Either these are the exact same or the difference is not clear (also 'normal attacks' should be capitalized and not greyed out)
#Difference Between Normal & Basic Attack
1 messages · Page 1 of 1 (latest)
'Dash Attacks' shouldn't be greyed out as well
With that being said, Shorting Blade having a lower tier then Heated and Conductive Blade I don't think a good move, I don't see myself using Heated and Conductive when I can get the same results with two Shorting and that has a higher chance
This problem has also affect other parts
(The amount of burn should be stated)
As for here it's 'basic'
Might be worth giving the key binded next to it like the weapon mods
'1' shouldn't be greyed out
Adding the bleeding icon I think would make this look better
I'll post more of these here
I’ve just corrected everything you pointed out, and these changes will be included in the next update.
As for the tier of Shorting Blade, the adjustment is on hold for now since things may keep changing. Once more content is added, I’ll update all of them together.
The bleeding icon was missing, so I’ll add it later.
Thank you!
Would it be too broken if shorting was a module, like burn stacks also applies electric and the other way around
LIke Blood Boil and Gory Flame from Windblown
We can’t say for sure. Some modules that seemed overpowered at first ended up feeling weaker later because of newly added systems. So unless something has a major impact on overall balance, adjusting it doesn’t have much meaning.
In any case, Shorting is classified as a common-grade module, but that doesn’t mean it’s low-tier. This grade simply means the effect is modest yet consistent and universal—much like cooldown reduction.
Also is there any plan for adding things that go off aerial attacks because if there isn't they should fall under the basic attack term and be effected by them
That’s a sharp observation. We actually had this in mind during development, which is why aerial attacks are separated. However, as we kept adding ideas, the game started getting overly complex, so we’re watching the situation carefully.
In an earlier design draft, there was even an aerial greatsword concept with increased damage while airborne, and a gimmick that allowed triple jumps, among several other ideas. But these concepts have been pushed back for now.
Ah ok, even if that was to be added I don't that limit it much, I mean it depends of course, if you really want it keep it simple but also keep them different then making everything fall under the basic attack term would also work, if you think about it, all attack move sets require the same input so they all should be effected equally
That’s also a fair point. However, jump attacks generally have fewer hits, so a slight renewal of basic attacks may be necessary. For example, the Electro Rapier's aerial attack is a single hit, which means it would end up carrying both the “first hit” and “last hit” properties at the same time.
It does with the burst blade mag passive but it's odd how everything else doesn't
MAG is essentially the Burst Blade’s main mechanic, so we intentionally added those effects to it. However, if jump attacks worked the same way, the balance would completely fall apart. We could make the effect possible only after changing every weapon’s aerial attack to 3 hits or more and adding significant end-lag.
But if we do that, the handling and overall feel of the controls will change a lot, so it would require extensive testing. Still, I think it’s something that might be necessary.
For now, we’ll prioritize working on other content. Fixing this would help maintain consistency, but it doesn’t directly make the game more fun compared to the time it would take. I appreciate your suggestion, but for the moment we’ll proceed with our current plan. I want to be clear that I’m absolutely not ignoring your feedback.👍
It's been a while since I used the burst blade all I remember it that you can use just aerial and still fill up mag