maybe hot take: i think playable paths being dictated by roles wasnt gonna last very long (acheron already being one of the early examples) and i rather the paths have been dictated by playstyles instead, just like how old SU paths were
the issue with playable paths in HSR is it started with types like “single target” “aoe” “shielding” “healing”
then remembrance was “any path but has a summon”, and now elation is “any path but has extra skills”
it makes the original paths mechanically redundant
@hubbowastaken -focused. i think the DU paths are probably a better represenation of what paths should've probably been from the start, though i understood why hoyo made a turn based game have these roles in the first place
@hubbowastaken sorry i should've been more clear, i mean the more gimmicky stuff. supportive paths like preservation/abundance having shield/healing pay off, nihility being more DOT focused, hunt was more fua focused, destruction being HP consumption/being tanky, and erudition being energy-
my favorite part about seeing sao games is seeing how they have to mechanically work for actual games instead of some bullshit the stories make skills and abilities work
if you asked one hundred people with zero nostalgic connection to fnf which boyfriend design looks more visually appealing, you wouldn't get a single vote for the one on the left