#Custom Breathings / Demon arts

1 messages · Page 1 of 1 (latest)

burnt elm
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I’ve been thinking once all the canon breathings and demon arts from Demon Slayer have been added, it might be a great idea to start introducing custom ones made by the dev team They don’t need to be from the anime, just original concepts that fit the overall theme and vibe

It gives the devs a chance to get really creative with new mechanics, visual styles I think a mix of canon and original content would make the game stand out even more

craggy wedge
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Yesss I need this

vague trout
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This will also help gameplay not be too repetitive c:

craggy wedge
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Yeah and make it stand out among the other ds games

stable nymph
latent steppe
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it would literally stay the same

orchid ore
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Yeah it’s just doin the same things but with different looking abilities

vague trout
# latent steppe I dont see how it would make gameplay not repetitive

If we’re viewing the game from a long term perspective than adding in new styles outside of the (roughly) 20 right now with new unique abilities changes the gameplay, since there’s new playstyles and match ups. It’s the same concept as most character based games: adding new characters = freshens the gameplay.

vague trout
# orchid ore Yeah it’s just doin the same things but with different looking abilities

Well yeah everyone does damage with different looking abilities, but their abilities and moveset offer different playstyles, combos, and sometimes even mechanics like Douma BDA that technically make everything less repetitive. Would you rather have just water and Akaza in the game or Water, Flame, Akaza, and Douma? You probably wouldn’t want to keep playing the game if it was literally just Water and Akaza forever.

stable nymph
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It would change the visuals of the moves, but combat would basically remain identical, as the best playstyle is just pbing and bullying the person after a pb

stable nymph
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Douma is popular because it's new, and roblox players are a monkey see, monkey do mindset

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You can use any playstyle with really any art or breathing, they all have equal potential with the two best styles

vague trout
stable nymph
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If fighting them functions almost identically, meaning the different is almost purely visual, it's not a gameplay variation

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On top of that, adding pvp content is basically just adding post-game lazy content imo

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Gameplay for a game like this is your pve and your base combat mechanics, not the players you fight

vague trout
vague trout
stable nymph
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With few exceptions

vague trout
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Like new breathings and BDAs can open up gates for creating unique mechanics

stable nymph
vague trout
stable nymph
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Hino is already established as doing more of it's own thing instead of following DemonShitter

stable nymph
vague trout
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Aur

burnt elm
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I was just throwing out a small idea for Hinokami, sorry I mentioned it wrong

stable nymph
amber juniper
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gotta be real with you here brother

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This is not going to work

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I mean maybe it could but think of the balancing issues with different breathings and unnecessary content.. if they do do it that'll be cool but it'll have some issues

vague trout
stable nymph
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Broken was arrow y one shotting or thunder y one shotting

vague trout
stable nymph
vague trout
vague trout
stable nymph
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Ans the combat

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And*

vague trout
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I would like to argue though that having inf combos in kits aren’t very sound game design choices. I think even 80% combos are tolerable, since you at least have a chance to pick up your feet and turn the fight around, but it’s not really the case unless someone assists you.

stable nymph