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Although you said something about a level 30 scavenger, the max EA level is 25 so you are in trouble there just because of that level dif.
I notice my fighter could make mistakes though, and i do that a lot, im playing as a archer and almost got one shoted by a 3 levelhigher enemy, was with food, but those points in constitution really helped after that wake up call.
I only played solo too, so those group mechanics are new to me, the AI seens simple enough, but people said in other thread that enemies get smarter the higher they are, those dual wielding scavengers can jump and persue you like no other low level bandit can, i just wish they at least could climb some stairs.
But level diff is not so essential like in earlier stages of the game because besids you can't level up anymore you are still getting stronger by getting better gear.
As i said, archer and mages are somehow glass canons, but you can stay almost all time at distance.
Another reason why in theory it makes sense to play in a team with a fighter and an archer/mage, but since the fighter is so weak compared against mage/archer, it's not fun anymore.
Some days ago i played as a fighter with two mages, one a combat mage and the other one more like a healer. That was absolutely over the top. I just drew attention of the enemies and blocked them, while the healer also healed me and the combat mage just waited until im surrounded by enemies just to kill them all at once with a single or at max. two fireballs. Being the fighter however is like bringing a knife to a gun fight. :D
Enemies are really dumb in enshrouded. The only thing about the dual wielding scavanger is he's fast.
Enemies just jump down, but not up. Also they don't climb ladders. So since archers and mages use ranged weapons you can easily either (double)jump/climb/grapple up onto something elevated, e.g. like those little towers enemy archers like to stand on, or lure enemies into a pit, then just jump out yourself and in both cases shoot them from above without any danger because they can't even hit you.
Another approach a fighter can not really make a use of.
So yes, it was and is a fact: Melee is not so good against someone with a ranged weapon. So if you choose melee you nearly in all games have to put more effort in your gameplay. Just your decision.
Besides you mentioned how you just reached highlands. You're at a point in the game where you massively outscale enemies with gear, stats and perks from the tree. Enemy scaling didn't catch up yet, so you're bruteforcing most of the problem I mentioned with just pure numbers. All my criticism was made assuming lvl 23-25 enemies, the ones supposedly on-par with the current max level and okay, but not ultra min-maxed full legendary lvl25 gear.
Why?
Archer can complete the entire game without using melee weapons other than tools.
Mage can complete the entire game with staff and wand.
Warrior can't. Why?
The bee swarm is killable with arrows. Not some magic or explosive arrows, just basic wooden arrows are very effective against them. This logic doesn't work.
I specifically added a clarification about me talking only physical damage, because melee have no acess to other damage types. It's cool to know that shroud enemies are weak to fire. How am I going to use it this knowledge as a melee? I can't. I can't even craft or get my hands on a weapon that deals a specific damage type, but mage can just switch the spell or wand.
So as I said, damage type system doesn't work for melee.
The parry is not hard. While the parry window is a bit less generous compared to Valheim, animation locks make it so even if you see the attack and press buttons in time, your character will not parry or even block. Because it's stuck in the last 0.3s of his heroic swing.
The parry is pointless. You can just infinitely block. It has a block window of an entire attack animation, completely nullifies damage, can block a freight train hitting you at full speed with a shield and effect of blocking an enemy attack compared to parrying it is the same, but with 0 risk or skill involved. Why bother and risk?
But i really laughed when i realized you can kill a bee swarm with bow and arrows. :D
There are many melee weapons that deal (at least if upgraded) additional "magic" damage. Probably most of them are legendary and of course the only way to use them is to find them beforehand.
Melee is very flat by contrast. You spend most of your time spamming a zero cost attack. You only real alternative options are jump attacks and merciless attacks. Jump attacks to provide a strong AOE move you can employ rapidly, but it's situational. Merciless attacks are even more so, as they leave you vulnerable to other enemies while you perform them. I'm not entirely sure merciless attacks are actually better than hitting Q and blasting a spell at a stunned opponent.
My next theory is to bomb around with a sword & board & battle & staff build to see how using both melee and magic works. Doing that damage blink into an enemy followed by an evade strike is fun, at least.
Melee does feel underwhelming BUT after creating few builds.... I can safely say melee needs a backup player. Unlike range users who can kite / use height to their advantage staying away from trouble, melee users either have to hit and run or rely on a healer / damage dealers to pick off targets quickly.
I have made Two Handed melee build with max STR and all the good perks ( plus lvl 25 legendary equipment ). I was dealing around 500-700 damage to lvl 30 mobs. Damage wise it was okay but I lacked AOE of a mage, I got constantly interrupted by smallest of attacks and despite wearing heavy armour I could still die in just a few hits.
Therefore I concluded that Two Handed melee build is for : Hit and Run tactic, Backstab secondary DPS or frontliner requiring constant support ( This is especially true because in group fight you will constantly run out of stamina and aforementioned staggering will interrupt your attacks or attempts to flee ).
