10 Things That Need a Rework in Genshin Impact



10 of the thing I personally think could use a rework in Genshin Impact, by NO means the only thing or the most important. Just things that would either be significant or very easy to work with.

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43 thoughts on “10 Things That Need a Rework in Genshin Impact”

  1. The claymore CA one is actually really novel. You could definitely see more use of it if they had some incentive to do it. Itto's playstyle already does this and a lot of people enjoy it, so, even though Itto has a steroid version of it, your proposal would be nice.

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  2. Resin should be slightly more abundant, to make the charge time in tune with the max time for a Character Expedition. Also because of well, every new domain that we have to do.

    Currently…
    8 Minutes to Charge up 1 Resin, so 1,280 Minutes to Charge Up all Resin, or 21.3 Repeating Hours, and a Max of 5 Condensed Resin

    New Version…
    7 minutes and 30 seconds to charge up 1 Resin, so 1,200 minutes to Charge Up all Resin, or 20 hours, and a Max of 6 Condensed Resin

    Also maybe make 1 of the Green Weapon Ascension Materials be available from completing all Daily Commissions in a day.

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  3. Here is what i have been longing for in Genshin.. Increase Artifact Inventory, Teapot, Condensed Resin & Portable Waypoint limit (It's ridiculous how we can add more of this in the small Teapot rather than the huge overworld and it doesn't have time limit!). I also hope they add Underground map (for every map) because Sumeru underground gives me anxiety everytime i tried to explore them.. There's plenty more, but i give up trying to remember.. because in all this years, of all the things i've suggested them to improve, they only do one thing right which is ;gadget quick swap..

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  4. Yooo gimme hat electro damage cup you got at the end pls 👀

    These are very good suggestions. I like that artifact suggestion at the end too. I'm tired of farming the Emblem domain and keep getting Shimenawa. I dont need it!!

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  5. Other then obvious number buffs or character based buffs I think the biggest thing that needs a rework is most the elemental reactions

    I don't like that half of them just do more damage because then it's a rat race for all the reactions to see which does the most damage which ends up leaving anything other then first place being in last place

    Crystalize and Freeze being the only support-ish ones is a little upsetting because imagine if say Dendro + Hydro made a fruit that you ran into and healed off like YaoYao or if Geo + Hydro made Mud that slowed enemies and lowered their attack/def or Geo + Anemo being a sandstorm def shred so on and so forth but this way they could still keep the themes of the elements like all the Pryo ones being damage and Hydro being support while giving reason to run any elemental reaction team other then Hyperbloom

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  6. The Traveler needs a rework, lol. They need to talk more, I feel like its a sign when EVEN Paimon complains about having to talk a lot. (She did so in the tcg event). Also if the Traveler could have the option to switch elements in the fly that be an excelent quality of life change (like the recent gadget switching they added) speaking of the traveler, a simple loadout option for the traveler for when you want to use another element, because heaven knows i wont use my elemental mastery set while using Geo traveler

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  7. It is understandable that people don't have a slightest idea how to "correctly" rework geo. Out of seven elements there are two odd ones out, anemo and geo. One is offesive and the other is deffensive. The idea of a defensive element is cool and all until it does basically nothing at all.
    So if I had to do something with geo, I'll make the shields stack (just like he said in the video) and when the shield is shattered, it inflicts a slow or a brief immobilized effect that also applies element to the enemy based on what kind of shield you had.

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  8. Change the Weekly boss drop limit thing so that theres a general pool (of like 3-5 times) for how many weekly boss drops you can get rather than 1 time a week per each boss, that way you can just farm the same boss 3 times a week to get the materials you actually need.
    Also I would like it If I could set up the daily resource expedition things to just auto complete and then go again with the same characters without my having to visit the adventurers guild. Other nice things would be a way to check teapot money acquisition without having to actually go through the long loading screen to enter the teapot and then talk to tubby, also maybe an alert similar to the cooking and smithing alerts if the money pot s full.

