You need to do Zidane or Kuja next 😅 I did not ask you to treasure hunt my victories away w/ Locke 😂 GGs though
@evenseanbean14 күн бұрын
The reason why people aren't talking about this is because they know that all the games that hoyoverse puts out is mainly a gacha game firsthand. It's all about character designs, lore and numbers. Combat is just a part of it, it's not entirely focused on having way different animations for different moves. I would suggest to not delve into any games that hoyoverse puts out. Based on this video, I have the assumption you might not like wuthering waves either.
@XiaZ15 күн бұрын
It's a Gacha game, the variety comes with later character.
@IceBerryFox15 күн бұрын
You have 3 characters on a team Where in the game can you spam an ex-skill aside from the training room Nicole has a secret ex-skill animation that makes it better btw Dude is the type of person to say Honkai is bad because its turn based. No, it isn't bad, you just don't like the way you play the game. It's fine that you don't like it, but it is in no way a "problem" you need to whine about. If you don't like the gameplay of ZZZ, don't play it.
@cheesemanxd260115 күн бұрын
I like turn based games. Some of my favorite games of all time are turn based. But I don't like Honkai Star Rail, you're right about that.
@IceBerryFox15 күн бұрын
@@cheesemanxd2601 Well that'd be a you problem and not the game being bad.
@Lesdrasill17 күн бұрын
guy thought he was cookin and farming the wuwa fanbase lmao
@cheesemanxd260117 күн бұрын
@@Lesdrasill To be fair, I don't like WUWA either.
@Wilsongaboi17 күн бұрын
Asking for variety in gacha is hilarious. Bros gonna empty his pockets.
@rachedsoussi980217 күн бұрын
The variety in gachas is the 100 Chracters u pull, Devil may Cry 5 Only Have 3 characters but all of them have crazy Variety in there attacks,so its a GACHA dif, they want to sell u multiple characters, if one character have everything in a kit then u wont pull as much as they want u to pull.
@Lopezerg17 күн бұрын
either Nineveh or shiyu 17 where you have to memorize their moveset or get slapped. this game targets broad audiences and locks all the hard/fun stuff in the late game.
@zeseku149317 күн бұрын
i was tired after 7 minutes into the video of hearing the same thing without it going anywhere... have you considered about swapping characters? this game and the other hoyoverse games are not made in a way that you mostly play 1 character, they lack the depth for that and instead have seams to fit into with additional characters
@OnexLen17 күн бұрын
dude want a character to do a flip on right dodge and a dodge roll on left dodge for variety Variation will lost it's value if it has no reason to it, the reason nicole repeatedly uses the black orb is because players would want to use it often as her kit revolves around it if you'd argue that "they should have not revolve her kit in that orb" then we'll see a complicated long string of text with different things that are not supposed to be complicated. Ppl are not talking about this because it is not a problem, look at different games, characters/heroes/avatars what would you want to call it have their kit formed one way or another and yea you could argue that there is always going to be that one character that does something different every click of a button, and that character is not for everyone and not everyone would be happy to play a complicated game. This is also so painful to watch for some reason, maybe I don't like your commentary personally there is too much filler on your words, instead of wasting 35 minutes on this, you could've compressed this in 10-15 minutes and have your points more concise
@DjBlaze3d17 күн бұрын
You made some... points, for sure. They are definitely valid from your perspective, however, I would encourage you to think outside of the box when it comes to variety of combat with zzz, many others have said the three characters in a team add the variety, and that is absolutely true. I would encourage you to check out a video or two from the channel HC Casual, They have 3 videos detailing the depth of combos from 3 different characters. Sure your point still stands that the characters may lack individual variety in terms of strings or from their special/EX special counter part. But that is not at all where the variety is important when engaging with the combat, it is how you choose to use them in synergy with your team to your advantage and make your own variety when facing enemies. I highly encourage you to check those videos out and perhaps it will change your mind about how the game lacks variety.
@antoniovedivici620217 күн бұрын
uh.... ppl arent talking about this? this is literally every mihoyo game...
@-baluta308717 күн бұрын
L video W comment section holy sheet
@Matias_L17 күн бұрын
I’ve put maybe 30 hours in so far, and agree, the combat is a big let down. Don’t get me started on the stupid TVs. I still have fingers crossed for 1.1, but I think the core mechanics are unfortunately, quite flawed.
@thegameowl1117 күн бұрын
I’m gonna save my college essays for actual college but you completely missed the point of the game. First off, Nicole is support, the whole point of her kit is to watch her meter and proc black holes to shred enemy defense so you can tag in your dps and do damage. And just in general, the complexity of this game stems from team synergy and stringing the attacks of different characters together, if you want to do crazy combos, that character switch button is your best friend.
