Lies of P

Lies of P

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The weapon ricochet
Is infuriating.

Please fix. Worst thing in game. I've died so many times because the game wants me to fight in tiny halls and every weapon bounces off every wall if they're anywhere near you as you swing.
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Showing 16-30 of 30 comments
CJones Oct 23, 2023 @ 7:10am 
Originally posted by Washing Machine:
Is infuriating.

Please fix. Worst thing in game. I've died so many times because the game wants me to fight in tiny halls and every weapon bounces off every wall if they're anywhere near you as you swing.

100% agree. I despise this mechanic.
Last edited by CJones; Oct 23, 2023 @ 7:12am
MMB Oct 23, 2023 @ 7:32am 
Running R2 and your sweet.
Last edited by MMB; Oct 23, 2023 @ 7:38am
Zogtar Oct 23, 2023 @ 7:37am 
Originally posted by RE/PAKO:
Running R2.
Pair this with the P-organ damage bonus and you're cooking.
Maximilion13 Oct 23, 2023 @ 8:56am 
the problem isn't the weapon hitting the wall and u get stagger, the problem is that there are many enemies infront of u and u swing your weapon and it hit no body of them and then u hit the wall which is more than one meter behind them and u get stagger and they killed u lmao. no this is for real what happen
rlh445 Oct 23, 2023 @ 9:16am 
positioning and spacing are very important in this game. when i first started playing heavy weapons seemed impossible. but with proper spacing and knowing the enemy movements better i rarely hit a wall or door and if I do, i recognize that it's my fault for not positioning better.
pevadi88 Oct 23, 2023 @ 9:57am 
Nothing to fix, use a different weapon for those instances, use the handle for the rapier for instance, put a nice blade on it and KILL ♥♥♥♥.
Washing Machine Oct 24, 2023 @ 2:31am 
Shoutouts to the saber puppet on the walkway outside in the Exhibition when headed for the rafters. I really love how the waist high banisters there bounce my weapon constantly when trying to fight the dude. Really dig struggling with this generic enemy purely due to the goofy mechanics.

Whatever "skill issue lol" you wanna say, it's an annoying way to die when it feels like you're nowhere near a wall and the game doesn't let you attack. 99% of the time your weapon clips through walls just fine, then randomly chooses to annoy you with this.
Lynfinity Oct 24, 2023 @ 5:06am 
Originally posted by Washing Machine:
Shoutouts to the saber puppet on the walkway outside in the Exhibition when headed for the rafters. I really love how the waist high banisters there bounce my weapon constantly when trying to fight the dude. Really dig struggling with this generic enemy purely due to the goofy mechanics.
Then lure him to an open area just a few steps behind you? What about ranged options (throwables), and Legion Arms, which for the most part don't care about how tight the space you're fighting in is?

Like, I'm getting this "Monke see enemy, monke bonk, monke wonder why no work" vibe from your posts. You have a lot of tools to work with. Use them to your advantage.
Captain Blud Oct 24, 2023 @ 12:47pm 
Originally posted by Lynfinity:
Originally posted by Washing Machine:
Shoutouts to the saber puppet on the walkway outside in the Exhibition when headed for the rafters. I really love how the waist high banisters there bounce my weapon constantly when trying to fight the dude. Really dig struggling with this generic enemy purely due to the goofy mechanics.
Then lure him to an open area just a few steps behind you? What about ranged options (throwables), and Legion Arms, which for the most part don't care about how tight the space you're fighting in is?

Like, I'm getting this "Monke see enemy, monke bonk, monke wonder why no work" vibe from your posts. You have a lot of tools to work with. Use them to your advantage.

Right? It's amazing to me how someone could actually let this become a problem. I went and made a quick spear and boom, problem solved, lol
Washing Machine Oct 24, 2023 @ 1:56pm 
Originally posted by Lynfinity:
Originally posted by Washing Machine:
Shoutouts to the saber puppet on the walkway outside in the Exhibition when headed for the rafters. I really love how the waist high banisters there bounce my weapon constantly when trying to fight the dude. Really dig struggling with this generic enemy purely due to the goofy mechanics.
Then lure him to an open area just a few steps behind you? What about ranged options (throwables), and Legion Arms, which for the most part don't care about how tight the space you're fighting in is?

Like, I'm getting this "Monke see enemy, monke bonk, monke wonder why no work" vibe from your posts. You have a lot of tools to work with. Use them to your advantage.
You wanna lure the slow walking enemy backwards across the entire walkway to an open space to fix a problem that imo doesn't need to exist in the first place?

