I can respect this. The game's combat is one of it's weak points, which is troubling when your expected to do it often.
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So after building it myself I grabbed my teacher character, debuged in a karambit to pair with a misty Demon stone, jumped into the nearest alley and looked for trouble.
- First encounter is a lvl 2 demonic cat with 346 hp. LMAO.
- Weapons from my old sve have the vanilla stats while weapons retrieved during testing have modded stats.
- Half demons still can't take advantage of their perk since they spawn with no spells.
- Lust damage ignores damage reduction, which makes arcane arousal still strong.
- 0 AP moves are a nice touch.
- Different moves depending on which hand you equip some weapons is cool
- Haymaker description makes no sense. Outside of jabs every good punch should utilize the whole body. I'd use something more like "Wind up your fist for a devastating blow." The actual damage and downside is ok as this move irl is used by newbs who can't throw a decent punch yet.
- I wonder if some perks/traits can also be made to unlock moves, like soldiers getting a takedown, martial artists getting a propper hook, or aristrocrats getting a remise.
- Weapons like the arming sword and dory have their offensive moves when in the off hand and deffensive in the main hand. A bit counter intuitive...
- Demon dagger's Phantom blade is too delayed. While going all "Omae wa mou shindiru" on a goon is funny the first time, after that I just missed Karambit's constant tics.
- *Grabs katana* Water breathing! First form! On serious note, this is an opportunity to put in iaido (focus on quickly ending a fight) or kenjustu (katana fencing) moves.
- Was hollering when Meraxis hit me with Za Worldo!