Pwah, that question is far too broad to answer in a few paragraphs. What I can tell you is that creating "high quality graphics" depends on an artist's base skills foremost and the particular software used is secondary to those skills to produce them. Good and appropriate tools will however assist the artist in arriving at the destination faster and with more flexibility.
Secondly, It depends on the type and style of game graphics you'd like your game to have that tends to dictate what type of software best serves the artist to produce them. For example, vector abstract styles are best and most efficiently created in a vector package such as Inkscape, Illustrator or Gravit Designer, or even PhotoLine (combination of bitmap and vector editor). Painterly game assets are most easily done with a bitmap-based editor such as Krita or Photoshop.
But instead of talking tools, I prefer to discuss asset PIPELINEs: it is naive to think that one tool only will provide all the flexibility you require when designing and developing games and their graphic assets.
In my case, I rely on various tools and software to produce assets: PhotoLine, Krita, Blender, Inkscape, ProMotion NG. various Photoshop plugins in PhotoLine (FilterForge, Nik), BlackMagic Fusion (for video editing), ClipStudio, OpenToonz, smaller utilities such as ColorQuantizer, and many more.
Each type of asset may require me to work in any number of applications to get it where I want it to be. I might start off in Blender, followed by Krita, PhotoLine, create sub-elements in InkScape, and animate in yet other software.
I almost never use image editors to create my assets which are built into game development environments. Just too limited. But I do use built-in animation tools, if available (Unity, Godot).
Anyway, it depends on the job at hand what asset generation pipeline I will adhere to. It is important to be tool-agnostic as an artist to produce "high quality graphics". And good technical knowledge how those assets will be implemented is highly helpful too.
Oh, and I'd like to add I absolutely refuse to rent my tools - in my mind I'd be stark mad to rely on rented dev and design tools. Which is why I would never use Adobe tools if I can help it.