New in 2.3

Содержание
Персонаж
Световые конусы
Набор Реликвий
Инвентарь
Достижения
Противники

Персонаж

ИмяРедкостьПутиТипы бояСила атакиЗащитаHPМатериалы возвышения
流萤5
RarstrRarstrRarstrRarstrRarstr
destruction-classfire-damage_type756.76776.16814.97
Пылающее сердце
Осколки желаний
Клыки лунного озверения
Потерянный отголосок единства желаний
Отпечатки судьбы
翡翠5
RarstrRarstrRarstrRarstrRarstr
erudition-classquantum-damage_type659.74509.361086.62
Огнемёт грёз
Двигатель снов
Потерянный отголосок единства желаний
Отпечатки судьбы
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Световые конусы

ИмяРедкостьПутиСила атакиЗащитаHPНавыкМатериалы возвышения
不息的演算5
RarstrRarstrRarstrRarstrRarstr
erudition-class529.2396.91058.4使装备者的攻击力提高8%。施放攻击后,每击中一名敌方目标,使攻击力额外提高4%,该效果最多叠加5次,持续至下次攻击后,若击中大于等于3名敌方目标,使自身速度提高8%,持续1回合。
Извивающееся ядро
梦应归于何处5
RarstrRarstrRarstrRarstrRarstr
destruction-class635.04529.2846.72使装备者的击破特攻提高60%。当装备者对敌方目标造成击破伤害时,使敌方陷入【溃败】状态,持续2回合。【溃败】状态下目标受到的伤害提高15%,速度降低15%。同类技能无法重复生效。
Клыки лунного озверения
Осколки желаний
偏偏希望无价5
RarstrRarstrRarstrRarstrRarstr
erudition-class582.12529.2952.56使装备者的暴击率提高16%。当装备者在战斗中暴击伤害大于120%时,每超过20%,追加攻击造成的伤害提高16%,该效果可叠加4层。战斗开始时和装备者施放普攻后,使终结技和追加攻击无视目标16%的防御,持续2回合。
Двигатель снов
谐乐静默之后4
RarstrRarstrRarstrRarstr
erudition-class476.28396.9846.72使装备者的击破特攻提高28%。装备者施放终结技后,速度提高8%,持续2回合。
Осколки желаний
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Набор Реликвий

ИмяЭффект набора
荡除蠹灾的铁骑2-шт: 击破特攻提高16%
4-шт: 当装备者的击破特攻大于等于150%/250%时,对敌方目标造成击破伤害时无视其10%/18%的防御力。
风举云飞的勇烈2-шт: 攻击力提高12%
4-шт: 装备者施放终结技或发动追加攻击时,使装备者造成的伤害提高20%,该效果最多叠加2层,在装备者的回合结束时解除。
奔狼的都蓝王朝2-шт: 我方角色施放追加攻击时,装备者获得一层【功勋】,最多叠加6层,每层【功勋】使装备者追加攻击造成的伤害提高4%,叠满6层时,额外使装备者的暴击伤害提高24%
劫火莲灯铸炼宫2-шт: 使装备者的速度提高6%。当装备者击中拥有火属性弱点的敌方目标时,击破特攻提高40%,持续1回合。
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Инвентарь

ИмяРедкостьТипРецепт
荡除蠹灾的铁骑2
RarstrRarstr
荡除蠹灾的铁骑3
RarstrRarstrRarstr
荡除蠹灾的铁骑4
RarstrRarstrRarstrRarstr
荡除蠹灾的铁骑5
RarstrRarstrRarstrRarstrRarstr
风举云飞的勇烈2
RarstrRarstr
风举云飞的勇烈3
RarstrRarstrRarstr
风举云飞的勇烈4
RarstrRarstrRarstrRarstr
风举云飞的勇烈5
RarstrRarstrRarstrRarstrRarstr
奔狼的都蓝王朝2
RarstrRarstr
奔狼的都蓝王朝3
RarstrRarstrRarstr
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Достижения

ИмяСерия достиженийПоказатьОписаниеДоступные награды
Пусть ветер наполняет паруса
Пусть ветер наполняет парусаНаши воспоминанияЗавершите миссию «Снова в деле IV» и станьте свидетелем отъезда Минси.
Звёздный нефрит5
Путь, ведущий к звёздам
Звёздный нефрит10
Путь, ведущий к звёздам
Звёздный нефрит10
Путь, ведущий к звёздам
Звёздный нефрит10
Путь, ведущий к звёздам
Звёздный нефрит10
Путь, ведущий к звёздам
Звёздный нефрит10
Путь, ведущий к звёздам
Звёздный нефрит10
气球,向着明天——Постичь непостижимое打破{TEXTJOIN#87}中的特殊石头老板气球
Звёздный нефрит5
可惜不是吹奏部Постичь непостижимое拯救{TEXTJOIN#87}上的迷钟「老大」
Звёздный нефрит5
Наши воспоминания
Звёздный нефрит10
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Противники

