HUGE Updates To Version 4.3 GEO REACTIONS And 4.3 Rerun Banners And Way More – Genshin Impact



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43 thoughts on “HUGE Updates To Version 4.3 GEO REACTIONS And 4.3 Rerun Banners And Way More – Genshin Impact”

  1. so you are talking only about ideas … nothing of this is confirmed at all…however I like the general concept of it, as its easier to use and alterate an existign mechani to somethign new, than to add only something new from scratch, like my own concept ideas…however, I dont support Geo getting only 3 new Reactions, turning it basically into Dendro Gameplay 2.0.
    When , then ALL Elements, no exceptions. Pyro, Hydro, Electro and Cryo also make no exceptions…. in an ideal designed combat system about Reactions there would be no exepctions at all, even not for Physical DMG, which should have its own Reactions too, that have just a different way of applying them, because in order to cause reactions, Physical DMG needs to receive first a Trigger Condition, which would be basically Weakness, from getting hit by physical Standard Attacks often enough, so that theres a Trigger condition that in return can then react with Elemental Hits in order to let Physical DMG become finally part of the Reaction System too…. but thats something for a later patch, I'd be happy enough if MHY just completely focuses themself for now first on Geo with 4.3 – this Element has been completely neglected since day 1, its freaking OVERDUE, that MHY completely reworks it base gameplay design.

    Your Concept of Petrify, Eruption and Magnitize wouldnt add much new..one is just a powered up version of Freeze, the other just AoE DMG for Geo in Pyro Style, when that shoudl be actually the job of Geo SWIRL and Magnitize is the actual only idea there, that would be really great, because it improves everythign Geo is all about – Crowd Control and Crowd Defense

    Geo needs to receive unique Reactions, that help not only in making Geo a more fun and interestign to play Element, but also alow for alot of new fun and interesting combat strategical Team Builds.

    And that would be done with Magnetism, Mud, Fragility, Smoke, Poison and Geo Swirl (Sand Dust).

    The unique combat gameplay mechanics these Reactions would give Geo at hand, would be:
    – Crowd Control with Gap Closing/Causing Ability – Magnetism
    – Stealth/Targeting Control + Crit Rate/DMG Support – Smoke
    – Attack/Movement Speed Debuffing – Mud – perfect against fast moving/attacking targets to slow them down n make them less aggressive
    – Defense Debuffing and Shield & Aura Debuffing – Fragility, to get finally much more efficiently rid of Enemies with Shields n Auras by making it easier to destroy them with Geo in Team.
    – Passive Damage over Time that punishes Movement as Crowd Control – Poison
    – AoE Geo DMG, also after this change should receive all Swirls a tiny Buff, by giving a little side effect to git targets to rebalance Swirl

    Rebalancing Swirl n their little new Side Effects:

    Pyro Swirl = Adds Effect: Heatwave – Targets under Heatwave will have a 10% Pyro DMG Shred for the next 5s after being swirled with Pyro Element and performing Attacks causes to lose Stamina. Enemies get rebalanced n receive Stamina Bars too, if Enemies reach 0 Stamina, they receive "Exhaustion", which temporarely reduces their Stats and attacks vs. exhausted Enemies deal more Crit DMG% and have higher Crit Chance. Enemies learn to dodge finally too on the cause of Stamina.

    Cryo Swirl = Adds Effect: Chillblain – Targets under Chillblain have 10% Cryo DMG Shred for the next 5s after being swirled with Cryo Element. While Chillblain lasts adds every Cryo DMG hit received a Stack of "Frozen Blood" – Frozen Blood extends per Stack the Duration of Freeze by 0.5s and increases the physical DMG taken on the next Shatter that happens per Stack by 10%

    Hydro Swirl = Adds Effect: Thick Mist – Targets under Thick Mist have a 10% Hydro DMG Shred for the next 5s after being swirled with Hydro Element. While Thick Mist is on the field around affected targets, these affected enemies lose their friendly fire, which means, all their attacks and skilsl can deal damage and hit other nearby enemies, as they can't clearly see anymore, whos target and whos friend, their vision is so blurred, that they attack just everything that gets in front of them in hope it could have been the right target. Imagine how much fun aloen this affect is in a really big crowded enemy group of aggressive enemies that all slaughter themself off due to friendly fire being deactivated ^^….

