Combat Complexity / more moveset variation for each weapon type
If each weapon had a few extra move variations, I think the current system would improve infinitely. For example:
– The Two-Handed Hammer:
It would keep the current aerial smash animation.
1 heavy attack animation, chargeable for extra damage (could be a wide horizontal swing).
3 moderately fast light attack animations (these could be chained into a 3-hit combo, with the last hit dealing bonus damage and a small AoE effect).
Variations:
Light attack + Heavy attack: performs the first light attack animation, then instead of a swing, the heavy attack would be an upward hammer strike that launches enemies back.
2 Light attacks + Heavy attack: performs the first two light attack animations, then the heavy attack would be a 360° hammer spin (instead of just the forward swing).
Heavy attack while blocking: the character performs a blocking kick that pushes nearby enemies back.
Comments: 1
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26 Sep, '25
Mr.LuckyHighlighted comment
what you are describing is the "old" Dynasty Warriors combat system.
Square(1) = light attack Triangle(2) = heavy attack
Than you use combos for different animations:
1-2 first combo
1-1-2 second combo
1-1-1-2 third combo...
and I agree it would be really nice but I don´t think they "can" or will do it.