Good job leaving out the second paragraph, but since I need to remind again: the ricochet is annoying because it happens often when I feel there's no reason for it. Waist high banisters aren't really making me look at the situation and think "Oh boy, I better pull out my backup weapon now or lure this one generic dude back!". The rafters area right after is actually designed with several sniper enemies and one shield dude, which is a clear stage design to make me use my tools to work around it, be it throwables or luring the shield dude out. The banisters around one enemy randomly bouncing my weapon isn't intended game design, it's goofy jank. The enemy still died just fine without me running back to base to reset all my levels and stats and weapon assembly to work around the terrible obstacle of a banister so I cleverly work around this totally intentional stage hazard. It's just annoying af when once again the flow of the game got interrupted by what I consider pure jank since the bouncing off walls is mad inconsistent. Most of the time it's not an issue. Anytime it does happen I'm just wondering "but why tho" when it does happen, because it feels outright stupid at times that the player swing has to start so wide to the side that it causes this. Especially when the stages are often extremely claustrophobic indoors buildings.

I'm getting this "Monke defend game blindly, monke certain game do no wrong ever, monke convinced all jank is gud design and skill issue if find annoying"-vibe from your posts.
Captain Blud Oct 24, 2023 @ 2:18pm 
Originally posted by Washing Machine:
Originally posted by Lynfinity:
Then lure him to an open area just a few steps behind you? What about ranged options (throwables), and Legion Arms, which for the most part don't care about how tight the space you're fighting in is?

Like, I'm getting this "Monke see enemy, monke bonk, monke wonder why no work" vibe from your posts. You have a lot of tools to work with. Use them to your advantage.
You wanna lure the slow walking enemy backwards across the entire walkway to an open space to fix a problem that imo doesn't need to exist in the first place?

Good job leaving out the second paragraph, but since I need to remind again: the ricochet is annoying because it happens often when I feel there's no reason for it. Waist high banisters aren't really making me look at the situation and think "Oh boy, I better pull out my backup weapon now or lure this one generic dude back!". The rafters area right after is actually designed with several sniper enemies and one shield dude, which is a clear stage design to make me use my tools to work around it, be it throwables or luring the shield dude out. The banisters around one enemy randomly bouncing my weapon isn't intended game design, it's goofy jank. The enemy still died just fine without me running back to base to reset all my levels and stats and weapon assembly to work around the terrible obstacle of a banister so I cleverly work around this totally intentional stage hazard. It's just annoying af when once again the flow of the game got interrupted by what I consider pure jank since the bouncing off walls is mad inconsistent. Most of the time it's not an issue. Anytime it does happen I'm just wondering "but why tho" when it does happen, because it feels outright stupid at times that the player swing has to start so wide to the side that it causes this. Especially when the stages are often extremely claustrophobic indoors buildings.

I'm getting this "Monke defend game blindly, monke certain game do no wrong ever, monke convinced all jank is gud design and skill issue if find annoying"-vibe from your posts.

You and the six other people in the world might wanna just try another game, then.
Lynfinity Oct 24, 2023 @ 4:34pm 
Originally posted by Washing Machine:
You wanna lure the slow walking enemy backwards across the entire walkway to an open space to fix a problem that imo doesn't need to exist in the first place?
First of all, he's not that slow and it's not even the entire walkway. Second, it's just one of the options. Like I said, the other option is throwables. Or Legion Arms. Or stabbing weapons, as mentioned above. Or overheads, if your weapon has them.

That's at least four ways you can kill him with a minimal effort. Really not as big of a deal as you make it out to be.

Originally posted by Washing Machine:
Waist high banisters aren't really making me look at the situation and think "Oh boy, I better pull out my backup weapon now or lure this one generic dude back!".
That would be a you problem, no? You know it's a "Soulslike", you know it has the same "ricochet" thingy as any other game in this sub-genre. At this point, your brain should automatically react to tiny spaces like that and go "Alright, can I get some clear uninterrupted hits off with my currently equipped weapon?", and if there's as much as a speck of a doubt, you switch to something else.
Originally posted by Washing Machine:
It's just annoying af when once again the flow of the game got interrupted by what I consider pure jank since the bouncing off walls is mad inconsistent.
From what I noticed, "Large Blunt" and "Greatsword"-type weapons are pretty much guaranteed to bounce off unless their hitbox is only grazing the obstacle, "Sword"-type weapons go through obstacles no problem unless you hit a specific spot, and stabbing weapons are guaranteed to bounce off if you aim your hit directly at the wall.

