| In terms of Gameplay, Deathstalker has a clear advantage. While some find the gameplay rightfully annoying, it is by far more interesting and involved than Fatebound, where coins flip themselves through regular rotational gameplay and can't be controlled much. There is a clear payout on Deathstalker upon consuming all 죽음추적자의 징표 by triggering a powerful 독살 through 어둡고 어두운 밤 which is exciting. The only downside of this gameplay is that it can be exceedingly challenging to keep track of the multiple debuff/buffs added from the hero talent, most likely requiring additions to a nameplate addon or Weakaura. There are also still issues with 죽음추적자의 징표 or 어둡고 어두운 밤 dropping, which is EXTREMELY frustrating as a player and almost makes me not want to play it sometimes. More on that later.
Regarding "fun" gameplay, I don't think it's fair for me to claim something as more or less fun since it will be subjective for everyone. Neither tree personally strikes me as "fun," but they each have moments. Fatebound can feel fun when you get a long chain of flips in a row, and you keep flipping further and further in a row. Deathstalker, on the other hand, has okay base gameplay but quickly frustrates me when 죽음추적자의 징표 disappears off the enemy. A good example is 수풀사령관 울파란 on the first boss of 티르너 사이드의 안개. 수풀사령관 울파란 turns friendly during this encounter, which removes all debuffs. 죽음추적자의 징표 is therefore removed, disallowing finishers to work towards getting 어둡고 어두운 밤. But because 수풀사령관 울파란 doesn't die, 어둡고 어두운 밤 does not automatically trigger either. This causes the entire 죽음추적자의 징표 gameplay to soft-lock itself. Of course, there are ways to plan around it, such as waiting to consume 어둡고 어두운 밤. That doesn't feel particularly good to me as a player, and in my opinion, having to focus on my gameplay on how to not soft-lock my Hero Talent tree is an extremely negative moment rotationally that shouldn't exist. I want to be excited to engage with my talents, but instead, I worry about how to make sure I can use the tree.
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