How Hoyoverse Can Save Genshin | Genshin Impact



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23 thoughts on “How Hoyoverse Can Save Genshin | Genshin Impact”

  1. 2:41 Reminds me of Redflaim’s vid on Genshin multiplayer where he talks about raids too, I think you might find it interesting since discusses how difficult it would be to really implement but ya raids would be a really rewarding system :’)

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  2. I think the issue is, and always will be, there's almost no reason to add any endgame or more challenging content. When 90+% of the player base is casual, there's little to gain from catering to the 10% of veterans, whales, and tryhards. Add co-op raids, add guilds with leader boards, unless there are primos or rewards worth a damn, 90% aren't even gonna bother. I'm a casual player, don't have the time to spend hours a day on the game, alot of the issues for vets/whales, just aren't that big a deal for me/most casual players. The biggest issues for me are resin, artifact farming, and character lvling/ascension. It takes way too much to lvl a character, mora, talent materials, ascension materials. Even with battle passes, I always seem to be broke.

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  3. I think it the artifacts farm that’s pushing ppl away, all my friends quit genshin cuz they spent months and months on artifacts farm n can’t get god tier artifacts . Myself including my luck is trash on artifact n it’s starting to push me away

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  4. Hey Valk big fan and your right this game has so much potential for raids I don’t know why there not taking avantage of it I mean jeez this game has a lot of potential they could do wandering world Bosses like in breath of the wild or underwater exploration you use the stamina as a breathing bar that indicates you holding your breath or add A second bar I feel like they’re not taking full Advantage of this games potential and that’s why it’s so dry at the moment

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  5. I feel like Genshin has always had a kind of confused identity like it's designed at it's core with some of the same conventions as a typical AAA console title like Zelda, Mario, or Pokemon while trying to deliver it like a typical gacha game with frequent and periodic updates that tries stretching out the content as long and thinly as possible. Other games like Zelda or Pokemon have one big launch and some patch fixes but they always have downtime in between. Genshin is trying to keep it going non-stop with no down time except patches like these which don't feel like actual downtime and this just isn't sustainable in terms of long term longevity.

    I completely agree that they could add in raids or something similar and it would be a great addition if it was PERMANENT. I've always thought it'd be cool to even just have like a co-op dungeon with a layout similar to the ascension domains and with some mechanics like the minigames in the windblume festival. I'd definitely prefer some fun new co-op modes rather than the same old bland dps check that the spiral abyss has become just for 600 primos.

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  6. One thing I've always had a problem with and dont understand why no one else seems to talk about it is the janky glider. Its not an end game problem, but more like a foundational problem with the core game play. It being so uncomfortable to deal with can really take a portion out of the enjoyment of just exploring the world and traversing it to get from place to place. It is by far my biggest gripes with the game and the reason I didn't play it for years after coming out.

    Multiplayer and competition in general would be huge for genshin's end game. One big motivator for people is competition against other people. Something like a spiral abyss leader board that resets every month would be a simple addition that would really spark up a competitive motivation for end game players, while still not alienating new players since its locked to the end game.

    Non competitive co-op options would also be great as well. Raids would be SICK!

    They really need to fix the way they tell the story of genshin, it's like something good that has been heavily watered down in places. There are also parts that are just not good, and its weird because its a multi billion dollar game.
    On the topic of the story in the game, some of the event quests should just be a part of the game and not gated to the event itself (like the lantern right event).

    The combat can be quite unbalanced by having some elements heavily favored over other elements (like electro not having any scaling).
    Some weapons are a little broken as well because of the ai, like catalysts. A lock on system that can be interacted with by the player would greatly improve this.

    The game needs to add more variation to the grinding. Having different sets of enemies appear in a domain rather than the same set over and over again could make grinding for artifacts more fun. If the artifact grinding domains were more interesting than a circular room with enemies on it, that would be even better. (for example: having structures you have to climb up to gets to archers, having more than 1 combat room, and having different traps and environmental issues in the domain like water on the floor, a fire trap, and etc.)
    Making the spiral abyss more interesting than a combat circle would be amazing as well. Make it harder for people to rely on the same strategies to kill enemies, and encourage new strategies to be better than your normal ones even if they still work.

    The game needs to work on balancing a bit. Shields and healing is a great addition to the game, and i know they have been working on this with rift hounds, but try not to make them all powerful so that the game is trivialized, or so the game is super hard without them. This is a balancing issue with the game though, i found after world level 4 i couldnt keep any of my characters, weapons, and artifacts up to snuff (because of the resign gate) to be able to deal with the game, and i often just got 1 hit or staggered to death. I also know that some of the people who are really strong find the game way too easy.
    A possible fix to the balancing issues would be to scale it slightly based on your equipment and level (though the world level would have a far greater influence). Like you said, they are already able to measure you gear level, so they should do something with it.

    make it easier to get 5 star characters you want. By this I mean that there is no way to get venti right now, and there hasnt been for a long time. It would be cooler if they had re runs of 3 to 5 characters rather than just 2. Also they should move some of the really old characters into the standard banner. I found that getting characters, testing them out, and figuring out which ones i wanted to invest into was one of the really fun parts of the game and this would really help play into that. This game is like a giant roguelike where you get random loot (characters and weapons) and have to choose how to invest to make the most of what you have.

    Special mention: This custom domains event can be super cool if expanded upon and made permeant, but that would be way too "try hard" and it may not fit in with the game.

