Have you guys thought about String Combos / Delay Combos?

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, here’s two examples:

Heyo :waving_hand:

Personally, I don’t 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). I’ve 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 I’m not mistaken

Hey!

Like you’ve mentioned, they already have simple string combos so they are essentially the same style. I don’t think it’s 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 I’ve 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 don’t think it would hurt to have one. Or even have something else entirely.. it doesn’t necessarily need to be a heavy attack in the traditional sense, so to speak.

I’ve said ā€œas far as I knowā€ mostly because I’ve only played till I’ve reached Sacrament to get a feel for the game. I’m waiting to play it in full with a friend, so I don’t have extensive knowledge of the game at the moment.

Welcome to Sacrament fellow Cerim :smiley:

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 you’ve sent out that animation, you can’t 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.

I’m a couple of hundred hours in and I don’t think there are heavy attacks on any weapon either, :rofl:
That being said, I do agree with you on it’s a nice-to-have for specific weapon types, say great sword or two-handed axes etc. :grin:
I can’t 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 :sweat_smile:

You’ll 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! :smiley:

I don’t really remember if there was any animation commitment in those games, to be fair with you. However, I’ve already noticed the game having those simple strings of 3 attacks at least on some weapons. I believe the last time I’ve 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 don’t really remember but most likely not haha, so you’re 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 there’s 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! :slight_smile:

Edit: I just entered the game to test out that wand again and it was actually 4 attacks not 3 like I’ve said initially! That’s 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 I’ve played with haha.

Something that is possible on any weapon with many charge sequences (correct me if im wrong).

On ā€˜Festering Earth’ 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.

:+1:

Hahaha Definitely crazy enough to pull it off. :rofl: Classes is one thing with 24 classes and 16 Traits on each class. But I’m also very interested in the systems they are aiming to implement in the future.
eg: Cozy farming (stardew valley systems), Hoard mode (vampire survivor systems), Roguelike (Hades systems), and I think there was talks of Survival (Don’t Starve systems)
Also, for context of the workload if they were to implement it to all weapons; after talking talking with you I went and counted the weapons available in game. There’s a 147 currently and more to be added :sweat_smile:

The wands are special here :rofl: I came into them thinking it was like Harry Potter, not expecting to bonk your enemies with it, like a troll in the dungeon! :rofl: Love me a good wand.

Just went a head and tested the Festering Earth - You’re 110% correct here dude! :smiley:
Also the Bleeder's Deslight double daggers don’t have a charge attack on the first attack, so you think there’s no charge attack :rofl: But the devs went ahead and tucked away a charge attack on the 2nd and 3rd attacks :rofl: