INAZUMA ELECTRO BUFFS | LAST CHANCE TO SAVE ELECTRO [GENSHIN IMPACT]



In this video I go over changes to the electro element that are needed in future patches to put it more in line with other elements. Discussions regarding Electro’s role in the game as well as MiHoYo’s intentions.

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35 thoughts on “INAZUMA ELECTRO BUFFS | LAST CHANCE TO SAVE ELECTRO [GENSHIN IMPACT]”

  1. 1 important factor is to remove icd for electro characters, or putting up in resonance as electro related reaction will reset icd for the whole team. The main problem with electro character reaction damage is icd. If you can cause reaction freely, the frequency can also make up for the damage (look atk firework team) which is a way to make it more interesting instead of everything crit up. Electro characters "seem" to have alot of electro application but actually, only a few hits apply the element and cause reaction as a result. The perfect example of why this is important is firework comp. Firework comp still suffers from icd but the difference is, there are so many source of electro applications that they overlap 1 another to make up for own icd. Without any icd, the majority of current electro characters can reach firework comp level of electro application and reaction.

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  2. Being honest, I am tired of hearing Buffs in Genshin.. Genshin is a team based game, and with the right team all elements can do massive damage and destroy Genshin's hardest content.

    The reason I am tired of hearing Buffs is that we are trying to buff up other reactions to compete with melt and vape, buff characters to complete with their stronger counterpart, etc…

    Mihoyo doing buffs is easy and almost permanent because after a release it is hard to remove the buff because it will cause a community uproar. If De-buffs were possible for them to do without players wanting to off their heads, then they could have simply reduce the damage melt and vape does, (the actual 2 reactions that $hits on the game's difficulty).

    Only buff Genshin needs is enemies's damage output that will make a healer necessary, faster shield breaking capabilities to make shielders sweat.

    Because the last buff the community cried about made zhongli almost un killable…

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  3. I think Fall damage for small mobs should be added to overload. Total should be on par with what Melt or Vaporize. Big Mobs get the Knock down or knock back for 1-2 sec. Electro-charge need it's DOT amped up and add multiple re-hits, including on single targets. Also add Electro Debuff for Electrocharge. Easiest fixes for Mihoyo. They need to Lean Into what they originally designed.

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  4. I love overload throwing enemies away- what I would change is it should deal massive damage (more than anything else, to be worth it chasing the enemies down) and it should stagger big enemies. Electrocharged is fun too, the thing I would change is let it last longer based on elemental mastery, letting you set up bigger chains or letting you switch focus to targeted damage after a quicker set up. Superconduct could use a but of help specifically so it's not stuck only being used on physical- perhaps while it reduces physical resist by 40%n it can also reduce elemental resist by a smaller amount, like 10-20%. This would also make physical characters less locked into physical comps- they could slot into elemental comps more and Vice versa.

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  5. Me as electro main DPS I guess triple reaction would be great caus electro and hydro tend to be a bit long reaction which usually doesn't end in an instant adding pyro as support would be a big change

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  6. I definitely don't think that electro reactions should be changed to multiplicative reactions, unless maybe the amount of damage increase is adjusted to balance the extra utility and bonuses. But I think just making the electro reaction damage be affected by all stats, not just EM. Maybe even make the damage be be based entirely on the damage and stats of the character, while still being a seperate instance of damage

