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Point #7 is just wrong. Damage types DO work. That, however, does not really factor into melee, as resistance/weakness to specific melee damage types doesn't appear very often. Mountain Dew skeletons are basically the only enemy I can think of off the top of my head that have "unusual" melee resistances, and they're rare.
Before trying to argue that your anecdotal experience 100% guarantees damage types don't work: Play mage from the start of the game to the end with only a single element of spell/wand, then come back.
Point #8:
The level 25 sword in the capital is a bugged spawn. It's pretty well known. It's actually a level 25 sword and functions really well in that capacity provided you upgrade it.
That said, weapon damage values only show the base damage of the weapon, which is tied to level. If you have a max-upgraded legendary melee weapon that started at level 16, there's a good chance that the now-level 21 weapon does far more damage than the non-upgraded level 25 sword because - and this should come as no surprise - the upgrade bonuses on melee weapons is almost always damage of some sort or another.
My bad. While I mentioned melee specifically, I should've said I'm talking about physical damage only. Most wands/spells i've seen deal primarly or exclusively one type of damage and you can actually choose what damage you deal, so the system works as intended, just like in Valheim.
Physical damage meanwhile is a confusing mess. I know only one single weapon in the game that does one damage type and it's craftable club. All other weapons deal a combination of 2 damage types at least. And I'm still clueless to what this damage types do and how they interact with different enemies.
That's the thing. I have a weapon with 30 damage, i enchance it with +9 blunt damage 2 times and it's "Damage" stat increases to 35. ??? I don't understand what this vague "Damage" means. Why it doesn't increase properly with upgrades, how it correlates to an actual damage I deal? Why the legendary fully enchanced lvl 21 bow has ~20 "Power", while lvl 16 pine bow has 27 and hits harder, despite having only 0.6s draw time?
Would be nice to have an actual damage listed instead, based on your bonuses and current equipment/stats. Otherwise I feel blind choosing a new weapon, because "Damage" stat is completely arbitrary. Trying to pick a new weapon is a lottery.
Personally, I did not find enemies to be too tanky. But, I also invested almost all of my points into increasing melee damage.
However, I do agree that combat is too simple and repetitive. I also would prefer crafted weapons and armor to be better, because after the first part of the game it seemed like "optimal" game play was to just farm chests until I got a good 1-handed weapon from RNG.
Edit:
My understanding from my (minimal) testing is that the bonus damage from upgrades does not get factored into the main damage weapon stat that is displayed, but the damage does get added when you attack.
So a 25 base damage weapon with three +7 blunt damage upgrades will actually do a total of 46 damage per hit (ignoring resistances), while a 30 base damage weapon with two +7 blunt damage upgrades will do 44 damage per hit.
Separately, all weapons get a small increase to base damage when you upgrade them, even if the upgrade is +defense, for example.
Probably my damage is not as good as I thought, because I didn't understand how stats on weapons work and this lvl25 sword in capital confused me immensely.
Still, IMO, while HP bars are more or less okay (aside from elite shielder and flying enemies, those are way overtuned), block drags the fight out to an obnoxious degree. There should be poise damage added to regular attacks or poise bars nerfed or even both. That is just not fun to whack two shield guys for 10 minutes straight with 0 interactability or options and then find out you spent 150 durability on your weapon of just two enemies.
And yes - combat without the skills is a bit boring. And in general the enemies should be harder - the game feels best when enemies are about 3-5 levels above. Hopefully we can mod the game soon or get difficulty options.
Damageoutput is far to low in general. Durability of weapons is pita. Blocking is almost meaningless.
And finally you can not target at all. Like with the pickaxe and the axe. The pickaxe has the circle showing you where you are targeting and you also hit there. The axe in opposite only hits directly forward. You can't hit a target below or above you. Melee weapons seem to work the same way. Fighting a rat on stairs is pure pain, because most times you just swing over them, because you can't aim down. Same applies to everything that is flying. Even if the wyverns in the dessert are flying directly in front of you, you just swing below them and don't hit em at all. So generally as a melee fighter you are wrecked against everything that is flying.
Not even mentioning that without being able to aim at all, you can't even do "headshots" or similar.
In general i miss damage(types) in the stats. For a sword, the bars show ~50% cutting damage, 25% blunt damage and 25% shroud damage. I guess that's only for the base damage. Because upgrading which may add another +9 fire damage doesn't even appear on the bars.
Also no display anywhere including the character skills. So my fighter has +10% + +20% cutting damage skill. The used weapon has a base damage of 47 and a damage distribution of only 50% being cutting damage. So i have to do the math on myself and estimate i do it correctly. So basically 47 + ((47/2) * 1.3) = 77.5?
Also i do not know if e.g. a sword deals additional fire damage, would +fire damage skills from the mage branches also increase that for my melee weapon, or do they only apply to staffs?
That's the regular enemies, if I run into 2 of the dual wield poison cleaver wielders, I have to run and kite with bow. They attack so quickly that I have no choice but to block and attack 1x to their chain spam, and their attacks drain a hefty amount of stamina. If its just one, it's manageable , but if its two, I again have to do cheese kiting.
