Hello everybody, this is what I guess is a long overdue primer/pitch for Burst Limited? This format, and its counterpart, Burst Classic, have been around for about 4 years now, and were actually developed at the same time around 2018, in response to the opposite spin LAD-centric Cho-Z meta.
Identity(?) of the Format
While BSC being almost entirely single spin was a huge and refreshing departure from the current state of BST at the time, the nuances between BST and BSL were a bit harder to pinpoint, especially as BST moved through what would eventually become GT format before settling back into what seems to be a more Cho-Z like state at its end. However, there are a bunch of connected concepts that I think might serve as a way to differentiate what BSL should "feel" like as opposed to BST.
1. The weight class/power level scale. Similarly to Classic, which is balanced around a Single/Dual Layer meta, BSL is balanced around a late God/early Cho-Z meta. This is an important weight class for several reasons:
Without super-heavy Layers stifling nearly all of Hasbro's catalog, this restriction boasts the highest level of diversity in viable Layers out of any Burst format.
2. The low LAD Floor. For those who are unfamiliar with the term, I define it briefly here, but it is essentially the lowest amount of LAD a combo can have in order to be considered viable in a format. The LAD Floor is why something like Rubber Spike from MFB is not necessarily a viable defense tip - in the wrong matchup, even if it resists being knocked out, it can still be outspun by an opposite spin Attacker, which fundamentally breaks the Attack < Defense < Stamina triangle. As an Attacker should not win by outspin if it fails to KO/Burst its opponent, Attack must set the LAD Floor. So if your combo cannot out-LAD an opposite spin Attacker, it's not viable in a dual spin format. This is why RDF, Rage Drift, and F230GCF were so toxic in their respective formats, they threaten same spin combos offensively and... don't even need to threaten opposite spin combos offensively, because they can weak launch and pretty much auto-win due to LAD.
Many of the subtypes of combos that you see in Burst Classic, such as Mixed Attack and Burst Attack, as well as the deep Stamina sub-meta that has even been praised by MFL players, are only effective in same spin, and pretty much all of them got killgated in the original God Layer series just because opposite spin (dF on Atomic) was such a monumental force. You could not OS it in same spin, or opposite spin, because its Driver had simultaneously the best Stamina and LAD, you could not KO it consistently because it outweighed V2 by 4 grams and if dF was weak launched, its burst resistance against both spin directions would increase, as well as its KO resistance against right spin, *and* its chances cause opposing attackers to self-burst. This, essentially, gave dF, a Stamina/LAD type, a functional immunity to the burst mechanic, giving it a significant amount of "defense" as well. Although more parts were released that eventually addressed dF.At specifically, the circumstances that created its dominance persisted, and were only exacerbated by the weight creep of the generation.
As Layers got heavier, their natural burst resistance increased as they took up a larger portion of the Beyblade's matter during collisions, meaning that weak launching in same spin became less necessary and upping the functional Stamina cap of things like Atomic or Bearing. In addition, the heavier Layer is also harder to KO in opposite spin when weak launched, which, combined with the implicit burst resistance buff, increases both the overall defense and the stamina of the combo. The Cho-Z trio in particular jumped the shark on these by having Burst Stoppers, making CzS Br a pretty spammable combo even if it wasn't totally optimized. Offensive Dash Drivers like X', Z', and Qc' were a step in the right direction, as they also allowed Attack to be launched harder more safely, but their potential didn't really show until they had the proper Layers to support them (Judgement, Zwei). By this point though, most viable things had a built-in burst stopper of some sort or a Dash Driver, so at this point the combos focused on intentionally bursting the opponent that could be pulled off in BSC had basically vanished from the game, turning it into the more simple, but still good KO > Stamina <-> LAD meta you see in GT.
Where the original God era fell short, and what makes RDFless Standard, MFL, PLA/HMS, and GT so fun is the feeling of spin direction balance. Since the LAD Floor only applies to dual spin formats, and Attack must set the LAD floor, it should follow that each spin direction should have at least 1 viable Attacker (ideally, all types are present on both sides). MFL has Attack L-Drago, Defense L-Drago, Stamina L-Drago, and Gravity which can essentially sub in as any of those for left spin, giving representation to all the types. Without RDF, you can make Attack, Defense, and Stamina Dragooons, with the only thing holding you back from running a functional all left spin deck being the No Shared Parts rule. GT might not have a huge Layer pool, but there's enough to represent all types in both spin directions. Everything in Bakuten is dual spin. Meanwhile, Nightmare Longinus didn't show up until pretty late into the God season, and L2 was inconsistent without X', so the only left spin representation for most of God was dF, which as I established was essentially the best and only thing at everything not attack.