@lagrangewei17 күн бұрын
i totally disagree... it is a fighting game... a mobile fighting game... does it have limitation? of course. and in part the similiar animation is intention as the main gameplay is swapping characters. its more of a team game, the real issue i have is the meta is too strict. the game does need more "variety" for team building.
@Tatotale17 күн бұрын
Complexity is in the 'team' comb. You play 3 units for a reason.
@bluepurity1418 күн бұрын
Gameplay being repetitive with no variety is an issue that actually persists in Hoyo's games from Honkai 3rd to now. They tried to hide it in ZZZ by forcing you to swap to other characters often but you're swapping from a one dimensional character to another which defeats the whole point of swapping as variety. Some will say for you to actually learn the ins and outs of a character but in Hoyo's games, the only thing that does is allow you to do more damage. There's more to fighting games than raw damage since there's mind games, conditioning, mix ups, conversions, etc. Honkai Star Rail, a turn based game, has the issue where damage is the only important metric because some take it as an achievement that they can autoplay the hardest content in the game. And that's completely dumb considering that the game is so devoid of mechanics that a braindead autoplay bot can do it. It becomes a check of whether you have the banner character or you can pass the DPS check. When I played HSR and Yugioh at the same time, I found myself bored in HSR because there's nothing that makes me think when all that matters is damage. Compared to YGO where decks need a specific skill and playing a new deck is basically learning a new game. Combine that with other archetypes and you can have a deck that you are familiar with into a new experience with an entirely different playstyle. Battle damage isn't even a metric of how good a deck is because most decent decks can push for lethal in 1 turn and it becomes a matter of how much interruptions you have and how effective you can make them. But you want variety right? The only variety you're getting is by pulling for a new character but if you can't do that you have to resort to using a character you have but never played. Except if you're playing Genshin or HSR, you may not even have the supports to makes that character playable and/or you need to gear them which will take months of mind numbing and time wasting grinding. But even if you get all that, you play with them for a few days and get bored because they are as mechanically shallow as a puddle. Even in the 2005 YGO format of "Goat Format," new techs were found and still are years after even though it has a limited card pool and is as close as you can get to "Duel Monsters" style of playing, which it is a very basic format without new summoning methods. Meanwhile HSR is basically a solved game when it has little to no interesting mechanics. Some will say the complexity comes multiple characters working together and I believed that too. But after playing Honkai 3rd for 4 years and Genshin for 3 years, you realize that swapping between one dimensional characters to another gets boring and Hoyo doesn't add cool mechanics but instead chooses to make everything a DPS check. Though Genshin has some complexity with elemental reactions, it doesn't change the fact that the characters are still super basic by themselves.
@goblez590018 күн бұрын
Wowee turns out a brand new gacha game doesn't have much variety! Imagine my shock! Its almost like these games are designed to be live service models and more variety will be added incementally over time. Sarcasm aside, just give it time dude bjt if you REALLY don't like it there are plenty of other great gachas.
@renR3i18 күн бұрын
ok genuine question bc im seeing this as if you were told that this game being action combat is like a "fighting game" like genuine question who told you that it would be like a fighting game and and when have the devs or other peopl ever say it was like a fighting game bc when ppl and the devs say action combat its in the terms that the combat is action focused like a hack and slash action game, sure the variety of moves or copy and pasted moves might not be appealing to you but what or who made you think it was gonna be anything like a fighting game where you have this freedom of move lists to choose from, because action combat does not necessarily translate into being like a fighting game, action combat is just the type of way that the game is meant to feel or be played, not a genre that its supposed to be like which in your case a fighting game. another thing expanding more on the variety of moves/attacks and the copy pasted moves/attacks and characters being one dimesional, all i have to say to that is *ACCESABILITY* and thats generally how characters in gacha games are in general, but my point being is that mihoyo is trying to get the majority of people to play thier game not a minority, and one way you do that is by making the game really accessible and easy to play i mean you of all people should know this @CheesemanXD your from the fgc side of gaming if you make something thats not easily accessible to everybody then how would they get people to play their game, i mean i also come from the fgc side of gaming @CheesemanXD but i know that the fgc as a whole is not gonna be as big as say something like the fps or battle royale community because fighting games are generally hard games to get into for their generally low accessibility. and on the copy and pasted moves/attacks mainly the dodge in between attack chains for ranged characters well thats more or less tied to that archetype being able to dodge in between chains with rangers bc say they make another ranged character that doesnt have that or say something better than that then youll have two parties at conflict on whether why doesnt the new character have the dodge like the rest do or why the new character is just downright the best character bc it has something that the others dont, when they should all equally represent that archetype of rangers so i wouldnt really count that as being a part thats essentiall to the kit of one character, more of just keeping all the ranger players happy that they all get to have that option, and ofcourse later in the future characters will differ alot from characters now but its typically standard for gacha games to be like this.