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  9. now that the game is now different in some patterns, I believe charater rework might work so that they may have more value to some extend, especially for F2P. Also I think there may be special quests to obtain past event weapon that newer player can't get

    And yeah, who designs Dehya like that anyway?

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  10. Xhinyan is less of a “shielded” or a def scaling unit because it affects none of her damage her shield is a buff to her damage with castellations.

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  11. Honestly for ME, when it comes to Crystallize, I kind of hope one day they remove it all together.

    After Dendro, I think they could give Geo REAL reactions akin to Dendro, utilizing some real world elements without having a reaction for every combination similar to Cryo Dendro

    For example what if when you use Geo on an enemy, and then apply Hydro, it will erode enemies, causing a Geo DMG resistance decrease and a small DMG over time effect. Stuff like this would make Geo feel more at home as an element.

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  12. Mr. Mihoyoman is reading this comment, so I'll just say this:

    Please remove "dead stats" from the game. What I mean is, make useless stats do something useful.

    EM is a dead stat for freeze. It does nothing. It doesn't extend the duration of Freeze by a small amount. It doesn't increase the damage you do to frozen targets. Nothing. Please fix this.

    And the same goes for Crit on Kokomi. Add a line of text in her passive that converts crit rate and crit damage to a small amount of ANYTHING ELSE. It doesn't matter, just change it.

    Dead stats are awful. It feels bad when a badly rolled artifact literally does nothing for your character.

    Thanks, Mr. Mihoyoman.

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  13. Regarding the BP rewards, I would just like to add that in 3.8, players who have been buying the BP every patch since 1.0 will have all the five current weapons at R5 (or 5 weapons at R5, or the equivalent).
    4.0 would therefore be the perfect opportunity to add some new weapons as suggested. Crit DMG weapons would be great (even if you could say they would compete with the terrible paimon shop weapons – they're accessible to F2Ps, hence why they're generally bad, and hence why I don't think this matter much)

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  14. The thing is. You already can put petra set on anyone. And it works. You can occasionally see speedrunners doing things like petra bennett

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  15. I have an idea for the Burn reaction: Create a Sub-reaction for it (just like Hyperbloom and Burgeon, or Spread and Aggravate). The Sub-Reaction is Blaze and Molten. Blaze happens if the Burn elemental reaction gets contact with Anemo, creating a bigger AoE that deal DoT damage like Burn. The positive effect of this is that Burn and Blaze did not overwrite each other, but stack on top of each other. Molten in the other hand, is when the Burn elemental reaction gets contact with Geo, where while this happens, Crystalyze will not happen, but the enemy will get Molten Core, where it will explode after a few second, dealing Pyro DMG on that enemy. The positive of this Sub-reaction is that this effect can be stacked before it explode by dealing Pyro DMG on that enemy. When exploded, it will deal Pyro DMG and additional dmg based on the stack.

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  16. I quite disagree on some of your points.

    1) Shatter in case of small weapons doesn't break the shatter so you suggested to store the damage and release it when the freeze phase ends with some added multiplier.
    -Yes, even though it is nice mechanic it doesn't really make that much sense to add to shatter because in real word freezing things and hitting them doesn't have any type of energy storage property(atleast the basics that i know of) so it will go little bit against the genshin element design. they said they try to make thing as close to reality as possible with fantasy elements. Freezing does give al lot of debuff in real so that can be cool like slower speed, longer you are frozen faster you lose your HP

    2) crystalize, that is something i was also thinking of. your suggestion of it dealing damage and applying shield is good.
    -dealing damage is something i was thinking of but the way it deals the damage is something i am not sure of it should definitely apply element maybe very small amount like 0.5-0.7 units and the damage will depend on the element of crystalize. like dendro.
    (pyro+geo)+hydro. this will make the enemy not attack you because it is in a way hot water and they are burning, this will keep hydro element on the enemy just like dendro and pyro burning keep pyro on the enemy or you.

    -stacking shields is in my opinion not a good thing for other characters. if the shield is too strong other characters like kirara or maybe even zhongli will become useless but if too weak why even bother.

