Lords of the Fallen

Lords of the Fallen

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Aramada Oct 14, 2023 @ 7:51am
Combat Feels...Off?
Does anyone else feel like something just doesn't feel quite right about combat and it's kinda hard to put into words? I've been trying to put my finger on it, and I think it has something to do with a combination of animation locking, attack tracking, and the dodge.

None of them are terrible by themselves, but all 3 combine to just make things not feel quite right or smooth IMO. When a boss in Elden ring winds up an attack, it'll pause for a moment in that windup and will follow you, but once that attack is coming down it stays pretty static. For this game, you attack 1-2 times and the end of that second attack you see the boss start to wind up an attack, you press the block button but your recovery animation is playing and you get hit. Then you see a follow-up and dodge but you slightly miss the timing but you got some distance so looks like its gonna be okay, no the boss does a lil' spin in the middle of the attack and you still get hit. All of these things are your fault as the player, but does it feel good? I don't think it does.

Dodging when in combat is this kinda shuffle that shoots you in a direction, but that doesn't really matter because if you time it incorrectly the boss/npc will just track and follow you and you still get hit. So now you are out of position, and still hit. I wish that it was just a short roll with i-frames as distance does nothing for you in this game. This simple change I think would make the combat feel way better.

Parrying I think has its own problems, being on the same button as block is handy for when you miss the window, but i'd like to see a quick animation. In souls the parry is an upward swing motion with your shield and then satisfying clang. With animation locking, and repeat attacks, parrying multiple attacks in a row feels unsatisfying and honestly seems hard to do without proper feedback.

These differences from the souls games are I think what is making the game feel harder than it actually is. Everything is more than possible, and doesn't feel unfair, but it leaves me with this feeling like the combat just feels unpolished/clunky compared to how pretty the game is. Like it gives these AAA fromsoft vibes, but feels like an indie title from an unexperienced team.

Does anyone else feel this way?
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Showing 1-15 of 32 comments
stax Oct 14, 2023 @ 8:03am 
2
I bet if this game came out before Elden ring, it would be the other way around for you - the elden ring combat would feel off because you'd be used to this game. Give your muscle memory some time to adjust. It's only been out for a day or so.
Chucky Oct 14, 2023 @ 8:17am 
Thats Souls Game if you are greedy and make to much attacks the game punish you.

Attacking and react to your enemie is all about learning the enmies pattern if you can land one or two hits until the enemie recover and start the new attack.

What i observed so far is that enemies and even bosses can animation cancel to react instant what you do. On the second boss if you start using items the boss can start "enrage" and go on you with pattern after pattern without any recovery time.
Normal enmies can also animation cancel and hit you with the next pattern.

Dodge and Dodge roll is a horrible design for me. If you are to close to the enemie or boss the double tap dodge roll dont work always instead you make a step to the side or backwards but you expect a dodge roll. And than you get the next hit...
I played many Souls Games and iam by far not a noob but dealing with another dodge sytem is all about learning now an atm it dont feel good if i have to double tap for a dodge roll and i know the roll dont come everytime i use it.

Parry i used for trying but there you can see also the animation cancel ability from the enemies you parry and land a hit but than the enemie can hit you instant back. So whats the matter of parry? On other souls games if you parry you can destroy the enemie, not here.

What iam also mising is the backstap and crit finisher. Maybe it depend which weapon i use but with sword and shield i only can kick the enemies with my boots or hit him normaly but no backstap and also no real finisher. Dont feel good if i have to normal finish every enemie.

But if there is something i dont know yet, feel free to tell me ;)
cobber888 Oct 14, 2023 @ 8:18am 
its not spongy, its kind of a little bit rigid
Last edited by cobber888; Oct 14, 2023 @ 8:18am
Nipcat Oct 14, 2023 @ 8:21am 
I feel exactly the same, end up feeling like i'm iceskating while fighting
Favret Oct 14, 2023 @ 8:23am 
Originally posted by Aramada:
Does anyone else feel like something just doesn't feel quite right about combat and it's kinda hard to put into words? I've been trying to put my finger on it, and I think it has something to do with a combination of animation locking, attack tracking, and the dodge.

None of them are terrible by themselves, but all 3 combine to just make things not feel quite right or smooth IMO. When a boss in Elden ring winds up an attack, it'll pause for a moment in that windup and will follow you, but once that attack is coming down it stays pretty static. For this game, you attack 1-2 times and the end of that second attack you see the boss start to wind up an attack, you press the block button but your recovery animation is playing and you get hit. Then you see a follow-up and dodge but you slightly miss the timing but you got some distance so looks like its gonna be okay, no the boss does a lil' spin in the middle of the attack and you still get hit. All of these things are your fault as the player, but does it feel good? I don't think it does.

