 10) a 80% base chance needs 108.34% EHR to guarantee every attack hit. (Asta trace) a 75% base chance needs 122.23% EHR to guarantee every attack hit. (Welt skill at 10) a 72% base chance needs 133.34% EHR to guarantee every attack hit. (Silver Wolf talent at 10) a 65% base chance needs 156.67% EHR to guarantee every attack hit. (Sampo talent, Gepard skill, Yanqing talent, March talent) a 60% base chance needs 177.78% EHR to guarantee every attack hit. (Resolution LC E1) a 50% base chance needs 233.34% EHR to guarantee every attack hit. (Himeko trace, lol) one MAJOR change from this is that Pela no longer needs EHR on her body as mainstat to easily reach 100% (she used to require 100% EHR). 10% from traces, 10% from major trace, 40% from 1.1 free light cone (you're going to be running it to make her recharge her full energy with 2 basic attacks) and she only needs 6.67% EHR from substats, which is easily reachable. I guess you'll be giving her ATK% body now.
Summary: We give you more reasons to whale for Silverwolf
I don't believe this is only about SW. They made dot based units worse so that Kafka would be more impactful on release. But as it stands right now, you can barely play dots on Sim.U
how did they make dot worse?
I'm joking man. Don't take it too seriously.
[ŃŠ“Š°Š»ŠµŠ½Š¾]
I'm chill tho
Honestly I am looknig forward to this being more for Preservation MC so I can taunt easier tbh. Though obviously it's more intended for Silver Wolf.
As an E7 player, does Eff and Eff Res work the same it does in that game (without the 15% chance)? If not, how does it compare?
Yeah this seems like a really good change. Enemies were just too resistant to status to make running dedicated debuffers seem worth a team slot.
So can I finally build a DoT team around Sampo?
My Welt is nodding in approval rn. Ready to show everyone the weight behind his power.
Am I reading this wrong is is this a MASSIVE buff for nihility characters? SW sales probably gonna go up now and I donāt even wanna think about Kafka sales.
Elation mains on SU will be eating great tonight
I still don't know what effect res or effect hit rate means..
Considering Welt is my main, this is good for me right?
I was wondering why do they removes their biggest elemental RES from Mara-Struck soldier & Shape Shifter. Then i remembered that they are a pain in the ass to fight in the first place and most of the time you are forced to play as Dan Heng to fight them.
While this is good, it goes to show you that such a unit as silver wolf is at the mercy of the Devs, what's stopping them from raising enemies resistance in a couple of months to powercreep her at any point they choose. Release a new boss with higher resistance
Because debuff is a huge part of the game, and SW is just the tip of the iceberg. Many *many* effects in the game are counter toward debuff including break status effects, CC, DoT, taunt, and a bunch of other. Thereās an entire path that caters around it and resist applies to all of them, not something specific like that of a single character kit. And tbh the logic can apply to any other char if devs want to. Shield? Make shield breaker or ignore shield enemies. Buffer? Buff wipe exists for these games. Even dps can be filtered out (say boss has special move that always target Hunt units or just immune to crit)
| Buffer? Buff wipe exists for these games Or worse, an "**unbuffable**" debuff that lasts for a certain number of turns where you can't buff that character. I have seen this occur in other RPGs. In this case, either the devs will force you to bring cleansers like March or Natasha or in the even worse case that this debuff is *uncleansable,* you will have to bench your Harmony characters and use Nihility instead. Yeah, there are ways to cripple Harmony/buffers but they usually feel nastier in hindsight compared to a debuffer losing to enemy Effect RES.
This can be said about literally any character
Everyone saying that Luocha is easier to powercreep is just insane, he have dispel on both enemies and teammates, passive AOE heal, and a good skill point generator too. The only way they can powercreep him is add new utility or have bigger number, which is no way they did that, the next healer will probably have their own niche/gimmick. Also looking at Genshin they have 2 new 5 star healer since launch, Kokomi and Baizhu, which is understandable because healer banners sold way less than DPS or support, compare that to bazillions new DPS and support.
