Nevinchik
New member
1) Balance feedback - exploit damage:
By interrupting basic attack combos before they finish and repeating, you can keep enemies stunlocked indefinitely. This allowed me to clear the entire game without healing or losing lives - feels like an unintended mechanic.
Suggestion: add a counterattack from the enemy after repeated hits to prevent infinite stunlocking.
2) Boss combo issue:
Playable bosses currently have full combo strings, dealing massive damage. In the original GA series, bosses typically knocked enemies down with a single hit rather than chaining combos. This would be more balanced and true to the source material.
Thoughts? Worth fixing these two?
By interrupting basic attack combos before they finish and repeating, you can keep enemies stunlocked indefinitely. This allowed me to clear the entire game without healing or losing lives - feels like an unintended mechanic.
Suggestion: add a counterattack from the enemy after repeated hits to prevent infinite stunlocking.
2) Boss combo issue:
Playable bosses currently have full combo strings, dealing massive damage. In the original GA series, bosses typically knocked enemies down with a single hit rather than chaining combos. This would be more balanced and true to the source material.
Thoughts? Worth fixing these two?