Aight, I will give a few examples.
-All Out offense stances: Assault, All Out Blitz, Vault, Berserk, Haymaker
-Offensive stance: Tempo attack, Overrun, Feint, Wristshot, Headshot, Footshot
-Guard stance: Stonewall being strictly dominated by Guard and Careful attack, Sudden attack and Center
All these are almost interchangeable in the use, with some niche use cases making one marginally better over the other. This is just one part of the problem.
The combat not being interesting is my main point of criticism. I dont think dozens of half baked systems equals depth and complexity. Since the beginning of development combat has been a simple DPS race between you and the enemy. There are a handful of unique interactions between skills and enemies, the rest of the skills are just there for you to figure out which of them lower the enemy HP the fastest while protecting you the most. To experience elements of combat, the player needs to actively go ot of his way to play inefficiently. Examples:
-Seduce system just giving free damage to the enemy
-Same for the grapple system most of the time
-Magic has just been free healing since the very first iteration of it, because casting actual abilities and damage always gets outperformed by combat damage and protection
In the end it all boils down to
Attack until you are imbalanced
Defend until you regain balance
Repeat until victory
Despite being a game about fighting and fucking, the erotic aspect of the game is directly in conflict with the combat.
Honestly, this all sounds great. This would give all of these abilities some use beyond just being another source of damage/some debuff. The problem will be to actually get the player to use them.
-Wrist shot to get dullahan to drop her head: If you aren't an avid fan that carefully reads every changelog, how is a new player supposed to stumble over this interaction? In addition you have Tempo attack unlocked by default.
-The Magic interactions are nice, but Magic is so niche and underpowered, if you don't read the changelog, you would realistically need to do a magic only challenge run to stumble upon these.
Thinning down the skills would make it easier to add many such interactions to the remaining skills that will then actually be organically used and seen by the player. You already had the balance system in place and the Overrun skill that actively disbalances the enemy and the grapple stance. Why not make the dullahan head drop scene part of knocking her down (with a spell or the Overrun skill), or giving the player the option to wrestle it away in the grapple? The wrist/head/foot targeting system is completely unnecessary in this case.
I fear that these interactions will be so niche and specific with so many existing skills, that the player will have to actively browse the wiki/changelog to see the scenes instead of seeing them organically. Another example, I remember you adding a haymaker "scrambled eggs" defeat scene against the Dark Knight. I tried many times to get it, but it requires such a niche combination of her stance and you being in the haymaker stance at the same time that I just couldn't get it to work. And I have been actively trying to get it. In addition using the Haymaker against the Knight is such a bad idea (Due to her immense offense and the Haymakers stance lack of protection), that the possibility of a new player trying to win the fight seeing this unique inreraction is almost 0%. Removing Haymaker and just keeping the all out assault stance like it was at the first release would allow you to pack this and future interactions of a girl countering or reacting to an all out offense Hiro build into one skill.
At the end of the day, it is your project and you have your vision. We can agree to disagree, still love your game and your writing. I just think that you have overburdened yourself with all these half baked systems and skills and it will take ages to flesh them out if it even comes to that. Sometimes more is less.
It is
insane to say that Assault, All Out Blitz, Vault, Berserk, Haymaker are all interchangeable. Berserk locks you into the stance, making defensive skills impossible until you trip/get knocked down/pass out, Vault puts you in the air, forcing you to switch stances immediately, dodging low attacks, and being countered by enemies with the ability to grab you out of the air. Haymaker is defenseless, making it risky to use, and has a tremendous damage bonus, allowing you to damage the enemy through armor, but requires an extra setup turn. Assault ignores blocking - kind of important if your opponent is, y'know, blocking. Just 0/5.