    Electro Swirl = Adds Effect: Ionization – Targets under Ionization have a 10% Electro DMG Shred for the next 5s after being swirled with Electro Element. While Ionization is there on the field, doing normal Attacks vs targets in its AoE will revitalize your Stamina, Stamina Costs are reduced by 25% and receiving Energy Particles inside its AoE is increased by 100% making Electro Swirls much better for Team Energy Management.

    Dendro Swirl = Needs to be added, Effect: Sharp Leaves – Targets under Sharp Leaves have a 10% Dendro DMG Shred for the next 5s after being swirled with Dendro Element. Sharp Leaves, cause Bleedings to targets whenever Dendro hits critically an Anemo affected Target, making Sharp Leaves in fact a "Reverse Reaction" with Anemo, basically working like a Sand Clock you can spin..first time it reacts, its Dendro Swirl, the next time it reacts, its Sharp Leaves and the effect of it is a Bleeding, which causes Enemies to lose much faster Stamina, if they have Self Heal Abilites, its reduced, and when they dodge, they take damage as punishment.

    Geo Swirl = Needs to be added, Effect: Blindness – Targets under Blindness have a 10% Geo DMG Shred for the next 5s after being swirld with Geo Element. Blindness adds to affected targets a 50% chance, that their attacks will miss you and get Auto Parried by your Weapon, resulting in devastating Counter Attacks , like in the Sword Parry Event, where we can deal devastating counters, this gameplay mechanic should finalyl find permanently somehow into Genshin Combat System. Making Geo the Element of Counter Attacks is imo the most fitting…

    If MHH could pulll that Reaction System Rework off, man Gesnhin 's Combat System would make instantly 1000% more fun and would be so much more interesting.

    Reply
  2. Revamp idea:
    They could've at least made Yunjin scale on EM so her crystalize would've been more useful
    Ofcourse it would sacrifice her damage but in return she'll become a full pledged support
    A shielder and a buffer

    Reply
  3. irrelevant question but should I pull Hu Tao or save for shogun? 70 pity and confirmed 50/50 and only 5 star is yelan. people say pick whoever you want but i don’t know if missing Hu Tao is a bad decision or just waiting for raiden will benefit my account.

    Reply
  4. If the petrified reaction was going to be real.. then zhongli wouldn't be unique anymore and it would be ridiculously broken as a reaction. People could infinitely freeze everything

    Reply
  5. I want a complex elemental reaction for geo just like Dendro. For example:

    Geo + Electro = Vibrate
    Geo + Electro + Hydro = Stimulate

    Stimulate puts the target in Ecstasy mode where they become weak to the point of losing their mind.

    Reply
  6. the problem with geo is its a reaction in a game where reactions are the focus of combat but it reduces reaction potential while its counterpart, anemo, increases reaction potential. its not just vv, but how anemo works by adding app and spreading around which can also chain reactions like ec. geo has a rly strong artifact set too, but the problem with it is no one wants to play item minigame impact in the middle of a TIMED fight where you have to apply chosen element, switch to geo unit to crystalize, and then dash toward the crystal. this can easily be messed up or take longer with subsequent rotations where more element may be on the field still and if you want to have good uptime on the buff by doing it last or so then previous set ups will most likely have other elements in the way. this is why archaic is only used in mono teams and even then i dont think anyone bothers farming it or using it.

