u/Virtual2439
Virtual2439
Virtual2439
Most Gacha as a whole are not toxic. It really depends on what playform and algorithm you end up getting. Personally I rarely see toxic side of hoyo on reddit while a whole lot more toxic side of wuwa. These are post that shows up on my feed but when i scroll in each subreddit itself, its all just fun related to its own game. I cannot speak on X since I dont use it but it seems all the drama starts there. Much more users too.
CC's are so true. Ever since certain CC's stopped covering hoyo, there is a lot less drama if any at all. Them moving to Wuwa definitely saw the effects they had as much more drama and toxicity came.
Virtual2439
New mission discovered by u/Virtual2439: Beef Doner Kebab and Thoughts
Virtual2439
This mission was discovered by u/Virtual2439 in Strange Ways and Beef Doner Kebab Along the Mountain Pass
Virtual2439
New mission discovered by u/Virtual2439: Strange Ways and Beef Doner Kebab Along the Mountain Pass
Virtual2439
This mission was discovered by u/Virtual2439 in Grim Beef Doner Kebab
Virtual2439
New mission discovered by u/Virtual2439: Grim Beef Doner Kebab
Virtual2439
New mission discovered by u/Virtual2439: In Search of Spiced Beef Kebab
Virtual2439
This mission was discovered by u/Virtual2439 in In Search of Wasabi Octopus Balls
Virtual2439
New mission discovered by u/Virtual2439: In Search of Wasabi Octopus Balls
Virtual2439
This mission was discovered by u/Virtual2439 in Regretful Classic Takoyaki Balls
Virtual2439
New mission discovered by u/Virtual2439: Regretful Classic Takoyaki Balls
Virtual2439
New mission discovered by u/Virtual2439: Magic and Classic Takoyaki Balls
Virtual2439
This mission was discovered by u/Virtual2439 in Coconut Cream Pie and Uncertainty
Virtual2439
New mission discovered by u/Virtual2439: Coconut Cream Pie and Uncertainty
Virtual2439
Early Access Review: Patch 0.26
1 - Balance:
The overall balance of stats and abilties for missions is very good. What can be obtained early on, gear related, and certain mechanics/interactions have problems.
1.1 - Attack Stat and Damage Type Physical/Elemental:
I could not truly figure out the formula. My first guess was all Damage type from weapon is x2 its value + Attack stat - enemy defense/resistance. This got completely thrown out the window with further testing when my 500 Attack but no weapon did 18 damage. A 20 physical damage weapon was doing 60~ but a 120 physical damage weapon did 600-700. At the same time with other testings, it seemed like 80 vs 120 damage is 50% increase. Attack stat seems to be a multiplier of damage after Weapon dmg stat is calculated against enemy defense. This was tested when getting attack% buffs in missions, It difrectly increased the damage I dealt by that much %. I feel this should be reversed or revised somehow to be more intuitive?
Elemental Damage ignores Defense stat against both the player and enemy. The damage is also x2 of its value. Only resistance can decrease elemental damage. Watch out for future updates with mostly specific elemental damage mobs. Attack Stat interaction with elemental damage seems to be 6 atk = +1 elemtal damage? My Attack stat of 600 was doing 160~ with a 31 Shadow Damage weapon: 600/6 + 31 x 2 = 164. I think this needs to be adjusted if this is how it works, scale better with Attack stat maybe. Physical damage far outscales Elemental damage as of now, and even with x2 effectiveness, 160x2 is not comparing to 600.
Maybe further testing or clarification is needed, as I could be completely wrong.
1.2 - Defense Stat and Resistance:
This one I have some trouble explaining, but I hope something can be understood. It feels fine and balanced with a heavy defense build, which could reduce lv120 enemies to only 50-60 damage. I really like the balance of how it scales to be more effective per point at a lower level and diminishes after the breakpoint for that level, around 10 defense (2 upgrades) for -1 damage. It was fairly accurate for reducing to 40 damage per hit with mission buffs. Now here is the problem. This stat can be completely ignored for upgrading. Damage outscales defense easily. Getting to 1-2 hits per mob range, the expected damage taken is low enough to put points into HP instead. This is also a result of certain abilities and stat values being available on lower rarity gear, which I will cover in a later section.
Resistance is a nice addition to strategize and have more variety. The problem is that defense is completely useless against elemental damage. I previously gave feedback on the elite shadow mobs doing too much damage, which was true, but in a different way. If a future map has the majority of mobs doing Shadow damage, I think it would be fine with it ignoring defense, but if there is an even mix, a problem can occur such as defense being useless, which as an upgradable stat, can severely impact an account. I think this needs balancing. Maybe have defense reduce elemental damage but at a reduced rate so on gear, resistance would still be better against elemental.
