To explain it more concretely:
A single-hit style would be more like a charging attack. For jobs like Samurai or Reaper, the gameplay would be about preparing, committing, and landing one strong decisive hit.
A multi-hit style would work differently. For jobs like Viper, Monk, or Ninja, the goal would be to build stacks through multi-hit attacks.
The stacks would build better depending on how many hits the multi-hit attack performs. For example, a 5-hit attack could build Flow better than a 2-hit attack, as long as the player completes the attack properly.
The player would need to use a multi-hit attack every X seconds to maintain Flow.
Once the player reaches a certain Flow state or stack count, they unlock a stronger multi-hit finisher.
That finisher would be powerful, but it would heavily lock the character’s movement, so the player has to choose the right timing.
Even normal multi-hit attacks could slightly restrict movement while the character is performing multiple strikes, but the finisher would be the bigger commitment.
So the trade-off is different.
Single-hit jobs commit to one charged decisive attack.
Multi-hit jobs commit to maintaining pressure over time, building Flow through repeated hits, and choosing the right moment to spend that Flow on a movement-static finisher.
The Flow state does not need to be the same for every job. For Monk, it could be something like Chakra. For Ninja, it could be some kind of wind technique or assassination flow. For Viper, it could be a venom or blade-flow state. The name and theme can change depending on the job and its rotation.
That is the gameplay difference I mean: not just different damage numbers, but different forms of commitment.



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