Weapons: more Depth and Homogeneity

Mistake me if I am wrong & if this is already in the game but I would love to see a weapon that does like a jump then slam attack.

@Astont36
Not sure exactly what you mean but ill give some ideas for that.
All weapons can have a slam attack jumping off a ledge like a ground pound but needs down movement to do this.
Shattered sun has a standing combo finisher that ends by slamming sword in ground after a jump (pretty damn cool) long combo though.
And a few axes in particular do a jumping slamming chop.
There are a few others who chop when running.

@RomoloHero
I was able to test icebreaker last night it does have a combo chain just from different inputs.
Basic: just keeps chopping
Sprint: swipe, upper, swipe upper.
Roll: poke,swipe, swipe
No charges though on any.

Yeah malice doesnt currently have a whole lot going for it after testing but it is one handed which has its perks.

Ah, I see. Iā€™ll correct my OP then in regards to icebreaker. Thanks for letting me know :+1:

If it has comboā€™s on other inputs it is way better than I initially was led to believe. You have 3 options on the weapon which is fair.

I double checked malice as well to check for the roll attack. And, it is the same as the sprint attack. So Malice still has 2 attack options total.

Still disappointed a lot of weapons donā€™t have charge attacks. Especially the 2-handers. You have that feeling of powering op before that big swing and damage.

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I just came across a nith sword I think it was called last night. And it was a one handed straight sword, but interestingly enough itā€™s main combo was a 2 attack string with zero charge attack, and the dodge attack was the same 3 hit combo ending in a thrust that most other one handed straight swords have as their main combo.

Very interesting hahaha. It makes me wonder if a lot of the weapon kits and animations are simply unfinished.

For example Iā€™ve also noticed that some plunging attacks are broken, such as with a scyth I found.

A great addition would be combo linkers. After the third hit of any combo, switching weapons would make the start a new combo finisher with the second weapon.

I always liked how Bloodborne would allow the weapon to switch style mid combo. This would allow unique combinations depending on the combo linking weapon.

For example, after the third hit with daggers, switching to bow would make you dodge backwards and shoot an arrow, putting distance from the target. If switching to a Great Hammer, it would finish the combo with AoE slam.

You can then start a new combo with the second weapon, and link it to the third weapon, and then again from third weapon to first.

This would also allow the 3 weapons slot to work in synchronicity and the combinations would create unique load outs and play styles.

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Nah this is a great idea all-around and it wouldnā€™t add too much complexity either. Thatā€™s only 1 new animation/attack per weapon.

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@death_the_kid To simplify it even further, the entry animation could be a preselected rune activation of the weapon youā€™re switching into. It would have to be an attack rune, as for activating Healing Pulse mid combo would be highly inconvenient.

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@MightyMelo that would be an absolute nightmere to chart for me but i am absolutly 100% on board with this idea. That would be awesome. The more i think about it the more excited i get i hope that happens.

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Thanks @Knite_137 and sorry for the inconvenience :yum:. To expand on the idea, I was thinking that on controller, holding the R2 could be used for the combo linking wheel like the runes. X=Weapon Slot 1, Y=Weapon Slot 2, B=Weapon Slot 3, A=Shield Bash (if equipped and in use).

Shield Bash could be used as an interrupt as an alternative to parry, and would allow you to link the combo with the current weapon in use. Parry can also be used mid combo, and if successful, it would allow a combo linker to be performed immediately after for a reduced Focus cost.

The emote button could be moved to R3.

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