@michael3694418 күн бұрын
L take if I’ve ever seen one🤦♂️
@SomethingDiabolical-lw5nx18 күн бұрын
They really should add more to the game, there is a severe lack of proactive gameplay most of it is reactive.
@rixdespo914418 күн бұрын
3:48 I think this is a simple honest mistake, but this is untrue. She has a Dodge Attack/Neutral Dash Attack that you didn't showcase here. You do it by pressing neutral dodge then attack. This is unique to her and not something all characters have, and is something that is important to some techniques. An example is, that Neutral Dash Attack is considered a "Heavy" move, which means it triggers Chain Attack. Let's say in this situation you want to trigger Nicole's Chain Attack as fast as possible without wasting time, with the goal being to apply her debuff before chain attacks start. Her only two options would be doing her ENTIRE basic attack string to the end, her dash attack, or her special/ex special or ult (you would likely never use ult but for completions sake I included it). But you can choose to do the first hit of her BA string and then immediately cancel into her neutral dodge attack. The first BA hit applies the debuff while the cancel allows her to trigger CA immediately. This is great for situations wherein you'd want to have Nicole Proc Chain Attack. 7:25 By doing this motion she can charge it for even longer, if you have Nicole's M1 it allows you to extend its duration by even longer. Also the only effect of charging it before her M1 is to damage enemies near the muzzle, not extend duration because that's her M1 ability. I get that these are honest mistakes but saying stuff like "The orb lasts a little longer maybe? or something?" makes it hard to take your points seriously sometimes because it comes off as you not having put enough time and effort into actually understanding the thing the character you're showcasing before making your points. Obviously this isn't always true and I believe you did put time and effort into figuring out Nicole but when you say stuff like that it comes off differently, and it may sound disingenuous. She can also end it earlier during the 360 to catapult it into the air at a predetermined trajectory, leaving nicole free to do what she wants in the meantime. 7:59 am I correct to assume the point here is that even though the move has its own distinct use (longer duration with m1) the problem is that since it's too similar to the previous one as both are shooting the orb? It's shooting the orb but with different properties. I just feel like it's like saying "since this punch looks very similar to this other punch move it's pointless" even though they have different properties and uses and situations where you'd use them in. 8:24 This also has different uses in different situations that would enable you to time when the orb lands to enable things such as juggle combos (which are not optimal, admittedly, but there's a reason why I don't think that's a problem). This also allows you to control the location where the orb lands instead of just the time. I feel like there's a mistake being made here in implying that variety = depth of combat. "If a game is combat focused, there should be a lot of variety" is something that puzzles me because it's just something that's arbitrarily decided on, you don't even cite any examples and try to appeal it as common sense. Furthermore your sense of variety so far is moreso variety in animation and appearance rather than actual function. Variety doesn't mean depth, will a character be deeper than another character simply because their movelist is larger? Maybe, but it's not something that's ironclad. In my opinion what matters is the different use cases and purposes for these abilities and tools to interact with the game world in a way that you have interesting and compelling decision making, NOT if the moves are visually distinct enough. It's fine to want that though don't get me wrong, I just think it shouldn't be confused for depth. You can gripe about repetitive animations all you want, I don't necessarily agree but that's not something people can ever take away from you as your opinion, and it's a valid criticism too; but it's not the SAME criticism as a lack of depth but rather its own category of "lack of visual variety". 9:57 and? This is like saying Hwoarang does nothing but kick kick kick kick kick, but if you try to tell someone that he has no depth you'll probably be met with a lot of disagreements. Visual variety is not equivalent to mechanical depth and you have a right to feel that you want more visual variety but it does not mean there's a lack of mechanical depth to the combat. At this point you've completely and utterly given up on even basic reading comprehension on the skill description to focus purely on visuals, failing to acknowledge things such as how Nicole's ult batteries the entire team and most especially the unit that comes after, which is also made easier as all Nicole's orbs trigger quick assist which is never even mentioned here. I'll stop here because I think similar issues are just going to pop up for the rest as they already have and I don't want to repeat myself and sound like a broken record, also lack of editing makes this entire ordeal mind-numbingly boring. It's just false to claim that variety of options = depth of gameplay. and it's not even mechanical variety but visual variety that's being argued here. These are valid points that you have a right to have but this shouldn't be confused with actual mechanical depth. They are their own points and criticisms.
