Arunafeltz Posted January 5, 2015 Share Posted January 5, 2015 Simple idea. The combo counter that climbs with the number of melee hits you land consecutively will vanish after 4 seconds of failing to catch that $&*&*#(%& Crewman kiting you with his Dera to continue the chain. Momentum shouldn't end so abruptly, it feels like it's hindering the melee combat experience. Instead, I'd like to suggest a decaying system for the combo counter, where the number of hits on the combo is reduced by one quarter after 4 seconds have passed, then continues at a rate of one quarter for every 2 seconds after that. This means that it'd take 10 seconds to COMPLETELY lose your accumulated hits but being slow is still punishing damage output. Link to comment Share on other sites More sharing options...
ZizWing Posted January 5, 2015 Share Posted January 5, 2015 Sounds like a good system to me. You often need more than 4 seconds to move to the next room's first enemy (depending on the tileset you're on). This decaying system would allow us to keep at least a little multiplier going for melee (only) runs. Link to comment Share on other sites More sharing options...
Lukap99 Posted January 5, 2015 Share Posted January 5, 2015 Yes please! Link to comment Share on other sites More sharing options...
yles9056 Posted January 5, 2015 Share Posted January 5, 2015 We need this! Especially for Surging Dash! Link to comment Share on other sites More sharing options...
Arunafeltz Posted January 7, 2015 Author Share Posted January 7, 2015 (edited) Bumping this to gather more input. Doesn't anyone else find the current system of completely disappearing lame, perhaps even detrimental to melee gameplay? If it's supposed to speed it up and keep us on our toes, I actually feel it's slowing down cause we're constantly having to rack up the hits over and over again. Edited January 7, 2015 by Arunafeltz Link to comment Share on other sites More sharing options...
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