Honkai: Star Railreplaced traditional weapons with Light Cones and reshaped gear into something far more specialized and polarizing in the process. Instead of an open system where players can experiment across weapon types or mix gear by stat priority, Light Cones are path-locked, purpose-built, and brutally narrow in scope. While that design works well forStar Railbecause its combat is slow, surgical, and turn-based, and while the mechanic has the potential to translate well beyondStar Rail’s format, things could go either way for other titles.

The direction, at the end, comes down to what kind of experience the studio is chasing. Light Cones trim the fat and eliminate inventory bloat, but they also trade away a player’s creative freedom. InHonkai: Star Rail, this trade-off works because the game thrives on rigid team roles, predictable turn order, and precision-tuned strategy. In other formats, like real-time combat or open-world action, such rigidity could feel suffocating.

Honkai: Star Rail Tag Page Cover Art

Why Light Cones in Future Titles Could Work in Favor

Light Cones inHonkai: Star Railimpose structure, but that structure breeds clarity, identity, and balance. In games where character roles are tightly defined, having role-specific gear reduces bloat and directs players toward meaningful decisions. Therefore, instead of wasting resources gambling on universal weapons or patching mismatched stats, players get gear that’s made for their unit’s job. That opens up room for the developers to design deeper character kits, because the gear is no longer a wild card and is a known variable.

Iffuture HoYoverse titleslean into tighter class systems or small-squad formats, Light Cones could act as the stabilizer that lets everything else evolve more aggressively. There’s also long-term value in reducing gear noise. In most gacha systems, power creep is driven by gear confusion: too many random stats, too many what-ifs. Light Cones cut that off early, and in the process, create a healthier meta. The game isn’t constantly reinventing the wheel to sell power; it’s iterating within a framework that players understand.

Light Cones Can Only Work in a Certain Type of Game

Light Cones only work because the rest ofStar Railis built to support them, as the combat is structured and the teams are small. The pace is slow enough to let role-locking shine. But if this same gear system is brought into a faster,open-world game likeGenshin Impactor another real-time title, the cracks would immediately start to show. In games where improvisation and sandbox play are core pillars, locking gear behind rigid paths kills the joy of exploration.

The Case Against Leveraging Light Cones

Weapon systems in other HoYoverse titlesserve a broader role. InGenshin, part of the thrill is mismatching a bow or catalyst just to see if it works. There’s room for experimentation, for meta-breaking oddities, for accidental synergy that the devs didn’t foresee. Light Cones, by contrast, crush that space. They’re optimized before the player even begins, and while that’s efficient, it’s also restrictive. It creates a flat-build culture where there’s one best answer and a handful of bad ones, without much room in between.

The Cones also lean heavily on FOMO as well since Signature Cones are often locked behind premium banners, and without them, some characters feel half-baked. In a system this rigid, not having the right Cone isn’t a mild inconvenience, but a direct nerf. That creates friction in free-to-play ecosystems and undermines the sense of ownership and individuality thatsandbox gear systemsdeliver. The point is — what works in a rail-thin turn-based loop doesn’t always scale to broader, more fluid games. If future HoYoverse titles are meant to feel dynamic, flexible, and personal, Light Cones might be the wrong blueprint.

Honkai: Star Rail

WHERE TO PLAY

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