@JimJimmy-hb9pc18 күн бұрын
i don't know what else do you want, each character have their own thing to do a certain thing. all you need for nicole is the black hole and her basic attack that do debuff, having nicole to do more is a waste of time and dps loss. you have 3 characters in your team, they're supposed to work together as a team cause they're the "variety" That you looking for. you doesn't need nicole to do more than what she could, cause if she did then her role as a support/debuffer would not longer applied to her if she can do what zhu yuan do as a dps. The same thing as the dps, they don't really need to more as a dps. If you still say "oh they're still one-demensional" Yeah as they should, if one character are good at kicking then they don't need to punch. I'm not even gonna let you imagine the more complexity of zzz combat, but just go ahead put zhu yuan, billy, ellen or any other dps that you have. go see how dysfunctional they are as a team then your usual dps, sup, and debuffer. You would see the "variety" on how you do your team-comp, but you would definitely not see the variety on one singular character.
@finn902018 күн бұрын
Ok ok, yes I would say that the whole "variety" take is considered a bad take (as answered by the comments section), but I think there is a problem that no one has made a video about (as to my understanding). If I were to redo this video, I would say the transition of going casual to "competitive" is one of the biggest problems that ZZZ has. *I don't think its your fault* for thinking that these "simple" skills are just the same copy paste inputs, but rather *its the game's fault for not giving any incentive for the player to try better* and make use of the mechanics more. It's all up to the player to improve on their own gameplay and it has a learning aspect similar to, dare I say it, fighting games, which take simple inputs and mix mashing them together to make a better combo (example: you can do an easy auto combo in DBZF or make a harder custom combo that does slightly more damage, similar to say, mashing with soldier 11 or timing the inputs to do fire damage and have more damage multipliers. _I can't sleep at night knowing that there is one person that doesn't know the Zhu Yuan has ether bullets and is just mashing_ ). No one has ever talked directly about this, and because of the whole Iyo situation, people laugh at this game being related a "fighting game" when this learning curve is the reason why we keep comparing this game to one. The fact that this game is easy to get into acts like a double edged sword in that people just say "Nah, I'd mash" rather than to make combat complex or harder themselves. If you want to remake this video, you can take this idea. Maybe talk how the planned updates in that twitter post might not give an incentive to motivate players do better with a character. Stand proud CheesemanXD. You made a controversial video and have learned from it.
@Ash10Gray18 күн бұрын
You are fighting enemys that don't move. The meanings of the buttons you are pressing is lost when you arent actualy playing the game. Its cool that you are voicing your oppinion but it's not really based on the reality of the game.
@jabetaguiluz732218 күн бұрын
Shitty mic and shitty video
@Linkophere18 күн бұрын
i GET you but idk theres legit no remedy to this at least in this game. Even if they added a few unique animations, the end result would have to be the same and the frame data and damage would have to be the same or else you get wild inconsistencies in your DPS and how your character handles . You sound like your favorite games are Hades, binding of Isaac and rouge likes in general. Where its different every time you play. Rather than fighting games, where each input is specific and the scope of the game is smaller. Which is totally fine! But ima be honest this may not be the game for you. Cause what youre saying ISNT an issue at all. Its just you dont like the repetitiveness of it visually.
@Leo-m6d18 күн бұрын
WTF you got a 35 mins of video, yapping when you can sum it up to points 😂
@cheesemanxd260118 күн бұрын
@@Leo-m6d True. You can call me the yapinator from now on, lol.
