In my personal opinion, completely unrelated to character design, bias and likeability,
I ranked all characters from Fonatine-Nodkrai based on kit design solely.
"Truth Amongst the Pages of Purana": Version "Luna VII" New Weapon Overview Part I
#GenshinLunaVII#GenshinImpact
Greetings Traveler, the "Epitome Invocation" Wish will become available after the Version "Luna VII" update on May 20. During this period, the new weapon "Angelos' Heptades" (Catalyst) will receive a huge drop-rate boost!
Racist Ø/F girl gets a BRUTAL reality check and starts crying to Clavicular for not defending her after getting HUMBLED by a Persian guy 😳💀👀
“Is it really worth $7 a month to see pictures of you?… I don’t think you’re providing any value to the world… You’re just getting people to g**n”
@HourlyTeyvat Cms full of cucks 😭 how do ur stupid asses expect the game to proceed if u can’t even lose a 50/50 with 2 new characters in a patch? Like boi 60 wishes is so low if u still wanna let dawei tap u go look at other gacha games it ain’t a gacha game issue
I really need people to stop saying we’ve been getting less rewards when in general we’ve getting more every year! The REAL problem here is powercreep/hp inflation and how some characters are (almost) needed to beat some endgame content so you feel like you have to pull for them!
why are people upset at genshin for giving 60 pulls in the next patch? I think it’s more than enough for the amount of love and care the devs put into the game, stop being greedy.
The REAL issue with Genshin's gacha rewards since people think we magically started getting lower pulls in NK.
We've always had low pull counts around the low 60-70 range with the exception of Anni/Lantern events. Back then it was fine because dmg requirements were low, teams needed minimal investment, and the hardest Endgame was Abyss.
The introduction of Dendro allowed F2P players to easily clear content with 4 star teams meaning less pulls needed to be spent on Limited units.
Since then, we have gotten IT, which required a set amount of characters to even attempt, whilst both it and Abyss increased in difficultly. Dmg requirements increased in Fontaine along with the slow introduction of Limited units needing certain constellations to function, or receive necessary upgrades. (Nuevillete C1, Wrio C1, Arle C1, etc)
Dmg requirements then drastically increased in Natlan with the release of Mavuika, multiple strong Limited units, and powerful artifacts sets. This is where we also started getting supports characters like Citlali, Escoffier, Iansan, Xilonen, etc, where you were highly encouraged to play units from Natlan together, meaning we needed to pull more often.
SO and IT Lunar mode were introduced pushing this even further, with IT now making F2P players pull more often to have enough units to attempt Lunar, and SO forcing a meta shift where you pull for the newest shilled team to clear easier.
Now we enter NK where this problem increased drastically, shilled enemies designed around Lunar reactions which only Limited 5 star units have access to, and team comps that reach there full potential by having 2 NK units in the party.
This has now forced EVERYONE to pull at the bare minimum 2-3 Limited units of each Lunar reaction if they want to clear today's content beyond the basic difficulties as they not only give you access to the shilled reactions, but the units are incredibly powerful as well.
All of these requirements being added and raised yet still keeping relatively the same reward counts per patch is the issue, and why it feels so much worse despite the rewards being slightly higher than past versions. We are not being properly rewarded to keep up with the new standard of Genshin.