@S-Ace

People say just wait until DoTs can crit lmao bro wait until Break can crit

@Truck-kun11

It seems to me that Superbreak was their way of making Break less useless since before Superbreak nobody cared about Break, but they ended up overdoing it. 

That's why they made HMC since otherwise nobody would use characters like Firefly or Rappa who depend on SuperBreak, and that's why I don't consider HMC "broken" since they exist to avoid a Kafka situation where an entire mechanic is locked behind a limited character (DoT is useless outside of SU without Her). 

As for how they're going to nerf Super Break, it's likely that it'll be a mix of inflating the enemies' HP + Gimmicks that just scream "Use the new character or have double the difficulty"

@GODCHAMA

The hp inflation of bosses due to the break meta is the most annoying thing for me

@Shirker12

I just don't like that quite a few characters nowadays don't care about enemy weaknesses. Boothill, Acheron, Feixiao, Firefly, and now Rappa can deal tougness damage regardless of weakness. Superbreak is already strong. We don't need to make it even easier.

@shinyyordle9233

They just needed to change how Break Effect works and we shouldn't have issues nowadays. They made Xueyi, an amazing concept, and they didn't work around her.

@QueenAeolia

I’m just mad bc they definitely skipped a few steps before just throwing amazing super break stuff at us.  Like, we never really had a semi-decent real JUST PLAIN BREAK dps and then they threw in Harmony trailblazer.  I would have liked to see a more natural progression of things instead of just making Super Break super OP.

@Layjun

Still waiting for the hp loss meta

@ZaniWuwa

Tbh my problem isn't with super break as a concept... my problem is when the game keeps forcing it on me, making end game content buffs specifically to that mechanic, I'm a fua enjoyer but I'm having a rough time clearing the current moc because I don't have super break  dps's, also making players feel forced to follow a certain game mechanic to clear content and therefore, pull for characters, is diabolical... especially when you know 3.x will have a new meta called summon meta... it's not very casual player friendly if you think about it

@gamer_jss

Not to mention the games tutorial starts showing you hey match the characters type to the enemies weakness. Then fast forward all the meta dps just weakness implant so they can ignore the base strategy of the game

@mp9104

Superbreak is great because now we can have a break archetype when before it didn’t really exist. 

Boothill doesn’t use superbreak but he has his own break retriggering in his kit so it’s similar enough.

@koko-hh2bq

I don't think it's mainly HTB's fault that super break is so broken. While it is "free damage", there's a caveat; the enemy has to be weakness broken. Before they are in that state, you're basically throwing sticks at them until you do break them.

The problem is that alot of DPSes now just straight up ignore that caveat altogether. Boothill has a physical weakness implant on his ult, Firefly can implant fire weakness on BOTH her technique and enhanced skill, and now Rappa just straight up damages toughness bars regardless of weakness type (albeit at a less efficient rate). All while dealing immense toughness bar damage (with Ruan Mei's help) to get these enemies to the weakness broken state as quickly as possible.

@AxelSG

The way I see it, Superbreak was them overtuning a game mechanic that should've been there from the start: Doing more damage to broken enemies.
I'd have normally expected to see a multiplier of damage for it, both for regular hits, crits and break focused. So, that kind of superbreak would be built-in on the game mechanic and wouldn't need an activation from any particular character. And in a way to make break builds more worthwhile, you'd make it so that break damage scales well, but also that the same time, you hit harder with non-break focused builds, that way you can have a dual dps team where 1 focuses on breaking, and the other one focuses on ditching heavy damage with crits. Something along those lines. Instead they decided to start the game in 2023 with a very underwhelming break mechanic that didn't reward the player for building break effect, and now they are doing a 180 and overcompensating.

@QuackEasy

Regular break was always annoying because it was easy mess up, it was so unbalanced for some elements, superbreak was a necessary addition imho. But there is one possible alternative break archetype, that being DOT Break. Luka being able to immediately hit 300k against a 300 toughness elite due to detonating bleed at 1.3x damage simultaneously while breaking was insane.  Ruan Mei has really good synergy with dot from all that damage% which is useless on superbreak, but especially due to the break extend giving a second dot proc. Kafka's beta kit had break scaling, also newer divergent blessings, hinting we could get a dot break unit.

