Hey there, just wanted to say about two bugs i found on winmillion during my gameplay with the weapon, i may not have any form of recording which is the only way of properally showing these bugs, but i'll note these two here.
The first one is minor. When you switch weapons the spinning circle on the spur line, including winmillion, stops spinning and locks into place, like if you preview the recipe/weapon alone.
The second one.. is weapon-breaking. When you shield cancel 3 times in a row at quick speed, or if you attack twice, shield cancel and then attack again, you get the attack delay as if you attacked with the 3rd hit on the combo, this has put me in situations where i havn't been able to defend myself when i've used shield canceling as my defence.
Winmillion relys on it's only redeeming factor which is it's speed, especially with shield canceling the 1st and 2nd hits, but with the 2nd bug this weapon has become broken.
Im hoping that at least the 2nd bug will be fixed soon, this is bad enough on other weapons but on winmillion, is crippling.
P.S: sorry if there's already a topic on this issue, i havn't quite looked through all of them to see if this has already been mentioned.
Actually the weapon-breaking one is kind of intentional and present on all swords/guns. Basically, there are two counters for what combo you're on- the one that determines where you are in the combo and the one that determines if you're at the end of the combo and ready for the delay.
Where counter a = counter for what combo you're on
And counter b = counter for how much combo you've performed
Attack; counter a = 1, counter b = 1 (attack one)
Attack; counter a = 2, counter b = 2 (attack two)
shield cancel; counter a = 0, counter b = 2
Attack; counter a = 1, counter b = 3 (attack one)
Attack is released; (since b = 3, perform delay; b = 0)
Alternatively, you can do the following-
Attack; counter a = 1, counter b = 1 (attack one)
shield cancel; counter a = 0, counter b = 1
Attack; counter a = 1, counter b = 2 (attack one)
shield cancel; counter a = 0, counter b = 2
Attack; counter a = 1, counter b = 3 (attack one)
Hold attack; (begin charge, a = 0, b = 3)
Release charge prematurely; (attack one, perform delay; b = 0)
Which will in this case make the knight stand still shooting projectiles like mad. It can also be done with 2 hits words and 3 hit swords to turn them into 3 hit swords and 4 hit swords, respectively. This is particularly good when you have an opportunity to stand still hammering away, free of attackers.. like on a gun puppy attacking your friends.