Honkai: Star Rail Replaced the traditional weapons with light cones and rebuilt transfer to something much more specialized and polarization in the process. Instead of an open system where players can experiment with weapons or mixing a statistical priority, light cones are registered, specifically built and tight in volume. While this design works well for Star rail Because its battle is slow, surgical and step -by -step, and while the mechanic has the potential to translate far away Star railFormat, everything can go anyway for other titles.
The direction, after all, comes down to what experience pursues the studio. Light cones trim fat and eliminate inventory, but they also trade the player's creative freedom. In Honkai: Star RailThis compromise works because the game blooms on the role of solid teams, predictable turning order and a precise strategy. In other formats such as real -time fighting or open world action, such rigidity may feel smoothing out.

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Why are the light cones in future names can work for the benefit
Light cones in Honkai: Star Rail Introduces the structure, but this structure breeds clarity, identity and equilibrium. In games where the roles of the characters are tightly determined, its role gear reduces bloating and directs players to significant solutions. Therefore, instead of spending resources that gambling on universal weapons or correction of inappropriate statistics, players receive gear made to work for their unit. This opens a place for developers to develop deeper sets for characters because the transfer is no longer a wild card and is a known variable.
If future names Hoyoverse lean towards tougher class systems or in small squares, light cones can act as a stabilizer that allows everything else to develop more aggressively. There is also a long -term value for reducing gear noise. Most Gacha Power Creep systems are controlled by the bewilderment: Too many random statistics, too much of what. Light cones cut off this early, and create healthier meta during the process. The game does not constantly reinvent the wheel for sale of power; This is an iteration within the players understand.
Easy cones can only work in a particular type of game
Easy cones work only because the rest Star rail Built for their support, because the combat structured and the teams are small. The pace is slow enough to allow the role of shine. But if the same gear system is given in a faster open world game as Influence on the generals Or another real -time title, the cracks will immediately be shown. In games where improvisation and sandbox games are the main pillars, securing transfers for hard trails kill joy from exploration.
The case is against the use of light cones
Weapons in other Hoyoverse headlines play a broader role. In GeneralPart of the acute sensations are a non -compliance with a bow or catalyst to find out if it works. There is a place for experiments, for meta-devoured quirks, for random synergies that the devices did not foresee. Lightweight cones, on the contrary, crush this space. They are optimized before the player will even start, and although it is effective, it is also limited. This creates a culture of flat construction, where there is one best answer and a handful of bad, without much possibility between them.
The cones are also heavily rested on Fomo, as the cones with signatures are often closed by premium transportants, and without them some characters feel half. In the system of this firm, not having the right cone, it is not a mild inconvenience, but a direct nerf. This creates friction in ecosystems free game and undermines the sense of ownership and personality provided by Sandbox gear systems. The fact is that it works in a pot -step hinge, it is not always scaleing to wider, more flowing games. If future Hoyoverse headlines are designed to feel dynamically, flexible and personal, light cones can become a wrong base.