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The Tarantula's defensive counter-attack is so much fun to play! I think we can add this direction to the design!

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As the title suggests, I hope to see more special derivative attacks on higher-level creatures. This would greatly enhance the interactive feel of combat! It would be incredibly satisfying! For example, if the player makes a dodge move at a certain moment, the insect would generate a special attack that the player must react to instantly.

On a side note, I feel that the current feints of scorpions and mantises don't quite achieve a truly deceptive effect. Even if you miss, their subsequent attacks still give you ample time for a second parry. I think that to use feints to deceive the player into a perfect parry, the player's reaction time must be reduced in the next attack after the feint.

For example (though unrelated to derivative skills), in the first game, the Mantis's Orchid Scyther, when it looks around, unleashes a three-hit ground slam combo. This gives new players little reaction time; you might need to practice a few times to avoid being instantly killed by the same move. This design gives you a sense of improvement, that's what I mean. It would be better to design certain attacks as points where the player must break through. I think the feints could be improved. From my first encounter with the Mantis larva, I've never been fooled by its feints and taken its next attack, the reaction time is far too ample.

However, the current bugs, like the Tarantula's five-hit combo, are much slower than the Tarantula in the first game. This reduces the feeling of accumulating experience and successfully breaking through, but the defensive counterattack design of this generation of Tarantulas is really cool, I love it!

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