People Are PISSED At The Yae Miko Changes | Genshin Impact



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29 thoughts on “People Are PISSED At The Yae Miko Changes | Genshin Impact”

  1. Another disappointment to an already disappointing character and kit. I have her C0R1 and now considering putting the Verity on someone else that's more useful. Fischl is easier and more fluid, and with the new targeting scheme, there is nothing unique about Yae.

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  2. It's not so much of a difference to me. I just want they to improve her skill animation, maybe add i-frame so it can be a smoother experience and not be a punching bag for your enemy.

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  3. this fix is disappointing. we waited a month for a half-fix that people are unsatisfied with, and it didn't fix other issues such as targeting wind sprites in Dvalin fight, targeting campfires in overworld, the 2nd-4th hit of her burst can miss its target if they move, etc

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  4. Tbh it feels like a big nerf the big problem from what I noticed was hitting cooking sites, fires etc. If they fixed the targeting/coding on those spefic items I'm sure ppl would be happy.
    Overall I've noticed the targeting problem alot while trying to do puzzles. I wish there was a way to disable aim asist as sometimes I find my character tries to hit an enemy behind me or no where near me when im trying to say light a fire. (But thats less of a yae problem and more of a game mechanic problem I get its to help console/mobile i just wish there was an option to turn it off let me miss my attacks on my own fault)

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  5. lets get real here, MHY at first planned Yae to be dps… to the point where her whole kit would have been a different outcome….
    see Yae normal attck and charged attacks are way to beautiful and we can see devs worked hard animating those effects …s othat we can use those more often… but later they decided to do a 360 change ….. man i used her for a month now…. her stats are underwhelming and u aint changing my mind…and yeah not to talk about the screen freeze bug oh man what aturn off…MHY tooked there sweet time to roughly fuck Yae

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  6. It is really a nerf. With random targeting, electro is spread equally and has the chance to hit rearguard enemies. But now, shield mitachurls are broken and somehow block vertically hitting bolts of lightning. Perhaps, Mihoyoverse should inform us that this is a step forward to a customized target priority setting exclusive for Yae Miko. Why exclusive? The range on her totems make a difference. Much bigger than Oz radius and even Albedo E for proportion. I liked the random targeting, and wouldn't mind it hitting inanimate objects if it was to activate a reaction on it. It prioritized enemies beforehand anyways. I could see the targeting stoves and torches and bushes if it were to cause a reaction, finish interaction with berry bushes, and move on. If it hit the berry bush to knock off the berries then moved onto next target, the general playerbase would understand that.

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  7. I like it tbh as I was always annoyed that she hit things from miles away whereas now I can put a spike under a tower and consistently take out the archers on towers considering my lack of a bow user (don’t like the playstyle feel of ‘em) or ability to get up there (Kokomi/Sayu/Yae Miko/Rosaria)

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  8. C2 is STILL a huge constellation solely because of lv 4 turret.
    The auto target change honestly I don't like it, HOWEVER there is something you guys (I mean you non Yae Miko users) need to stop spreading misinformation about, and that is the "oh previously the turrets would attack trees because it was random blablabla" and this is not the case.
    The turrets would prioritize enemies instead of trees and other objects and that is before and after the 2.6 "fix".

    Go ask any Yae Miko user that actually spent some time with her (myself included here).
    The turrets would barely ever hit a neutral object if there are active enemies within its range

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  9. I really don't like this change, of course the obvious c2 (which is now a complete waste of my money) but now she is more restricted in how she can be used. I never thought about how you used yae miko and I think that's actually cool but now I feel like that's one of 2 ways you can use her, that or fight really close to them like kokomi but it doesn't heal. They also are completely useless if a electro shield enemy just decides to post up next to it or the fly enemy's that get summoned will just take all the hits.

