New in 4.7

123 responses to “New in 4.7”

  1. emilie just got dripped

    sorry clorinde your booba popper doesn’t convince me anymore

      
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  2. For once I’m somewhat excited about something new, but still there’s things that would be better if they changed.
    It is, of course, the new game mode, the Imaginarium Theater. Text wall incoming.

    So, personally, the best game mode I ever played on a gacha was on Pokémon Masters, the Legendary Arena.
    Infinite boss battles, infinite rewards (albeit significantly lower after a few wins, like when battle events stop giving primos and only give enhancement ore and mora), as long as you keep on winning, but after using a character once, you can’t use it on another fight. No need to worry for a timer and you could restart to distribute characters differently, but that would reset your win streak and you wouldn’t get any new rewards unless you surpassed your previous record.
    Teambuilding was really fun but also the game had a lot more characters and a lot more viable supports.
    Pretty similar to what’s coming, with a few key differences.

    First, the grind.
    In Pokémon Masters it was significantly easier to get all your characters maxxed out, have good builds for them and have materials to spare for any new one you got.
    In Genshin, unless you spend money, this is not the case, especially because of the RNG hell that is artifacts and the little rewards they give to f2p players on events.

    Second, restrictions for which characters you can use.
    While in Pokémon Masters there were some “restrictions” for each of the battle’s mechanics, you could really just use any character to deal damage as long as you used the correct status effects or stat downs on other units, and there were even some characters able to brute force and/or solo the battles while ignoring a significant part of said mechanics, so you wouldn’t be really locked.
    In Genshin, this type of teambuilding limitation is accentuated because of the first problem. Like imagine having a full roster of hydro, cryo, dendro and geo on your account, only to be locked out because you didn’t bother building pyro or electro on your team (you’d ideally build anemo anyways lmao). Also Electro units without Dendro is gonna be rough (at least Baizhu havers can still support their electros, but it’s kinda the bare minimum)

    Third, restrictions on when you can use every picked character.
    So from what I understand, not all characters you choose are gonna be available from start and even that is gonna be RNG. This one is pretty bad IMO as it limits team building even further. In Pokémon Masters you had all your owned units at your selection from start, so in that aspect it was more of a challenge in good distribution to get the most wins possible, instead of whatever this is.

    Fourth, the characters themselves.
    So, as I said before, Pokémon Masters had and still has more characters than Genshin and a lot more viable supports. Not much to say here other than some characters REALLY need their supports to be able to clear the harder fights (mainly post 1.0 4* DPS), or very high investment and skill.

    Fifth and last, the amount of battles.
    So with a limit on battles, something that Pokémon Masters didn’t have, it can kinda mitigate the problematic effects of each difference, to an extent. You still need to have decent builds on each character you want to use and you’re still expected to have a certain amount of characters to be able to enter, with a big hit to teambuilding due to character availability, but being an easier game mode and not needing to win the most battles possible but a fixed amount, the grind might not be as awful (it’s still somewhat bad tho).

    So, what would I change?
    As you can probably tell from my liking of the Pokémon Masters game mode, I’m a big advocate of ‘horizontal’ investment, and without going much into detail, I’d remove the availability restriction and maybe increase the amount of usable characters per challenge (at the cost of being usable once per challenge instead of twice). Elemental restriction can stay I guess, but it’s not of my liking.
    Also increased rewards and a rework to the artifact system, but that copium goes into the surveys they make (they’ll ignore it like they’ve been doing the past 3 years lol lmao. Yes, I’ve given very in detail suggestions to improve the game in there since launch, to no avail)

    And I’m not gonna comment on the characters’ pages, they look pretty mediocre and uninteresting to say the least.

      
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      • No idea which one you’re talking about, I avoid all other Hoyo games like the plague, but yeah I got inspired with this one lmao

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    • I very much appreciate this and the effort you put into it. I don’t come to Honey Hunter World expecting in-depth game design analysis, but it was great to see it. I’m going to read up on the Legendary Arena to get my own insights, but this was a fantastic starting point. Thanks again!

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    • the character availability was ass and I hated it when it was on that one event, but iirc you couldn’t know which characters and in which order you’d be getting them, at least he have that here but it’s still probably gonna be painful and annoying af.

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