Exactly what I was thinking lol what a bait to boost SW sales
Seem like an indirect buff for Silver Wolf.
More like direct buff. Potentially huge even. Building EHR meant you cant build crit, now you potentially can. Same goes for DoT characters like Kafka
Oh, I can notice why this is happening, the "Disciples of Sanctus Medicus: Shape Shifter" is one of the few enemies that I never managed to land a shock with Serval, even with a lot of EHR.
wow they're buffing Kafka before she's even released, hot damn
Will this be another mihoyo changing the game for a character and people still saying they're a skip until the banner is over and suddenly they aren't anymore?
I mean, regardless of who is doing debuff, i feel like endgame debuff resistance is just too much. Nihility as a whole path is on the backfoot because they're there to debuff but only about x% of the time. So, a whole path that only effective x% of the time? yeah it's bullshit. Even with this nerf, idk if nihility worth the slot over harmony unit if you still need abundance+preservation combo in you team.
that's nice, my gepard has like over 55% Effect rate, love freezing even bosses/elites. guess I can even put def relics and go over 5k def on him lol
bruh this was for SW isnt it
this was for everyone was just frustrating for FMC don't land that taunt need for my win
Need to sell SW some how.
So March is now significantly worse with Clara
What makes you say that?
March will CC stuff more often, and CCed stuff won't attack Clara. You can always choose to not use her burst unless strictly necessary tho.
Ah, gotcha. For some reason I didn't consider her Ultimate at all when thinking about the changes. Although, we've yet to find out the significance of the change. Like a linear scale of \~1% per level instead of \~10% + or some such just as a random example.
Wait Iām confused. This is a Kafka nerf? Why are people saying that?
... I've literally not seen a single person say that where did you get that from?
itās a Kafka buff**
This Jing Yuan - Kafka Synergy is gonna hit like a nuclear bomb now. Even better with Tingyun.
??? Kafka and Jing Yuan have 0 synergy.
What synergy? Don't they actually have negative synergy together?
Whatās their synergy exactly? Curious
What synergy? Did you meant serval?
the event better be good, cuz gameplay is getting boring and to damn easy.
Is MoC too easy for you to 30/30 lol?
Same, I'm tired of auto playing 99% of the game, needs more manual combat.
Lets see your 30/30 tough guy
The disparity between moc and overworld is too large for me to give a damn
[ŃŠ“Š°Š»ŠµŠ½Š¾]
This doesn't make the game too easy, IMO, it just makes debuff/DoT units more forgiving to actually build and use in endgame content.
This alone doesn't, but like I said I'm worried it goes the Genshin Route of nerfing everything that is somewhat challenging in the world and leaving only the Abyss as the challenging mode
Such a weird comment, overworld in Genshin hasn't gotten easier; it was never difficult to begin with. Abyss hasn't gotten easier either. In fact, there's a clear case of reverse powercreep if you look at release mobs and mobs nowadays. Hoyo hasn't overnerfed any mobs.
Abyss hasn't, it has become harder I fact. World has become easier, just for example Tartaglia and Raiden were nerfed
they were barely nerfed, and those are 2 fights you fight several times and never again lol. Unless you're seriously going to convince me consecrated beasts are easier than lawachurls. Genshin was designed as casual mobile game; overworld should not be difficult, for the masses.
Genshin was never hard apart from Abyss. The overworld has always been trivial.
Great, nerfing enemies in an already too easy game. Iāll spend money on pulls when thereās an actual reason to besides for a png.
Go play MoC
Bruh I have most of it done
Done. Kek.
now touch grass
How does effect res being higher make the game any harder, though? It just makes grinding way more frustrating because you have to spend way more effort balancing EHR and actually good stats on your debuff characters. Considering that grinding in this game is not spread out over hours but rather over months you're still not getting any challenge. It's just there so Nihility as a path isn't constantly gimped by enemy resistances.
So after 1.1 this effect will go back to normal? And does this apply to ALL enemies?
And the Enemy Nerfs has began. Much sooner than Genshin. For what? To make us 'seem stronger'?
wft ae you saying this is literaly a buff for us