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Genshin Impact - Центр развития образования муниципального образования город-курорт ГеленджикЦентр развития образования муниципального образования город-курорт Геленджик
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Genshin Impact

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    rebeccaquisenber
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    <br>Since the Hydro Traveler doesn’t offer anything but DPS, give them weapons that can raise their DMG like the Splendor of Tranquil Waters and Primordial Jade Cutter. These weapons will increase their HP as they grant them some Crit stats in Genshin Impa<br><br>Choosing a game to be thankful for in 2020 can be tricky. Given the current state of the world and how many of us are looking for ways to keep occupied while cooped up, I feel like we should be thankful for virtually any good, engaging games. But the one that I was thankful for the most is a SLG game maps that felt optimistic, warm, comforting and colorful. Even if said game is about ferrying the souls of the dead towards the afterlife. I am, of course, referring to Thunder Lotus’ Spiritfarer. Aside from being a possible GOTY contender in general, Spiritfarer hit a certain sweet spot for me, not only giving me the freedom to craft an insane ship filled with tons of activities and giving me an open world to explore, but also providing one of the year’s best casts of characters. Azul, Gustav, Stanley…all of them were a blast to hang out with and I truly felt a bond between them as I learned more about their stories. It got to the point where I actually purchased the art book because I heard it had more info about them, and once I learned what not only went into their backstories, but how the world around them is all related to everyone and Stella in various ways, and the absolute tons of metaphorical layers that went into everything, I couldn’t stop thinking about Spiritfarer for the longest time, about how what I thought were small bits suddenly had much more meaning. And all of this is just so refreshing. In a year where other games try to attempt drama by being continuously blunt, bleak and depressing by presenting horrible situation after horrible situation to the point where it almost cartoonishly feels like award bait and you stop caring about everyone in the plot, Spiritfarer decided to go hard in the opposite direction. Vibrant landscapes, cute animal characters who just want to hang out with you, a vast ocean filled with magical adventures…all of this means that when the emotional moments reveal themselves in a natural way and do hit, they hit hard. Spiritfarer never stops being comforting as a whole, but it deals with the themes of death and how everyone approaches them in such a beautiful, mature fashion. It’s a brilliant bit of fantasy with the year’s best writing and it’s something we all need right now.<br><br>But rarely does the monetization side of Genshin Impact get in the way of what feels first and foremost like an open-world adventure brimming with diverse and intriguing content to invest in. Content that isn’t just another fetch quest or another handful of items to gather, but a puzzle to work out, a chest to reach, or in the briefest of spots, a curious little spot of world-building to unravel. Grind is an eventuality once you start to near the high-teens and low twenties of your Adventure Rank. Adventure Rank being your character’s defining «level» of sorts whose meter can be fed through completing quests and achieving certain milestones. That reliance on levels does unfortunately rub the wrong way at points, especially when it becomes a barrier to later quests, story-based or otherwise. And while setting a minimum level cap on quests can be read as gentle persuasion to explore more of the environment, the abrupt nature doesn’t always feel entirely warranted. Particularly when the main story takes a dramatic turn and you find you can’t continue on that thread because your Adventure Rank (or AR for short) is one or two levels too low. So it’s to the daily Commission Quests or some other similarly short-term activity on the side, for the time being.<br><br>Though the complexity of physical combat isn’t entirely deep, it’s the tactical side of things where most of the focus is placed. The continuous push for elemental buffs and certain status ailments on your enemies, made possible when you combine two or more elements in a given situation. Come across foes that are comprised of ice? Best to rid their armor with a character specializing in fire abilities, but not before having that interact with wind and topping it off with a clash of an electric super move that causes you to chain together damage to nearby enemies. While you can mostly get by simply throwing everything but the kitchen sink at things, later on the game does require players to think more strategically about the kind of elemental properties they want to wield. More importantly, when it might be best to use specific abilities — some running on a cool-down, others requiring a slightly lengthier charge up. But even at its most basic level, when taking out the elemental mechanics and the desire to multiply one’s damage output, there’s a simple pleasure in seeing your character hack-and-slash away. A more satisfying sight when such encounters have you surrounded on all fronts — some enemies even trying to stay back so as to unleash their own area-of-effect or elemental-based ailments.<br>

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