    Just 2 ideas to what they could of done instead and some downsides i could think if that would come with them

    make the bolts attack what you are currently attackin if the enemy is in range of the totems otherwise attack random targets/targets near totems ( restrict her to single target giving her only 1 way to use her but makes sure you know what it will hit and doesn't invalidate c2)
    Or
    Move the area of attack from the totems to your current character if that character is within the totems range otherwise attack random targets/targets near totems (has the same problem as now and restricts its range to around your character but you don't need to worry about placement, doesn't invalidate her C2 and you know it will target something you are currently fighting or something relevant to you)

    There's probably more downsides to these ideas but they where just what I thought of to go along with them, don't think they are perfect but if I'm complaining may as well throw out ideas. Main thing for me was not invalidating her c2 because now half of it is a waste of money. There's other thing I would change but focused on how it's targeting because that's what was changed

    Sorry this was long

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  10. No lies. It is. Now it take times just killing bunch of normal hilichurl with that one shield just standing in front of you 😂
    Feels shít man. But I already promised to myself for crown her skill & burst.

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  11. I have C0R1 yae and i use her sometimes, i personally didnt feel any huge so-called "nerf" on her based on my experience. But this targeting fix did change the habit people used to play her and how she used to perform. As a result they think its a "nerf" to them.

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  12. The change makes her one of the worst 5 stars in the game (and definitely the worst of the limited characters). The issues with her targeting are still there and while, yes, you have some agency on what they'll attack, that only applies to the first shot. If a shield or immune enemy moves in range, she does no damage. No other character has that issue. Even Fischl has more agency as Oz attacks what Fischl attacks. So she can avoid the shield/immune enemy but Miko can't. Its at the point where you are almost better off running Fischl (especially is she's C6) then running Miko at any con. Her burst has too high of a cost, can't battery, applies electro as well as Oz, and take more time on field than Fischl, and the scaling on her AA are too low to justify it. She only really has high damage burst (but as the highest energy cost next to Raiden) and good single target damage (along with other issues there). And she still struggles hitting Dvalin and the Golden Wolf Lord, which were the ones that gave her the most trouble. They took a character who already had issues and took away the few things she was good at for a bit more agency on how she attacks. I love the character, but I'd have to say unless this gets change or they go full Zhongli on her, don't pull for her. Any other limited 5 star would be better (sadly).

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  13. Okay so I have quite a few thoughts on this.
    Disclaimer: I do not own Yae Miko but I do own another character who was at the center of auto-targeting issues Yoimiya.
    A lot of players complained about Yoimiya missing her targets which she does sometimes but it isn’t really any worse than other characters with targeting issues.
    I’ve put quite a lot of time investment and money into my Yoimiya she is C1 with an R5 Skyward Harp. (Because I was pulling for Redhorn) She is the first character that made me pull a whale.
    Since her release I’ve learned how to angle her so she can attack around shields, avoid getting hit, stay protected. It’s very rare I have issues with her she is actually an amazing DPS if a player learns her kit.
    I know if I updated my game one day to discover my main who I learned to work with so well had completely changed, I’d also be upset.
    This is where I sympathize with Yae Miko havers who also whaled for a character they greatly enjoy. Everyone acknowledged Yae’s Kit was a bit wonky.
    However, the 2.6 patch doesn’t just “fix” her targeting issues, it changes the fundamentals of her ENTIRE kit.
    Now Yae is restricted to a single play style: on field DPS. She can no longer work effectively in taser teams. Etc
    Mihoyo/Hoyoverse seemed to build Yae as a random target character and then when players had issues with her they changed the character entirely, instead of the simple fixes players asked for.
    Realistically, Hoyoverse needs to rework their auto targeting system in general and it would solve most future player grievances.
    Genshin Impact general issues: I think Hoyoverse is under pressure to release characters before they are finished to keep the whales happy. I enjoy the new gacha system where 2 banners can run at once, but expecting a new character to be released every patch is unrealistic if we want the characters to be GOOD. That’s why we used to have patches with just reruns. Plus we have to take power creep into account. I think since Yae was hyped since the start of Genshin, she was going to be ill-received regardless. The insane hype was impossible to live up to.

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  14. fr I heard about it today and im upset like real upset. I never was this upset over a character before this happened I wished for her C2 to get that 60% more range and the extra DMG and now I cant electrocharge anymore and my crazy range is useless and 300$ for what?! a bit more DMG and energy. They should rework her now, I want either the old Yae back or a C2 that is as good as the old. I will never buy anything in this game if this doesnt get resolved in some way I´m pissed off rn.

