Post by anonthemouse on Jul 30, 2018 21:12:56 GMT -6
In case the image doesn't load, the problem I have can basically be boiled down to two things.
- I find the quarter-circle input used by the boots and katana pretty tricky to pull off, and even harder to chain.
- It's a bit dull that the boots and katana both use the same input for their combo move.
I don't really have much to say on the issue. I'd like to see a wider variety of inputs for one thing. For another, I'd like to see chained attacks a bit easier to pull off. It takes a special input just to get the first move in the chain. If that move is tricky to pull off, then some people may not be able to perform the full combo at all. I think that once you've got the fist input in, it should really just be a matter of do you want to do the full combo or not. Rather than requiring the full input again, why can't the three hit combo be executed by simply timing the attack button? Or, at the very least, attack plus a direction (the direction the attack "swings" in shouldn't be too difficult to remember). Since these moves already have a per-swing MP cost, they're already gated. Making them easier to pull off might see them get more use, which is more fun.
I guess on a related note, I'm not sure how I feel about moves being assigned to an entire class of weapon, either. It's good for learning the inputs, but it seems like it would make weapons less creative. All boots ballet kick, all katanas do a dash and a three-swing combo, all rapiers make you regret that such an elegant weapon is functionally identical to a spear (that one might just be me). It's easy to learn, but it feels a bit hollow. Saving special moves for special weapons could have been a way to make them more varied. For instance...
- A fancy weapon with sub-par damage and no element, but with the right combo it can release a burst of gold coins, damaging enemies and guaranteeing those killed with the move drop money.
- Two poison weapons that are similar, but one can create a lingering cloud that deals damage in a wide area, while the other can do a move that deals a little extra damage and poisons normally immune enemies.
- Boots that let Miriam leave trails of fire on the ground.
- A whip that lets you dance on air while your mana holds out.
- A sniper gun that can shoot through walls.
The point is, there are abilities that would be great for making certain weapons special, or for making two similar weapons useful in different situations. You wouldn't want them to be on every weapon of their type.