Differentiating "wind-up" and "Flurry" attacks
I think that both Hold-to-attack and charged attacks should be rightfully named "Wind-up" and "flurry" attacks respectively (or at least be counted as such in the files), and should have their own unique animations and attributes when attacking, just to differentiate them -
Flurry attacks - As the name applies, this is the Hold-to-attack, also known as the flurry. while its attributes will remain (mostly) the same, with a 0.2 attack speed boost when first using it, each weapon should have a unique animation for the attack... however, to avoid players from abusing more faster weapons, with every 3 successful hits with a flurry attack, the weapon speed temporarily slows down by 0.1, which will continue until the attack speed is slowed down by an extra 0.4, encouraging players to reset their flurry. this could help further differentiate the Flurry from Wind-up attacks and would furthermore encourage players to mix things up. (this could easily be done with a Flurry-hit counter that resets once the player stops holding to attack.)
Wind-up Attacks - As the name applies, this attack requires the player to "Wind up" (which really just works the same was as they always do), and would use the basic attack animation that has been added for weapons. they basically stay the same.
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