Guns Kinda Suck in Wuthering Waves

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Published 2024-06-28

All Comments (21)
  • @RateUpRadio
    Who's your go-to character for solving the aiming puzzles?
  • @fiamma_23
    Chixia main here. Give each of them unique heavy attack, separate it from aiming mode, perfect upgrade.
  • @AtulKumar...
    WE NEED LEE HYPERREAL IN WUTHERING WAVES FOR GUNS TO FEEL BETTER
  • @mememe37
    The scaling also sucks so the heavy attacks feel kinda pointless.
  • I completely agree or just remove the long press aiming mode instead just change it to a stylish heavy attack for guns.
  • @DsCrystalEyes
    In my limited opinion, the issue with gun characters is that they are inherently difficult to balance. We see a glimpse of this with Chixia, she can be a very easy to use damage dealer from safe ranges if built right. If Kuro overtunes a gun character, they just might do too much damage and turn the game into DMC2, so their damage has to suffer and replace by utility. This explains why most gun users right now are sub-dps. If Kuro do make a new gun user as a main dps, I expect them to heavily restrict the effective attack range and the character to fight in a more ability based manner than basic attack manner. Kinda like a souped up Mortefi or, yes, Lee.
  • @TarentiniMG
    I don't mind guns not being able to parry. Still, they should at least have a plunging attack to get on the ground quickly because their aerial attack feels awkward with no damage(unless you play Aalto). Separate heavy attack from aiming mode for anything unique for those characters is a huge benefit to this weapon type.
  • @yearslate9349
    Honestly, I love guns in WuWa. They have some distinct weight and heft to them with the auto-attacks, and are way better at kiting enemies than rectifiers can manage. I particularly enjoy Chixia. Her dodge attack has an absurdly high damage modifier on it, making her quite effective when dodging enemy projectiles. This is even unique to her, as both Mortefi and Aalto have relatively normal dodge attack damage. Dodging repeated enemy projectiles and delivering heavy retribution is extremely fun, and I haven't found any character who can equally make use of dodge attacks. ... But I wouldn't say no to a unique heavy gun attack. Even though I never long-press her attacks, it'd make the four heavy attack substats I've rolled on her echoes actually do something. 🤬
  • @SmolPetals
    Gun users now: pew pew Gun users in the future: throw gun, kick gun, catch gun midair and snipe, close combat with guns, floating gun, jump around like monke, blast a literal nuke (totally not referencing Lee)
  • @BBQsaucemix
    Let us disable long-press aim mode Give Chixia, Mortefi & Aalto a leap buff each to make use of their freed-up heavy attack button Pew pew pew!
  • @dotalbo8279
    Very simple change, when characters do their heavy attack, actually give them different weapons. E.g, an electro gun wielder summons a rail gun when aiming down or a fusion gun wielder summoning a rocket launcher.
  • I like Chixia’s pew-pew machine gun burst. She’s my favorite. I just use dreamless to solve aiming puzzles. Her AoE is so wide. That’s why I always explore with rover in my party.
  • I think that when we finally get a 5* gun user they absolutely have to include options to disable "hold to enter aim mode". As well as proximity targeting. I still hate how it feels like you can randomly lock onto enemies miles away when you should just target the enemy that is closest to you, make this something in the options please! Of course it would be nice to get these things before the 5* gun user lol, the earlier the better.
  • @KenLinx
    I haven't watched the video yet, but I completely agree. Guns having no heavy attack seriously harms the fun of it. Also, if they do decide to replace the aiming mode with a new heavy attack, they should make it so you can parry attacks with it.
  • @MarionFR
    Aiming mode is NOT a 'puzzle mode'. It's just one of the basic actions which range character needs to have, for all interaction, including things getting aggro of enemy and baiting, as well as for combat. Just like you have plunge attacks, while not necessarily you use them in a fight. In the future we might get characters that are focused more on aimed shots. Like in Genshin - some archers are focused on charged-aimed attacks and some on quick non-aimed attacks. Although many things are pretty messed up in Genshin, it works fairly well there, adds some complexity and variety. As for the problem with starting aiming accidentally - I have to say that it means simply struggling with combat in general. Since it's practically always much important to not mic basic and heavy attacks, plus skill also often has tap and hold versions. So although I understand, I'm afraid it's not an issue of design. That being said, I much agree that there are serious issues with pistol users or at minimum - it seems much concerning. WuWa gameplay is made more for melee, yeah. I always liked range characters and I played them a lot in Genshin, but in WuWa range doesn't work as well. In this context - yeah, maybe aimed shots should be revamped to be more useful, or even leave them and add some other form of heavy attack. One thing that wasn't considered in the video - mid-air attacks... To me pistol users show that WuWa doesn't have very good system of air attacks really. In comparison to Genshin - sure, it looks great. But it's because in Genshin it's simply very bad... Thing is - IMO all characters should be able to perform BOTH mid-air and plunge attacks. It's even because of the movement. Pistol characters not having plunge is ehhhhhh... Making both of those attacks universal wouldn't make it boring, just the opposite - it would open wide range of possibilities of differentiating characters, depending on details. Like, broadblade users might need to chose only one of those attacks during a jump, but they would be especially powerful and with good stagger. Oh, in general - I would simply see mid-air attack as jump-basic attack and plunge as jump-heavy attack. Sword users could perform both in a single jump, some characters - maybe two slashes before plunge. Pistol users - could work very much like now, just allow them to perform a weak plunge as well. So DGM multipliers, stagger, animations and their duration, how well you can mix them in combos with other actions and other factors - all that could differentiate weapon types and particular characters. Such design would have also huge advantage in opening possibilities for broader diversity of enemies - adding more that would require jumping. Either floating enemies which you could bring down by air attacks, or tall enemies with weak points placed higher. Imagine if you would have to hit two points on the enemy before you can stun it - one higher and one lower, or some kinds of weak points. It wouldn't make the game more difficult or much more complex really, it's just about utilizing better what is already there and adding more diversity. Seriously, who even thought it would be a good idea to make it like - this character can plunge only, this character can attack in the mid-air only, bruhh... So far I enjoy WuWa a LOT, I have a great time, but air combat is much disappointing to me really and I'm a bit concerned how the game will be developing. I can't imagine how they plan to keep realising characters and enemies for years and keep the game at least 1/4 as fun and interesting as now. I just don't see enough room for that. Limited jump attacks seems like a big missed opportunity that might turn out to be not a small hindrance for developing the game.
  • @sul8802
    I want a pistol character, who also whips another signature gun based on resonate level on charge attack. Imagine whipping out shotgun in front of monke boss
  • @kaizuddinamin
    4:18 makes me thinking just let me throw my blade for the shooting puzzles.😂