Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

"Per Combo Multiplier" clashes with Update 26


Tyreaus
 Share

Recommended Posts

Disclaimer: this isn't talking about damage numbers or mod interactions. For that, 

 this is your place to go.

---

One of the big changes in Update 26 was how combo scaling was shifted to one-off heavy attacks. Except Weeping Wounds and Blood Rush still scale off the combo meter.

What this means is that using heavy attacks is actively discouraged in the same (albeit diminished) manner it would have been if regular attacks still scaled with the combo multiplier. Besides wind-up times and abysmal range and etc. that's wrong with heavy attacks at least... As far as I'm aware, that's part of why they changed that facet of melee, so heavy attacks wouldn't tank DPS. Yet, here we are.

Easy fix: Give these facets their own combo counter to work off of, e.g. in the buffs section of the UI, which isn't drained from heavy attacks. It's not exciting, but it fixes things.

Personal fix: Tweak how they behave outright. It could be something like, "damage dealt with any weapon increases Blood Rush / Weeping Wounds multiplier, but missing any attack decreases it, and failing to land a hit on an enemy in 3 seconds drops the counter back to zero" - coupled with increases to the numbers to provide super short, super quick buffs to crit and/or status chance. Could give the other crit / status mods more of their own niche.

Other ideas to fix this conflict are, of course, welcome.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...