@kanny669

sad how boothill is now midhill on how fast he got powercrept

@Yojimbothewookie

We already know how they can nerf superbreak without hampering other damage types too much, its already in the game for a few bosses, the biggest example is SAM who just can't be broken for half the fight.

@eherden2169

Now the only way to make old DPS characters keep-up is through relics and supports or get an E1 or E2 (if they have only good ones). Also note that newer DPSs have been getting much more catered support for them.

When the game started, it was to either hit really hard with hyper carry strategies and have the correct weakness with overall good generic support characters, wich was all around the core gameplay. Around Argenti's release we started getting characters more specific to a play style and each release of a 5 star harmony (including Harmony MC) dictated a meta change (from DoT teams, to debuffing teams, to Followup Teams and Supperbreak teams).

@hoangnguyen0721

As a Firefly main(mostly bc she's my first dps) and also a fan of Super Break,there are some i want to address

1st, Super Break ceiling is abysmally low compare to other types of dmg,there are only 3 multipliets for Super Break: Vulnerability,Def Shred and Break Effect compare to other type(mostly Crits) which have like 7 multipliers or even DoTs that have like 5,its very easy for Super Break to eventually hit a ceiling while Crits can just scale infinitely and while Exo toughness helps Super Break,it barely matters(more on this later)

2nd, Super Break doesnt only scales with just break but also spd, you could argue literally every unit scales with spd but they can always just settle with a spd boots hitting 134 and then pour everything into atk/CV to hit harder but Super Break can only just get more spd for more actions,just look at Super Break units,they all need to build like 150,160 even 170 spd to be good. So Spd might be a bonus for other type of dps,its pretty much mandatoy for a Break dps to function. While yes the invesment to get it going is very low,its pretty much just as hard if not harder to reach the ceiling(which mind you is a lot lower due to how little multipliers affect Super Break)

3rd, About Exo-Toughness,it really doesnt help Super Break all that much, you essentially get 1 additional trigger of Break dmg per enemy which in total is like a 10-15% dmg increase, what Exo Toughness does is allows Break dps to works(Boothill and Rappa),Boothill can literally oneshot Hoolay bc he get to proc his massive Break twice(also reason why Boothill with HMC is used more bc HMC is free and not everyone is smart enough to properly speed tune Bronya and Boothill,Super Break Boothill is quite bad actually) and for Rappa,she get tons of stacks on her talent for like a 500% Break dmg boost

4th, While its free dmg for newer players, Super Break scales very hard with toughness break efficiency, a lot of the time it wont really deal that much dmg. Also i feel that for early game you get more of an emphasize on breaking the enemy(bringing the correct element) so you get some bonus dmg cuz the 1.11 multiplier on weakened enemies isnt easy to be visualized

5th, While Super Break is absolutely Broken(pun intended),it somewhat helps with the issue of Break being a dead stat b4 that. B4 HMC there is like 2 unit that build break,Silverwolf for Entanglement in Mono Quantum or Luka for bleed proc,both of which sucks,SW is only in Mono Quant(elsewhere she'll use Wind set for more actions). While Xueyi have break scaling,she is still a crit dps that occasionally want some break rows on her double crit relics,not much changed from the norm of crit dps.

Lastly about "nerfing" Super Break,its somewhat simple,just make Boss with akward weaknesses, Super Break as a team is like a literally team, everyone contribute some dmg but most importantly reduce toughness. Boss with awkward toughness doesnt really affect regular crit dps but absolutely fucks Super Break, just look at Hoolay,due to a lack of Imaginary weakness that Firefly performs significantly worse due to HMC cant help with toughness breaking

In no way im defending SP,the thing is broken as fuck but there are smthg you need to consider, this is quite a long comment but hope you read it though

@ahmedlag4909

Powercreep is a mistake


-HSR players


Bennett is a mistake


-genshin players

@darkhydra4262

Honestly they could do something fairly simple using a mechanic we already have in the game: give enemies a status that makes the resist/take less toughness damage but make it dispellable! This puts characters like luocha/pela back in the limelight and incentivizes making more characters/lightcones that include dispelling.

@CMaxoknight31

who's here after Fugue release😭