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Also agree that weapons/magic feels samey. There isn't any real difference between this giant two handed axe I got and this faster sword, because the damage values don't match properly and there isn't combos to play around with. So just go for highest DPS and mash M1. I was also disappointed by staffs not having bigger more fun spells.
For the skills though I feel like its a good start. The Dev said this is their first demo and they want another demo launch in October which will aim to add a lot more content, so hopefully this is all just a chance for them to see how people respond to the basic systems how they exist now, but more content is coming to expand them.
Sometimes you just gotta 360 noscope a rock
Animation cancelling can be a feature or a glitch. Currently it is either poorly implemented or a glitch but we have no idea if it's intended or not. The fact is it happens, but it happens sporadically.
I am in no way responsible for what the devs do or don't work on.
With the way this game works right now animation canceling should absolutely be a thing when regarding special attacks like merciless attack. If you are talking about blocking or other ways to animation cancel, then you need a game with better enemy attack animations and A.I. like Dark Souls or you end up with a frustrating experience. As it stands, the enemies are erratic.
No. I'm providing feedback and asking for better combat in an early access survival game. Would I be happy with Dark Souls level combat? I'd be both shocked and overjoyed. I would also be happy with making combat more simple like holding down a button instead of spamming it and watching cool stuff happen to bad guys.
no combinations isn't much fun either. should be heavy and light attacks combined with blocking and dodging
right now it seems like input has little windows it can be accepted within and failing to hit those windows creates weird timing scenarios. you can see it using tools. sometimes you rapidly use a fell hammer on a tree and sometimes there's oddly longer pauses
Yeah I feel like the combat is stuck somewhere between two different ideas. Simple yet fun combat vs complex combat about precise timing and positioning. I'm honestly hoping they go the simple fun route, where the complexity is found outside combat in your skill trees and equipment. The game seems more suited for it.
The experience is casual enough for most people to enjoy the game without prior engagement in the 3rd person RPG genre, but engaging enough for all but the most hardcore of players.
There are plenty of games that offer a difficult and nail-biting combat experience, this game doesn't have to be one of those.
EDIT:
If I have to be somewhat critical, I also feel like the game could offer some better variety in terms of feeling for the different classes of weapons. Some more spells wouldn't hurt the baseline either. But then again, there's plenty of time before full release sometime later this year to add a some more spells and tweak the weight of swings.
I agree. I believe a simpler more fluid combat flow would suit this game far better than what we have now. Things like holding a button down to attack and being able to move while swinging melee would be great.