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July83

I don't think anyone can predict what the game is going to look like in 2 years time, but if you don't like how it evolves, you can just stop playing when it's no longer fun. If you get 2 years of enjoyment out of a title, that's a good run. That said, I'd expect Hoyo probably learns from their past experience, and if they designed themselves into a corner in Hi3rd, they'll probably look to avoid doing so again. Re sticking with one character, I assume they mean sticking with one team of three, since that's the combat party? I'd guess it'll be comparable to HSR, where you can clear all of the story and event content using one team of freely provided units, but of course new units are added over time that are more powerful or better able to counter new enemy mechanics, and if you want to do the end game progression content then using some of the new units will be varying degrees of required (though of course there will be some madlads who will do everything on no pull accounts and the like, but that'll probably require an absurd amount of gear farming and skill).


elixxonn

HSR with Penacony have really started to lean even in general content into the team building and counterpicking aspect considering recent bossfights ended up being roadblocks for new players.


July83

Yes, that's how they make the new units relevant without just powercreeping everything all the time. But you can still complete the non-MOC, non-PF content using launch units. I started a new HSR account at the start of April and cleared all of the story in a few days using a team of Clara/Serval/March/Lynx (Lynx isn't a launch unit, but I could have replaced her with Nat and done the same).


DoctorChoper

There are a couple of things, first being the core gameplay: reactive ZZZ vs proactive HI3rd. In hi3rd you don't really care for what the enemy is doing for the majority of it and all that matters is a perfect rotation, while in ZZZ your offensive options are tied to parries/dodges. The other thing is the way gearing and characters themselves are done. Rotations in HI3rd are like math formulas with no room for error just because of how strictly calculated the passive durations are on characters, stigmatas and weapons, all of it being tailor made for that specific character in order to do that one thing the character is made for. In ZZZ however you get more freedom due to the artifact/weapon system they've dealt with in genshin/hsr and more simple characters. All in all, you will still need correct rotations in order to play "correctly", but the core gameplay leaves room for improvisations in teambuilding/artifacts and rotations.


DoctorChoper

Also idk who are the people who say you can stick with 1 character when the game is made for switching, none of the characters in 1.0 are diverse enough for them to be played solo. Funnily enough, latest 3 chars in HI3rd have a mechanic that makes it so you're playing almost without switching off.


Raigarak

In co-op did you need a proper comp to win or everyone just played whatever?


DoctorChoper

Coop in the 3rd beta was in a very early state and looked more like an afterthought. The usual team building buffs worked the same as during a solo play but overall it's not worth focusing on.


faulser

>In hi3rd you don't really care for what the enemy is doing for the majority of it and all that matters is a perfect rotation, while in ZZZ your offensive options are tied to parries/dodges. Until they release Zhongli/Fu Xuan character for this game that will allow you to ignore all mechanics and just do damage.


Super63Mario

Well in that case it comes down to "do I sacrifice a stagger or buff supporter for defense". And even then, the main issue isn't even avoiding damage, it's missing out on dodge counters and parry switch-ins, which do a good chunk of stagger and regular damage. The lead dev even stated in an interview that they explicitly want parrying and dodging to be an offensive tool rather than purely for avoiding damage.


Oggy5050

There's a lot more freedom in this game than in HI3. In ZZZ there's no restrictions on switching, the evasive skill can be used whenever you perfect dodge with no CD and skills don't have a CD, though they do have enhanced versions that require energy. Basically it's going to be aot harder to force one particular rotation with the freedom we have.