Alrighty, I'm sure we're all checked out of this convo by now but I'll give my thoughts/response to this video. I thought @Glaivekiyo would've made this like 4 days ago, but better late than never.
This will be a long post/thread with each response being labeled the same as in the video so you can go over it if you care enough.
I'm glad Glaive made this video genuinely going over the points and I enjoyed the video, do not spread hate or harass him for talking about this as he understood it the best he could from all the drama surrounding it. Some points I agree on and others were taken a bit out of context as it tends to happen on the internet, especially when no actual discussion was being had.
If you care enough to read it all and give your honest opinions then I strongly encourage you. If you're hear to spread hate then you're wasting your time cause idc. Obviously watch the vid for full context if you haven't
Nov 9, 2025 · 11:54 PM UTC
Complexity vs Depth
The core of Wuwa gameplay is to dodge and parry, it is what is taught in the tutorial. I was thinking of the highest level of combat which is the level VI Holograms that basically force you to dodge or parry them or else they will 1 shot you. Most things people used to prove me "wrong" were things you yourself listed as complexity and not depth, such as complex character kits, team rotations similar to Genshin, dmg type resistant enemies, statuses, etc.
This was a key point I said when talking about this. Yes you have complex kits, teams, and enemy movesets, but it doesn't fundamentally change the way you play the game for any enemy. The only time that "changes" is fighting a high difficulty Hologram which takes you back to the core mechanics of "Dodge and parry or die". Wuwa players were the ones confusing complexity with depth because they believed pressing more buttons ti get the same result added depth, when that is just complexity.
If you don't parry, the enemy keeps attacking, if they keep attacking you have to keep dodging, meaning it is in your best interest or in better words, optimal, to learn the moveset and parry timings regardless of your team or kit. I never said the game isn't complex so idk where that came from.
Saint proved this in his video about me by showing a quickswap team which thousands of other people kept suggesting, just to explain how its in your best interest to time your swaps with the parry for optimal value as I literally said. I actually only said that souls combat isn't unique (mainly referring to DS+ER) as dodging and memorization weren't invented by Fromsoft. They are however, incredibly deep because so many different things in those games matter and actually change the way the fight is played entirely. Not for every enemy or boss, but a LOT of them. You have nearly infinite ways to fight and kill enemies especially in ER, you are not confined to "roll slop"
Genshin Combat
I'm fully aware the majority of depth is in the character menu. Weapons, artifacts, team synergy, etc, as you said all takes place before the fight even begins. There are things in the game that naturally add depth. Most enemies reacting to the kind of characters in your party, being able to overcharge or weaken enemies like Jadeplume, Shogun will parry you more if you go for big dps hits on characters like Mualani, even 1.0 enemies like Ruin Hunters would change their entire moveset based on your characters elevation, changing the entire way you fight them, the environment as well changes how you fight enemies too.
You can call it a checklist but that is still by definition depth, you aren't just fighting every enemy exactly the same everytime like in Wuwa with the only defining differences being "Enemy A attacks faster than enemy B". The kits matter and change how the fights play out, delaying a combo or a swap to line up a parry isn't changing the gameplay. People usually bring up the most extreme examples when talking about Genshin which are usually bosses/enemies from mid Natlan era where the shilled enemies started to slowly rise.
Dps checks are an actual issue, it removes any depth from any game. Sustain is a big killer in games, the most famous example being Brigitte from Overwatch creating GOATS meta, which was just a giant team of constant sustain that no comp could deal with, forcing you to mirror the comp or lose. It removed any ounce of skill or depth and changed from how you play, to what you play. So I won't argue on that as it's a genuinely fair point that I heavily agree with.
Paywall, also another fair point. Having Nod-Krai units for the Wild Hunt enemies is objectively better than anything else as it just completely removes another health bar. There are times though where people blow it out of proportion saying "you NEED the new x units or you can't beat the game" and its an enemy that dies like 4 seconds slower which is really funny. So yeah, I also agree with this point.
Wuthering Waves
I did say it's just memorize and parry, but I did not mean it as an insult. I was describing the core and even the ceiling of the game which is defeating Hologram VI bosses by memorizing the movesets, because there is nothing more skillful you can do in Wuwa than no hit a boss solo.
