The developers of the action-adventure game Wuthering Waves have published the second episode of the Dev Talk, which is dedicated to the combat system. We were shown battles with opponents and told about how they go. We publish a short summary:
The combat system offers a high degree of control for players. Whether you’re an RPG player who wants to immerse yourself in the story and narrative, or an adventurer who enjoys the freedom to explore, you’ll be able to deal with any battle with ease. If you enjoy performing complex combos, parries, and more tricks, then the developers also provide such an opportunity. The team wants to achieve a “laid-back yet deep” combat experience. In addition to the normal attack, each character has resonance abilities, and the release of resonance is a kind of ultimate skill. Each character also has its own unique mechanics. For example, Sanhua’s charged normal attack releases ice shards. The authors are also exploring the possibility of expanding combat strategies as well as improving visual aesthetics during battles. To do this, two mechanics were introduced: the QTE command resonance and the Concerto effect. When you use skills or vultherics during the battle, Concerto energy accumulates. Once the energy reaches a certain level, characters absent from the battlefield will enter a resonant state. During this time, you can switch to these characters with a QTE by activating the Concerto effect. This not only weakens the opponents, but also enhances the abilities of your heroes. The vultheric system will also play a key role in the combat system, but for now the developers do not want to go into details, as this topic deserves an episode of its own. The combat system is still in its relatively early stages development. The developers received a lot of feedback during the technical test, one of which was about excessive camera shake that makes you feel uncomfortable. The team is going to add even more options for the combat system to bring a new experience to character synergy and teamwork. This includes the introduction of characters with aerial combos or different Concerto Effects that will add strategic depth to team building.
At the end of the video, the developer stated that the team will continue to work on the combat system and take into account user feedback so that the game can offer well-developed and high-quality battles.