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  15. 1. Now I am spending more time to reposition the turrets.
    2. I brought C2 and it’s basically useless..
    3. When turret 1 kill the mob, the others will lose their current target and go through the “Targeting-Charging-Fire” cycle again. Because now they are more likely to target the same mob.

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  16. Most points have already been made, but one I haven't seen is that the E staggers many enemy types. When it could focus on many, it seemed like the chance of getting hit was much less.

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  17. It’s like when humans introduce artificial factors into the environment, some animals will adapt and exploit the artificial resources. But then once we remove these man made factors and bring back nature to its original state, the animals that has been spending so much time adapting now has nothing to latch onto

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  18. I think that yae mikos kit doesn’t feel very well thought out. Like the range of her auto attacks. I mean. Compare it to Mona or sucrose. It’s a joke !

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  19. As c6 Haver I’m not too thrilled . Just turn off it hitting objects period. Make it back to how it was. This was my minion stomper. Now they tend to gang bang a super dead minion. Worse yet if an object becomes the closest thing after something dies . I’m actually pissed they made a unit I ended up liking less good at what I got her for.

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  20. Been playing since Yae release, using her as a main DPS. C6R5. After the update, honestly, the overall feel of the character has degraded. It's as if mobility has been restricted – if there's even one enemy with immunity on the field, you have to stay away from him. If before you could place foxes roughly, as long as they were close to each other, and random targeting system killed all enemies attacking from a long distance, and it remained only to dodge those who are close, now it is not clear at all. The ones that are close are usually with shields. While you are trying to kill them, the ones at long range will be annoying. Run towards the ones on the far side and put foxes near them – then the ones with shields will come after you and more chaos will start.
    Before the update, the only real problem was with Dvalin.
    I honestly think the targeting problem could have been solved much easier – leave it as is, but add a feature that if Yae hits an opponent with an auto-attack, the foxes concentrate on that opponent for the next 3-4 hits, then return to random mode if no other Yae auto-attack has been hit. It would give control over the foxes who needed it. It would not have changed the game for those who use Yae solely as sub-dps off the field.
    Also, I don't think the hoyoverse have any way of deciding on Yae's role by design. The animations are like the main dps. Damage is like the sub-dps. Vulnerability as sub-dps. Time required on field as main dps. And now Yae requires even more time on the field. Personally I'm happy with the trend, I wish Yae was a main dps, but with her other disadvantages, in my opinion she should then have more damage.

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  21. I blame both sides. People were saying her skill was broken because it was random and should've prioritized the nearest enemy. Those people did not factor in her c2 so what they are calling a nerf, Mihoyo has deemed it as a fix. Trying to get it reverted back is a battle that will go nowhere. Im all for yae playing better but to the people complaining you brought it on yourselves.

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  22. I have her C0, I think I capped her at 86k initial hit and 94k the other hits, with a 5 star weapon it would be crazy, but I use her as a off field damage dealer and switch and use her as a nuker, her normal skill hits for 4k-6k and skill 6k-8k. Im happy with her, the change for me isn't a big deal but I can see how it would be bad for someone spent a lot of money for her.

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  23. The thing is when people say it sps her turrets from hitting fires, it only used to do that if they were no other enemies in range, so that was never a problem, it was always just a weird thing that it could target fires, again, if there was an enemy even at the furthest edge of being in range, and a fire right next to the turrets, the enemy would get hit, not the fire.

    Also, fires STILL get hit when no enemies are around, so that wasn’t fixed

    Having to now “aim” her turrets means having to spend more on-field time with her when she already eats up more on-field time than necessary (with the damage not really justifying it)

    Things people wanted were for something like i-frames during her e, or the removal of the delay after each e, and the hitting fires to be gone, not for the turrets to target whoever’s closest.

    If you place them, and an electro slime, wooden shielded enemy, electro mage, suddenly get closer, well now guess what, you’re doing 0 damage, with no chance of the turrets targeting anyone else until you either deal with that enemy or replace the turrets

    You’ve said you use her as a burst bot, so maybe those are issues you don’t get affected by, but most people use her for off field dps, and electro application, she now applies less, and has a bigger to chance to do 0 damage if even 1 of the previously mentioned enemies is around

    The complaint about yae was she’s clunky to play, not her turrets target random enemies

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