A bit of a design flaw with skills in Secrets of Grindea

Ardeof

Rabby
The average MMO/JRPG/etc uses skills in a way where only pressing the button quickly achieves the maximum effect. This is a very old style of design, though the oddball game has added button holding before.

The problem arises when a new player isn't introduced to how skill charging works early in the game.

2:39:55 that's the amount of time spent only using charge 1 skills. The majority of skill shots were "Button clicks" instead of presses. Even later on in the game with charge 2 fireball available, the person was still using the basic level of fireball. Practically not a single time was there consideration of reading the 3 other tab options on the skill menu. Which kind of makes sense, as a lot of players get tired of reading endless dialogue in a lot of games.

A very easy way to fix that issue would be to have an NPC that charges a random skill in the game, up to a certain level. Perhaps Master Ji's Pupils/Students/etc could charge skills in/out of the Dojo, to attract new players to see what the hubbub is about. Then, there'd be x amount of training dummies left to try a charged skill on. Master Ji could even have a quest implemented where a reward is given for charging a skill correctly.
 
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