Shark1701HD

Newbie
Feb 19, 2023
40
20
131
It is confirmed, that the next version will be save breaking as well?
So far it's confirmed as a save breaker, yes. so it's gonna be a restart, unless the dev decides to change that with this update. but no confirmation on that.
 

flannan

Engaged Member
Dec 15, 2022
3,430
3,627
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Holy shit, why is there always this one bullshit mechanic in every single one of these games. They make you play this long enough and then you have to face Shenhe. Like where in your right mind did you think her mechanics are balanced???
Okay, I know Teyvat is full of all kinds of powerful beings. But what's difficult about Shenhe? Does she come with a team that plays well to her strengths?
 

Mytael

New Member
Dec 16, 2018
11
6
66
Okay, I know Teyvat is full of all kinds of powerful beings. But what's difficult about Shenhe? Does she come with a team that plays well to her strengths?
Her gimmick is that after she hits you (for a fuckton of damage), she retreats to the edge of the map, making you chase her. So you chase her, but then she hits you and runs to the other edge of the map, making you chase her again. She also has an aoe ult that covers half the map.

She's really hard to catch and you have to bring some heavy lockdown if you want to capture her.
 
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sact12

Newbie
Jun 17, 2022
56
31
142
Okay, I know Teyvat is full of all kinds of powerful beings. But what's difficult about Shenhe? Does she come with a team that plays well to her strengths?
she is like Hu Tao in that once her hp is near 0 she becomes invincible and you have to wait out until it ends, what makes Shenhe more problematic than Hu Tao is that she is also moving from one end of the map to the other so it can be hard to catch her even after the state ends if you didn't bring a Weird Churl to the fight.
 
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Asteel1

Newbie
Dec 7, 2020
53
19
107
how do you move units (when one of the elemental is in charge) i seem to only be able to move them if something is in range of their attack... I basically have to wait until they come near.
 

ayami

New Member
Jul 14, 2017
12
1
13
Honestly my only real issue with the anything is how often the enemy spawn a random enemy to attack. Its pointless in the lategame when u got so much ap it doesnt really matter u can auto it, but in early stages it makes it a hastle.
 

NamedUser1111

Member
Apr 1, 2024
148
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47
Holy shit, why is there always this one bullshit mechanic in every single one of these games. They make you play this long enough and then you have to face Shenhe. Like where in your right mind did you think her mechanics are balanced???

The trick is to either :
- have unit with a lot of movement/range and bait her to getclose enough (hydro rogue, geo/cryo samachurl pillard on ranged unit)
- Have you units spread so that you can threaten the whole map.

In both case, you need to have rather strong units to get her, and if you don't feel ready, you should be mindeful of the threat gauge.

She is the top units of the second (and current last) nation's threat counter. She is meant to be challenging.
I made 5 run, and usually, when I get to her, she destroy my 1st army, but get captured by the 2nd (I have no idea why, both are more or less the same strenght ^^)
 
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Apr 25, 2022
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Shenhe is fine. Just bring one or two unusuals and she won't be much of a bother. If you are having serious trouble with her, equip some whopperflowers and let them tangle her up constantly.

By the time you spawn her, you should have lawachurls anyway because you need them for Abyss/Morax/Chasm, so her difficulty is deceptive. Cryo Lawachurls equipped with Whopperflowers will absolutely body her, just park an unusual on either side of the field to hit her with burst.
 
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NamedUser1111

Member
Apr 1, 2024
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Ok.
So, I finished 1.1.2 in normal difficulty. Time to give my impressions (compared to 1.1.0) :

Colony: mostly the same as before, but the third Kateryne is a big help for the main city upgrades. Very enjoyable to upgrade overall !

Musk Reef: On the upside, it does feel like endgame content. On the downside, the mimeflora... I refuse to accept they are rated as 500 Power... For me, I would rather put "????" as their power, as they copy some of your units (and are A LOT stronger than 500 Power). In addition to that, coupled with their invunerability, it leads to some strange case where bringing strong units makes the fight impossible, while purposefully bringing weaker units makes it doable. In particular, there is the fact that they get as their base atttack the full attack your supporter, instead of doing a single combined attack with it, coupled with the fact that damages taken don't change their attack power... They are monsters.
Then, Aether in the last battle... gets one-shotted before doing a single point of damage.
Overall, I feel the Musk Reef have a lot of potential, but still room for improvement/balancing (couldn't say exacly how, however).