1.3 - HP stat:
Not too much to say about this. It is probably the most balanced stat able to be felt, maybe a bit more value than the other 2 if all 3 stats are fairly balanced. Higher HP gets more recovery on all but 1 healing ability. Since elemental damage currently ignores defense, HP is a better defensive stat.
1.4 - Gear:
This has 3 issues, upgrade costs, stats, and abilities for the stats they gain, value of said stats, and certain abilities being really strong for their rarity.
1.4.1 - Upgrade Costs:
0.26 update seems to have lowered the cost of new and some low and mid rarity gear but not so much higher ones. This is factoring in upgrading other gear as well, but combined with the high cost of weapons, it is a quite a lot. It feels fair for how far the stats can get you through the game but also overwhelming once more than 1 type of gear is required, namely elemental stuff. Having a set of each element is going to cost A LOT of materials. As a precaution, look into this if no updates will affect it as I am assuming. Some examples:
-Eternity mace: costs 2500 x 2 for 24 damage. 4000 x2 for another 35 damage. 123 dmg MAX (This really needs to be lowered material cost or stat gain needs to be higher. Life Steal at current state is basically useless IMO)
-Berserker Axe: 355 + 490 for 17 damage, 900 + 800 for 24 damage + Abilty. 111 dmg MAX
-Salvation Scimitar: 670 x 2 for 24 damage, 1200 x 2 for 39 damage + 1% crit. 120 dmg MAX
-Hero's Long Sword: 1200 x 2 for 34 damage, 1950 x 2 for 35 damage + 2.5% crit. 124 dmg MAX
-Shatterblade: 900 for 19 damage, 1800 for 33 damage. -40 def total. 120 dmg MAX
-Double Axe Pole: 450 x 2 for 16 damage, 1200 x 2 for 18 damage + Strike Twice Every Other Ability. Though this Ability is really strong. 78 dmg MAX.
Some lower rarities are around a few hundred for upgrades and more balanced for 80~ dmg MAX.
1.4.2 - Stats
The value gears give for each stat, Attack, HP, Defense is not balanced equally. Attack is really hard to calculate due to unknown formula state in the previous section but for the most part, I feel it is fair. The only issue might be very high damage low tier weapons like Serrated blade and Rough Razor. HP seems to be balanced, 330 on the higher helmet I have, about 9 levels worth, ring 160, about 4.5 levels worth, and necklace 2.5 levels worth. Now Defense is a stat that gears give too much of and the reason why it is an unneeded upgrade stat. Green and Blue rarity armor can give 40-60 defense, 8-12 levels worth at lv1, with the highest being 145, 29 levels worth. Plated Belt gives 65 defense at lv2, 13 levels worth. lv3 Tough Helmet, fairly cheap to get lv3 iirc, for 46 defense, 9 levels worth. That is 34 levels worth with 60 defense armor, all using green rarity gear and fairly cheap upgrade. Something need to be balanced for defense so its upgrade value is not as bad as it is now along with the previous stated concern.
1.4.3 - Abilities
Real offender of this? Heal on Death necklace. Although many things are needed to work together to be OP, this one is the core the engine needs to make it go overdrive. Being a green rarity it is not too hard to drop, assuming drop rates are tied to rarity which seems like lv 20-60 missions can drop them, it proves too much sustain. 15% of hp on enemy death is a lot with decently high hp, which only 1000 hp is really needed if player can 5~ turn clear rounds. With the high defense, decent hp, and low rarity high dmg weapons you can get from gear, lv80-100 missions becomes fairly easy even at lv1. Along with Painful Wrap, green rarity, giving Add Rage every Attack, 3 hits for 1 rage lowers the damage stats even further. Main issue here seems to be very powerful abilities way too early on.
I encourage others to chime in as well. Contest my points, prove me wrong, add to it, all that good stuff. These devs truly listen and will implement what will be a good addition to the game they are making. Some may not be in line even though for us players it may seem like an obvious choice. An example is my thought to fix crit and dodge buffing to be a flat addition. It would have broken the game's balance as these stats are too strong if it happens often, though I still wish it also takes gear crit and dodge into account.
Until next big update~
basically solo s6 hiyuki and s6 carte basic rotation brute force.
https://preview.redd.it/o3g43swd3j6h1.jpeg?width=2412&format=pjpg&auto=webp&s=97f7f619c4b39cd908d9ab9111f7c483a7c973d2