Ranged has a very clear, and decisive advantage. Not to say that you can't finish the game solo playing melee, but it comes down to effort and satisfaction. Melee flat out sucks compared to ranged, be that magical or bow. If I didn't know any better, I'd say the dev's either hate melee, or have never played as such. The amount of damage that magic or bow can do vs melee is ***obviously*** disproportionate. And the fact that if you don't jump cheese encounters, you'll gimp yourself.
Now that said, I recognize that its early access and is designed to be tuned based on feedback. Given that, the devs need to *seriously* sit down and analyze the discrepancy between melee play style vs range. Its bad enough that you're downright masochistic playing as melee.
Even if you're not ranged/magic, combat is stale and simplistic. Either you're fanning the air with a wand, spamming bow shots (and having to farm arrow mats for *way* too long), or you're playing supbar melee that routinely gets interrupted, stunned, and tagged for large hits. Its less about how effective ranged is with taking chunks of health, and more about the huge gap between melee and ranged/magic. Opponents take a lot more effort to take out via melee, anyone who claims otherwise is just being disingenuous. I'm not advocating any nerfs mind you, but the discrepancy is just glaring.
The game has potential, but combat is so unsatisfying and repetitive to the point that if you're not beguiled with the building, the game just winds up being boring and shallow. Sorry, hate that say that, but even vanilla Skyrim combat is vastly superior to Enshrouded. While I get it, its early access and all that, the game just doesn't engage me enough. I'm shelving it till they figure out how to make combat less of a one sided snorefest.
Oh, that's what I forgot. Yea, stagger and poise in this game is super one-sided. Enemies are unstoppable juggernauts, whose actions cannot be interrupted by anything. Meanwhile you're getting staggered from enemy sneezing in your general direction. It goes to the point of small scorpions in the desert stunning you for 2 seconds on their basic attacks. That's just ridiculous, I'm wearing heavy armor and have 1500 HP, what stun?!
Bottom line : Combat needs rework. It's way too simplistic, floaty and button mashy.
Every fighter should have a bow in this game, or a wand, for those pesky flyers.
As for the damage types, the bee swarm is killable with the torch but not the sword, as it should, every single furry animal or enemy is resistant to ice damage and vulnerable to fire. Use fire on the shroud enemies and ice on the bandits, working fine.
I agree that parry is hard, i usually attack twice and then raise my shield, against bandits its almost a garanteed parry, works with those wookies too. The problem is the delay, you cannot spam block, or the game would be like sekiro, its a change from most parry mechanics, hard to adapt and since i suck at parry in every soulsgame, i miss most of the time.
However i more likely meant parry is useless, because...
... of the (random) delay. I sometimes get it right against scavengers, but almost never on better enemies. And the real problem is, if you miss the parry, the enemy smashes almost a whole combo into your face because your character doesn't even do a normal block.
Just regular blocking is an awesome boring mechanic. Hit, block, bit, block.... And then there are enemies like the green scavengers with such fast attack pattern, that you basically can only hit once, at maximum twice between their attacks. You don't even stop their combo if you get behind them and hit them while they are doing their combo.
Then block their combo for 15 seconds and hit again once. And with that and the extremly low melee damage, you need to do this 20 times for a single Lvl30 greenish scavenger to die.
And after 4-5 of these, your weapon is broken. *lol*
Against flying enemies you are wrecked anyway. Just carrying a bow and arrows with you, wasting inventory slots and then still need 15 arrows for a wyvern, because fighter has not a single skill in archery, and so bows are pretty weak for him either.
(little bit exaggregated explained)
I don't have "the best" high end gear yet, but my melee build does like 200 damage with one hit, maybe 250 with "from behind" bonus.
My archer in opposite does like 350-400 damage with a single shot, maybe even double to three times that if scoring a headshot and/or multishot hits.
And the mage stands besides both of them, laughs, throws one fireball into a group of 5 enemies doing 1000 damage to each, basically wipeing out the whole group in one shot. *lol*
It's not only about if it's doable as a fighter but also about balancing against the other "classes". It also doesn't matter if you call a fighter to weak or a mage to strong, if there is such a huge difference, it's just bad balanced.
In early to midgame it was somehow fun to play a fighter in a group. In the endgame it became incredibly... pointless. It's both boring and cheesing together, because the fighter just runs into the enemies, draws their aggro, just blocks everything and waits for the mage to nuke all of them. It's even pointless to attack, because until you kill even just one enemy, the mage nuked them all. The archers/mages don't even need to run, hide, evade, because the tank drew all aggro. *lol*
Earthaura is even pointless, because just 10% less damage is meaningless for the glass canons and they don't stay within the 10m range anyway. Probably would be usefull for a group of fighters, but why would you play even a group of fighters if melee is by far the weakest way to go anyway?
All these bits and pieces together i would not just call melee "not perfect" but simply "broken".