Inazuma: new ennemies, which are good. The ninja have a nice mechanic.
I feel taking full controle of Ritou and having a stable base here should be harder, as there is the decree of confinement : a litteral godly thunderstorm made specifically aginst any kind of invading army. I would easily see the act of crossing as dangerous, with a chance of taking heavy damages or even directly loosing units anytime they try to get to Inazuma. As it is now, by the time the ship is upgraded enough to do the crossing, nothing on the island is remotely an obstacle.

Unique ennemies (princess, salt and carp): really great fights ! ! !
Unique battle mechanics, unique CGs... Just all-around great ! !
(On a side not : training NPCs getting CGs (at capture or even at training) is great ! !)

Heroine scaling: One downside is that they don't really scale in late-game : most heroines are competely useless as fighting forces starting mid-game, and too expensive (in abyss power) to deploy early game. Is it on purpose ?

Wishlist: The possibility to have the mating image (or maybe just the final one) when auto-mating, as well as the birth image after ther first time would be nice, as an option. But that's a personnal wish ^^.
I would also enjoy something to make heroine stronger (some kind of training, something to farm and give the girls, or even something related to buildings/captured regions) so that I can use heroines I like in battle even if it is an ealy game ones. As it is now, trying to use Fischl or Amber, is very much like playing with one/two less units on the field.

Overall: Just like before, truly great game, getting better each update !
I do a lot of nitpicking, but only because I enjoy it to the point of giving it THAT MUCH attention.

Also, good thing there is time until the next update. I have been playing it way too much, recently.

THANK YOU ! ! !

(I will have to update my rating of the game. From 5 stars to... well 5 stars, but newers informations on the text part)
 

dekeche

Member
Aug 5, 2018
371
190
228
Then, Aether in the last battle... gets one-shotted before doing a single point of damage.
Overall, I feel the Musk Reef have a lot of potential, but still room for improvement/balancing (couldn't say exacly how, however).
I am very curious as to what your team composition was for this. There's been a few post about what teams people have used to win (mine included), but I don't think anyone's mentioned Aether being easy. Would be informative to see what team you brought to the fight.

Heroine scaling: One downside is that they don't really scale in late-game : most heroines are competely useless as fighting forces starting mid-game, and too expensive (in abyss power) to deploy early game. Is it on purpose ?
I feel like the power scaling of heroines is probably intentional, but I don't think their cost is balanced currently. Personally, I think the weaker heroines should cost less upkeep to deploy. I think it'd also be helpful if you could view what a heroines states and moves are while they are pregnant. Because if you use the pregnancy automation, it's annoying to have to remember to check what a heroine can do before setting up their breeding.
 
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sact12

Newbie
Jun 17, 2022
56
31
142
I am very curious as to what your team composition was for this. There's been a few post about what teams people have used to win (mine included), but I don't think anyone's mentioned Aether being easy. Would be informative to see what team you brought to the fight.
If you bring pure high value units to Musk Reef, the Mimic fight is an almost impossible fight while Aether is a walk in the park
 

Xennon

Newbie
Jul 30, 2018
21
12
145
I am very curious as to what your team composition was for this. There's been a few post about what teams people have used to win (mine included), but I don't think anyone's mentioned Aether being easy. Would be informative to see what team you brought to the fight.
8 Lawachurl (ice, stone or abyss) with full stack of abyss flower, so just pure bruteforce and it take lot of time for got a team like this
 

dekeche

Member
Aug 5, 2018
371
190
228
8 Lawachurl (ice, stone or abyss) with full stack of abyss flower, so just pure bruteforce and it take lot of time for got a team like this
I'm surprised that worked, the flowers don't seem to target flying enemies, so Aether shouldn't have been effected by them initially. I suppose if you had a high enough NUM and ATK stat it could work?
 

Xennon

Newbie
Jul 30, 2018
21
12
145
I'm surprised that worked, the flowers don't seem to target flying enemies, so Aether shouldn't have been effected by them initially. I suppose if you had a high enough NUM and ATK stat it could work?
That make a little time now, so maybe my memory is bad and I have a Mystifying Megachurl (with flower) with the capacity to put on the ground a flying ennemis, but I remember Aether just die without making damage (just hiting the shield).
 