These issues with not only the God era of Burst, but just the overall interaction between dual spin and the Burst mechanic in general are what Burst Limited is attempting to address. By applying the philosophy of creating a banlist that allows for the highest amount of diversity in viable types of combos in a metagame balanced around the Late God/Early Cho-Z era, Burst Limited intends to create an inclusive format that does not particularly favor any spin direction, brand, combo type, or playstyle. This makes the format accessible as there are many different viable parts and you don't need anywhere near a complete library of them to succeed, but also incentivizes testing, exploration, and counterplay since there are so many different possible matchups. Now that left spin has a larger selection of Layers besides dF/F3 and L2 (aB, nL/L3, bL, gF, Roar, Inferno, Fierce, maybe even Erase) you have more types represented for that spin direction, essentially scaling up the BSC meta so that it works in both spin directions. Ideally, playing LAD is riskier in BSL than it would be in a heavier Burst Format simply because encountering a Stamina or Attack type specialized for a same spin matchup should be a common occurrence and not necessarily a "niche counter".
3. Spin direction tradeoff. This is different from the spin direction balance I used it earlier in the context of the LAD Floor, it refers to something I've said multiple times is one of the core balancing principles of Burst Limited: a combo must trade off same spin performance for opposite spin performance, and vise-versa. Drivers like Atomic, Revolve, Bearing, and Dimension-S are good Stamina/LAD examples of this, whereas with Attack this is less obvious: using a more KO-focused setup like nL or hK on X' gives you coverage against both spin directions, but due to lower Stamina/RPM and user error is overall not as consistent as bL Om or bX Ch' would be against a same spin opponent.
Keeping spin direction tradeoff in mind, remember that intentionally bursting an opponent is almost exclusively a same spin strategy because of how the burst mechanic works. It is difficult to intentionally burst an opposite spin opponent, because if you are attempting to do so, it would be because you lose by LAD, in which case they would be weak launching, decreasing their chance of bursting and increasing yours. Having a combo with both high LAD and high burst resistance is inherently more OP than having high stamina and high LAD, or high Stamina and high Burst resistance, because while a high LAD/high BR combo cannot be reliably bursted or OSed in either spin direction, and by nature the only other answer, KO Attack, is unreliable, whereas a high Stam/high LAD combo can be consistently bursted by a same spin Burst Attacker and a high Stam/high BR combo can be consistently OSed by an opposite spin LAD type.
History
When Limited was first introduced, right at the beginning of the pandemic, the LAD Floor was a lot lower than it was today. Destroy' and Xtend+ were banned, and Mobius had not even been released. After 1 tournament, Ds' got unbanned because apparently gF Ds was having trouble beating F3 Dm-S? I'm not sure if there is more to that but I think Shadow Amaterios captured most of our attention back then - it was on the watchlist for several months before being banned after it dominated several tournaments on At, Br, and later Drift.
Mobius, Zn'+Z, and Drift all made huge splashes in Burst Standard and the popularity of the latter two carried over to Limited, so much so that there were calls to ban them. While I wasn't so sure that any of them were really as broken as they had been made out to be, Zn'+Z stood out to me as the only Dash Driver of the bunch. Though it didn't always have the best LAD, on some setups, it was still able to compete on mostly even footing with Drivers that did... while also having the benefit of the Dash Driver spring, which not only increases its burst resistance but also same spin stamina. While it was certainly able to be beaten by KO Attackers, opposite spin max LAD, and some same spin Stamina combos, it still had very safe, reliable coverage against most of the meta and stifled a bunch of other Drivers, and I think that overall it wasn't healthy and that banning it was the right move.
