Add Mechanical Depth to Runes and Not Just Free Damage

This one is a tough suggestion because I don’t know if it’s even possible with the game but the mechanical depth of the game could be greatly increased with runes that act as more than just simple button presses. Even if they’re emulating ARPGs or MMO abilities it’s not uncommon for abilities in those games to have things such as (press M5 again at proper timing to increase size of buff circle or something similar).

For example if we theoretically could get a rune for Echo Knight’s triple sword-slam AOE attack if we could get incentivized by timing it right per slam that would add tons of combat depth to the game. A Samurai Iai parry counter as a rune is another thing in the discord that’s been mentioned where you get locked into a stance and if used as a parry & not just an attack gives like 10 extra damage. Or what if some runes lock you into casting 3 fireballs & timing the button press per fireball/projectile increased the damage? If you have a rune that sets up a attack boost up circle as a support player with friends make it so that just pressing the rune only puts down a circle that’s like 5 ft wide, but holding it down and letting go at a precise moment can make it 10 ft wide, but if you hold it too long then it shrinks once it touches that 10ft maximum and you have to settle for less.

Add a rhythm aspect to the combat is what I’m saying.

Another thing too I just realized we already have spin attacks in the game, what if timing each spin made the rune animation faster or boosted the damage? You get rewarded with either less damage or SLIGHTLY less commitment

All good ideas that I hope they’re thinking about.

This made me think, though, that multi-shot gives you three shots and adds a fourth shot if you hold the button down. Not sure if this is common knowledge.

I didn’t know that actually and I’ve been maining bow only for like 10 hours I need to try that with all the shots now like Knockout even

is it dexterity build?

I’ve been running faith/dex and using Patience.

I’d personally much prefer mechanical depth to the effect of Runes instead. Patterns and rhythm can derive from Combos/Rotations and Enemy patterns. Intrinsic forced patterns always feel a bit cheap to me.

Less tedious intrinsic mechanics could be fine, like charges to abilities (e.g. your next 3 attacks become AoE slam attacks).

What would also be interesting is more real time flexibility, similar to what you are describing. Channeled abilities, that get stronger the longer you channel or live decisions between range/effect/casttime.

another, new discussion on the topic here: The problem i see with attack runes : Vast dynamic movesets VS Spamming one button