No this entire argument is me saying that your suggestion is feature creeping a feature that isn’t big enough to justify it. And I even acknowledged that you were correct about the Bronze Sea being a tutorial.
We’ve been arguing about it for how long now and you still don’t get it.
Do you consider criticism to just be them not being able to take feedback?
You failed to offer any worthwhile criticism.
You’ve just repeated “feature creep!!!” ad infinitum and your shitty half baked solution, insisting that clicking slightly less would change everything.
I gave you numerous chances to aknowledge the other issues and you simply refused to, citing that it must stay mind numbingly simple no matter what.
You even used fucking simulator players as a justification.
I’ve offered criticism but you don’t see it as worthwhile (maybe you can’t take criticism)
I keep repeating the feature creep point because you for some reason don’t understand that not everything needs like 20 million advanced alternative systems for a basic ass feature.
I’m also not claiming that my solution will fix everything wrong with fishing, it’s just a solution (one that still works) because it removes being tedious physically. There are more parts to fix but that’s a good starting point.
On the contrary
It could be implemented as a sort of finisher/second chance for who-ever wins.
When a player or boss is about to die, they clash, and then the winner gets more health, and the loser either dies if they were about to or is unaffected.
If the person who was about to die wins, they get a window of time where they can kill their foe some more, and without initiating a clash.
I’d imagine strength and weapon users just swing really fast consecutively, like when anime characters do the magical fast punching, or just any jab move in Smash.