    its not like electro where all it needed was just some tuning up, and its not that geo should change, it needs to change. right now its a negative impact on teams and ppl mostly just brush it off cuz its not in the way all that much, but it still is in the way. even someone like hu tao early on with her best team at the time, if you had dong piller and albedo without c6 xq (i think even with c6), you were losing out on vapes; not to mention if you have zhonglis c1 for whatever reason. thats just one example, but looking at albedo's kit as a whole, its an oxymoron. an alchemist who gives the whole team em, but hes geo so his skill steals reactions and the crystals are pathetic and you dont build em on geo and his busrts doesnt def scale but his skill does. he doesn't make any sense, there was no design to him. yun jin is a buffer who increases the atk stat on normals so itd be cool to be able to effectively use archaic to buff dmg% as well. now would reaction changes help archaic? idk, but if geo is gonna get a change it should all get reworked for the better. theres also ning who for some reason just doesn't have anyhing, no def scale for husk set or prime geo buffer, annoying 4p archaic, the only gud catalyst being widsith with a useless em buff. some changes to make her running full archaic as a driver and buffer for subs dps's would be cool. actually having a reason to be used to proc new geo reactions and have the em buff do something. potentially the dmg bonus from archaic could boost the dmg caused from those reactions, they have change artifacts to fit in with the addition of new dendro reactions. basically, some design and cohesion needs to be put into place for geo. i mean for other stuff too but mainly geo right now.

    sry for the long comment, its just crazy how ppl whose job it is to do this stuff havent/didnt think of it for over 3 yrs (cuz this game had betas and alphas) and is still in on going development. theres also geo contructs and a whole slew of things that need to be reworked about them, but thats for another time maybe.

    Reply
  7. so basically the only thing this is based off of is the fact there's 3 geo characters in 4.3 and that hoyo at one point said MAYBE they will add new reactions in the future. I have my doubts. I'm relatively new to genshin but from what I've seen and heard they almost never make any changes based on player feedback. To my knowledge this literally only happened once with the zhongli buff and that was the only time they made direct changes to a character.

    Reply
  8. Here's my idea on how to make Geo more interesting, crystalize now stacks eventually becomes a Golem once it reaches a threshold. Golems may attack or take aggro away from the player. It just kinda looks fun seeing golems running around. MHY can make pyro golem, hydro golem, electro golem. cryo golem and dendro golem look unique from each other.

    A lot of things can be done with this. They can even make them have different abilities if they want or even make them apply different ICDs that makes them a driver. It's a good bedrock that they can start and balance from.

    Having EM means you get higher stacks of crystalize and allows you to summon these golems faster and have more consistent up time. That means older units that split scale from EM can still summon them and make use of their utility albeit slowly.

    These golems are considered geo constructs therefor Zhongli's elemental skill can resonate in them.

    Reply
  9. Highly unlikely but its still possible. If they are gonna implement something similar I would bet It will be a character specific skill (probably Navia) just like with Nilou

    Reply
  10. I had some really cool ideas while riding around in the car with my fiance the other day.

    Geo, when applied onto a Dendro affected unit:
    Enrich – allies who damage an Enriched unit are given a modest heal based on the power of the enrich application, scaling with EM of the Geo character that applied Enrich. Enrich is consumed when an enemy is hit by anything other than Geo damage, but Enrich itself can stack with multiple applications. Each stack expires individually, and lasts for 5 seconds. When a unit is affected by 3 stacks of Enrich, allies who damage it are also granted "Haste", restoring their stamina by 5%, the amount restored also scales with the elemental mastery of the Enrich application.

    Dendro, when applied onto a Geo affected unit:
    Root – Once an enemy is rooted, they remain affected by Dendro. Root causes a unit to take 2x damage (increasing with elemental mastery of the Dendro unit that applied it) from Burn. Burn automatically spreads to other nearby units who are affected by root.

    Anemo, when applied onto a Geo affected unit:
    Pulverize – All nearby shield crystals created by crystallize are pulverized, dealing Geo damage equal to the total shield amount to the all units caught in the pulverize reaction. Per 15 elemental mastery, Pulverize gains 1% crit chance and 10% critical damage. (On a level 90 Anemo unit, with 1500 elemental mastery, Pulverize would have a 100% chance to crit, and each crystallize would explode for about 16,000 damage each, before Geo resistance is considered.).

    Reply

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