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"
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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.
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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.
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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.
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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. ......Why are you still reading....? Do you wanna kiss me? Slam me against the bed and hold me tight while you–
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It isn't a fallacy though, In ER you can use shields to remove dodging, parrying isn't a core part of the game but it's there as an option for smaller enemies and certain medium sized bosses that allow it. Deflect tear in your physic from the SOTE DLC let's you parry every enemy like Sekiro, faith and magic spells change up combat drastically as well. Even in older souls game you could cut limbs off from bosses to disable certain moves. Using items like Mogh's shackle or or blasphemous claw against Maliketh, crucible talisman unlocks backstepping as a dodge tool instead of a space creator. Even in NighReign you can utilize different Night Lords weaknesses to completely cancel certain moves, transformation, or just debuff them in general. The use of Spirit Ashes allowing you to summon help, all of these things fundamentally change how you play the game from it's core or add another layer of depth. In Wuwa pressing 4 buttons instead of 5 because you know a parryable move is coming up isn't changing the gameplay at all. No matter the character you play, you will always play the exact same way because that is what gives you the most value. There are multiple ways to get value in ER that have nothing to do with anything shown in the tutorial. In Wuwa at the ceiling you go right back to the core of dodging and parrying because if you don't you will die. At a certain level the bosses force you to respect them because their damage is too great, it removes any freedom from your playstyle because now you have to limit your actions or you will get 1 shot. Nothing changed except the amount of damage taken. You play to line up your attacks with the parry windows otherwise they'll keep attacking forcing you to dodge 9 times in a row.
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"If you're hear to spread hate"
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GIF
My entire post
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No matter what, GI combat is slow and kind of boring after many years of repetitive reactions, same poses, same weapon sheathes, and same basic attacks, recycled moves. We should just consider combat subjective, some people like slow things, others fast.
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It is subjective, and it's fine if you feel that way. Though the animations have been unique since late Sumeru, it's pretty rare to see any shared or reused animations aside from plunge attacks
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Both games trash. Come play classic WoW with me and the boys
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How fast can a noobie pick it up
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it starts with a mindlessly ragebaity post > gets cooked by everyone for being disingenuous > suddenly tries to save face and acts constructive in your response.
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It starts with a nuanced post > wuwa players dont know the difference between complexity and depth so they're loud and wrong > multiple attempts to disprove me but only prove me right > finally get a video with concrete points > respond like I would to any civilized person because they didn't attack me.
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This is actually very well worded. I think most people are arguing saying “genshin is easier wuwa is tougher” but that’s not the point. Yes in genshin it’s really all about having the right team BUT that is what makes it depth. Some bosses literally change their entire mechanics+
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Damn bro actually cooked 💀 yeah this is all the things I have a problem with a lot of older action, as well especially if we include PGR given that parry was only added to later bosses too, AH&HRPG is mostly treated as a cool factor of gameplay loop rather than depth of combat.
You thinking about wuwa that way = not understanding wuwa's combat system and the amount of depth it actually has, not to mention the optimization that you can do in SO many teams that require mechanical skill, memory, understanding/knowledge, reaction time etc.
I saw you using Ruin Gaurd and Jadeploom as an example to define real time combat depth and mention there isn't much similar in wuwa .. I would suggest you watch this video . An interesting one which might change your mind piped.video/nxHMTXq8r3M?si=wAG5…
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Whenever people say it's just EQ swap. I just tell them to do Onslaught and use the brainded rotation that CCs tell you to do. Interacting with mechanics & proper funneling changes rotation a lot even for the shilled characters. Idk if WuWa takes W in, in practice complexities
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ah now it makes sense why i didnt catch on with wuwa. i stopped after a month because i didnt like the combat. its not like it was hard or anything but the parry felt less impactful than i wouldve liked. maybe its just the audio/sfx but i liked ZZZ's sfx more for parry
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Great post but i fail to see the point in thrying to explain yourself/ appeal to the wuwa community when the words “genshin impact” are in your post lol
Your whole bible was debunked in the video and you insist on repeating the same dishonest things, like "memorization" which you refuse to use to Genshin choreography gameplay All terms are obvious you are using that way, A Bible of Text to tire out the reader for protection of your "opinion"
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Most games that has these rotation thing is the same. Genshin always do E+Q, wuwa always build concerto.... in the end all have fixed pattern. Just like the kudogs always wake up get off bed, brush teeth etc. They also farking doing same thing everyday, so they are lame too
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I don't even know if the wuwa "community" or players are going to read this and reach an understanding that combat depth and complexity are different.
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So much of 'actually yes, but actually no' nothing burger. The most hillarious part is the bosses comparison.
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Basically what you say is "action game with RPG elementshaving all basics and foundation to be good action game" - bad, "action game with poor basics and foundation and only RPG elements" - good.
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All credibility was lost when you almost got mogged by open world boss on the tankiest character in the game
Aww trying to get glaive points
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These games has deeper system and depth than you think if you're just feeling that your game has better combat without proper understanding, I don't think you're qualified to debate in this type of discussion, so yeah just play what you enjoy, leave this to others
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