This isn't really related, but the notion of certain things "obsoleting" certain other things has been on my mind lately when it comes to fighting game balance. I play a few different characters in Guilty Gear Xrd, my main game, but they tend to have a few things in common: long reach, easy and consistent combos, simple strategy. Raven is like the "everything leads to a knockdown and a mixup" version of that archetype, whereas Sin Kiske is like the "everything leads to a huge damage combo, and a knockdown, and a mixup" version. Raven's mixup is a lot more nuanced than Sin's, which is nice because it makes it super easy to open people up and expose bad defensive habits, but I have to admit sometimes I just want to play Sin and have a very straightforward mixup option in exchange for my combo dealing 70% of my opponent's life bar.
>>251486 (OP)
I was only ever a campaign guy so the multiplayer balance never made much difference to me, though there were definitely a fair few weapons that felt wonky in H3 compared to the knife-edge tension in H2 that resulted from basically every weapon being able to kill you immediately.
>>251492
>roster or armory
Literally no-one calls a game's selection of weapons that. Back when Bungie made good games, they had a dedicated guy on their team who was the Combat S