Unfortunately, that was only the beginning of a series of shark-jumping LAD Drivers: Zn'+Z was soon followed up by HXt+', Bearing', Metal Drift, Bearing Drift, Metal Bearing Drift, Bearing Mobius, and now finally Hasbro Bearing has been unbanned to keep up with the TT releases. This resulted in a massive oversaturation of Drivers that have some combination of: a high amount of Stamina, a high amount of burst resistance, and a high amount of LAD. These parts remained in the game not because people really wanted them there, but because there wasn’t enough of an argument or a push to ban them. This might be a fault of using tournament results as a primary way of evaluating whether something is banworthy. The argument for this was that if something was broken, then people would want to use it and it would dominate tournaments, thus proving its broken-ness, but in reality, when people have multiple formats competing for their attention and wallet, they would rather just opt not to play the one being “ruined” by the currently broken part. Having been released during the height of the pandemic, BSL already had a pretty sparse tournament count, so by the time it was being played all of these new Drivers that were left legal by default were kind of obfuscating the base form of the format.
However, now that Burst is officially over, and no new parts are being released, I actually think this is the best time to iron out any kinks in the restricted format banlists. First and foremost, I personally think Limited needs a huge scaleback on legal Drivers - I hope I've already gone into sufficient depth as to why Drivers that have both high amounts of burst resistance and LAD are extremely problematic for the game, so those should be no surprise, but there are also a few other Drivers I want to see banned because they set the LAD Floor too high for this format - they mandate a level of LAD that severely limits both the number and type of Drivers that can be used:
Ban:
Bearing Drift: Even if it can be KOed and bursted, it still overcentralizes the Stamina and LAD meta far too much.
Metal Bearing Drift: probably, I can't imagine it performing too fundamentally different from BDr
Bearing Mobius: probably, for good measure. Although it hasn't disrupted the format yet, the kind of inaction that would keep it legal is part of the reason why BSL is in the situation it's in.
High Xtend+': Pretty self explanatory, same boat as Zn'+Z for me
Hasbro Br: Unbanning this made sense in context, but it is a step in the wrong direction imo
Destroy': This is going to be a contentious one, but I've already given a bit of an explanation on Ds' in the LAD Floor post. As an Attack Driver, Ds' just sets the LAD Floor too high, meaning that if your Attacker uses Ds', they will auto win against Defense, and even some Stamina Drivers like Ab-S and At, in opposite spin. I kind of hate to see it go, because there are a few quirky Layers that can make tasteful use of it (dC, aB, bK), but ultimately I think allowing the dash version does BSL more harm than good.
Do not Ban:
Metal Drift/Drift: This might be another contentious opinion but I've always thought the normal strength spring of Dr/MDr and its tendency to go into 'death orbit' are significant enough drawbacks that it can stay. With Attack getting the Dash Driver buff I'm not so sure a nerfed spring for LAD is entirely necessary.
Bearing': Same as above, minus the death orbit part.
Atomic': I've gone over why high Stam/high BR is not gamebreaking, At' is also very responsive to launch and can be used as a pseudo-Burst Defense type as well as Stamina
Wave': This one seems fine. Like, I remember having Wave and Ab-S as about equal, so Wv' should not be any better than a tight Ab-S, which already exists just fine?
High Wave': I don't really know anything about this one, but I can't imagine it being better than Wv' in this format?
Unban:
Xt+: Xt+ probably never should have been banned. While during the Cho-Z era when this format was developed it certainly was used on high LAD/high BR combos while also having high Stamina but that was more due to the heavier Layers.
Do not unban:
Zn'+Z: I stand by what I said earlier, it's not unbeatable and it can lose to multiple types of combo, but I think having these kinds of Drivers gone will really open up the format in terms of what types of combos are usable.
On top of these Drivers, there are a few other parts that fall under the "legal by default but maybe should not be" umbrella - namely Whirl, Gambit, Tp-Q, and the QD tips - but that's another discussion for later, if the format even makes it that far. If we do go ahead and make such radical changes to the Driver banlist I think we should wait to see how the format adjusts before banning anything else, except maybe Whirl... I think BSL will definitely be healthier with these Drivers gone, but I can't say for sure whether their absence will make these other problematic parts less problematic, so we should still keep an eye on them imo.
And that's about it. Sorry this was such a long post, and that it was all over the place, but I think it at least partially explains about how the issues of Burst made Burst Limited the way it is. For what it's worth, despite its unpopularity, I really think it has the potential to be a format that can be seen the culmination of the Burst series over the years - one that does the burst mechanic "right" rather than leaning into the series' design flaws that treat it as an afterthought to be avoided.