My second melee build focused on ONE HANDED WEAPONS + SHIELD. Now despite having broad range of melee weapons to choose from ( hammers, axes and swords.... ) all of them felt similar. From animations, damage to the attack speed. Unlike mages who have strong elemental bonuses, melee weapons feel underwhelming. They need to buff some stats rather then spread them all over. Why some axes have Blunt Damage? Just focus on cutting and piercing.
Anyways. As with my 2handed build I focused on lvl 30 enemies and... strangely despite doing less damage I was taking the targets faster than with Two Handed weapons. This is due to the fact that not only I was attacking faster but I could "cancel" my actions into a block. Which meant more attacks on target ( more crits or elemental damage some swords, fully upgraded, provide whooping ~25% crit chance! ). Blocking saved me from getting overwhelmed BUT my stamina drained with each action I took. Which means I had to run away to safety just to take a breather.
Thanks to certain SKILLS I could take more hits than my two handed build but the bottom line remained the same. Go in deal damage and back off before getting overwhelmed. Not to mention I had to swap to range wands If I had to fight a flying enemy ( the damage was pitiful seeing I had no points in Intelligence ).
In conclusion I can say that even though melee doesn't feel satisfying ( for example this game's parry pales in comparison even with Dark Souls 1 game, from sound to animations / reward for getting it ), it is still engaging enough to be considered enjoyable.
Now how would they fix melee without making it too powerful ? After all last thing we want is one man army with a huge axe spinning around decimating everything.
I guess they have to start experimenting. Changing stats on weapons is a good start ( don't want them to feel the same! Make maces have a chance to stun enemies, axes to penetrate some of the armour / shields and swords to cause bleeding. ) Introduce OILS for weapon coating so even melee users can exploit enemy weaknesses and lastly change the animations for swings, introduce HEAVY swings so players can now interrupt the enemy attacks and / or change how heavy armour works ( give us POISE system the heavier the armour is ). Light armour higher jumps more stamina regen but heavier types more durability, no stun locking and less jump height.
Just throwing some ideas....
No one is claiming that we want less effort, we're saying that the discrepancy is a pretty big gap, and a action game that has such a noticeable, and severe gap needs to do one of two things, either eliminate the under performing option, or close the gap so that all playstyles are satisfying. Not equal, but satisfying. And note, no one is as of yet, suggesting magic or bows get nerfed, no one in this thread is begrudging them their success. But currently melee is very UN-satisfying for all the reasons brought up so far.
We're not bashing the Devs, we're bringing to their attention that this gap exists, is pretty big, and needs to be filled, due to the various reasons that pile on top of each other to make for poor gameplay for non-ranged characters. Its called "Early Access" for a reason, and I'm sure I'm not alone in thinking, unsatisfying gameplay about *anything* in early access is to be identified and tuned accordingly.
So sure, the Devs could be like you and shrug their shoulders and say "tough noodles, play a mage"...but if so, their userbase will drop off as those who don't want to jump on the mage wagon go to other titles. Final analysis, this not only affects their bottom line, but more importantly, their reputation as game devs. If they're as tone deaf as you are, they're not good devs.
Fortunately, my impression so far is they *are* taking note of it and *do* intend to make it better, which makes the OP's post not only useful feedback, but valuable.
First: A video game is not entirely bound to reality. So the argument "it is (not) realistic" is only partially acceptable. So i'd say, if you want absolute realism, go attend a paintball simulation of d-day and see how far you get.
Second: Regarding the current game state, enemies that do ranged attacks ar pointless. Those are weak and aren't the reason why anyone has trouble at all. At least i don't pay even attention to them, because they only deal less damage and are easy to kill, even for an absolute weak melee player. Those are practically completely irrelevant. You can easily ignore them until you are done with anything else.
What is completely the opposite of your "argument".
So from your "historical" argument, especially the ranged enemies should be your biggest concern. But they are not. And your historical "argument" is wrong on so many levels, as in the game there is not even something similar to trench warfare or anything nearly similiar about how mass battles have been performed in the 15th century.
In those battles either 1600 archers opposited 10.000 melee fighters on an open battlefield or even the archers just defended a castle. Where exactly in the game in anything remotely similar to that happening?
And even then, if NPC archers would be that strong in the game, you wouldn't be even able to enter just the elixier well of the first boss, because those few archers running around them would have killed you before you came even close.
Ideal would be you craft all your gear and find things that allows you to upgrade it's rarity. Finding stuff would also work way better, if it is dropped by enemies and not found in chests because chests can be abused way to easily in a game where you can place starting points wherever you want.
What also would be good, is if in the melee skill tree there is a ability that turns the timed parry into a outright counterattack that deals increased damage.
I would also add one melee weapon type, maybe dual wield daggers or a spear, that does damage based on Dexterity instead of Strength... and one ranged weapon, maybe a crossbow that shoots rather slow, that does damage based on Strength.
I realize that you can, and possibly are meant to spread points for a more diverse play style... but honestly as the talent system is right now you kind of loose out if you not specialize into one of the three mains tats, at least it feels like.