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May 20, 2025

Proposed Grab QTE

The previous poll on button mashing is pretty interesting. What I gathered is that:

  • 1) There is overwhelming support for the current lazy hold 1 button to escape approach

  • 2) At the same time, there is significant demand for something more involved

  • 3) I know that from previously, Quick Time Event (QTE) is often suggested

So here is what I am considering. I will add a QTE system (yes I know, I said I wouldn't. This is just another thing that goes to the "things I didn't plan to do but I did it anyways" pile). Details below - done quickly with MS paint so please be gentle.

There is going to be a escape bar with a sweet spot zone (yellow). Hold down the button to have the bar fill up. This is so that:

  • a) Its possible to not escape by not pressing button

  • b) You can still do the lazy hold 1 button escape approach

Holding the button all the way to the end works just like before:

However, when you let go of the button:

If you let go during the sweet spot: quick escape. Saves time compared to holding it to max.

If you miss, bar will reset so there is a risk.

Do you want the current grab system replaced by the QTE? >= 65% votes and it will be done.

Comments (7)

L
Lord Ara of Shikigami Force MKII · June 17, 2025

Difference in my words after taking a test; I certainly approve. I noticed it still does normally but the new system lets one hold-to-target to break off of an enemy quickly even faster. This is more convenient.

V
VaSh · May 23, 2025

I don't like button mashing. QTE also makes it obvious when the player has achieved something which makes escape easier: bigger sweet spot and/or slower bar for QTE vs faster bar filling for button mashing.

N
NoobStatements · May 22, 2025

Please be reminded it's H-game and escaping system is the most attractive part. If not balanced properly, it will either fall into "can always escape" or "can never escape". My suggestions if apply this new system, you just need to press the button until you escape, this is too simple and enemy should have a way of interrupt you or reduce your progress, making your progress bar never run to the end if enemy is too strong. Then you're forced to choose the sweet point, but please make the punishment really serious if sweet point is not hit. Maybe you'll become faint for one minute then you'll probably just cum multiple times and lose.

S
ShadowSonicz 84 · May 20, 2025

i think adding any new ways to fight and skill brackets is always a good thing to increase playability. just a small suggestion is adding a option or choice to the options menu for them all. so people can either make it very difficult or just want to chill. i'm for anything new in the game. as always keep up the good work bud. doing an amazing job <3

L
Lord Ara of Shikigami Force MKII · May 21, 2025

Pretty much this. At some point some enemy characters will toss a victim when attempting to push them off too already as is for a disadvantage so having this can slightly counter that problem.

C
Cathrao · May 20, 2025

As it currently stands, the more aroused a character in HR2 is, the slower the bar progression gets. This, in turn, makes the QTE timing easier to deal with, as opposed to harder. I assume you plan on shrinking the QTE strip's size in relation to arousal? It would make sense. My one fear is, that with this proposal, unless there's some extra layer of difficulty, you're essentially halving the struggle meter for all grabs, their effectiveness, and the time we'll see the characters struggling. Is there anything else we should keep in mind, that might affect the overall difficulty? I'm asking since I know there is the functionality of using one's energy to slow down the struggle progress. But I haven't seen the AI use that yet. If they do, randomly, there's a chance this might alleviate my concern with this proposed direction. Since the AI may then unexpectedly change the QTE timing. Perhaps the higher level fighters could use this feature more erratically, more rapidly. So that the player is incentivised to either risk it, or let the struggle meter fill up completely, just to be safe. This would give the minigame a sort of a Rock-Paper-Scissors aspect. The values could be modding-friendly too.

Z
Zjoee · May 20, 2025

I like it. I think it could open up the possibility of filling it all the way to escape, but nail the perfect spot for a reversal instead.