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They can't keep getting away with this


** Anyone can play any of the playable instruments. Yes, even those with long nails can play the Lyre.

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** Anyone can play any of the playable instruments. Yes, even those with long nails can play the Lyre. Even Kuki Shinobu, who wears a mask, can play wind instruments.
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As a harpist, doing the Aranara questline with Father is causing me physical pain

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** Anyone can play any of the playable instruments. Yes, even those with long nails can play the Lyre.
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* AntiRegeneration: Some Fontaine craftable weapons (Finale of the Deep and Flowing Purity) and Fatui Operatives apply a Bond of Life effect that absorbs a certain amount of healing that would otherwise heal the player. If applied from a weapon and then healed away, buffs are provided based on the amount healed.

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* AntiRegeneration: Some Fontaine craftable weapons (Finale of the Deep and Flowing Purity) and Fatui Operatives apply a The Bond of Life effect is a debuff that absorbs a certain amount of healing that would otherwise heal the player. If They can be applied from by certain enemies (e.g., Fatui Operatives) or as a weapon and then healed away, buffs are provided based on the amount healed.double-edged buff by certain weapons or playable kits (e.g., Arlecchino's Normal Attack conversion when having Bond of Life).
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** Arlecchino cannot be healed while in battle without using her elemental burst. But once out of combat, one can heal her just like any other character, mitigating the frustration of getting her healthy again while still maintaining her GlassCannon playstyle.
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Not true; if you use the compass again, it will instead pinpoint a different treasure chest if nearby.


** Version 4.6 added one related to the Treasure Compasses: before, whenever you used one, it would only track the treasure's location relative to the point you used it. Now, it will mark its ''exact'' location in the map even if you leave the area. However, until you open the located chest, the Compass will not work again. That means that if the chest is locked behind a puzzle or combat challenge, you need to solve the puzzle or to complete the challenge first to use the Compass again.

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** Version 4.6 added one related to the Treasure Compasses: before, whenever you used one, it would only track the treasure's location relative to the point you used it. Now, it will mark its ''exact'' location in the map even if you leave the area. However, until you open the located chest, the Compass will not work again. That means that if the Using it near a different treasure chest is locked behind a puzzle or combat challenge, you need to solve will make the puzzle or to complete map mark that one instead and unmarking the challenge first to use the Compass again.previous chest.
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** Version 4.6 added one related to the Treasure Compasses: before, whenever you used one, it would only track the treasure's location relative to the point you used it. Now, it will mark its ''exact'' location in the map even if you leave the area. However, until you open the located chest, the Compass will not work again. That means that if the chest is locked behind a puzzle or combat challenge, you need to solve the puzzle or to complete the challenge first to use the Compass again.
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** There is also an item called the NRE (Menu 30), which is capable of storing way more food than what would normally fit inside a bag of its size.
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* ArcNumber: If a number shows up, it's most likely going to be seven. There are seven nations, with seven Archons, who match the seven elements. It also shows up in minor ways; one of the light novels in Inazuma is mentioned to be a story about a man with seven love interests, there are supposedly Seven Ideals of Wisdom that the Dendro Archon possesses, and "Genshin" has seven letters.
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* BossInMookClothing: The terrestrial Local Legends, souped-up versions of regular overworld enemies. Normally, overworld bosses are threats, but are only a slight challenge at worst. Terrestrial Local Legends, on the other hand, have inflated HP pools in the ''millions'', more dangerous attack patterns (including one that uses an overworld boss' attack patterns), and souped-up damage values that make dodging essential. Unlike underwater Local Legends, there are no special mechanics that chew through their healthbar when correctly executed. To further illustrate their strength, some Local Legends have been featured in Spiral Abyss lineups, but only as ''nerfed'' "Veteran" versions of the overworld variants with reduced ATK and HP[[note]]Unlike Floor 11, Local Legends featured at Floor 12 are not marked "Veteran", but they still use "Veteran" HP and ATK scaling.[[/note]]. Version 4.3 would add a tutorial warning players of the immense strength of Local Legends, as well as add a symbol near the healthbar of Local Legends indicating their status.