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  7. I think the way you frame the argument for electro needing a buff is wrong. Right now, I think, electro is in a good spot balance wise. Look at units like Beidou for example. At C0 a built Beidou with a serpent spine can do about 25K damage per bounce of her lightning discharge which does 3 instances of damage, which puts it at 75K damage and it lasts for 15 seconds so realistically you can do about 12 instances of lightning discharge which puts its damage at 900K. Now imagine if that damage had access to an amplifying reaction like you mentioned with like a 1.5x multiplier, imagine how broken that would be. The way I see it Electro is balanced around its units being strong. Now as for overload yeah its bad but that's okay cause think about it. If overload didn't knock enemies away and you could run a pyro + electro comp like (TF Bennett / Beidou / Lisa / Xingqiu) just like that it would be absolutely insane because TF Bennett negates any sort of energy issue of his teammates. You can spam Beidou burst which like I showed earlier does insane damage, Lisa's burst lowers enemy def which is a rare utility to have, and Xingqiu is just as good as usual with the added bonus of you not needing as much ER as with other comps. What keeps us from running this super insane team everywhere is the fact that it relies on triggering overload which knocks enemies away and that is what makes this team balanced the fact that overload is a side effect of knocking enemies away. You can still run this team against heavy enemies like ruin guards tho. Electro charged is also pretty good because it's a utility reaction that allows you to maintain both a hydro and electro status on an enemy. This can easily be exploited for example with Sucrose and/or Venti taser in which they are able to swirl twice, the electro and the hydro status on the enemy are both swirled. Which you guessed it is really good damage now that swirl got buffed. And on top of that electrocharged can already stagger enemies which is basically a stun, it even works on heavy enemies like ruin guards which is pretty good utility. Superconduct is another utility reaction that reduces the enemies phys resist for 12 seconds… like you literally only have to trigger it once every 12 second how hard could that be. And note that some enemies in the game already have negative phys resist so the amount it shreds now is arguably already enough. As for electro resonance, affected by hydro 40% less time, it's one of the few counters out there for slowing water debuff. This is an example of a video of which I think can be misleading because you present it in such a way that it seems as tho electro units are so weak when they're really not because of how they take advantage of the mechanics already build into the game. Some like to claim things without even knowing the full picture, when you start to take into account these other aspects of the game and how they interact with electro units you'll see that electro is actually pretty balanced right now.

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  8. 1) If you ask overload to be offensive, then pyro would be more broken since they can utilize 3 reactions as offensive element. It would be better to rework Superconduct as Electro, Cryo, Physical resistance shred since the only character that can utilize it only Razor and Eula. This way pyro isn't buffed and Electro and Cryo characters (Not only Physical) can still utilize Superconduct as offensive element

    2) I like your idea of rework Electro-charge thing

    3) And I agree with you that Electro resonance is a joke itself since you can use other character of same element (Support role) as a battery itself, if they still want focus Electro as ER thing, they need to make increase ER to all elements in party instead of only increased ER to only Electro itself

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  9. I have a different way of solving the problem. Instead of changing them to, you know, just deal more damage, instead give them a clear role that no other reaction has.

    There's something in the game unofficially called the interruption system (https://genshin-impact.fandom.com/wiki/Interruption_Resistance). Based on my (flawed, I know) understanding, this is what determines how an enemy gets knocked back. Basically, enough poise damage makes an enemy vulnerable. Vulnerable enemies can be staggered or knocked back etc., and the level at which they stagger is determined by force (notably force is not linear). Swirl has a high poise damage but low force. Overloaded has a medium poise damage (90) but high force. In comparison the explosion caused by Bennett's max Hold E is 250 Poise Damage and even greater force, and that's only the explosion: we're not even taking into consideration the hits.

    In my opinion, if Overloaded causes enemies to be knocked back, why not fully embrace it? Increase the poise damage to be much higher, like 250, in order for strong enemies to be knocked down easily, like with Bennett. That's how I would buff Overloaded: make it a tool to cc strong enemies.

    As for Electro-Charged, I would make it deal more damage over time. The first time it hits, it deals the normal damage, but the next Electro-Charged proc deals 10% more damage, then 20%, and so on, which encourages constant Hydro and Electro application. There will be a cap, but there is the problem that both Overloaded and Electro-Charged might be effective at strong enemies and not so much weaker ones. If you want Electro-Charged to be able to deal with masses, I would make it like Beidou where the pulse of electricity can arc to nearby enemies. The first option would encourage a Lisa+Barbara comp (lol) where you constantly apply Hydro and Electro to deal more and more damage over time to strong enemies, the second would be able to deal with groups.

    Also I don't think that Electro Resonance needs a change, a small buff on the cooldown would do, like from 5s to 4s.

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  10. They could make overload simply launch enemies.

    Dendro could be the element to have a multiplier reaction with electro. (This is my copium. It feels like they released electro with the "opposing" element with the most powerful reaction missing. Maybe it's dendro.)

    They could add elemental burst damage and cooldown reduction to the electro resonance. Merely boosting energy generation is not good enough when the use of that energy is capped by burst cooldowns. It needs to be guaranteed that the extra energy can be used for extra damage.

