I'm glad the combat issues were brought up.
As much as I like this game, the combat in it is rather dull.
For most fights you really just end up spamming the most effective move over and over.
I don't really know the best solution, but some kind of system to avoid it(Cooldowns, counter mechanics etc) would help a lot in reducing this problem.
What the enemies do to the player has been the main focus so far, and with combat events I'll be able to do a lot more on that end.
But the player's side of things has always been pretty rpg level, so I'm very welcome to suggestions on how to improve it. Weather it works or not is another story.
Counter skills are slowly coming into the game, but still need a bit more infrastructure to work as I want, currently only auto counter's for enemies work. Nicci has one for suckle.
I think cool downs would most likely not make a whole lot of sense for some moves, and would overall just make the game harder and remove options from the player.
But dang it I want people to see more of the response dialogue for enemies getting hit with different skills.
How about a combo system then? For example groping a butt could enhance the next thrust attack performed on it.
I think I'd prefer a mood/sexual tension meter over a strict combo system.
Where you have to use more foreplay oriented attacks to increase damage dealt, or even allow the heavy hitting moves.
Event just working up to penetration could help in some ways.
Succubus Quest/Succubus Rasphodia had something like this, but i'm pretty sure it affected both side for the damage increases. I'd have to look into how it worked
I'll be keeping track of stuff that gets mentioned, so I have a list to look over and think on, move staleness is still an option, to prevent spamming at least. But probably won't fix the overall issue alone if I do implement it.