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* BossInMookClothing: The terrestrial Local Legends, souped-up versions of regular overworld enemies. Normally, overworld bosses are threats, but are only a slight challenge at worst. Terrestrial Local Legends, on the other hand, have inflated HP pools in the ''millions'', more dangerous attack patterns (including one that uses an overworld boss' attack patterns), and souped-up damage values that make dodging essential. Unlike underwater Local Legends, there are no special mechanics that chew through their healthbar when correctly executed. To further illustrate their strength, some terrestrial Local Legends have been featured in Spiral Abyss lineups, but only as ''nerfed'' ''significantly nerfed'' "Veteran" versions of the overworld variants with reduced ATK and HP[[note]]Unlike Floor 11, Local Legends featured at Floor 12 are not marked "Veteran", but they still use "Veteran" HP and ATK scaling.[[/note]].HP. Version 4.3 would add a tutorial warning players of the immense strength of Local Legends, as well as add a symbol near the healthbar of Local Legends indicating their status.
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** A handful of [=NPCs=] tell major backstories with in-game 2D animated clips. For example, the bard Venti narrates the story of the two dragons in Mondstadt, while a minor NPC in Liyue tells you a story about Ningguang.

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** A handful of [=NPCs=] tell major backstories with in-game 2D animated clips. For example, the bard Venti narrates the story of the two dragons in Mondstadt, while a minor NPC Iron-Tongue Tian in Liyue tells you a story about Ningguang.



** The playable characters can unleash a more powerful attack (at the cost of Stamina) by holding down the main attack button. The properties and animations of the charged attacks differ depending on the character.

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** The playable characters can unleash a more powerful attack (at the cost of Stamina) by holding down the main attack button. The properties and animations of the charged attacks differ depending on the character.[[note]]In general, only Bow units have a mostly common damage multiplier (43.86–92.82% for aimed shots and 124–235.6% for fully-charged shots; the exceptions are a higher minimum aimed-shot multiplier of 43.9% for Yoimiya and Sara and maximum of 93.71% for Venti and Diona, who additionally have a higher full-charge multiplier of 236.1%). Other than that, characters of any one weapon type have a common Stamina cost--20 for Bow and Sword units (except 25 for Keqing), 25 for Polearm, 40 per second for Claymore (who can pull sustained attacks for up to five seconds, hence a maximum of 200; the exception is Itto, who has a unique mechanic), and 50 for Catalyst (except 25 for Heizou).[[/note]]



** Ironically enough, Genshin stories start to slowly deal with far more mature themes in its stories as the game leans more into TheGoodTheBadAndTheEvil and CosmicHorrorStory mixed with it, due to how many of the game cast can range from genuinely nice but flawed to quite a bit of a jerk but still have some good in them to straight up evil and psychopathic. Adding to it, the game doesn't even bother to hide just how flawed humanity in Teyvat is as a whole, with some of the [=NPCs=] being downright nasty, a complete contrast to its sister game ''Honkai Impact 3rd'' where humanity is portrayed as flawed yet genuinely good with the game's heavier lean on WhiteAndGrayMorality.
** For the first two acts alone, the Fontaine Archon Quests are significantly darker than the previous Archon Quests, with ''three'' on-screen deaths, a looming prophecy that involves all of its citizens dying, and an incredibly dark backstory involving HumanTrafficking with two of its characters.

