Sludgefist
World of WarcraftChain Link pairs players and punishes both if they move too far apart. It is the close-pair reference for this demo, but the game's range and damage are not the demo's illustrative 150 units and 90 health.
A tether links two identified entities and checks their distance at a defined instant. This pair must move together within a maximum range; a visible boundary enables coordination, and a failed check hurts both. Other encounters require a deliberate break or link the boss to one player, so label those rules separately.
At 0.70 seconds Kern links Tavi and one ally. The line joins their actual positions, and the circle around the ally marks the 150-unit maximum. A distance readout identifies the tested quantity; the first movement begins at 0.95 seconds.
Reduced motion disables autoplay. Scrub through 0.70, 1.30, 2.30, 3.10, 3.80, 4.40, and 5.50 seconds.
Specify endpoint IDs, attachment and release times, measured positions, maximum length and equality rule, warning budget, simultaneous resolution, failure recipients, duplicate protection, and retry reset.
Store two distinct live endpoint IDs and draw from the same world positions used by the rule. Decide whether the test uses centers, body edges, path length, or line of sight. This demo uses center-to-center Euclidean distance: 150 is held; anything greater breaks. The circle follows the ally only to explain the limit, not to create a stationary zone.
Signal attachment, then snapshot both endpoints at the same 2.20- or 4.30-second pulse. Resolve once per encounter-and-hit ID. A held pair takes no damage here; a broken pair takes 90 each. The first check must not silently carry damage into the second, and a duplicate callback must not hit twice.
Compare warning time with the slower endpoint's route, obstacles, knockback, and other threats. A bond should constrain choices without requiring a hidden dash or impossible synchronization. Test exactly 150, just over 150, a missing or downed endpoint, simultaneous movement, stale network positions, and a retry with fresh hit IDs.
A line that appears to reach farther than the measured maximum makes a break feel arbitrary. Tie the line, boundary, numeric readout, and resolver to one coordinate system and threshold.
Some encounters require a deliberate break; others connect a boss to one player and apply a debuff. State the required action and consequence before reusing this visual vocabulary.
Do not tune routine movement to run exactly along the 150-unit edge. Leave room for animation, input delay, and a partner choosing a slightly different route; use the edge as a meaningful warning.
If crossing the threshold breaks instantly, check continuously and communicate that. If the bond is sampled only at a pulse, show the pulse and avoid implying a continuous penalty. This demo uses two timed samples.
Capture endpoint IDs, positions, measured distance, limit, hit ID, outcome, both health deltas, and retry reset. Replay a successful shared route and an overlong route on narrow and wide layouts.
Kern joins two figures with a rune line. They shift together and the first pulse passes. On the next pass they flee in opposite directions; the same line stretches beyond its ring, snaps, and harms both.
Keep a solid line for a held link, a split line and cross for a break, a numeric distance/limit readout, and separate health bars. Let the timeline reveal both checks when autoplay is off; avoid depending on a colored ring alone.
A tower checks bodies at a world-fixed point; a stack gathers bodies around one marked target; a tether measures the relationship between two moving endpoints. A spread may reward separation, while this variant penalizes it.
Chain Link pairs players and punishes both if they move too far apart. It is the close-pair reference for this demo, but the game's range and damage are not the demo's illustrative 150 units and 90 health.
In Akanthai: Curtain Call, each player is linked to a thorn and must deliberately break that tether in a staggered sequence; a break triggers group damage. This is the opposite response and different endpoint pairing from the demo.
Moon Lord's tongue reaches toward a player and, on contact, applies Moon Bite, suppressing lifesteal. This is a boss-to-player connection with a debuff, not a cooperative keep-close pair or the demo's break damage.
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