It shows complete mastery of that enemy, and in some cases, complete mastery over the character used because you understand the limits as to which you can push said character on their own. Of course, Wuwa players took it as an insult even though I actually only insulted Genshin for having enemies that practically don't move and said multiple times that it wasn't an insult.
I was not calling every action game shallow, I specifically said Wuwa's combat specifically isn't that deep like people gas it up to be, because outside of that memorization there isn't really much. You talked about Sekiro and how Wolf only has "1 arm, 1 sword" when that's not true. You have 2 (kinda 3) swords, multiple ninja tools in your prosthetic, elements, martial art forms, items, and special traits that MASSIVELY influence how you play the game and deal with enemies, the simplest yet biggest being the Mikiri counter, a simple move unlocked early on the allows you to stomp a thrust attack to the ground, dealing great posture damage.
Sekrio at it's core is just parrying and memorizing, the same as Wuwa, but it's the multiple variations of abilities and skills that change how you fight an enemy. Beasts being afraid of fireworks, apparition enemies are weak to divine confetti and no longer immediately built Terror on you when parrying, airborne enemies taking increased poise dmg from shuriken, all of these things make you actively think about how you approach an enemy. Wuwa does not have this. Damage types do nothing other than increase or decrease enemy res like in Whiwa, ToA, or even innate res like Hectate, Fleurdelys, etc.
Weapon types don't matter because there are no mechanics in which they'd be used. Every character could have a sword and no gameplay would change at all against enemies. You can remove so many aspects of Wuwa's combat and it would not change how the game is played at all because they have so many useless things added in. The only thing that would change is if you removed perfect dodges or parrying, because that is the only constant in the game.
In your example you said we have 3 options, dodge, perfect dodge, or parry. Both dodges you showcased were a perfect dodge because there is no standard dodge in Wuwa. You either perfect dodge which activates the slow mo, or you get hit and probably die. Option 2 is, you guessed it, parry. That is the extent of the depth in Wuwa's combat. Not a bad thing or an insult, but it definitely is not the most creative, intuitive, mind-boggling, never before seen gameplay that people chalk it up to be.
It's good and fun, that's why it works. It's simple but rewarding, and as we both agree, high skilled.
Weird Defense
The clip was me actually trolling at that point. It was in response to the person who qrt a kid doing a nuke showcase using the strongest team in the game on a random overworld boss as proof that Genshin doesn't have depth. So I did the same thing and took the strongest character in the game and beat a weekly boss using 0 of the mechanics and spamming NA's to troll since they wanted to be disingenuous.
Once again they got angry because only Wuwa players are allowed to be disingenuous by using easy content to prove their points, but demand I use the highest level being Hologram VI bosses to prove my point.
Conclusion
I wasn't comparing the games combat one to one because they're literally so different from each other, which is why I talked about combat depth. The funny thing is I know what complexity is and that's exactly what Wuwa players kept using as their defense and ended up misunderstanding basically every point which led to the most hilarious accusations.
They genuinely didn't know what combat depth was and were insistent on saying that someone having a complex kit is combat depth, or doing a rotation on random mobs is combat depth yet insulting Genshin by saying E+Q swap when that's also doing a rotation? Just less complex than Wuwa's.
So yeah most of the twisted arguments that "I" made were deadass just Wuwa players not knowing basic game terms and concocting arguments based on a misunderstood concept.
As far as which one has more depth, personally I still think Genshin does. I think most people are just bitter about Genshin so they focus on the bad aspects and use that to paint it as the entire game, ignoring or downplaying multiple other factors that have existed for yrs before the recent shilling. I'm not saying this as a fact, it's just my opinion from playing both games at the highest level you can. Not saying you have to agree, you're entitled to your opinions.
TL:DR No I don't think Wuwa is shallow and has no depth, that's just idiotic. No I don't think Genshin is the best game ever made, I don't even play gachas aside from Genshin, Wuwa, and just recently ZZZ. They arent even my main category of games. Uhhh if you read this far thanks.
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