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** Ironically enough, Genshin stories start for a game initially pitched as a LighterAndSofter counterpart to slowly deal with far ''VideoGame/HonkaiImpact3rd'', as the game progressed ''Genshin Impact'' begins delving into more mature themes in as it began prying into its stories CataclysmBackstory with inklings of a CosmicHorrorStory, as well as the game leans more into TheGoodTheBadAndTheEvil and CosmicHorrorStory mixed with it, due to how many people of the game cast can range Teyvat [[TheGoodTheBadAndTheEvil showing a relatively broader spectrum of morality]], ranging from genuinely nice but flawed to quite a bit of a jerk but still have some good in them to straight up evil and psychopathic. Adding to it, In addition, the game doesn't even bother to hide just how flawed humanity in Teyvat is as a whole, with some of the [=NPCs=] being downright nasty, a complete contrast to its sister game ''Honkai Impact 3rd'' where ''[=HI3=]'''s portrayal of humanity is portrayed as flawed yet genuinely good with the game's heavier lean on WhiteAndGrayMorality.
** For the first two acts alone, the The Fontaine Archon Quests are Quest is significantly darker in several places than the previous Archon Quests, with ''three'' on-screen deaths, onscreen deaths early on, a looming prophecy that involves all of its citizens dying, and an incredibly dark backstory involving HumanTrafficking with two of its characters.characters, and culminating with [[spoiler:a disastrous flood that killed dozens and ends with ''the death of an active Archon'' in a HeroicSacrifice while leaving behind a traumatized BodyDouble]].



* DeathFromAbove: Each character has a "Plunge Attack" that you can perform while gliding (or simply falling from higher terrain, such as a cliff or stairs). The character will fall straight down from above, smashing the ground and dealing [=AoE=] damage to nearby enemies and objects.

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* DeathFromAbove: Each character has All characters' Normal Attack styles include a "Plunge Attack" that you can perform while gliding (or simply falling be performed from higher terrain, such as a cliff or stairs). The character will midair, causing them to fall straight down from above, smashing the ground and dealing [=AoE=] deal damage to nearby a wide area of enemies and objects.objects, with greater damage should they fall from higher elevations; in addition to the impact, they also deal damage in half-second intervals while falling down.[[note]]With a few exceptions, most characters of any one weapon type share common multipliers for midair, low-elevation, and high-elevation damage. In general, Claymore units have the highest multipliers (74.59–157.85%, 149.14–315.63%, and 186.29–394.24%), followed by Sword and Polearm units (63.93–135.3%, 127.84–270.54%, and 159.68–337.92%), and then Bow and Catalyst units (56.83–120.27%, 113.63–240.48%, and 141.93–300.37%).[[/note]]
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* BossInMookClothing: The terrestrial Local Legends, souped-up versions of regular overworld enemies. Normally, overworld bosses are threats, but are only a slight challenge at worst. Terrestrial Local Legends, on the other hand, have inflated HP pools in the ''millions'', more dangerous attack patterns (including one that uses an overworld boss' attack patterns), and souped-up damage values that make dodging essential. Unlike underwater Local Legends, there are no special mechanics that chew through their healthbar when correctly executed. To further illustrate their strength, some Local Legends have been featured in Spiral Abyss lineups, but only as severely ''nerfed'' "Veteran" versions of the regular enemies they are based on. Version 4.3 would add a tutorial warning players of the immense strength of Local Legends, as well as add a symbol near the healthbar of Local Legends indicating their status.

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* BossInMookClothing: The terrestrial Local Legends, souped-up versions of regular overworld enemies. Normally, overworld bosses are threats, but are only a slight challenge at worst. Terrestrial Local Legends, on the other hand, have inflated HP pools in the ''millions'', more dangerous attack patterns (including one that uses an overworld boss' attack patterns), and souped-up damage values that make dodging essential. Unlike underwater Local Legends, there are no special mechanics that chew through their healthbar when correctly executed. To further illustrate their strength, some Local Legends have been featured in Spiral Abyss lineups, but only as severely ''nerfed'' "Veteran" versions of the regular enemies overworld variants with reduced ATK and HP[[note]]Unlike Floor 11, Local Legends featured at Floor 12 are not marked "Veteran", but they are based on.still use "Veteran" HP and ATK scaling.[[/note]]. Version 4.3 would add a tutorial warning players of the immense strength of Local Legends, as well as add a symbol near the healthbar of Local Legends indicating their status.
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The resources have been buffed so farming them is actually worth it now


** Defeating the Local Legends mentioned above. Local Legends are souped-up versions of normal mooks with either unique gimmicks, stat values that eclipse those of even Trounce Domain bosses, or both. They also drop resources of the exact same quantity and rarity as their mook counterparts, so aside from the achievements you get for beating them the first time, the only incentive you have for fighting them is to pit your teams against some of the hardest content in the game.

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