Reply To: Redefining a "Miss" in combat


A fair point, and something we’ve considered in the very beginning but decided to not go with. The thing is, introducing a system with ‘glancing hits’ would at the same time diminish the impact that a single hit has, both in damage numbers and emotionally, since you’re kind of always hitting for small amounts of damage and individual hits become less meaningful. This would change the feel of combat (and ultimately the game) quite a bit, away from the generally fast and deadly style we want it to have, more towards applying constant damage over time. Consider that missing in combat is also a buildup for when next you hit, which then feels all the more rewarding.

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