How Raiden Shogun Destroyed Genshin's Balance | Genshin Impact



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47 thoughts on “How Raiden Shogun Destroyed Genshin's Balance | Genshin Impact”

  1. I do believe that a universal battery unit was a bad idea from the start. It will limit what you can do in the future. Thoma has no reason to be an 80 cost ult at all. Neither does Gorou in my opinion. They both even suck at energy gen ontop of being 80. The only reason they would do this is because they believe people will pair raiden with them in some awkward situations. Its just easier for them to avoid any possible busted raiden synergy by making everyone 60+ ult cost from now on and bad particle gen.

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  2. I haven't really been bothering with most of the new characters as most of them have been pretty underwhelming for me both in looks and as units. I do think you're right tho because I don't see them making any low cost low cooldown bursts that are very powerful as Raiden would allow you to spam them like there's no tomorrow (although she can do that even with high cost low cooldown bursts)

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  3. From my understanding, Raden only removes the need for running a battery to allow for a more flexible team build. Doesn't matter if you can refill your ult in a second after using it, you're still waiting 15-20 seconds for the cooldown timer to expire. Bennett and Zhongli on the other hand…. I do have a problem with them.

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  4. To balance the game Xiao needs his new weapon to R1 give critical damage/ passive 12% element damage bonuse and 10% health on each critical hit can happen once every 3 secs. THIS WOULD BRING BALANCE TO THE FORCE LMAO

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  5. it's not just Raiden Shogun, almost every 4 star banner weapon from Inazuma specifically calls for high energy cost for them to have their best performance, so I think Inazuma characters are designed solely on the Inazuma's theme, art wise and gameplay wise

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  6. Dude, I think you are missing a lot. Mondstat units with 80 energy cost are Lisa, Diona, Barbra, Eula, Sucrose, Razor. Liuyue units with 80 energy cost are Xingqui, Beidou, Yanfie, Xiangling and Qiqi. These units operated fine with out Raiden before because of constellations that helped them generate energy, weapons like the Sacrificial series and Favonious series, or A4 passives. Hell, some of these units are batteries themselves like Sucrose and Diona. They are commonly batteries for Xiao and Eula respectively. Inazuma 80 energy cost units are Thoma, Sara, and Sayu. Yoimiya's cost 60 and Komomi, who has a self battery signature weapon and a C4 that provides energy, is at 70. Kokomi can also semi battery with her skill. On top of that we always had batteries like Jean, Fischl and Bennet. Jean and Bennet have low cool down Skills that generate about 3 particles a piece to battery Xiao in Jean's case and with Bennet he batteries every pyro unit.

    Raiden has definitely beat Fischl when it comes to being a universal battery but not to the degree that she is a mandatory pull or has ruined balancing. 80 cost energy burst is not not and Mondstat units have the most units with 80 cost energy burst. Nearly every element has a battery. Pyro has Bennet. Ameno has Jean and Sucrose. Electro has Fischl and Raiden and Electro MC are new. Geo has Geo MC. No Hydro units needs a battery because they all have great self sustain. Cryo has Diona, Rosaria and Keaya. So long as we have Sacrificial Weapons and Favonious Weapons, there is plenty of energy to go around.

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  7. I kind of agree. With Kokomi and Itto's high energy cost and issues for both of them generating energy particles by themselves, it's starting to look a little like this. That being said, Raiden is a single character and the game requires at least two teams. What I also see happening is miHoYo potentially pushing more elements towards a "mono" team. Sara with Raiden, Thoma with Hu Tao, and now Gorou with Itto. And pair that isn't talked about too much is Kokomi with Xingqiu (who was on Kokomi's banner). These two work great together and a mono hydro team with Mona, Xingqiu, Kokomi, and Childe is actually pretty intense. From my experience, running Xingqiu with Kokomi completely gets rid of her energy problems. With leaks of Shenhe's kit, it's pretty obvious that she will be the perfect support for a mono-Cryo team. Energy generation is not that much of an issue if every character can generate particles for the entire team. If Yae Miko ends up being the perfect pair with Raiden, we will have a mono-electro meta team as Raiden and Sara alone are already an OP pair. Both Gorou and Itto apparently have horrible energy generation, but Gorou's kit is made to work best with three geo characters. At this point, a lot of their energy generation problems should be alleviated. But we will see!

    Edit: I just had another thought. With the current meta relying so heavily on reaction damage, I think miHoYo is trying to cover the basis of single element damage by allowing the same element characters to have a reason to be paired together more frequently. Eventually, we will have a bunch of characters for each element, and it will be limiting if these characters are only meant to act as energy batteries to each other. So creating kits with new characters that might allow a pyro attack to hit just as or almost as hard as vaporize is a good idea. I wouldn't be surprised if in the future miHoYo adds a second elemental resonance bonus for having 4 characters of the same element in a team.

