I know it sounds weird, but older Genshin characters and team-building were just more fun. The game was better when it was balanced around overworld content, not built-in meta answers.

These days, new characters feel like they’re designed to complete a puzzle, not to inspire creativity. Ineffa has a shield to make Flins easier. Escoffier heals to stack Furina’s Fanfare. Neuvillette is clearly built for rainbow teams with Furina. Kits are so intentional now—everything exists to push you into using certain characters together.

Creative team-building is nearly dead. Even Natlan DPS units all rely on party members triggering Nightsoul Bursts—conveniently aligning with Xilonen and Citlali. It's forced synergy, not discovered synergy.

Back in 1.0, team-building was open-ended. Characters weren’t designed with preset team comps in mind. Diluc didn’t need an ascension passive telling him to melt—he just had good multipliers. Barbara was good at Bloom not because her kit said so, but because she worked mechanically. Noelle and Furina synergy wasn’t planned—it just made sense.

Old constellations were quirky and whimsical: C1 Barbara passively regenerates energy; C2 Diluc gains stats from burning grass; C4 Xiao gets DEF when low HP. Albedo was probably meant to plunge from his own flower. These oddities encouraged experimenting and finding unexpected strategies—Sunfire Jean, Dragonstrike, Machine Gun Gorou, etc.
Now, everything is too structured. “Unviable” playstyles like Shatter are only "revived" through characters who benefit from triggering them—never as actual reactions. The freedom to experiment is gone.

We have more characters than ever, but fewer real choices. Powercreep and forced synergy have boxed players into narrow roles and playstyles. Genshin used to be a sandbox; now it's just a jigsaw puzzle.