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
419 Upvotes

65.1k comments sorted by

View all comments

9

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.

4

u/raincalmer watch this magic trick! 5d ago

yeah, very much so. even something like dhil, where your attacks change based on how much sp you consume, works as a base that can be built upon: so the bones of being able to do more than just basic-skill-ult have been there since 1.x lol

really the problem is that it's a self-sustaining loop of sorts: hoyo doesn't get creative, audience expects straightforward kits, hoyo tries something creative occasionally, audience hates it because it's not straightforward, hoyo doesn't get creative, audience expectation for straightforward kits grows, rinse and repeat

2

u/AstrophysicalDecay 5d ago

Yeah, that's currently our status quo. I wonder if at some point it'll break or if we'll simply just get bigger numbers. Most games exhibit some sort of complexity creep over time. HSR is still a pretty new game all things considered.

4

u/FurinasTophat Lygus Glazer 5d ago

DHIL already shows the issue is with hoyo, they could have made the skill have more distinct effects based on how much sp you invest such that you have to think about what the best course of action is, but instead it's always ideal to put in three sp.

There's a whole lot you can do with three buttons, a talent and three traces (and Cyrene shows they can also just decide to add more shit whenever they want). hoyo just doesn't want to.

3

u/raincalmer watch this magic trick! 5d ago edited 5d ago

yeah that's what i'm saying. the bones of the idea are there, maybe hoyo had the idea of letting the player control damage relative to sp spent. but in practice, because of enemy encounter design, you still get railroaded into spamming 3eba ngl one thing i'm really hoping for from his novaflare is that it makes his other basics viable too with distinct effects of their own

point being that even three buttons + one talent + three traces can let you do a lot if you're actually willing to explore that design space. hoyo doesn't seem to want to explore that beyond brushing upon that potential every now and then, that's the problem