Identity(?) of the Format
While BSC being almost entirely single spin was a huge and refreshing departure from the current state of BST at the time, the nuances between BST and BSL were a bit harder to pinpoint, especially as BST moved through what would eventually become GT format before settling back into what seems to be a more Cho-Z like state at its end. However, there are a bunch of connected concepts that I think might serve as a way to differentiate what BSL should "feel" like as opposed to BST.
1. The weight class/power level scale. Similarly to Classic, which is balanced around a Single/Dual Layer meta, BSL is balanced around a late God/early Cho-Z meta. This is an important weight class for several reasons:
- When BSL was in development, this was the weight class of Layers that had been outclassed by hS/aH/CzS/pP, making them almost immediately unusable in tournament play.
- This low teen-low 20g weight class is also the same weight class of every subsequent Hasbro release barring the Pro series.
- Finally, and somewhat overlooked, is that this is the last major weight class where Layers are lighter than Disks. This is important for the Burst mechanic, especially once Dash Drivers come into the picture.
Without super-heavy Layers stifling nearly all of Hasbro's catalog, this restriction boasts the highest level of diversity in viable Layers out of any Burst format.
2. The low LAD Floor. For those who are unfamiliar with the term, I define it briefly here, but it is essentially the lowest amount of LAD a combo can have in order to be considered viable in a format. The LAD Floor is why something like Rubber Spike from MFB is not necessarily a viable defense tip - in the wrong matchup, even if it resists being knocked out, it can still be outspun by an opposite spin Attacker, which fundamentally breaks the Attack < Defense < Stamina triangle. As an Attacker should not win by outspin if it fails to KO/Burst its opponent, Attack must set the LAD Floor. So if your combo cannot out-LAD an opposite spin Attacker, it's not viable in a dual spin format. This is why RDF, Rage Drift, and F230GCF were so toxic in their respective formats, they threaten same spin combos offensively and... don't even need to threaten opposite spin combos offensively, because they can weak launch and pretty much auto-win due to LAD.
Many of the subtypes of combos that you see in Burst Classic, such as Mixed Attack and Burst Attack, as well as the deep Stamina sub-meta that has even been praised by MFL players, are only effective in same spin, and pretty much all of them got killgated in the original God Layer series just because opposite spin (dF on Atomic) was such a monumental force. You could not OS it in same spin, or opposite spin, because its Driver had simultaneously the best Stamina and LAD, you could not KO it consistently because it outweighed V2 by 4 grams and if dF was weak launched, its burst resistance against both spin directions would increase, as well as its KO resistance against right spin, *and* its chances cause opposing attackers to self-burst. This, essentially, gave dF, a Stamina/LAD type, a functional immunity to the burst mechanic, giving it a significant amount of "defense" as well. Although more parts were released that eventually addressed dF.At specifically, the circumstances that created its dominance persisted, and were only exacerbated by the weight creep of the generation.
As Layers got heavier, their natural burst resistance increased as they took up a larger portion of the Beyblade's matter during collisions, meaning that weak launching in same spin became less necessary and upping the functional Stamina cap of things like Atomic or Bearing. In addition, the heavier Layer is also harder to KO in opposite spin when weak launched, which, combined with the implicit burst resistance buff, increases both the overall defense and the stamina of the combo. The Cho-Z trio in particular jumped the shark on these by having Burst Stoppers, making CzS Br a pretty spammable combo even if it wasn't totally optimized. Offensive Dash Drivers like X', Z', and Qc' were a step in the right direction, as they also allowed Attack to be launched harder more safely, but their potential didn't really show until they had the proper Layers to support them (Judgement, Zwei). By this point though, most viable things had a built-in burst stopper of some sort or a Dash Driver, so at this point the combos focused on intentionally bursting the opponent that could be pulled off in BSC had basically vanished from the game, turning it into the more simple, but still good KO > Stamina <-> LAD meta you see in GT.
Where the original God era fell short, and what makes RDFless Standard, MFL, PLA/HMS, and GT so fun is the feeling of spin direction balance. Since the LAD Floor only applies to dual spin formats, and Attack must set the LAD floor, it should follow that each spin direction should have at least 1 viable Attacker (ideally, all types are present on both sides). MFL has Attack L-Drago, Defense L-Drago, Stamina L-Drago, and Gravity which can essentially sub in as any of those for left spin, giving representation to all the types. Without RDF, you can make Attack, Defense, and Stamina Dragooons, with the only thing holding you back from running a functional all left spin deck being the No Shared Parts rule. GT might not have a huge Layer pool, but there's enough to represent all types in both spin directions. Everything in Bakuten is dual spin. Meanwhile, Nightmare Longinus didn't show up until pretty late into the God season, and L2 was inconsistent without X', so the only left spin representation for most of God was dF, which as I established was essentially the best and only thing at everything not attack.
