It's not bad design. The difference between Dante's "Styles" and Nero's "Breakers" is in the name. Nero's arm is a "Breaker" which means the arms need to "break" in order to go to the next one. I don't see how it limits creativity as we have 8 different breakers with unique systems, in any case, more people will use all the breakers as they simply won't constantly stick to the one they use.
It's a game about stylish combat. Fun and freedom are more important than enforcing an unnecessary limit just to reference the name of a feature.
If you don't see how creativity is limited by literally locking some of the most useful parts of Nero's movelist, making it impossible for players to, say, rapidly cancel between Gerbera's air dashes and other DBs' attacks without pre-planning their DB order and inserting Break Aways in between each switch... I have to wonder if you know how high level play looks in DMC3 and 4. It's all about position control and blindingly fast transitions between attacks.
To say experienced players shouldn't have control over their own move choice, and should instead be
made to use Devil Breakers in a specific way, is borderline insulting. Players should be allowed to use the weapons and gameplay mechanics they want. What's the point of style and weapon switching if creative freedom isn't the goal?
It's not like the breaking feature will always lead to more variety, anyway. If I recall, players can equip the same DB in multiple slots.
Would be awesome if it's an unlockable. I'd rather not have that limit when I'm replaying missions or playing bloody palace.
Yep. And they better not make it a bonus feature of Super Nero. Players should be able to enjoy Bloody Palace and replay all the missions their way, without restricted mechanics.