#M1 damage dropoff after extended combo

1 messages · Page 1 of 1 (latest)

wild grove
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Light attack damage will exponentially decrease (to a limit) after a set time period of consecutive attacks. Damage will remain the same before damage dropoff.

This will prevent unintended infinite combos, and may also help stop some farming exploits.

Normal combos should not be affected, therefore damage dropoff point should be individually configured for each breathing/bda.

Damage should return to normal after a combo ends

Edit: i don’t know if “dropoff” is the correct term to use, but you know what i mean.

unkempt notch
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uh

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There are other ways to handle infinite combos without tampering with m1 damage.

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and if you start adding systems specific to each breath and art, you're also making it so that style can only be played a certain way.

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and also that's kinda punishing people that are good with m1s

wild grove