It's not much and definetely needs some testing to gather more data, but it's already something you can take into account and use in appropriate situations.
Originally posted by Washing Machine:
I'm getting this "Monke defend game blindly, monke certain game do no wrong ever, monke convinced all jank is gud design and skill issue if find annoying"-vibe from your posts.
Quite funny how my response made you throw a bunch of baseless assumptions. Do I think the game is perfect and doesn't have any issues whatsoever? Nope, never said that. Do I think you blow things out of proportion, however? Yep.

If such a tiny thing infuriates you, as you said in your OP, I shudder to think what an actual serious issue would do to your poor nervous system.
Terron Oct 25, 2023 @ 3:10pm 
This is a great thing imo. Reminds me of demon souls where I always kept a spear handy for stabby stab....I think it was a spear. It was a poke weapon anyway. Its just another thing take into account when choosing your handle and weapon moveset and dont forget you can invest in capacity and even get an amulet fairly early to increase your carry capacity so use 2 weapons if need be. You have a slot for both. Personally I main the starter heavy sword which has a poke anyway but when I go big bonk I am always ready to switch it up when things get tight.
Billy Blaze May 4, 2024 @ 6:00pm 
You know what's the worst part is and why devs like this can go to hell?
You bounce more if an enemy is near you.

Seriously, you can fight walls and lanterns all day, and 95% of the time, you slash right through this stuff.
But as soon as you are in combat, you start to bounce constantly.
This is straight up a-hole design.

The devs of "Nioh" noticed that only morons would put this nonsense into their games, so they straight up removed it in "Nioh 2".
Did you know what happens in "Nioh 1"?
Even enemies (human sized) bounce off of walls, so it's a tiny bit more fair.
Last edited by Billy Blaze; May 4, 2024 @ 6:02pm
Xengre May 4, 2024 @ 11:20pm 
Originally posted by BiggestMoisture:
Originally posted by Washing Machine:
Is infuriating.

Please fix. Worst thing in game. I've died so many times because the game wants me to fight in tiny halls and every weapon bounces off every wall if they're anywhere near you as you swing.
Just kite the enemy away from the hallway or use heavy attacks. It's not crazy if you do something other than light attacks and dodging.
Doesn't alwasy work, unfortunately. Some enemies tend to stay such as those that throw or if you get pinned into a corner wiht 2-3 people (especially those with shields/charge attacks or pitch fork type lengthy weapons) where if you are now struggling to both move and even swing you're basically screwed entirely by uncountrable design failure.

Of course, for the cases where this isn't the situation you are correct. Ex. use a stabbing attack such as Holy Sword of the Arc or a dagger with shorter range that stabs or is less likely to swing too wide and ricochet. There are some other weapons like Electric Coil which (due to poor tuning/balance) have virtually 99% chance of not ricochetting unlike most weapons making an already strong weapon even more viable.

There are some legions that work too, but this solution varies on build, progress, what you have equipped at that given moment, and the enemy as legions are not always ideal in all situations.

Originally posted by Giganx:
I'm more bothered by the camera, honestly.

A developer of the generation award to any developer who can build a camera that actually functions in tight spaces in one of these games. Or at least a developer that has the self-awareness to know their camera sucks, and not cram the majority of fights into tight spaces the camera can't handle.
This has been my biggest issue when pinned by 2 or more enemies into a corner/debris, especially with the frequency of charging attacks or certain enemies that will jump 2-3 and even 5... 6... or 7 times in a row very fast in short succession and you can't readily gauge your surroundings or random ass debris to avoid getting caught with the current camera system in those cases.

I think the three incidents that burned me most on this topic were...
- The structure that had like 8 people in it (3 or 4 were pitchfork users) and pinned me into a corner on some debris while the rest threw explosive elemental items.
- The one lobster building where I got charged and range poked into the space between piano and stairs and the weapon I had which had more range kept ricochetting in that space while they physically blocked me from exiting and wombo combo'd me to death.
- Lastly, discovering that some weapons like the Electric Coil have virtually no ricochet (it is so tiny it is almost impossible to do even on purpose) which suggests the entire system was just poorly handled or not even considered perhaps at all...

Honestly, it was just unnecessary especially for the number of tight areas while giving enemies regularly fairly good reach (even many melee enemies...). It makes the game feel sloppy, unresponsive, annoying at times... especially when many similar games don't have such issues and even this game, within itself, is not consistent.
Last edited by Xengre; May 4, 2024 @ 11:23pm
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Date Posted: Oct 22, 2023 @ 4:17pm
Posts: 30