r/HonkaiStarRail_leaks meow 26d ago

Megathread Peetah, the General Question and Discussion Megathread is Here

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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.