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  8. On the other hand, Raiden Shogun requires ALOT of team energy for building up her stacks, and more teammate energy cost means easier stacking, so miHoYo may have wanted Raiden to fit well in many teams, thereby making most recent characters have high energy recharge for her easy desiderata stacking and maximum utility

    *making most recent characters have High "energy cost"

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  9. This is so misleading. Please think about what you're saying before telling it to your massive audience it like it's the truth. Every character that has had a high energy cost since Raiden falls in line with the previous characters or has a good reason for it. Thoma and Gorou's bursts cost 80 the exact same as similar off field burst supports like Xingqiu or Beidou. Yunjin's burst costs even less at 60. Razor's selfish main dps 80 cost burst from launch costs 10 MORE than Itto's brand new one. Aloy's costs 40, and Sara is obviously designed as a raiden support with her 80 cost burst. The only character with a high energy cost that doesn't have a obvious reason I could figure out is Shenhe (I don't know much about her though). Considering how every single other character you said had a high burst for Raiden had good personal reasons for it, I'm sure Shenhe has a good one as well.

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  10. But Raiden's Energy generation is really not proportional to Venti's CC or Zhongli's Shield. You still have to build ER on the character you use her with+ she generates a similar amount of energy as an offield favonious subdps/support for non quickswap teams, and even less noticeable when it's quickswap teams that already have amazing recharge.

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  11. What balance, this game never had any.

    You know what destroyed the balance? The clam set. You don't need a crit set to deal 30k consistently making pretty much every dedicated DPS unit unnecessary. Sure they can do it faster but why care if a healer can already get 1-1.5 minute clears on domains? I find myself switching away from my Diluc to my Barbara to do more damage on any of the less invested accounts because a good crit set doesn't grow on trees but healers don't need one to deal damage almost as good as a DPS.

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  12. More characters with high energy-cost bursts are to synergise with Raiden Shogun's resolve and with her "Eye of Stormy Judgment", which buffs their burst damage based on energy cost. It's not compensating, it's synergising. Not just with her:
    The new artefact set encourages high ER builds, and the Watatsumi 4* weapon series (Mouun's Bow, Akuoumaru, & Wavebreaker's Fin) buffs burst DMG based on "entire party's combined maximum Energy capacity". => more characters have 80 cost burst but talents reduce energy cost by 15.
    Electro element is all about ER. Like cryo has a focus on crit, hydro on healing, geo on defence, anemo on EM, pyro on DMG, & dendro on not existing (dendro will likely be HP focused and the element theme related to "life").

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  13. That's fucking stupid though. You make a good point, and I agree with it, my issue with this is that not everyone has Raiden. Its not feasible to create a character with X character in mind, especially in a fucking gacha, that's so fucking brain dead.

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  14. I understand why this could be seen as a problem, and it kind of is. Except that as many people have already said, mihoyo balances the game around the archons. I’m just wondering why if you have raiden you’d ever take her off your team. I haven’t had to worry about charging my abilities for months

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  15. I need to retract my previous statement. We've already had many high-energy-cost characters before Raiden, I just checked. This doesn't even look like it's related to her.

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  16. The game moves in themes. Mondstadt is about AOE wide crowd control where you have lots of weaker mobs. Hence Venti is good. Lique was about shields and the importance of having those against enemies that can knock you around (i.e vishap family) with the big boss being Azdaha. Hence Zhongli was good. Inazuma and Raiden speak for themselves and with high energy restoration we have tankier enemies to compensate. The exception are those floater enemies that everyone hates since they were obviously made for auto target units like Yoimiya and Kokomi.

    In my opinion, some of the game's early dungeons had things like reducing your energy recharge, increasing cd, if you trigger superconduct you take hits, etc. I am definitely looking forward to a rerun or variation of those mechanics in upcoming regions, perhaps even having fights against multiple Abyss lectors draining your energy, taking corrosion plus burning damage, enemies spreading out and attacking from range, etc.

    I dont know about Sumeru, but the Hydro region should probably give us enemies that make healers ultra-meta again (continuous hp drain, lots of damage caps like Signora with her 20% HP cap per hit taken, multi-phases, idk Mihoyo will figure it out.)

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  17. Excuse me, but… why do a single player game need to be ballanced…? I mean Ei… she is basically a god, even after she lost her gnosis… she is just as broken as Zhongli, and i think this is fine. Cannonically her Muso no Hitotachi is chopped down a big @ss snake, (as well half a mountain in the process), just like Rex Lapis's stone spear created those mountain like thingys in Gunyun stone forest… They are archons… they ment to be super powerful, and "broken" because of it. It's not like this game need a ballance of any kind, because it's not competetive in any level… the min-maxer meta magicians MAKE or THINK this is competetive, but technically; it is not… it is a high-fantasy story heavy gacha game.

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