@Just-An-Average-Guy18 күн бұрын
After watching the first 2 minutes of the video and seeing the description and a few comments i can already understand your point so i don't need to hear the whole 35 long minutes of you talking with that bad mic of yours, so i guess i'll just leave my opinion on it. Most characters in ZZZ have at least 2 different playstiles (defensive and offensive) that you can make use depending on the way you like to play combat games. Those playstiles are defined in the multiple skills each character has (for example, a singular normal attack will do X move, a dash + normal attack will do Y move and a dash while moving towards a direction will do Z move) for both normal attacks and their special attacks (skills). If you consider playing using only a single character for the entire combat, then you're completely right, even with multiple playstyles, the combat seems boring and repetitive, with no variety at all. Though in this game your team doesn't consist in only a single character, but 3 different characters with different playstyles and completely different movesets, and considering this, your point of "lack of diversity" is complete nonsense, as you can choose a different approach to every enemy in the game using a full team. Besides the playstyles and movesets, there are also the different roles a character can have (Stun, Attack, Anomaly and Support), with each one requiring a different playstyle for that character and requiring you strategy when making your 3-character team. Besides the characters, you also need to learn how to use your Bangboo in combat, a little example: there's no use equiping Sharkboo if you're not letting any enemies get into his trap. And finally, besides all the character playstyles, character roles and Bangboos, there's also the 5 attributes this game currently has (Electric, Ice, Ether, Flame and Physical), each one of them requiring a different approach when applying their respective anomalies. So after all that, if you think there is still a lack of diversity in this game, either you're someone who only plays games like Terraria and Noita or you're into something that i currently don't know, because this game has, in fact, more combat variety than most games of similar genre. As for @Joo00393 out there, not everyone who enjoys an actually good combat game is necessarily a hoyo fan, the company has lots of problems and most people know that, i'm not defending them, but their games are just greatly developed, and that's a literal fact. First TOF tried to compete with them, but their game just couldn't reach the same quality level of Genshin, thus getting abandoned, now there's Wuthering Waves, which is, indeed, a great game, but it's slowly losing it's community due to their lack of communication and non-stop bugs and glitches, not to say the colossal optimization issues the game has, going from 60 to 10 average FPS from one patch to another, using the exact same devices to play it. Those and many other issues made me abandon it, and i see many people doing the same, so my guess is that it'll end exactly the same as TOF.
@lilliefan130518 күн бұрын
I see some pretty rude comments here, but the points they’re making are fair enoughs. (Btw when Nicole sits on the briefcase she’s completely invincible) I think that nobody complains because this game isn’t supposed to give characters a huge variety of moves, the characters are one dimensional as you say, but nobody sees it as a problem because for most people this makes the gameplay much easier to understand and smoother to play. You’re supposed to use your party interchangeably to fit the current situation. Sure there would be satisfaction involved in learning a whole load of inputs, but it would be pointless if there was one option thats best for damage, buffing, stunning or proc’ing the character’s mechanic like gaining zhu yuan’s ammo (like how nobodys using zhu yuans regular special over her EX special) because everyone would use that. Every bit of endgame content (usually the goal for players to clear) is a dps check currently. There would be no reason for the rest of the kit to exist so why would they bother adding it? I understand wanting characters to feel more unique and varied, but calling it a problem with the game isn’t fair. It’s not a problem with the game, it’s just that the game isn’t what you’re looking for, which is perfectly fine! I suggest you can play a game like stellar blade. It may have what you’re looking for :)
@Ash10Gray18 күн бұрын
He's also fighting a dummy. It removes the context of why the characters movesets are simple. Whatever combos he things hes missing out on have no reason to exist when they are getting broken by a dodge or assist.
@nutterdunuts18 күн бұрын
What you are looking for isn't a problem that can be solved (in Zenless at least). You say that every character has one thing they are good at, whether it be their combos or attack power, but are not satisfied when that's the only thing they do. What you really want isn't really there in the first place, so expecting more leads to betrayal of the mind. You feel even number as you try out more characters, hoping for more variety. But it does not come, no matter how complicated a character's kit becomes. And it just so happens that your "variety" is not what this game is willing to offer, so I'm sorry that you will leave so soon, but it's probably better to find what you want when you can.
@jesseborders44318 күн бұрын
Repetitive? Every character has their mechanics. It's a skill issue if you don't know how to use dodges and assists properly. On top of that, Nicole has two secret moves. Also, holding dodge has a 'reload' effect that afflicts enemies with a defense debuff useful for assists from other party characters. On top of that, her specials will pull enemies closer together, allowing attack and stun characters to attack multiple enemies at once. It's not a lack of variety. It's knowing how to effectively use your party interchangeably.
@_______547918 күн бұрын
Zhu Yuan doesn't have variety shows the variety of ways you can do the moves with a different input. i think you just want something that's more flashy and stimulating to see and do, i would agree but personally i think mihoyo the company behind the game only progressively gives characters better animations later down the road so it they earn more money. the flashy and stimulating stuff is being held back for those days. i personally know they very much CAN do more but they don't for revenue.
@_______547918 күн бұрын
but flashy combat will result in you just fighting a test dummy cause you wont be able to tell where the enemy is with alot of flashy combat
@freshlymemed568018 күн бұрын
Hoyo does do flashy combat. Its called Honkai Impact 3 and the effects in that game makes the screen hard to look at. This is more skill based combat focused game, not a pure hack and slash, visual effects will be toned down for visibility because you need to pay attention on the enemy for parries and attacks.