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  7. 30 floor dungeon. First 10 floor should be challenging like the spyral abyss but in dungeon floor with chest guard by mobs and monsters. Chests ranging from exquisite chest to luxury chest. With all chest and clear rewards should atleast equal to atleast 15 pulls worth with decent upgrade materials. Floor 11-20 should be a challenge with harder floor layout and traps with each floor having their own elemental strength and weaknesses. With decent multiplayer boost as to encourage multiplayer teams. Like for example elemental reaction with multiplayer team will have 1.5x damage multiplayer on top. With clear rewards of floor 11-20 equalling atleast another 15 pulls and decent upgrade mats. Now the last floors should be extremely hard with high resistance like corrosions. Multiple big bosses at once. Make it hard and challenging for whales and veterans to clear. It should be so hard that clear percentage should be low. And make it that rewards for actually clearing it is worth it. Like 20 pulls worth of primos, upgrade mats and an artifact stat lock where player can choose one artifact and lock in the one stats they want to roll for only and to lock two stat player have to use two of the mat. And only one is rewarded per 100percent clear. So as to get double stat lock require two cycle clear same like spyral abyss. Dungeon resets every 2 weeks. Getting this mat should be rediculous hard because it should only be for all floor clear and making those last 10 floor near impossible to clear. That should be rewards for giga whales and veterans players. Even that it should put up a hard challenge for them as well. So hard that most won't even clear it. That way f2p can still clear decent amount and still get decent primos worth if able to clear 20 floors that's still 30 pulls worth of primos. And if they have already gotten a decent team they are satisfied with they can use that primos to refill they risin for mats and artifacts grind. New player have to grind the game until they are strong enough to clear the the dungeon. With refresh every 2 weeks any new player will eventually start clearing the content too if they play the game long enough. Allowed multi for dungeon and first 10 should be easy enough to clear so veterans can help carry new players but make it harder and harder so new players have to atleast be decent with decent gears to help clear all 10 floors. Floor 11-20 should be harder so new players cannot exploit it by having veterans carry them. Floor 21-30 is literally for tryhards.

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  8. Actually if abyss was co op , it would make 100% more sense and save co op . Since domains after some point cleared alone faster than co op . So as end game after floor 8 , co op being possible would make everything better . Just my opinion . The reason only above 8 being co op , because before that they should be able to finish it alone since cleared only once and the rewards are fair enough . After 8 floor , less rewards and harder? Come on! Since after floor 8 , we just repeat , rewards are not worth trying that hard X-X

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  9. I don’t think its the right time they put cards out. When there’s unnecessary to do so. I would like Mihoyo (Hoyoverse) take its time to make a quality than quantity content for everyone.

    I learned why how Warframe’s mistake divide its community. To put it simply they pull a CyberPunk 2077 left most of their content unfinished.

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  10. No one does coop. Hrm..guess the people that do not do coop domains and bosses it should never take me a couple of seconds in que to find someone. O: When it does take seconds

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  11. They could do it like FFXIV and make two versions of a raid, one would be a story mode raid with moderate difficulty and the other would be a high-end that gives more of a chalenge.

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  12. I'm sorry Valk but I think I'm way too cynical to see Mihoyo making big improvements to the game. This game, even in it's dead periods, is still getting millions of dollars without them even trying because it's way too big to fail. The Genshin developers, at least the ones who are making the decisions (not the animators), don't have the incentives to make big changes because they know that the fanbase will eat it anyways.

    But anyways, to answer your question on Mihoyo would improve the gameplay, one word: Roguelike. Personally, I would love to see this game having a permanent Labyrinth Warriors mode, where we would get a new campaign (a new theme of sorts like different sets of enemies together with new story/lore to make it fresh) every patch. You would get primos once a week when you cleared it, kinda like with world bosses in-game.

    Well, you see, I'm an Arknights player and we would get a permanent roguelike on the game few months from now. I want to imagine a Genshin spin on it, at least a permanent mode of it (not just a one time thing).

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  13. and yes ik its basically a aaa game thats part of why i got into it in the first place so ik but remember its still on mobile to so ether take it off mobile or keep it as is because they cant risk changing to much unless they take it off mobile.

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  14. also sorry but no it should not be compared to elden ring they are 2 different kinda games its more accurate to compare it to hi3, the atelier series like sophie and ryza and tales of arise and stuff like that which are way more fair comparisons.

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  15. Destiny type Raids would be awesome. I remember playing with friends and it was super fun. You could explore, find hidden chests, communicate with teammates to solve puzzles and coordinate attacks with certain bosses. And even when the raid was to difficult and couldn’t complete it we would just laugh it off and keep trying without getting bored. The best part was the last part when everyone’s rewards appeared on screen after defeating the final boss and everyone reacted to others luck or misfortune😂.

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  16. I think of genshin as like a workplace with a high turnover rate with employees coming in as fast as they're leaving. Player retention is just really bad because the company just doesn't seem to care about them.

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  17. We've talked on end about ways they could improve the game time and time again. The sad part is, in the end, Genshin just wants to throw characters out and get people to spend on them and call it a day. I don't even really think raids are the way to go, not until they fix their artifact systems. They have a solid gameplay design that still needs improvement, and they could do so much more with it. Give us non health sponge based difficulty, make challenging ourselves with the difficulty actually bring better rewards rather than the same base rewards time and time again just with higher health pools. The list goes on and on. Healers would feel more worthwhile than they do compared to shields if enemy damage wasn't so high in comparison to the health we have. They already have systems in place to have you play trial runs and that one event with a set build on a character- give us an extreme challenge to unlock constellations with time and effort on a set build. It would take skill and an understanding of their gameplay mechanics. And you know a bunch of people would end up paying rather than struggle through it if its an actual challenge with a set unaltered difficulty. Again on the Artifacts: People can legitimately spend months trying to get better artifacts and show no result.

    We've had over a year of suggestions that generally are ignored and not addressed. We could spend (and some of us have) a lot of time trying to bring up the various ways to improve the game over all. And not all suggestions would work for all the players, but something would be better than nothing.

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