insomniac lemme cook
Most of the “combat looks off” takes come down to one thing: it reads like punching with blades taped on. Logan’s swinging adamantium, enemies shouldn’t be sponges you bonk five times. Claws should cut.
iknoww crit strikes off parries and limb-slicing are already in. My idea makes dismemberment actually mean something.Mash without parrying or dodging or timing ur attacks right (arkham critical strike system not free flow) and Logan messily saws through a limb: brutal but slow, and it leaves you exposed. Time it and he goes clean for the head or chest instead. Sloppy = dangerous, skillful = surgical. furthermore this add two layers to combats. ur either sloppy but v brutal and the animations should reflect that ie if u get a finisher prompt while mashing attack. ur finisher is more brutal but if u perfect dodge or parry or time an attack right on enemy these finishers are more surgical and precise showcasing logans experience. and now the second layer for players who master the combat. a mix of the prev two i.e if players mix mashing w perfect parries, dodges and critical strikes then u get a hybrid system w hybrid animations brutal yet precise and quick.
The core idea: a de-limbed Reaver doesn’t just drop. It changes how it fights either becomes defensive or goes berserk to counter players brainddead mashing. An amputated brute now plays nothing like a fresh one, which quietly doubles enemy variety and makes every fight react to how you play instead of looping the same animation.