ИмяСложностьДоступные награды
「授勋」Minion
「枪尖」Minion
「盾」Minion
「所有或一无所有」Противники
「所有或一无所有」Противники
无尽寒冬之槊Противники
Опыт
Кредиты
Значок Среброгривых Стражей
Ядро льда
Знак отличия Среброгривых Стражей
Медаль Среброгривых Стражей
无尽寒冬之槊Противники
Опыт
Кредиты
Значок Среброгривых Стражей
Ядро льда
Знак отличия Среброгривых Стражей
Медаль Среброгривых Стражей
无尽寒冬之槊Противники
Опыт
Кредиты
Значок Среброгривых Стражей
Ядро льда
Знак отличия Среброгривых Стражей
Медаль Среброгривых Стражей
无尽寒冬之槊Противники
Опыт
Кредиты
Значок Среброгривых Стражей
Ядро льда
Знак отличия Среброгривых Стражей
Медаль Среброгривых Стражей
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165 responses to “New in 2.3”

  1. V3 is soon. What are some changes you think will be done? What are changes you want to see? (aside from “let firefly do super break base kit” cuz that one has been said way too often already)

      
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    • Firefly:
      1. Regens energy up to 50% at the begining of each wave, not just at the begining of the battle, so her gameplay in the second wave is way more fluent.
      2. The effect on her eidolon 1 that makes enhanced skill SP free to be relocated to a major trace or talent. If it was too powerful to be available to eidolon 0, maybe add some limitations to it, such as she gains a stack of a special buff whenever an enemy is broken, and the said buff may be consumed by her skill instead of SP. So she isn’t as SP hungry as for now, which allows the HTB to skill very often.

      Jade:
      1. Additional bounce damage mechanic for the FUA to be added to the base kit, much like how Acheron’s major trace works. Such as, 40% attack multiplier * 3. That would definitely redeem her in MoC.
      2. Sort of DPS support to be added to her base kit, such as FUA damage amp for the skill’s target, or FUA vulnerability on the enemies that were hit by her FUA, or anything else that makes her a worthwhile teammate to be considered by many popular MoC teams.

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    • I won’t be surprise if firefly got some change (even tho i rather this version). But something got it my mind is her basic skill, you lose 50% hp when you use it, meaning you need to use it 2 time if 0 energy.

      Let’s take that, you are in moc cycle, sam untransformed you need to use 2 times your skill, and you ult to advance so you regen, but this entire time, you got a dot (sounds dumb) well, you just died of dot. I know it sounds dumb like that but you can cleanse it or w.e, but in a case without cleanse/heal, well, she kinda kill herself XD.

      And Jade don’t know, didn’t intrest me at first so…

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      • If I did ever get her, I’d use her with Aventurine and call it a day xD Better to abuse her damage reduction and grant her more Eff res than to worry about that. I can live without Gallagher’s 12% buff.

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        • A character that drains their own health, to dangerous lives. For a risky power boost. Sounds like the ideal team mate for Aventurine to be fair. For after all. That does sound very much like the type of character that embraces Adventurine saying of, “All or Nothing!”.

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    • I am hoping for something that make her a bit more unique to superbreak playstyle, like reduce toughness recover by 10% – 25% when she is present in battle. Or a debuff that make enemies take increase superbreak dmg like her Signature. Like it could be her talent as I don’t find her talent to be that useful

      That and reduce her base multiply on skill to prevent crit build and instead buff her superbreak scaling more or something, so superbreak feel more rewarded to be play with

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    • change how the enhanced ability works from doing attack damage using its BE to doing break damage and attack damage without needing to break, that it does not do critical hits and cc and cd above the base become a low percentage to break

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    • Jade:
      1. Grant HP recovery for Debt Collector while He/She or Jade kills an enemy.
      2. Allow assigning multiple Debt Collectors via Skill.
      3. Talent FuA: 120% All -> 20%*6 Bounce. (20% is (the same as Skill) )

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      • 1) That would be a nice QoL for those who don’t want to run Abundance units for one reason or another.
        2) That means we’ll get a new E6 as the current one makes Jade a second debt collector, enabling quicker follow ups and stacking of PA.
        3) Would that mean that it becomes 100%*6 bounce after she ults or would it increase it 33.3%*6 for a total close to the original 200%? That would be really cool. I would like if the bounce is extra on top of the current attack so it functions similarly to Argenti’s boosted ult where it gives him more damage that helps in both AoE and ST.