@hotboykaise18 күн бұрын
Just Uninstall Fr
@eurekadiaz377118 күн бұрын
Im seeing the problem to be in the fight mechanic... so how do we do it? red glint = right click then left click, yellow glint = c or space then left click. That is it, every enemy from trash mobs allll the way to bosses are like that, there's no special mechanic, and the only tactic needed is grouping tactic. The only extra mechanic is probably how we're supposed to take cover behind walls during Nineveh fight. I dont see much problem in chars not being too various, limited, and very basic. Since that is the idea of the game, they want us to roll for many character in order to get MORE variety. Some chars that offers more options are more limited. But there are also beauty, satisfaction, and sense of achivement we get in performing the most basic thing at the highest caliber possible, but we cant do that since there is no such thing as "high caliber" in the fight mechanic.
@jojodelacroix19 күн бұрын
I partially agree and partially disagree. I certainly feel that some of the kits are a bit too basic. I'd even say most of the kits are a bit too basic. I'd honestly even extend that point and say that, for a lot of characters, especially support characters, literally all that matters is their EX-Special/Chain attack. For all intents and purposes, Nicole might as well not even have basic attacks. It's also pretty annoying that our Special is basically useless outside of the EX version, which is a self-inflicted issue. Like if the base special was useful in a way different than the EX version, then it would be annoying if you couldn't access it once you had enough energy. As is, the only character whose base Special has any utility is Anby, since she can upper cut basic mobs. Everyone else has no use for their special which is odd. I do think the proclamation that a game needs variety to be interesting isn't explicitly true, but it is one of many desirable traits. I also think you can find variety in a lot of ways other than your characters' kit, which you don't really talk about much. On the flipside to all of this, you play as a team and not one character. If each kit was really complex, it could be a bit overwhelming. I find the issue here is that they put so much emphasis on rotations and optimal play that it leaves the kits themselves very basic. If you think of something like DMC, each weapon is more complex than a character in ZZZ. And that complexity lends itself to more player expression and freedom, which is even encouraged with the rating system. I think this is the thing you are looking for. ZZZ is more about playing within structure to a degree. You are trying to play within outlined and somewhat constraining systems. Zhu Yuan has a specific way you are sort of meant to play her. You want to build up her gun charges by dodging, landing chain attacks/EXs, using the 4th & 5th hit of her melee string, etc. Then you burst down foes. Learning to play her isn't so much about player expression as it is becoming acquainted with how you can best get charges and then utilize said charges. ZZZ also has a lot of RPG elements as compared to traditional character action games. In DMC, you don't apply buffs and debuffs or anything. The properties of moves, in that regard, are actually a lot simpler. I think what I'm saying overall is that this game is built in a fundamentally different way than what you are wanting or looking for and I'm not sure that's bad. I also think a lot of the nuances and complexity in this game comes from team building, the RPG elements, and trying to master playing within the established structure. Still, saying all of this, I agree with the spirit of your complaint. I'm not sure exactly how much you would want the kits to be expanded to be satisifed, but personally, even just a couple small additions would be really nice. As you pointed out with Zhu Yuan, why does the base Special need to be useless? They could make it a slower AOE? Or maybe it deals more daze/anomaly? Or perhaps there's some pushback to it? Like instead of a lil grenade it could be one of those supression bean bags. Hell, make it deal no damage or very little, but it has crazy, borderline comical pushback. Then it'd at least be really fun to play around with mobs using it even if, like you said, it's not optimal. Maybe we could get different moves for the specials and you could choose which of 3 to equip, so you could have one of any of those above versions I mentioned to help round out your roster. There should also be some ability to use the base Special and not the EX version, especially if they had more utility to the base version. The game can literally only be better if the kits for characters are more useful instead of less. I'd also like to point to some of the resonium in Hollow Zero as being far more interesting and yet completely unexplored. For instance, looking at Anby, her Trust rank Resonium makes it to where her dash attack can directly follow into her combo finisher. One of the dodge resonium makes it so that you can use your dodge counter in the middle of your string. These two additions make Anby so much more rewarding and fun to play. If these were things you could add to her base kit, that'd be extremely awesome. As is, she's really basic. I also think you are flattening nuances a lot here though. Zhu Yuan is an incredibly fun and rewarding character to play even without having a ton of moves. She has a few different moves and can use them to dynamically string together her assault. She has unparalleled ability to position herself on the field, which you act like is some sort of stupid redundancy. Maneuvering and positioning are valuable traits and having moves that let you do that better than any character is actually really cool. And yes, Billy can do it but he's far slower. Grace is somewhat of a middle ground, but this is clearly a design element they've added into ranged characters which I'm actually rather fond of. It makes them feel more agile without being glued into place or merely relying on their dodge. Nice Vanille profile pic btw. Best girl.
