Talk:Combo System (Bayonetta)/@comment-1927644-20150119220712/@comment-1661895-20150120004916

Whilst I agree with your points about this being contained on a single page, I think there should be some distinction between the games to show that Bayonetta 2 actually has at least 2 major changes to it's overall system (most likely in the interests of streamlining things). The biggest things I've noticed mentioned about Bayonetta 2 and noticed through my continuous playthroughs (can't get sick of it) are the following:

1. The lack of a Diminishing Returns system. This feature has been removed from the game entirely so the amount of combo points you get never diminish even if you stick to basic attacks. Whilst this might be seen as a backwards step from some, I don't see this as a problem given the differences between the games. If you consider the much more frantic pace of boss battles that have small chances for hits on higher difficulties and the fact that enemies can block your attacks in Bayonetta 2, it would be near impossible to get good combo scores if this system remained in place. And whilst some may think that it will not discourage players from using basic attacks, I would argue that players who only use basic attacks in either game aren't aiming for higher combo scores in the first place.

2. The strict mathematics for Umbran Climax and the modifiers it has for weapons or conditions. I may be wrong on this, but I don't believe that the Wicked Weaves during Umbran Climax are calculated in the same way (especially given the barrage of them you can do with basic punching) as when they are summoned normally. I also believe that the gunshots fired during Umbran Climax (holding down the button) aren't worth the same as when they're fired normally given how they do increased damage, but I would need to pay specific attention during a run to confirm this.