I was wondering if you guys at Moon Studios considered String combos or Delay combos at any time during development. Personally, I think it would be a great fit for this game considering what a nice combat flow you guys have achieved with your animation driven combat system.
I almost never see this in newer games nowadays, despite it being one of the most fun and engaging systems to add to a combat system in my opinion.
I still remember when I was playing Devil May Cry 4 many years ago how satisfying it felt to hit a good combo and just how fun and engaging it felt. It also felt like a great way to customize my playstyle by choosing different combos and such.
Just in case I was too vague with my explanations, hereās two examples:
Heyo 
Personally, I donāt think NRFTW falls into the Bayonetta/ DMC category of hack-and-slash. Very different combat styles.
But I can totally get behind the delayed combos for certain weapons. They already have the string combo, which is a 3 to 4 hit combo I think in all weapons (could be wrong here). Iāve not noticed or tested for delayed combos. However, some weapons will not charge attack, but you can do charge attack mid-string combo, on the second and/or 3rd hit. Notably in one of the dual daggers if Iām not mistaken
Hey!
Like youāve mentioned, they already have simple string combos so they are essentially the same style. I donāt think itās really all that different at all.
So, right now, you have different attack animations for each light attack in a light - light - light attack sequence, right?
The games Iāve mentioned only add more choices on top of that.
Stuff like light - heavy - light or heavy - light - light and so on.
They are basically just different types of simple string combos based on your input.
I am aware that there is no actual heavy attack though, as far as I know, but I donāt think it would hurt to have one. Or even have something else entirely.. it doesnāt necessarily need to be a heavy attack in the traditional sense, so to speak.
Iāve said āas far as I knowā mostly because Iāve only played till Iāve reached Sacrament to get a feel for the game. Iām waiting to play it in full with a friend, so I donāt have extensive knowledge of the game at the moment.
Welcome to Sacrament fellow Cerim 
From my experience of hack-and-slash and other hack-and-slash type combat with parry included, the main difference when stepping into NRFTW will be the animation commitment.
Once youāve sent out that animation, you canāt do an animation cancel to parry, block, or rollout.
This makes looking for openings to land heavy blows or longer animation commitments a very high priority.
Iām a couple of hundred hours in and I donāt think there are heavy attacks on any weapon either, 
That being said, I do agree with you on itās a nice-to-have for specific weapon types, say great sword or two-handed axes etc. 
I canāt imagine the amount of work for animation, design, and implementation that would go into the dev side if they were to implement a whole new attack into all weapons 
Youāll notice that being animation locked trying to do long combos with these bosses will not be in your favor. Some of these bosses are absolute monsters with no time for long commitments as they will punish you for it.
Thank you! 
I donāt really remember if there was any animation commitment in those games, to be fair with you. However, Iāve already noticed the game having those simple strings of 3 attacks at least on some weapons. I believe the last time Iāve played it I was using a wand that had a really cool 3rd attack with quite a bit of animation to it haha. I think it was launching a projectile at the end too?
Did I get to use that much at a boss? I donāt really remember but most likely not haha, so youāre right about that in relation to bosses. But I definitely used that on everything else I could because it looked awesome and it felt good. Perhaps I can use it if I plan properly on bosses too when thereās a window to do it. Hmm⦠if only I could make my friend be the target of most boss attacks.. C:<
I do agree with you that it would be a huge task to do something like this, but judging by what the studio is currently doing with the Class system⦠I think these guys are crazy enough (in a good way) to not shy away from stuff like this. Probably nowhere in the near future but⦠who knows! 
Edit: I just entered the game to test out that wand again and it was actually 4 attacks not 3 like Iāve said initially! Thatās even longer then what I remembered, so the game definitely already has these long chains of attacks⦠at least the very least on this wand Iāve played with haha.
Something that is possible on any weapon with many charge sequences (correct me if im wrong).
On āFestering Earthā It is possible to skip charge sequence 1 and 2 directly to its 3rd charge attack through using the first 2 normal attacks.
attack - attack - charged attack
I know you are talking about something differently which i hope the devs take into consideration for future weapons or unique weapons or additional systems that would further improve upon the current weapon progression systems.
