r/WutheringWaves • u/Brougoat • 2d ago
General Discussion 4.x Expectation/Changes
We are so close to 4.x, so there are some things that I want to see in 4.x.
This is all my personal opinion/expectations, so please don't spread any hate. If you disagree, it's completely fine.
So, first thing.
1. Reruns: So, this might not be a big deal for many people, but I kinda hate reruns in wuwa. Some characters have had reruns 1–2 times, and that was also a long time ago. And now we're getting Lynae and Chisa back-to-back reruns.
And Shorekeeper being in the spending event... I was happy when I saw the "Reverb Banner" in 3.3. I thought we were finally gonna get old characters rerun in this banner, but they just ran it once and never brought it back.
So, my wish is that they just rerun all old characters in chronological order, or make old characters available in the standard banner. I mean, nobody cares about the current standard character banner.
I have teams that have been incomplete since day 1 because I never get the chance to pull their teammates. I pulled Cart and her sig, thinking surely we'll get a Ciaccona rerun soon, but we never got one. Same with Shorekeeper. I missed her on the beginner banner, and now there's no sign of Shorekeeper's rerun. I started playing in 2.7, and SK had her rerun in 2.6, I think... unfortunate.
2. Old Characters Buffs: They kinda buff older characters in Endstate, which is great, but I hope they rework older characters' kits more or give them new mechanics like Tune/NS. I mean, I see the light after Hsin and Jinhsi's Unison. It would be great to see Jiyan getting Aero Erosion or Camellya getting Echo Skill, Havoc Bane, or something like that.
Or they can just do what other gacha games do and buff
older characters so they work with new character mechanics. That's just my personal take.
3. Old Sonatas: We all know how bad the old Sonatas are, especially the DPS ones. And because of that, older DPS characters fall behind and miss crits like crazy without Shorekeeper, and even with Shorekeeper.
So, I just hope they rework some old Sonatas and add crit stats to them or something like that.
Or bring 3-pc sets back. They're goated IMO, but farming them is a pain. If they fix that by adding them to Tacet Fields, that'll be insane. So, yeah, they can just make 3-pc sets for older characters because nobody uses 3-pc sets other than the characters that are made for them.
A great example is doing something like Lucilla, because Lucilla can activate Phrolova's set if you didn't know. But it won't do anything because Lucilla isn't a DPS.
4. QoL/Changes: Well, I don't have any problems with QoL because wuwa always does a great job with it. Still, there's something that I want to see in the future.
- Give Transducers to F2P players. I know Transducers are a scam, but you can hit the jackpot too, right? You never know. Make them available through events or a game mode challenge. Idk, something like Currency War from HSR, where they give you 2 Transducers per patch.
- Sequence Deactivation. I don't have any S6 characters, but it'll help many content creators test characters.
- New Standard Weapon: Give me a crit rectifier, Kuro, pls.
- Loading Screen: Bruh, nowadays, everything I click just gives me a loading screen. It's getting annoying (that's just my personal problem). The loading screen takes more time than doing dailies.
What else... that's pretty much it. I know there are many things I want to see, but these are the ones I want to see the most.
Let me know your thoughts and what you want to see in the future.
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u/Pristine_Luck5348 2d ago
They need to rework core combat mechanics before introducing any new one for 4.x. e.g. make dodge less punishing and parry more useful.
I'm surprised at how useless dodging remains for as long as 2 years. Least they can do is make it slow down the timer upon perfect dodge to reduce dps loss. Right now its best, consistent purpose is to be an animation cancel tool for someone like Luuk.
And parry is an afterthought now since everyone does flurry attacks like Jiyan, the "king of parry" or something people used to say. Simplest thing to do is to is make the thoughness reduction multiplicative so people actually try to time their attack, like imagine parrying with intro skill and getting a 2x multiplier. The only purpose of this mechanic for now is to allow Kuro to make aggresive bosses and then make 90% of their attacks parry-able.
We got three endgames that are essentially damage sponge fest... because the combat becomes terrible once they add flying or aggresive enemies. The other one (Holo) is a dodge fest or exploit fest, just keep surviving until you're able to one shot the boss.