Lords of the Fallen

Lords of the Fallen

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Conzo Oct 14, 2023 @ 8:56am
Bugs, nitpicks, design choices?
Honestly, im not really sure what the point of this post is.

But, im having some issues with some of the design choices in the game, and some other problems that might be bugs.
Basically, i just want to mention them, and hear what the rest of you guys have to say.

1: Dodging.
Dodge works fine, but the range is atrocious. A long dodge seems like it would be nice to have, but honestly, its just hard to control, at least in some locations. And looking at the way most attacks in the game work, where the enemy/player moves 2-3 meters forward, it just seems to cancel out, since the dodge isnt long enough to dodge back away from an attack anyway. And sideways, it seems overkill for the most part.
I think the steps both enemy and players take when attacking should be reduced, then the dodge range could be reduced with it, and make it more controllable.

2: Attacks.
When attacking, both the player and enemies take steps several meters forward as mentioned before.
This is great when fighting a boss in a big arena, or fighting enemies in a hallway, but while traversing higher up, its usually a death sentence.
If an enemy is standing close to a ledge and you attack him, chances are you going over the edge too..

3: Walking.
This is probably a KB+M issue only. Walking while using KB+M is implemented, pardon my french, piss poorly.
You have to start jogging (W), and then tap the "walk" button to start walking. But almost ANY action, removes "walk". Picking up items, attacking, just letting go of "W" puts you back into jog mode. They took "hold" to walk, and "toggle walk", and gave us the worst of both worlds.
This is not only annoying AF, both is also an issue when trying to control you character in places where you can die to fall damage, like some of the rafters after Delyth.

4: Damage.
I started as a Hallowed Knight, and ive leveled my vitality a couple of times.
So far, ive beaten two "real" bosses.
However, doesnt their damage seem very high? I choose a heavily armored knight, and leveled health, and im still getting two shot.
Ive still beaten the bosses, and their moveset is rather easy, it just struck me as a weird design choice.

5: Blocking.
Shields dont block all damage, instead its a damage reduction that gives you withered damage. Thats fine.
I just find it an annoying design choice that "perfect blocking", or "parrying" still gives you withered damage. Especially because a "riposte" or "fatal attack" or whatever, doesnt give you enough hp back, to cover the hp cost of parrying (So far).
Am i alone in this?

6: A weird "bug"?.
In Dark Souls, if you tap to the right, and then dodge, your character dodges to the right.
Ive tried a couple of times now, when fighting a mob on a ledge, where i was about to fall off, to tap to the right, and then dodge, only for my character to start dodging to the left. Which is over the ledge..
My character is turned to the right, and he isnt backstepping to the left over the ledge, like he would do if i timed my keypresses incorrectly, he is rolling.
I think this is tied to a sort of reset when you lose your targeting on a mob while in the dodge animation, but i am not sure. It just seems weird.
Anyone else seen this?

Im going to continue playing the game, but, coming right off of Lies of P, this game seems rather frustrating for now.
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pablo.vizzi Oct 15, 2023 @ 9:05pm 
+ Completely agree

Please fix the walk toggle!!, its super hard to use on platforming places, my nice to have:

- we should be able to toggle walk at any time, before / after pressing directional keys
- walk should persist even if we release directional keys
- the current speed is perfect, please do not change the walking speed

Thanks in advance
I cant stop playing this game, its simply amazing...
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Date Posted: Oct 14, 2023 @ 8:56am
Posts: 1