These issues with not only the God era of Burst, but just the overall interaction between dual spin and the Burst mechanic in general are what Burst Limited is attempting to address. By applying the philosophy of creating a banlist that allows for the highest amount of diversity in viable types of combos in a metagame balanced around the Late God/Early Cho-Z era, Burst Limited intends to create an inclusive format that does not particularly favor any spin direction, brand, combo type, or playstyle. This makes the format accessible as there are many different viable parts and you don't need anywhere near a complete library of them to succeed, but also incentivizes testing, exploration, and counterplay since there are so many different possible matchups. Now that left spin has a larger selection of Layers besides dF/F3 and L2 (aB, nL/L3, bL, gF, Roar, Inferno, Fierce, maybe even Erase) you have more types represented for that spin direction, essentially scaling up the BSC meta so that it works in both spin directions. Ideally, playing LAD is riskier in BSL than it would be in a heavier Burst Format simply because encountering a Stamina or Attack type specialized for a same spin matchup should be a common occurrence and not necessarily a "niche counter".
3. Spin direction tradeoff. This is different from the spin direction balance I used it earlier in the context of the LAD Floor, it refers to something I've said multiple times is one of the core balancing principles of Burst Limited: a combo must trade off same spin performance for opposite spin performance, and vise-versa. Drivers like Atomic, Revolve, Bearing, and Dimension-S are good Stamina/LAD examples of this, whereas with Attack this is less obvious: using a more KO-focused setup like nL or hK on X' gives you coverage against both spin directions, but due to lower Stamina/RPM and user error is overall not as consistent as bL Om or bX Ch' would be against a same spin opponent.
Keeping spin direction tradeoff in mind, remember that intentionally bursting an opponent is almost exclusively a same spin strategy because of how the burst mechanic works. It is difficult to intentionally burst an opposite spin opponent, because if you are attempting to do so, it would be because you lose by LAD, in which case they would be weak launching, decreasing their chance of bursting and increasing yours. Having a combo with both high LAD and high burst resistance is inherently more OP than having high stamina and high LAD, or high Stamina and high Burst resistance, because while a high LAD/high BR combo cannot be reliably bursted or OSed in either spin direction, and by nature the only other answer, KO Attack, is unreliable, whereas a high Stam/high LAD combo can be consistently bursted by a same spin Burst Attacker and a high Stam/high BR combo can be consistently OSed by an opposite spin LAD type.
History
When Limited was first introduced, right at the beginning of the pandemic, the LAD Floor was a lot lower than it was today. Destroy' and Xtend+ were banned, and Mobius had not even been released. After 1 tournament, Ds' got unbanned because apparently gF Ds was having trouble beating F3 Dm-S? I'm not sure if there is more to that but I think Shadow Amaterios captured most of our attention back then - it was on the watchlist for several months before being banned after it dominated several tournaments on At, Br, and later Drift.
Mobius, Zn'+Z, and Drift all made huge splashes in Burst Standard and the popularity of the latter two carried over to Limited, so much so that there were calls to ban them. While I wasn't so sure that any of them were really as broken as they had been made out to be, Zn'+Z stood out to me as the only Dash Driver of the bunch. Though it didn't always have the best LAD, on some setups, it was still able to compete on mostly even footing with Drivers that did... while also having the benefit of the Dash Driver spring, which not only increases its burst resistance but also same spin stamina. While it was certainly able to be beaten by KO Attackers, opposite spin max LAD, and some same spin Stamina combos, it still had very safe, reliable coverage against most of the meta and stifled a bunch of other Drivers, and I think that overall it wasn't healthy and that banning it was the right move.
