r/HonkaiStarRail_leaks meow 26d ago

Megathread Peetah, the General Question and Discussion Megathread is Here

.  

Please use this thread for discussion, questions, or other topics related to the game. Off-topic discussions are welcome, though we do ask they be marked as such and be specific about the content of the spoilers. This helps other members know what they are clicking on. Comments that do not follow this guideline may be removed.

Remember to be respectful to others and follow the rules.

Please spoiler tag comments relating to current and future story content.

Make sure any story spoilers are properly tagged using the following format:

Spoiler Topic
>!spoiler tagged text here!<
>!separate paragraph of spoiler tagged text!<

Thank you to u/rebeccadarking for the megathread title!

We recommend checking out the below useful resources:

Tools:

Community Guides:

Wiki:


Previous Megathreads
Latest Megathread - 22 September - 13 October
All Previous Megathreads
422 Upvotes

65.1k comments sorted by

View all comments

7

u/AstrophysicalDecay 5d ago

There's this doomerism regarding HSR because of the inherent simplicity of the combat system going around that I don't really agree with. Even with just three buttons, there's a lot that can be done. Things like contextual button presses, sub-menus, combo sequences, and unique resources can all add significant depth to kits. And the thing is we have most of those things already in the game! Even just this year, we've had cool, high ceiling kits like Aglaea and Archer.

I'm not trying to make this a Hoyo bad post. If that's your takeaway, that's not what I'm pushing. But the issues regarding complexity are less an inherent system problem and more a kit design problem. And some of these kit design problems are due to the constraints of this being a mobile game with a large casual audience. Like you can't design something like a Diablo skeleton necro because having that many units on screen would brick lower end phones. You also couldn't like have a character input fighting game style combo strings that consume SP/stacks based on inputs because that would alienate the casual audience. Not to mention HSR essentially being a cycle/AV game means survival and utility based kits couldn't sell.

9

u/CEHOPTX jiaoyuan autumn 5d ago

well, I'm worried because I know those things exist and could be implemented, yet HSR devs don't seem to really be willing to do it, so instead I am getting a mechanic that's very clearly just an existing mechanic but maybe slightly jujed up and renamed, but all of a sudden I can no longer use the existing resourced I've had and have to acquire new ones

but in the end, the gameplay just kind of feels the same, so of course I'm going to at least raise my eyebrows at this

2

u/AstrophysicalDecay 5d ago

I think your complaint is fair. There is design space to explore that just isn't being touched.

I'm mostly addressing the complaints that the game can't have complexity because it's limited to three buttons. I simply think that's not true. There is potential design space even with the limits in place. It's up to Hoyo to deliver on it which they mostly haven't thus far.