Dodging when in combat is this kinda shuffle that shoots you in a direction, but that doesn't really matter because if you time it incorrectly the boss/npc will just track and follow you and you still get hit. So now you are out of position, and still hit. I wish that it was just a short roll with i-frames as distance does nothing for you in this game. This simple change I think would make the combat feel way better.

Parrying I think has its own problems, being on the same button as block is handy for when you miss the window, but i'd like to see a quick animation. In souls the parry is an upward swing motion with your shield and then satisfying clang. With animation locking, and repeat attacks, parrying multiple attacks in a row feels unsatisfying and honestly seems hard to do without proper feedback.

These differences from the souls games are I think what is making the game feel harder than it actually is. Everything is more than possible, and doesn't feel unfair, but it leaves me with this feeling like the combat just feels unpolished/clunky compared to how pretty the game is. Like it gives these AAA fromsoft vibes, but feels like an indie title from an unexperienced team.

Does anyone else feel this way?

I feel exactly the same, game looks awesome and I just want to like it, maybe it's a matter of time, muscle memory like someone already said, need to give game more time, hope I am not wrong.
KingSnack Oct 14, 2023 @ 8:25am 
Learn the attack patterns, stop getting greedy and spamming hits trying to trade 1 for 1. a boss does more dps than a player character does you have to use your speed and I-frames to your advantage
Aramada Oct 14, 2023 @ 8:25am 
You know, I didn't even consider that but I agree about the backstabs for normal enemies. I for the first hour was trying to circle around them to backstab and it never worked. You have to 'break' a target before you get a finisher and that's kinda crummy.

I opted to go ahead and refund for now. I'll pick this up on sale once it has a few patches under its belt. I'd likely keep playing if I didn't hear that later on the enemy density is overwhelming with annoying ranged targets mixed in. Also, having to place your own bonfires is a baffling decision that seems like it would only serve to annoy and pad game-time.

There are the bones of a good game here, just feels like it needs some polish and tuning.
Carlos Oct 14, 2023 @ 8:27am 
Nah, you're just used to however FromSoft games are doing things.
Aramada Oct 14, 2023 @ 8:31am 
Originally posted by Carlos:
Nah, you're just used to however FromSoft games are doing things.

100% TBH
Fractul Oct 14, 2023 @ 8:40am 
Originally posted by stax:
I bet if this game came out before Elden ring, it would be the other way around for you - the elden ring combat would feel off because you'd be used to this game. Give your muscle memory some time to adjust. It's only been out for a day or so.

I love when people say ♥♥♥♥ like this so confidently. I'm glad you can enjoy the slop you're given.
Last edited by Fractul; Oct 14, 2023 @ 8:40am
Doc Holiday Oct 14, 2023 @ 9:22am 
Originally posted by Kazoom:
It's not a you problem it's a game problem!

The combat feels just icredibly sluggish. You and your opponents just engage in a skating contest, the winner is decided by who warps the farthest with his attack.
It would be hillarious to watch if you wouldn't have to pay 60 bucks for it.

You are doing it wrong bud.

[spoiller] https://youtu.be/nCLzEiDVzMI?si=QGmSFfaFarW2husB [/spoiller]
chosenxeno Oct 14, 2023 @ 9:25am 
It's "Lunge-y". That's the best way I can describe it. Rolls are super far. Your Attacks pull/Push you a mile. Dodging has a lot of distance. Ironically, jumping is the one thing that you could use some range on and it's awful.
60mph gorilla Oct 14, 2023 @ 9:28am 
My problem is the unnecessary lunges you do with an R1 light attack. It has led to one too many gravity deaths due to that. Insult to injury is the charged R2 gives you T-rex arms. It should not be this lungey.
KingSnack Oct 14, 2023 @ 9:54am 
Originally posted by Giant Feeble Lard Baby:
My problem is the unnecessary lunges you do with an R1 light attack. It has led to one too many gravity deaths due to that. Insult to injury is the charged R2 gives you T-rex arms. It should not be this lungey.
thats what caught me off guard at first too, the little slide forward you do when you melee makes the game feel a bit off, im used to it now but its still an odd design choice.
P. Oct 14, 2023 @ 10:00am 
Originally posted by Aramada:
Dodging when in combat is this kinda shuffle that shoots you in a direction, but that doesn't really matter because if you time it incorrectly the boss/npc will just track and follow you and you still get hit. So now you are out of position, and still hit. I wish that it was just a short roll with i-frames as distance does nothing for you in this game. This simple change I think would make the combat feel way better.

I just have to spam dodge button to not get hit by most enemies. Only specific enemies require timed dodges.
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Date Posted: Oct 14, 2023 @ 7:51am
Posts: 32