Unfortunately, that was only the beginning of a series of shark-jumping LAD Drivers: Zn'+Z was soon followed up by HXt+', Bearing', Metal Drift, Bearing Drift, Metal Bearing Drift, Bearing Mobius, and now finally Hasbro Bearing has been unbanned to keep up with the TT releases. This resulted in a massive oversaturation of Drivers that have some combination of: a high amount of Stamina, a high amount of burst resistance, and a high amount of LAD. These parts remained in the game not because people really wanted them there, but because there wasn’t enough of an argument or a push to ban them. This might be a fault of using tournament results as a primary way of evaluating whether something is banworthy. The argument for this was that if something was broken, then people would want to use it and it would dominate tournaments, thus proving its broken-ness, but in reality, when people have multiple formats competing for their attention and wallet, they would rather just opt not to play the one being “ruined” by the currently broken part. Having been released during the height of the pandemic, BSL already had a pretty sparse tournament count, so by the time it was being played all of these new Drivers that were left legal by default were kind of obfuscating the base form of the format.
However, now that Burst is officially over, and no new parts are being released, I actually think this is the best time to iron out any kinks in the restricted format banlists. First and foremost, I personally think Limited needs a huge scaleback on legal Drivers - I hope I've already gone into sufficient depth as to why Drivers that have both high amounts of burst resistance and LAD are extremely problematic for the game, so those should be no surprise, but there are also a few other Drivers I want to see banned because they set the LAD Floor too high for this format - they mandate a level of LAD that severely limits both the number and type of Drivers that can be used:
Ban:
Bearing Drift: Even if it can be KOed and bursted, it still overcentralizes the Stamina and LAD meta far too much.
Metal Bearing Drift: probably, I can't imagine it performing too fundamentally different from BDr
Bearing Mobius: probably, for good measure. Although it hasn't disrupted the format yet, the kind of inaction that would keep it legal is part of the reason why BSL is in the situation it's in.
High Xtend+': Pretty self explanatory, same boat as Zn'+Z for me
Hasbro Br: Unbanning this made sense in context, but it is a step in the wrong direction imo
Destroy': This is going to be a contentious one, but I've already given a bit of an explanation on Ds' in the LAD Floor post. As an Attack Driver, Ds' just sets the LAD Floor too high, meaning that if your Attacker uses Ds', they will auto win against Defense, and even some Stamina Drivers like Ab-S and At, in opposite spin. I kind of hate to see it go, because there are a few quirky Layers that can make tasteful use of it (dC, aB, bK), but ultimately I think allowing the dash version does BSL more harm than good.
Do not Ban:
Metal Drift/Drift: This might be another contentious opinion but I've always thought the normal strength spring of Dr/MDr and its tendency to go into 'death orbit' are significant enough drawbacks that it can stay. With Attack getting the Dash Driver buff I'm not so sure a nerfed spring for LAD is entirely necessary.
Bearing': Same as above, minus the death orbit part.
Atomic': I've gone over why high Stam/high BR is not gamebreaking, At' is also very responsive to launch and can be used as a pseudo-Burst Defense type as well as Stamina
Wave': This one seems fine. Like, I remember having Wave and Ab-S as about equal, so Wv' should not be any better than a tight Ab-S, which already exists just fine?
High Wave': I don't really know anything about this one, but I can't imagine it being better than Wv' in this format?
Unban:
Xt+: Xt+ probably never should have been banned. While during the Cho-Z era when this format was developed it certainly was used on high LAD/high BR combos while also having high Stamina but that was more due to the heavier Layers.
Do not unban:
Zn'+Z: I stand by what I said earlier, it's not unbeatable and it can lose to multiple types of combo, but I think having these kinds of Drivers gone will really open up the format in terms of what types of combos are usable.
On top of these Drivers, there are a few other parts that fall under the "legal by default but maybe should not be" umbrella - namely Whirl, Gambit, Tp-Q, and the QD tips - but that's another discussion for later, if the format even makes it that far. If we do go ahead and make such radical changes to the Driver banlist I think we should wait to see how the format adjusts before banning anything else, except maybe Whirl... I think BSL will definitely be healthier with these Drivers gone, but I can't say for sure whether their absence will make these other problematic parts less problematic, so we should still keep an eye on them imo.
And that's about it. Sorry this was such a long post, and that it was all over the place, but I think it at least partially explains about how the issues of Burst made Burst Limited the way it is. For what it's worth, despite its unpopularity, I really think it has the potential to be a format that can be seen the culmination of the Burst series over the years - one that does the burst mechanic "right" rather than leaning into the series' design flaws that treat it as an afterthought to be avoided.