7 IDehyas to Buff Dehya! Genshin Impact



Dehya’s performance has been quite lackluster as of her release. Is she just suffering from the Kuki syndrome? In this video, I go over 7 ideas to buff Dehya!

#genshin #genshinimpact

0:00 | Intro & Buffing Criteria
3:11 | Ideas 1-7
9:08 | Closing Statements

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39 thoughts on “7 IDehyas to Buff Dehya! Genshin Impact”

  1. They should just make one of her constellations add up all the single hit scaling damage into the final hit and when she has her E skill down she gains an additional hit depending on the amount of enemies around her capped at 4

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  2. About ability that work with each Q usage, doesn't we already has Raiden who gain stack on teammates' Q usage? And Dehya Q only count as one usage for Raiden, so new character with that hypothecal ability also might not work with Dehya either

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  3. Kuki was always good. She got better with dendro, but was always good.

    Now for dehya she definitely needs some help. Really an artifact set that converts hp to atk. Ie. 2pc hp 20% 4 pc. When skill or burst hit an opponent, every 1000 hp gives 1% atk dmg bonus for 10 secs max 40%.

    Then it could work for future hp characters.

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  4. im sure if people keep tqalking about this topic and keep asking mihyo to buff/fix her they will do it in the end trust me.Rate them with 1 star go find all their socials and spam them with dms about fixing dehya

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  5. 6:13 just a small correction. Kokomi does NOT scale entirely off of HP like Yelan. Her base multipliers scale off of attack. But HP scales better due to the damage bonus from her burst. She still benefits from attack which is why she can utilize Bennett and Skyward Atlas pretty effectively. Not that anyone should be building her like that anyway.

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  6. The background video honestly felt lazy and difficult to watch – having to see sped up footage of Dehya taking DMG throughout was so repetitive and annoying. Literally even just her in her idle animation would have made it easier to focus on the content, if not a (weak af) damage showcase or Abyss run

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  7. The current infographic circulating on social media is absolute garbage. it doesn’t fix her fundamental problems. Massive energy problems, cooldown issues on everything (passives, skill, ult), and abysmal scalings. Redmane, and bloodmane have no good tanking or dps buffs (solution redmane adds 10% and 15% HP scaling to NA, and CA respectively same for Skill and redeployment of skill, ultimate attacks and ultimate finisher as well as 15% and 30% increased pyro damage respectively) double the increased scaling when in bloodmane state lasts 10 seconds and cooldown is 10 seconds. Energy problems solution: skill deployment 3 particles (if 2 or more enemies hit 4 particles) coordinated attack triggers every 1.5 seconds generates 1 particle with 1m increased radius to assist with burgeon comps, redeployment refreshes skill duration not cooldown, 12 second duration and 18 second cooldown can get 100 percent uptime. Golden state lasts entire time skill is on field, and not just 9 seconds within the small field also cooldown of gold state is tied to cooldown of skill, can get 100 percent uptime. Deployment of skill causes 6 second taunt, redeployment of skill additional 6 second taunt. All enemies within field get 1-1.5 units of pyro applied to them every 0.5 seconds (no damage) so solid pyro applicator. Healing passive should be when below 30%HP 40% max HP heal with 30% over 10 seconds 50% of healed HP gets applied to team with 10 second cooldown. Change skill and ultimate scaling to HP only, no attack scaling for it Deployment of skill gets 40% HP scaling, redeployment gets 60% HP scaling, coordinated attacks get 25% HP scaling and 50% after redeployment of skill. Change ultimate from an animation to make it like Raiden or itto ult, to remove the jump canceling and messed up targeting as well as the interruption from freeze or bubble. Make the state last 8 seconds but if you do damage for 4 seconds the state ends, if interrupted, allows 4 second attack time to pause until attacks begin again with remaining time for final punches and finisher. HP scaling 75% for attacks and 100% for finisher. Can generate 1 particle of energy every 1 second. Change ultimate to have a cooldown of 8 seconds and a 50 energy cost. This way the constellations are all acting as buffs, she has team utility, versatility, etc. Can be a full tank/healer, can be a pyro applicator for burgeon/melt/overload/ and vape and some vape comps. Can be a main dps on field, or sub dps off-field. Will work with most characters. To include the primary hydro reactors they could consider her ultimate as both normal and ultimate damage. This allows her kit to synergize with itself and can synergize with almost every team. If you do all the changes except change the ultimate dmg considered as normals and just leave it like Raiden’s, then she still synergizes with almost every team except Xingqui, Yelan, Beidou, and Yunjin. It’s not a massive rework, it is just giving her synergy within her passives and reasonable cooldowns and energy generation. Even with these changes she is still a low to mid tier dps, but her kit would function well and she’d be fun to play. I hated that info graphic because it solved very little. It doesn’t address her energy or her passives which can massively influence her kit. Her constellations with the changes I suggested are just nice increases to make her a very solid dps (mid to high tier) but not broken in the slightest. These are simple common sense edits, not fixes. Just makes it make sense.

