Yes, I actually do play HSR and I help you out with. I found a Beginner's Guide that explains the main game mechanics of HSR.
But there is some things the reddit thread doesn't really explain such as Paths, Types, Debuffs, Buffs, AoE, FuA, and Team Compositions. I can explain those parts with ease.
Paths
In gameplay, Paths is another way of say Class Type. Each character has a specific playable Path, which provides a specific gameplay depending what their role. The game currently has 7 Playable Paths, which are Abundance, Destruction, Erudition, Harmony, Hunt, Nihility, and Presevation. I'm going to give brief explations each Path and example of characters who follow each Path.
Abundance: Characters who heals and restore your characters' HP.
Examples: Natasha, Bailu, and Huo Huo.
Destruction: Characters who deals damage in various ways depending on their playstyle (some damage dealers consume HP or Skill Points for increased Damage).
Examples: Destruction Trailblazer, Clara, and Jingliu.
Erudition: Characters who deal damge through AoE (Area of Effect) by hitting multiple enemies.
Examples: Serval, Himeko, and Jing Yuan.
Harmony: Characters who provide buffs to increase your character's combat abilities.
Examples: Asta, Bronya, and Ruan Mei.
Hunt: Characters who deals damage on a single target.
Examples: Danheng, Yanqing, and Topaz.
Nihility: Characters who applies debuffs to reduce the enemies' combat capabilities.
Examples: Sampo, Welt, and Silver Wolf.
Preservation: Characters who provide shields and other defensive capabilites to tank enemies' attacks.
Examples: March 7th [Preservation], Gepard, and Fu Xuan.
Types
In HSR gameplay, Types are another of saying Elements. Each character has a specific Type that deals elemental damage. There are 7 Types in game, which are Fire, Ice, Imaginary, Lightning, Physical, Quantum, and Wind. When characters deal elemental damage that matches an enemy's weakness, the enemy's toughness gets reduced.
I will also give 2-3 characters who have the same Types mentioned above.
Fire: Hook, Gallagher, and Firefly
Ice: Herta, Pela, and Misha
Imaginary: Yukong, Dr. Ratio, and Aventurine
Lightning: Arlan, Tingyun, and Archeon
Physical: Luka, Hanya, and Boothill
Quantum: Qingque, Lynx, and Jade
Wind: Blade, Black Swan, and Feixiao [who will be playable in Version 2.5.]
Debuffs
Debuffs are negative status effects that lowers characters and enemies' combat abilities. There are 4 main types of Debuffs in the game, which are DoT (Damage over Time), Crowd Control, Slow, and Weakened. There are also Type Debuffs, which is separate from the main Debuffs, but I’ll explain that too:
- DoT or Damage over Time: A type of debuff, which a type of character that receives elemental damage at the start of their turn.
- Types of DoT are Bleed (caused by Physical Damage), Burn (caused by Fire Damage), Shock (caused by Lightning Damage), and Wind Shear (caused by Wind Damage).
- Crowd Control: A type of debuff that prevents characters' from taking extra action and disables characters' Ultimate attack.
- Types of Crowd Control are Frozen (caused by Ice Damage via Weakness Break *I will explain what this*), Entanglement (caused by Quantum Damage via Weakness Break), Imprisionment (caused by Imaginary Damage via Weakness Break), Dominance (enemy-used debuff), Outrage (enemy-used debuff), and Strong Reverberation (enemy-used debuff).
- Slow; A debuff that reduces the character's speed.
- Weakened: A debuff that reduces the character's damage dealt.
Type Debuffs are a specific type of debuff is associated with one of the 7 Types in the game. There is a 150% for an enemy to receive a type debuff through Weakness Break, which means the enemy's toughness level is reduced to 0 (this usually happens when a character attacks an enemy that is weak to a specific Type).
The 7 Type Debuffs are:
Fire: Burn- Inflicts Fire DoT at the start of the turn(s).
Ice: Frozen- Unable to take action while Frozen; Upon unfreezing, takes Ice DMG, skips the current turn but advances the next turn forward by 50%.*
Imaginary: Imprisionment- Delays action; Decreases SPD; Unable to take action while Imprisoned.*
Lightning: Shock- Inflicts Lightning DoT at the start of the turn(s).
Physical: Bleed- Inflicts Physical DoT at the start of the turn(s).
Quantum: Entanglement- Delays action; Unable to take action while Entangled; Takes Quantum DMG at the beginning of turn(s).*
Wind: Wind Shear- Inflicts Wind DoT at the start of the turn(s).
*= Frozen, Imprisonment, and Entanglement are not DoT debuffs.
AoE
AoE means Area of Effect, which is a fancy way of say characters can attack multiple enemies at once in the same area. All Erudition characters are AoE damage dealers, but there are few Destruction and Nihility characters also does AoE damage.
FuA
FuA means Follow-Up Attack. Follow-Up Attacks are attacks that trigger automatically and they ignore the character order. There are certain Damage Dealers that focus on FuA (Common paths that uses FuA are Destruction, Erudition, and Hunt *but it's not exclusive to these 3 Paths*).
Team Compositions
Since HSR is a turn-based type of game, team composition is an important part of the game. This means building different types of teams depending on the playstyle you want.
A general idea of what a Team Comp may look like.
- Main Damager Dealer (Main DPS)
- Offensive Support Character/Debuffer/Sub DPS
- Offensive Support Character/Debuffer/Sustain (Healer or Tank)
- Sustain (Healer or Tank)
The team comp depends on what types of enemies you are dealing throught the game. There are other factors in team comps that includes character synergies, enemy weaknesses, skill point management, etc.
There may be parts that I missed, but you can ask me any questons either way and I try my best explain more about the game