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Eliminate last-hitting


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As much as I would like to post this in the currently-active somewhat-derailed thread about Wes, it is probably more responsible to put it in here.

 

I think this game would benefit greatly from changing any bulk attribute loss or gain acquired as the result of completing a multi-hit activity (which at the moment I believe is only sanity gain from combat, but because I usually can't even remember my own name, I'll use a catch-all), to instead provide a percentage of their total value on each swing based on how much that swing contributes to the overall completion of the task.  This not only feels better and provides proper contribution-based rewards, but also prevents the incredible gameplay disconnect that comes from counting swings and stopping to make sure that you let the right person complete the task in question.

 

Last hitting can be a fun and engaging gameplay element, undoubtedly.  However, I feel that in order for it be a fun mechanic, it requires that you have an opponent who is attempting to pressure you into being unable to complete that last hit, and thus deprive you of its rewards.  When that opponent is instead your friend who doesn't have exact knowledge of weapon strength values and enemy health values, all it creates is frustration.

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