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  8. Idea 6 is the best in my opinion. You could implement this in the form of a new artifact set. 2 piece bonus – add 20% HP. 4 Piece set bonus – increase damage and gain energy based on a percentage of damage taken relative to your max HP. Can be activated on and off field. Give this a value in stacks, like 1-10 for instance. Consume the stacks on burst use and make the buff last 8 seconds. Not only would this benefit Dehya but you could run a whole team based on it.

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  9. She's just feel like all 4 star sumeru, really-really constellation dependant, C2 is bare minimum for her to feel like how C0 5 star look like.

    That's why this feel sucks when slowly 5 star became constellation dependant

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  10. Tbh I don't see hoyoverse doing anything to change dehya. I mean have they ever changed any other characters before? Im not sure about the zhongli rework people are talking about since my first time playing this game is at version 1.5

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  11. Ngl I'm kind of getting tired of playing Future Impact. Characters shouldn't have to rely on units that haven't been designed or released yet to find a cohesive team synergy or to function in the role they are designed for. I have c0 Albedo, who isn't properly built and his flower/elevator puts out more damage by himself than I'm seeing with c0 Dehya and her reactions in all these showcases. Main reason why I'm skipping her. I was really looking forward to getting her since she was introduced.

    Also, I doubt Hoyo is gonna buff her at any point since they are dumping her in the standard banner. So far I haven't seen a big enough outcry that would make Hoyo "fix" her.

    Edit: before anyone brings it up I'm not talking Spiral Abyss Meta. While I do clear SA every time it resets, if I'm going to add a character to my team for the open world I would like them to have a useful function/role that contributes to whatever I'm doing.

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  12. LEAK/SPOILERS






    dehya is a actually already set for a buff in 3.6. a new artifact set was leaked that is absolutely designed and perfect for her which by the looks of it, will increase her damage substantially

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  13. I really don't like the idea of playing "Future Impact" because it's so uncertain and is really nothing more than copium. Kokomi, Thoma, and Kuki – all though not great, were functionally sound. Dehya is not.
    Your ideas are interesting but the need to place so many restrictions on them just so they can benefit Dehya the most is telling..

    IDehya 1: Sounds like a great way to boost Raidens damage as well, even if it's only for 8 seconds with Raidens 7 second burst and idk how long the initial animation takes. That being said, this character also becomes less valuable to Dehya at C6 because of the longer duration.

    IDehya 2: Major problem with this is that they don't count as "multiple burst activations". It's just one activation with a long animation. This is the whole reason you can jump cancel her burst because you can jump cancel animations. It'd have to activate when a burst hits an enemy which thus, will benefit a lot of other characters.

    IDehya 3: I don't really understand how you'd want this one to work. Would they only buff characters that have had an HP bonus applied to an ATK scaling attack? This seems very difficult to implement and also make any use of. I think this IDehya may need to be explained better.

    IDehya 4: I think an HP buffer would be great. I don't have much to contend on this point as I mostly agree with you. I just don't think they really have the means to differentiate between what stat an attack is scaling on to make the restriction work.

    IDehya 5: This is also a nice idea but mostly just comes back to being better on characters that aren't Dehya.

    IDehya 6: Interesting idea except that, Dehya still wouldn't be best to benefit from this as Beidou and Xingqui can both provide better damage mitigation and there's a significant amount of characters that can give themselves interruption resistance and benefit from such a character more. You could also just run any sort of bloom team and damage yourself that way..

    IDehya 6(2): Yeah you pretty much said everything there yourself.

    I know it's unlikely we'll get changes to her kit directly, I think it's absolutely necessary to do so. They don't need to be a lot or big, they should just be done. If I were going to make changes to Dehya, first and foremost, I believe she should do something with the damage she's mitigating if she's only going to be mitigating half of it. Something akin to your 6th IDehya should have initially been in her kit.

    1. Dehya's burst and coordinated skill damage she be buffed by a percentage of the damage she's absorbed. This would last 8 seconds after the skill's duration ends, have a cap based on the percentage of her max HP, and would reset upon casting her skill again.

    2. Her interruption resistance should last the duration of the skill and not need to be increased by activating the skill, it should be high inherently.

    3. The coordinated attack should proc more frequently – anywhere between 1.25 and 2 seconds as well as lowering her ICD for pyro application. I think this, along with my second idea would make her long cooldown and downtime acceptable.

    4. Either, her burst cost is lowered and she keeps the long cooldown, she generates significantly more particles and can be a decent battery, or she generates a decent amount of particles and has a lower cooldown. Any one of these would be decent. She should also have a pyro aura on her during the burst so she cannot be frozen.

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  14. 90% Fontaine will have hp buffer, but dual buffer is very good idea because after ayato release Hoyoverse trying to add more characters with dual scaling.

    We need dual buffer not only hp and atk.
    We need hp and Em, atk and Em, def and atk.🤔

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  15. Its mihoyo hobby make character weak, then make strong in future patch.

    I can sense that hydro archon Self , will be able to buff dehya.
    Hydro now days are related to hp, buffing on field character dmg base focalor hp, would be nice buff for dehya or hutao, and since its effect on field, yelan wont be powercreep by it.

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