So I was browsing around the forum and the google docs with the rules and i can’t find anything about this. Basically my question is where the line between acceptable and not is drawn. I know things like remapping the block key to something less obtuse is pretty common and acceptable, but I would like to know about small combos of keys that you will often use in the heat of combat, that top fighters are probably pretty good at doing raw already.
Examples:
-having a button do a dash jump(shift+space)
-having a button to equip a weapon/style/magic and then do an ability(1 → E → 1)
-looking to the future a bit, how about a high jump fallowed by an air dash, fallowed by charging a ranged attack that is released on another key press
Are these all ok, or is a line drawn at some point.
What makes the second not ok in that case, is it the need for a specific order of button presses or the fact that some timed interval between the simulated keystrokes is needed?
How about the third, is that not acceptable because of its sheer number of specific compands, or because of it needing a bit more complex macroing to have the hold and release on key press happen?
This one feels a bit ehh. it just feels a bit weird
it also kinda depends on the move, because if it’s like a buff like aura, sure that’s fine, but if it’s like a water beam right into an ice beam or 2 smash attacks it just feels unfair.
seems very predictable
I feel like it’s okay as long as it’s a decently easy, but just kinda annoying thing to perform. like rebinding the block key, or the jump dash or a buff ability. maybe a key to quickly switch to a healing potion but you shouldn’t go much further than that
yeah thats my thing, something like auto fishing is obviously bad and its not particularly weird to expect it to be banned in any multiplayer rpg. However stuff like creating hotkeys for key combos is very variable in its acceptance across different games, so its hard to pin down what the developer(and moderator) stance is towards it, and if they think it would negatively impact their game.