The Slow Drift of Stars: Power Creep and Character Relevance in Honkai: Star Rail

June 12, 2025

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Introduction
Since its global launch, Honkai: Star Rail has captivated players with its deep turn-based combat, immersive sci-fi storytelling, and a growing cast of vibrant characters. However, beneath the surface of its sleek presentation and regular updates lies a gradually emerging concern for long-time players: power creep. This phenomenon, where new characters increasingly overshadow old ones in power and relevance, has begun shaping the gameplay experience — from team building to enjoyment of content — in ways that are both subtle and profound. In this article, we delve into the root of this issue, how it has evolved, and what it could mean for the game's future.

The Origins of Power Balance in Star Rail

When Honkai: Star Rail launched, it featured a tight roster of characters that felt balanced and carefully designed for synergy. Characters like Seele, Bronya, and Welt dominated early meta discussions, not just because of raw stats but due to their well-integrated kit design. Players could form effective teams from the available pool without feeling like any unit was objectively "bad."

However, even at launch, the seeds of potential imbalance were present. The game's early reliance on speed manipulation, single-target burst, and follow-up attacks laid the groundwork for a limited number of playstyles. This framework would later struggle to accommodate new characters without significantly upping the ante — a classic precursor to power creep.

Patch 1.2 to 1.4: A Subtle Shift

The Silver Wolf Meta

Patch 1.2 introduced Silver Wolf, whose debuff-centric utility marked the beginning of a shift from stat-based power to kit-based exclusivity. With the ability to implant Weaknesses on enemies, Silver Wolf redefined team comps and essentially made previously unusable characters viable — but only with her in the mix. This was the first red flag of “enabler-only meta,” which tethered character strength to having access to newer, more versatile units.

Dan Heng IL and Raw Power Increases

The release of Dan Heng Imbibitor Lunae (IL) in 1.3 illustrated a jump in raw numbers. His sheer damage output far exceeded previous 5-stars, requiring increasingly specific support (e.g., Bronya, Yukong) to reach full potential. This marked a break from earlier balance, where supports were more flexible and damage had a ceiling. IL pushed that ceiling higher — and made older DPS units look outdated.

1.5 to 1.7: The Jingliu Problem

Power in Simplicity

Jingliu, released in version 1.4, encapsulated the next major stage in power creep: streamlined power. Her kit was straightforward, easy to use, and highly effective in almost every scenario — from Forgotten Hall to Memory of Chaos. Unlike Seele, whose power depended on resets, Jingliu delivered consistent area-of-effect and single-target damage without complex mechanics.

Marginalization of Seele and Other Units

Suddenly, Seele, once the top-tier quantum DPS, fell off in usage. Even with optimal investment, her performance struggled to keep up in high-difficulty content. This pattern echoed across multiple older characters. The devs were not just introducing new mechanics; they were introducing better versions of existing roles, making prior characters obsolete by design.

Team Composition and Meta Lock-in

Locked Synergies

Another symptom of power creep is synergy lock-in — when certain characters only shine in very specific team compositions. For example, Topaz requires follow-up attackers to be effective, but she synergizes optimally only with units like Clara or Himeko. This exclusivity discourages flexible team building and encourages investing in narrow metas that may quickly expire.

Resource Inefficiency

Due to limited resources like Light Cones, Relics, and Trace materials, players find it increasingly punishing to experiment. Building a character like Yanqing or Sushang, only to realize their ceiling has been vastly outclassed by newer units, leads to frustration and inefficiency. Investment regret becomes a common sentiment in community forums.

Simulated Universe vs. Memory of Chaos: A Tale of Two Systems

While Simulated Universe allows more experimental teams, Memory of Chaos (MoC) imposes strict DPS checks and rewards optimal performance. This disparity exacerbates power creep because only the most recent, over-tuned characters consistently clear MoC's upper floors. Older units become limited to Simulated Universe or event usage — a kind of semi-retirement.

As MoC increasingly dictates what’s viable, player perception narrows. Characters are no longer evaluated for creativity or synergy but by their performance in one high-pressure mode. The consequence is a homogenized meta where new characters must outclass old ones to justify their banner sales.

The Monetization Incentive Behind Power Creep

Gacha Revenue Cycles

Like most gacha games, Star Rail relies heavily on character banners for revenue. Introducing characters with superior power is an effective way to boost spending. The industry-standard approach — introduce, overshadow, replace — becomes a predictable cycle that drives short-term revenue but long-term dissatisfaction.

Artificial Scarcity

This power differential also ensures that new characters bring something "essential" to the table. Whether it's Silver Wolf's debuffing or Sparkle’s SP generation, players feel compelled to pull not because they want to, but because the game’s design increasingly requires it. This system is unsustainable and risks alienating the long-term player base.

Community Sentiment and Frustration

Reddit threads, Discord discussions, and YouTube analyses have all noted a shift in player sentiment from excitement to wariness. Many longtime fans of characters like Serval or Natasha express frustration at their fading relevance, despite emotional attachment or investment. The term “benchwarming” has become common slang for characters sidelined by meta shifts.

Moreover, theorycrafters now face an uphill battle trying to prove that older characters are still viable. Even with ideal setups, damage calculations and clear speeds rarely match those of the latest releases. This leaves fewer incentives for experimentation, and a sense that unless you chase the meta, you’re playing inefficiently.

Developer Response and Communication Gaps

Radio Silence or Strategic Silence?

Despite growing concerns, miHoYo has largely remained silent on the issue of power creep. Unlike other titles like Genshin Impact, where occasional balance patches or rerun buffs occur, Star Rail has not shown signs of retroactive rebalancing. Whether this is due to pipeline planning, monetization strategy, or mere oversight remains unclear.

The Missed Opportunity in Eidolon Rebalancing

Eidolons, which represent duplicate characters, offer a potential avenue for balance. However, even with six Eidolons, many old characters still underperform compared to E0 newer units. Rebalancing Eidolon effects or offering alternative upgrades could have mitigated the issue — but that has not materialized.

Possible Solutions to Power Creep

Rebalancing and Sidegrades

  • Introduce patch-based retroactive buffs to older characters

  • Offer alternative Light Cone effects to make older characters more viable

  • Enable meaningful E1-E2 upgrades for underperforming 5-stars

Content that Rewards Variety

Developing modes that encourage using a wider roster — such as team rotation trials or affinity-based stages — could alleviate pressure on players to rely solely on meta units. If older characters had specific content tailored to their strengths, they would see increased usage and appreciation.

Looking Ahead: Lessons from Other Games

Games like Epic Seven and Arknights have tackled power creep in different ways — through skin-based reworks, legacy upgrades, or separate PvP and PvE balances. Honkai: Star Rail could take inspiration from these models. Additionally, communication is key: regular dev letters and community feedback integration can keep player trust intact.

Without structural changes, Honkai: Star Rail risks becoming a treadmill of ever-stronger characters, eroding the joy of character collecting and team experimentation that once defined its charm.

Conclusion: Time to Restore the Stars

Power creep in Honkai: Star Rail is no longer a looming threat — it's an active issue influencing team diversity, player enjoyment, and spending behavior. From the Silver Wolf paradigm shift to Jingliu’s supremacy, the pattern is clear: newer is not just different; it's better. Unless miHoYo acknowledges and addresses this through meaningful rebalancing and broader content design, the game’s vibrant cast risks fading into irrelevance, one patch at a time.

As players, we celebrate every character not just for their stats but for their story, art, and place in the world of Star Rail. They deserve more than to be left behind in pursuit of ever-increasing numbers. The stars may be vast, but there should be room for all of them to shine.