>>720668401
Objectively correct take.
Teambuilding is the redeeming aspect of genshin's combat; without interesting teambuilding, genshin's combat has basically nothing going for it. And the cornerstone of genshin's teambuilding that elevated it above competitors is universal system-level mechanics that create synergies between characters, primarily elemental reactions.
Genshin's reactions were never particularly well-balanced, but there were interesting ways to make reaction-based teams, and the potential teambuilding opportunities if reactions actually were balanced were plain to see. But if transformative reactions keep doing the same damage while powercreep steadily increases base talent damage, the only reactions that naturally keep up are the multiplicative ones, ie vape and melt.
Instead of making reactions useful on their own merits, they're now keys that unlock buffs and parts of characters' kits.
>overload teams don't actually do overload damage, overload just unlocks chevy's buffs
>kinich and emilie teams don't actually meaningfully utilize the burning reaction, burning is just set as the trigger condition for their personal damage
>freeze doesn't even FUNCTION on most endgame enemies, all difficult enemies (aka bosses) are still immune, escoffier and skirk just do way more damage if you only bring cryo and hydro
>lunar charge itself doesn't actually do relevant damage, it's mostly from ineffa's talent damage
>6.1 preview: blooms don't actually matter any more, nefer just eats them to trigger her big numbers like navia eats crystals for shotgun ammo
This doesn't actually open up teambuilding opportunities like you'd get if the reactions themselves were doing the lifting. With this approach you NEED to buy the character being shilled and put them (and ideally their obviously BiS partner) in the team. And genshin doesn't actually play to its strengths here, since ANY game where characters have different elemental attributes could do the same shit.