@robotoboy3019 күн бұрын
Okay firstly, an honest question. Have you never played MvC? Like any MvC game? The characters (minus a few exceptions) are notoriously LESS complex than they are in a regular fighting game. Attacks are shortened to just light, medium, heavy... and then they have some special moves. Secondly in MvC some characters are straight trash for anything other than assists, always been that way. It's just how some of the characters are able to be utilized. Your number one highlight was a support character (the equivalent to an assist character in MvC). You also missed an "input" by the way she has a backdash basic attack that is different from her regular dash attack. Characters also have more attacks than their combo strings - with dodge counters, quick assists, and defensive/evasive assists, some characters like Ellen can use their quick assist after a support to build their own personal meter more effectively than she could on her own. It's a team based game, the complexity is in the team interactions and synergy, similar to MvC. You also ignore properties and strategies to the characters in this overview. For instance: - Nicole is completely invulnerable during the charge up of her EX. - Her orb causes defensive shred - The orb has a gravity well effect and groups and pulls in enemies for you rDPS melt down quickly Lastly, you're looking at the game purely from the lens of being able to do crazy combo variety. The game DOES have variety in it's combat based on character i-frames, and mechanics but it's also a more reactive action game that wants you to focus on enemy types etc. In the later parts of the game the combat does require heavier performance from the player, and an understanding of your team synergy and move properties (some moves from some characters deal elemental/stun... knowing the multipliers is important as well i-frames to maximize value out of your combo instead of dodging or tagging out and getting less damage/stun whatever) A perfect example of a complex, and fun interaction (last one, promise) Lycaon's main combo can be charged for ice damage. He can also delay his combo strings. He also has i-frames on the second part of his string, and last part of his string with EX being invuln. You can cancel the first two kicks of the first part of his string in EX. You can cancel the end frames of his second string into EX and you can cancel the ending frames of his third string into EX etc. etc. For optimal stun, and damage... you want to try and not let the enemy force you to end your combo early because Lycaon's best multipliers and damage on the later parts of his combo string. If you time stuff correctly when an enemy is doing an attack string (the later challenges of the game have enemies that will do long combo strings), you can i-frame their string - freeze them mid attack (looks sick af) tag in support (in my case Rina) activate her EX... quick assist Ellen, hold attack to get charges, start her combo because as they shatter they will now take more crit damage... and Ellen is crit city, if they attack again while Ellen is doing damage, you tag parry into Lycaon, to start that combo all over again. You can also start a combo with Lycaon on trash groups that's a little different. Stun one smaller enemy to setup a chained Rina, so you can immediately quick assist into Ellen, get stacks, use her combo into her roundtrip (if you have M2 this is a fun combo) use triangle to use the meter she got to do sharknami, hit basic again to do roundtrip... loop until your out of EX (she has a ton of i-frames on this combo) and just completely destroy trash. The variety comes from the adaptation aspect of the combat. I can tell you right now, that if you don't like this game, you would not like MvC, or Metal Gear Rising. Not everything can be Dante levels of complex. Hell not even Nero, or Vergil are as complex as Dante haha. A lot of the design ethos in this game is built around your defensive options to maintain offense, and team synergy - it's that simple. Perhaps look at the picture as a whole instead of trying to cherrypick examples to prove your point. The system as a whole lends itself to complexity. Also no editing made this a tough... and honestly monotonous watch.
@rachedsoussi980217 күн бұрын
True
@ryanclouse29915 күн бұрын
Also wanted to add that it is literally is just the start and complexity and variety tends to build up over time. One good example from another Mihoyo game is HSR. It started off pretty dead simple and it built to be more complex with more variety over time. The state the game is in right now is the least complex and least amount of variety it probably will ever be.
@KrayZee3319 күн бұрын
You have 3 characters per team, multiple teams, multiple characters. Each with their own techs and gimmicks and rotations. I mean, lets be honest, you just don't know how to play them properly and for someone who wants more complexity this is weird, because it seems like you are fully occupied with their basic sets already. You talk about how you want more movesets even though they are not optimal, yet you basically just did that with Zhu Yuan by ignoring all the basic-string skips she can do with her dash attacks. So when you are saying "there is no other way to play", then you are wrong because... well, there is a better way and you aren't doing it. Another really weird take: "the character is, in 20 years, still the same"... Huh??? You were expecting something else? Did you think these characters are MMORPG classes or something that receive updates? Yoshi is stil Yoshi in SSB1 Anyway, the important part is that you treat any 3 characters as a single unit. Not each character individualy by themselves. The more you reuse each character per team, the more their inputs become similar The more you use different characters per team, the more their inputs change from what you know.