    -Crystalize giving energy particles is something that goes against their design principles but who knows it if they will in case they get desperate. to me them giving little bit of additive damage would be better solution. like yunjin give to normal attack. one shiel gives some limited amount of damage once run out you will have to refresh the crystalize shield or buff. but i think they might make this as a character and not a element mechanic.
    And making it give energy takes away from the character building aspect of a character. to me beidou is really fun not just because her kit is interesting but i need to keep in mind what stat i should invest in. and crystalize energy will make it into a as much dmg as possible build because geo will take care of the rest. this is also one of the reason why raiden is considered good and her teams easy to build

    3) stacking burning.
    -i dont like stacking things specially in a same reactions. applying more dendro will make the burning last longer as it does even in real life but it doesn't stack. maybe like if dendro seeds and crystalize mix and make oil or something. because that do stack.

    4) energy without enemies
    -na. where is the energy coming from. yes in case of characters like qiqi and barabra they should do something but just using skill to gain energy doesn't make sense to me.

    5) artifacts in wishing. no comments

    6) infinite battle pass
    -that is in my opinion a bad idea because that will induse anxiety and hoyoverse doesnt what to do that. always having something to do but is meaningless.

    7) character infusion.
    -i dont remember any new characters that can be overridden by any other characters infusion. the end of infusion on switching is something that is interesting because that can affect your playstyle. characters like cyno can go around the long cooldown by using thundering fury set. the loosing infusion in my opinion is something that makes a character team building fun so it is something i would like to be continued in future but i will never say no to the other

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  17. Daily commissions
    – give us 5/6 each day but only reward us for 4 so we can choose which to do.
    – they should all be within walking distance of one another so you have a more cohesive experience instead of quick-travelling everywhere
    – never repeat a daily that involves unchanging dialogue: I will kill that little shit in Inazuma if I have to help him learn he can't do lacquering again.

    World bosses
    – replace all world boss 'specific' advancement drops with a generic one they can all drop
    – increase the 'normal' resin cost to claim a boss drop in preparation for the next bit…
    – give 3 or 4 of the bosses a discount on the resin cost to claim their reward. Once you defeat a boss they go back to the new 'normal' cost and their discount moves to another one you haven't defeated recently. This way we're encourage to fight a mix of them instead of farming the same one over and over and over and over.

    Coop in Domains
    – when you join coop via domain, just put us all straight into the party/character select screen instead of spawning everyone outside of the domain and requiring the host to enter it
    – when you complete a domain in coop give the option to not spend resin for a reward and instead get a free 'auto completion' ticket (Mihoyo can decide the max carry capacity of these) this way you can keep running them in coop even when you run out of resin and still get something for your troubles
    – in single player you can cash in auto tickets for the standard resin cost to get the reward for that domain without running it again

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  18. I really wish that artifacts upgrade materials were more accessible. It's already a big pain getting good artifacts, but it's even bigger pain to level them because there are never enough upgrading materials. And the artifact system is probably balanced the way that you often get garbage so you would have enough materials for when you get a good piece to level it.

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  19. Honestly, for crystalize I'd be good if it just did a big AoE of elemental shield damage, this would essentially fix Geo's issues with breaking elemental shields

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  20. One way physical could be more interesting without making Eula too op is to make it so;

    landing very quick physical hits gives a stacking bonus to physical damage up to 40%, this way characters that do quick physical attacks like Qiqi could do more damage in modes like co-op and any other character that wants to enjoy physical could gain something from it

    Or perhaps they could add a bleed reaction effect to enemies since it’s literally slicing into them, lowering enemy defence after several physical hits but slightly increasing enemy attack in return

    Eula swings fairly slow so she wouldn’t benefit unless you have a normal attack speed team stopping her from breaking the meta

    Physical attacks could also just simply apply more stun to enemies/slow them like a disorienting blow, there are many ways they could do it and I’m still surprised it’s so bland as an “element” to the game

    It could also encourage claymore charge attacks

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