With the upcoming removal of attribute swapping, combat is losing important skills that players have to learn and master, like lunge and breach swapping. However, full attribute swapping is understandably unbalanced because it completely ignored intended weapon cooldowns.
Instead of removing attribute swapping entirely, we can find a healthy balance by storing the attack cooldown ticker on individual hotbar slots (or item stacks) instead of globally tracking it on the player.
How it works:
Currently, when you swing a weapon, the global player ticker resets to 0. If you swap items, that single ticker stays low, penalizing the new weapon.
With this solution, every hotbar slot ticks up its cooldown independently in the background:
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You swing a Sword in Slot 1. Slot 1’s ticker resets to 0 and begins recharging in the background.
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You instantly scroll to a Mace in Slot 2. Because Slot 2 hasn't been used yet, its ticker is fully charged. You can strike immediately.
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You swing the Mace. Slot 2 now resets to 0 and recharges at the Mace's slower, native recovery rate.
Why it works:
This approach naturally balances high-level techniques without flatly deleting them:
- Lunge and breach swapping : still work, but less OP since slower
- Shield breaking : should work same as before
By decoupling the attack ticker from the player and applying it to the slots, combat keeps its depth, prevents spam, and respects the native speeds of weapons.
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