@robotoboy3019 күн бұрын
This guy has never played MvC lol and it shows. He's looking at one pixel of an entire picture and going... "this is just red?"
@wits_end.19 күн бұрын
Complains about one of the best moves in the ENTIRE game (nicole energy field) and how her kit does it often when you really want it to be done often anyways. The further up you get to higher difficulties, the enemies won't let you do chain attacks over and over. You will need to utilize different parts of their kits more effectively. You won't be complaining about Nicole's short on field time when you need to group and stun as soon as you can. Small mobs will spawn in with the boss and they'll buff the boss if you don't kill them, you'll want each team member to do their job well. This is a squad based game, the variety is spread throughout which team setup you set. Their kits is the different playstyles. When enemies aren't punching bags, then you'll see how each members kit shines in different scenarios. A dodge counter from Anby is different from a dodge counter from Nicole. A dash attack from Zhu yuan can position you better than a dash attack from Anby. If you want variety in a single "character". Play Monster Hunter instead. Play Dragon's dogma instead. The variety you want is not based on the team but the individual and Zenless won't provide that.
@Queemo19 күн бұрын
no one is reading that
@robotoboy3019 күн бұрын
@@Queemo No one is gonna sit through a whole ass unedited 33 minute video either lmao!
@KrayZee3319 күн бұрын
@@Queemo Buddy, just because you have an attention span of a toddler and problems reading through a small paragraph, doesn't mean everyone suffers from the same problems.
@hotboykaise18 күн бұрын
@@Queemo 2 Paragraphs? What are you, dyslexic?
@freshlymemed568018 күн бұрын
@@Queemo Thanks for sharing your opinion, now let the adults read.
@Joo0039319 күн бұрын
Be careful bro, before fanatic hoyoshill aiming your neck
@cheesemanxd260119 күн бұрын
@@Joo00393 Yeah, but it's fine though. I encourage people to give their opinions and bring up counter points. Although I haven't gotten much.
@juliendreemurr65418 күн бұрын
That's not how it works. You don't have to be a Hoyofan to disagree with a bland and bad Video. With no Edits and bad Points for a Support Character that's barely supposed to be on the field.
@dreadkillearn912419 күн бұрын
Womp womp
@Joo0039319 күн бұрын
🤡
@Xarsos19 күн бұрын
I watched your video up to 9:20 and skipped to further points (because of ironically lack of variaty of points on your end) and I must say this all comes to you saying that "Combat focussed and variety are intermingled". That is a statement that you decided arbitrary. Nobody disagrees with you that nicole's attacks are either small bullets or black holes, but only you see that as a problem. You don't go to a shooter and say "Well, this is a combat game, but all your guns do is pew pew". You don't go to dark souls and say that it is not combat focussed because the weapons allways follow the same attack patterns. In this game you choose 3 active characters, each with a different playstyle and the game is reactionary. You have to parry or dodge, reposition and watch energy, health and those damn unique values in the top left of the screen (like Nicole's bullets) while fighting one or multiple enemies in a rather fast pace. The combat focussed part means that most of the gameplay is combat. That's it. Your premise is wrong, you did not "discover" anything about the game that others have missed and what you call a problem is just a prefference.
@Queemo19 күн бұрын
no one is reading that
@Xarsos19 күн бұрын
@@Queemo the tldr is at the end.
@user-rt1vf4uh4u20 күн бұрын
yo nunca lo pude jugar, lo abria y nunca abria
@jangw20 күн бұрын
Bait used to be believable. This is not a hot take my man. Bro is actually out here saying a free A rank support is disappointing? Leaving this comment for the algorithm so more people can clown on your ass and you don’t need to beg for views under more popular CCs videos. Keep it up
@andrewr13579118 күн бұрын
Based ty
@Scrimblo010418 күн бұрын
@@andrewr135791 Cheeseman you getting blasted in these comments lmaooo
@cheesemanxd260118 күн бұрын
@@Scrimblo0104 lol It's fine though. People are allowed to disagree. I encourage criticism.
@Fueyer-Foxloyal-heart4heart8823 күн бұрын
soon she has to run away from babies’s siner guy
@Fueyer-Foxloyal-heart4heart8823 күн бұрын
to someone belong to kad
@Fueyer-Foxloyal-heart4heart8823 күн бұрын
because she has no option to
@Fueyer-Foxloyal-heart4heart8823 күн бұрын
it peaceful princess… she doesn’t care for… what we care for her
@Jogyot326025 күн бұрын
The more you listen to her hurt sound, the more she sound like chicken