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        • whoops, I forgot the Ult could enhance her Talent FuA by 80%. Then the enhancement would get nerf if they do change the FuA to bounce.

          You also provide a good idea: They can change the enhancement from granting FuA an extra multiplier to adding bounce damage. That won’t make her too strong but optimized for fewer targets.

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    • I really want them to get rid of ATK -> bonus BE trace on Firefly altogether.
      Not only that it’s a worse trace than what Boothill has, it also causes more problem than what it’s worth, discouraging hybrid builds and forcing players to take ATK chestpiece and orb, lowering her personal raw damage.

      1 BE robe on Boothill gives 6/32 critical, equates to around 68% of a +15 chestpiece slot.
      Meanwhile to receive 60BE from Firefly’s trace, you will need to sacrifice multiple slots + substats to ATK just to get the equivalent of 1 slot of BE robe.
      It also doesn’t help that ATK contributes so little to her damage.

      At the moment, I do feel that Boothill is just straight up better at being hybrid unit even though he specializes in dealing break damage. All because of this one funny major trace difference. And frankly, it’s just annoying for a character to come with so many stat requirements, like, why? Why can’t it just be ‘SAM gains 40% Break Effect for an entire combustion mode’ or something?

      For a game that already has so little room for skill expressions, Hoyo continues pushing this trend of deciding how players should build their characters as well.
      While I understand that it helps guide newer players, I just don’t like it.

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  2. I saw some gameplay of the new AS mode, it seems to be somewhat difficult, but it’s hard to tell since there was no active indicator of your score at any point.

    It’s very similar to MoC at first, beat 2 elites before going to a 2-phase boss. The boss has 4 elements that they’re weak to, and in the first phase they summon 2 mobs and give their weaknesses to those mobs, 2 weaknesses to each. The second phase changes this to 4 mobs with 1 weakness each. Notably, the boss still has their own weakness bar at this time, but they don’t have a weakness until the mobs are defeated, upon which they return to the main boss. So the whole fight seems mainly single-target, just defeat the mob with the weakness to your main-dps’ element and then focus the boss. At least in the 2nd phase, upon breaking the boss, all of the mobs died.

    Since the toughness bar still exists while the boss has generously gifted away their weaknesses, you can still implant weaknesses since the bar is not protected. So weakness implant/ignore is likely going to be top tier: Boothill/Firefly of course, but also Silver Wolf, Acheron, and Xueyi should all be pretty good in this mode. to help

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  3. This is the 1st time I’ve ever seen a genshin Beta have more characters than HSR
    (maybe 4.0 since it had all 3 siblings + HMC but I never checked that beta)

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  4. The more I think about it, the more annoyed I get at HarmonyTB (or more specifically, their need of Ruan Mei)
    More specifically, I hate that Ruan Mei, the already best unit in the game, is now always required with HarmonyTB who struggles to deal any significant damage without her.

    I ran MoC10 with HarmonyMC, Gallager, Asta, and Xueyi, all with 200-400% BE, and they still struggled to deal with the enemies in a reasonable amount of time. Ruan Mei casually buffing the Superbreak Damage by 50% on top of giving everyone some Break Effect, and keeping enemies broken for significantly longer is too influential IMO.

      
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    • Think of it this way:
      Hypercarry needs two Damage Buffer Harmony.

      Hyperbreak needs two Break Buffer Harmony.

      Just as Preservation MC is very weak compared to Fu Xuan or Aventurine.
      I am sure we will get Super Break Harmony Characters that are as OP compared to Harmony MC, as Fu Xuan is compared to Preservation MC.

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      • Another super break character. Would only mean, you can now use Harmony Mc and the new limited five star on the same team. Since they could buff the damage to insane degrees. Rather than acting as a replacement for them.

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    • Nah, the HTB is a break enabler. Without a dedicated break DPS they are still playable but sucks, just like how Kafka performs when not teamed with any DoT. Xueyi is NOT dedicated enough for the break playstyle, just like how Serval performs in Kafka’s team.

      Break is a new playstyle that we don’t have many choices, but everything will be fine when more and more break units come.

      Ruan Mei is currently the only unit who increases break efficiency and extends the duration of broken status. There might be more break supports in the future and you may wait for them instead if you don’t like Ruan Mei for some reason.

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      • I love Ruan mei but i don’t think there will be another unity like her for a looooong time

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