    They could add an item set that buffs elemental mastery based on crit/critdmg or vice versa so that you can simultaneously build for electro reaction damage and attack damage in the same character.

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  11. I don't think that turning Overload into Vaporize 2.0 would be wise. Just seems very heavy handed. I'd probably just give Overload a (low, like maybe 1.2x) multiplier on the attack that triggers it, separate from the blast itself– after all, the chump didn't just get caught in the explosion like everyone else, they actually blew up. Personally, I enjoy sending mobs flying all over the place, but it screws over most melee users, so we probably combine this with with some sort of rework to reduce the targets flying everywhere.

    Alternatively, or perhaps additionally, Overload could have some sort of super-detonation effect when you kill a target with an overloading attack. Horrendously impractical, probably, but cool enough to engage with anyway? Idk, I'm brainstorming here.

    I'd really like to see some sort of energy regen attached to Electro-Charged. Like, generate .5 energy for every chained target or something. I just find that it's too much of a nuisance to set up serious electro-charge clusters most of the time, because Xingqui requires you to wrestle with the auto-targetting system, Barbara is Barbara, and Mona/Childe are 5*s. Sucrose is legitimately the best solution I've found for chaining Electro-Charged, and at the point that you're running three characters to get this reaction rolling, I think it could use substantial oomph to make it worth the effort.

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  12. I think the simplest (not necessarily the best way) way they can make electro reaction better is to just let them crit because at the moment electro reactions can't crit. I made my diluc have 100% crit dmg then I just did overload over and over he does 8-12k Pyro dmg (crit) & 4.8k overload dmg (can't crit). With melt & vaporize my diluc does around 17-24k (crit) depending on what buffs. If we just let overload crit, it would be doing as much dmg but it would also being doing aoe dmg. I haven't tested out superconduct dmg & electro charge. Although no one uses super conduct for dmg, they just use it to shred phy res. So maybe adding EM to do super conduct can shred more phy res or slow down enemies (after all you just got hit by lighting & ice, why wouldn't you be slower). As for electro charge, tbh idfk, the stunning idea you have is pretty cool tho

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  13. I partly agree with you, but buffing Overloaded would only benefit Pyro even more. In order to balance the elements, I would amplify Electro-Charged. If you think about it, it should be a huge electric shock. Dropping a plugged toaster in a bathtub. They should make it an amplifying reaction instead of that wishy washy damage-over-time it is right now. And I would keep Overload mostly as it is, but without throwing enemies away. Just make them fall on the same place or nearby. Maybe add paralyze if you want. It would be great for interrupting attacks or splitting mobs, it doesn't need to be powered up. And Superconduct is fine, but it would be good to have it reduce shield strength too, even if a little. Additionally, by amplifying Electro-Charged instead, you're adding a buff for Electro and Hydro, which by the way are the two elements with the fewer amount of characters in the game right now, and buffing their reaction would be a great gateway to start introducing new characters.

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  14. Hello Walrus’s, how are you doing? I just have a quick question about wishing for a character. Now I understand wishing should be based on who I want and who I will enjoy the most. However I am in a crunch here as I am a shrimp, only bought one welkin. My question is should I go for Ayaka because I have high pity like 72 but not guaranteed. Or should I just save it for Baal. I currently would like a new DPS but I also want to collect all of the Archons as I have both Zhongli and Venti. Thank you and have a great day.

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  15. Tbh, i use to care about electro buff, but now, the game is just lack of content that i dont care about it as much. I just play and chill. I still watch your discussion videos though lol

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  16. electro is the battery of the elements, there is no reason why it should be as strong as fire or cryo…. with that said, pretty much every electro character is considered top tier, excluding lisa, even keqing is a monster with investment. all this yelling about buffs doesn't make any sense. especially how mihoyo as again and again shown us that electro is a battery element first before anything. electro MC will be a huge battery, and I m sure shogun will be as well.

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  17. The most simple solution I can think of is if they let Electro and Anemo reactions crit. There would be less complaint.
    Electro and Anemo characters would be more viable to play with. It's the main reason I don't like these 2 elements because their reactions dmg can't crit.

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  18. Electro reactions should just debuff enemies like how superconduct does. Overload should inflict burn and increased elemental damage taken and electro charged should stun more often and inflict slow or reduce enemy attack

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