The DPS race is
exactly what this update is intended to address, again. That's why there's boosted enemy-unique armor and reductions in knockdown and armor destruction, to slow down the pace of victory - along with the AI changes that will actually allow the enemy to punish you for overly-aggressive play, when they currently will often let you get away with it. These changes haven't happened till now partially for that reason - most of the complaints people have are about the combat being
too difficult, so I couldn't very well make it
harder. But that's what I'm doing now, closer to the point where I have the levers to smooth out the difficult by having the AI be consistent, and carefully targeting where the AI will go easy on you and how you can manipulate it - things like arousing enemies or getting them drunk so their decision-making is worse or their goals change from beating you down to something else. Like, I cannot stress enough that you yadda yadda'd over the actual changes that are fixing the problems you're currently complaining about based on the erroneous assumption that a ton of effort has mistakenly gone into trying to fix these problems in the past, which is just wrong.
The solutions to the problems you're raising exist without removing a bunch of skills. If the problem is that Tempo Attack is too effective, it can just be made less effective. If you want an answer to "why shouldn't I just spam this one attack or this simple strategy", the answer is "make it so that spamming this one attack or strategy causes you to lose", obviously, and the fact that people miss that is genuinely baffling. And it's not that I can't do that - I've deliberately avoided doing it so people wouldn't complain about things being too hard.
How are you supposed to figure out that hitting the Dullahan's hand will make her drop her head? I'll tell you! First off, you might just try it, thinking it might do that! You might be trying to disarm her whip. You might try to hit her head, only to have it whiff, because obviously her head isn't where it is on a normal fighter, and think to yourself "oh, of course, her head isn't there... but she is
holding it." You might read the changelog. You might hear it from somebody else and go try it. If your goal is to actually explore the game's combat and not to find some optimal route to the easiest victory, which... is not a good assumption for how people are playing this game, for a number of reasons, then you might just find it that way, too. Even the people who don't care about the combat as an artifact itself might care about the sex aspects of it, and might be using seduction in combat
not to do the most effective possible thing in combat, but for some other reason, like,
maybe, because it's hot?
Or, you might just not see it.
Making the Dullahan drop her head because she fell down is not nearly as fun or interesting as making her drop her head because you realize that if you hit her hand, she'll drop her head. Hitting the "Knock Over" button when you want to knock the enemy over, instead of puzzling out how you can knock them over, is not fun. It's a glorified gallery viewer.
As for Scrambled Eggs - all you need to do is have nothing covering your crotch and she'll automatically do it while she's in Haymaker. That's it. Actually, I can see that she does have one other option now, because of the newer AI system, so I can make sure she uses it guaranteed. I absolutely do not care if people miss things that they could have seen. If you're someone who needs to see absolutely everything in a game, you have my sympathy, but not my accommodation. Finding things spontaneously and surprisingly is one of the great joys of playing games. How are you supposed to know there's a hidden wall
behind the chest that is already relatively well-hidden in Blighttown that leads to
two entire optional areas of the game, one of which has a beautiful, haunting vista that you would otherwise miss? You aren't. And when you stumble on it, it's magical. And then you can tell somebody else about it, and they can go and see what they missed. I love seeing comments from people discovering the Troja easter egg for the first time and being pleasantly surprised by it, or people stumbling upon the debt Bunnies or the Giantess valley or the Mouth Fiend.
There is an
enormous amount of content in this game. People finding it for the first time routinely message me and say they can't believe how much there is -
before they realize the game has more than one map. "What if a given player doesn't see absolutely everything in the game" is not a problem I care to give much attention to at all. Notably, there is a tracker for how much of the game you've seen, but there's no achievement for 100% (or ANY percent, for that matter), because that tracker is only meant to give you a rough idea of how much more there is, and maybe a hint about things you haven't seen yet.
So the long and short of it is that I'm not designing for those goals. I'm not trying to make a simple, easy to understand combat system that anyone can pick up and immediately fully understand that will show them all the possible interactions without having to experiment or think about anything. I'm not trying to make sure every unique interaction is seen by every player. Sometimes less is more. Sometimes more is more. Brevity may be the soul of wit*, but it's definitely not the soul of sex.
*
this quote is actually meant ironically in context