Millia Sharihen
New member
In my opinion.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?
1) I think it depends on how many hits we're talking about for stun-locking. I've seen mods where if you hit them like 3 times in a row they counter-attack which is just annoying. I'd probably clock it at 6 to 8 hits or something. I think it's fine for cannon fodder since it's been a part of Beat-em ups for so long, but bosses should probably have something to prevent extended stun-locking, otherwise they lose all their challenge. Think it's a good idea, though.
2) Boss Combo Issue: If you reduce the damage on the combos I think that could work. Variety in enemies, especially bosses is nice so I'd lower the combo damage, at least on a base difficulty.