FeYutri

Newbie
Apr 25, 2021
19
6
30
Heroine scaling: One downside is that they don't really scale in late-game : most heroines are competely useless as fighting forces starting mid-game, and too expensive (in abyss power) to deploy early game. Is it on purpose ?
I believe heroines are scaled relatively well for combat, considering their lore powers and skills.
Some heroines are simply weaker, stronger, or more specialized than others, as this both reflects their lore and difficulty in capturing them.
Heroines also inherit upgrades from special NPC training, so most heroines can keep up with hilichurl progression stat-wise.
Frankly, most heroines are straight up better than any hilichurl type you can deploy at that point in game progression, and their high abyssal upkeep cost reflects this.
You could lower the abyssal cost to make heroines more feasible at certain points in game progression, or you could add more ways of gaining abyssal power to allow more strategic options on the wider playing field.
 
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NamedUser1111

Member
Apr 1, 2024
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My problem is less with their scaling as ennemies (for which I agree that it is good), but their ability to grow after capture.
We know that even some of the weaker heroines can be quite strong (such as Amber as shown in the manga, who could defeat whaterver that Fatui turned into) given the right situations.

In addition to this, as pretty central point in the original game is the fact that anycharacter canbe used for at least something, even late-game.

I also agree that heroine are stronger than what you can deploy at the point you capture them.

My point is for their ability to remain relevant later :
Taking Fischl or Amber. Starting mid-game, their elemental value is too low to be decent breeders. All they are really good for is slime (but not specters), flower (since anything works with flowers), or praying of a miracle if you try hilichurls.
As fighting units, they do... no damage. Their single use is their ability to carry troops that are much stronger than they are, and the optimal strategy is to just position them next to an ennemy and pass your turn to trigger the auto-attack...

It gets worst with healers like Barbara and Noelle, who heals for 20-60 HP when everyone deals at least 200 damages per attacks, without reaction (except Jean, but she is an end-game unit).

And units like Mona, which are alone, don't get any of the combined attack or the extra health from having troops tend to need a lot of investment in training to remain viable (I say that for Hu Tao, Mona... really struggles).

All the while, they cost a lot more to deplay than regural troof, both in term of Abyss Power and in term of minerals (Collei costs 200 minerals to deploy, a Mitatchurl is 100, a Samachurl is 50 and a Lawachrul is 300.)

If it is a deliberate design choice, I can understand it.
But since I don't know, I prefer to mention it, with the hope that I can choose which heroine I play/use for some specific purpose in the mid/late game based on who I like (or feel like investing), rather that on which one is still relevant.
What I was interrested in would be more like a way to make a captured heroine stronger with time (like filling her with extra abyss power, using other heroines as battery to give her extra elemental power, or any other kind of mecanic that could increase some of her values (stats, breeding capability...) with some investment).
 
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NamedUser1111

Member
Apr 1, 2024
148
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I am very curious as to what your team composition was for this. There's been a few post about what teams people have used to win (mine included), but I don't think anyone's mentioned Aether being easy. Would be informative to see what team you brought to the fight.
Lawachurls (mostly nycto) with various samachurls as troops, and some specters (had to remove the one who had flowers, because its copy kept slaughtering everyone, including the original), Alice and Xianyun both with specters.

I feel like the power scaling of heroines is probably intentional, but I don't think their cost is balanced currently. Personally, I think the weaker heroines should cost less upkeep to deploy. I think it'd also be helpful if you could view what a heroines states and moves are while they are pregnant. Because if you use the pregnancy automation, it's annoying to have to remember to check what a heroine can do before setting up their breeding.
For showing the moves while pregrant : YES ! !
 

Theofrad

Member
Game Developer
Jan 29, 2025
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607
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About the power scaling of heroines:
Actually I don't know how balance them, but here are the things I will do:
1. Early stage heroines can bring more units (at least 60 hilichurls)
2. healing skills will be affect by element resonance just like samachurl's healrain

Furthermore, there is a plan to add recapture event for some heroines which will give a upgraded version of that heroine. For example: outfit Fischl, Hyacine Barbara, Herta Lisa and amputee Skirk.
 
3.90 star(s) 51 Votes