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HOWEVER, there is a real lack of feedback. Enemies don't really have reaction animations when you hit them, there is no dismemberment, blood doesn't spill on surfaces, there are no reactions to being burned/etc... and this general lack of of "physicality" feedback in the combat makes it feel... not great.
Sure, enemies go ragdoll-flying when they die, but when you are actively fighting them, your hits don't really feel like HITS. Instead, enemies feel... spongy. Your sword/hammer/etc attacks just go right through enemies until they die. That doesn't feel good.
The good news is that this could be fixed... either officially or with mods. It's surprising that such a basic thing was overlooked by the developers, since visual "feedback" is one of those game design fundamentals. The combat SYSTEMS are clearly great, rewarding tactics and quick thinking, and flexible enough to suit any play style you want to create. BUT... the lack of enemy reactions... the complete lack of "oomph" and "splat" and "slice" when you fight undermines how everything "feels".
Spears seem faster, actually, but that might just be since it's resetting the combo.
Again, I am sure some of it's me, but I didn't like how HUGE the difference was between trying to play melee and playing ranged.
And I agree with above. Objectively, the feedback in melee is not great. But personally, I'm ok with it. It's better than what I am used to.
off topic: my big problem are the visuals. The non-shadows are too bright and washed out, or something; and the shadows are hard to see into against the too-bright contrast. It's the first game I've ever played that eye strain is a problem.
As far as the "feedback" issue, normal attacks the enemies just seem to shrug off... It's only when you charge a "power attack," that enemies respond and recoil to your attack.
You're more focused on status buildups than stun-locking enemies, for example. You don't build for poise, instead you just want to have more health to tank or enough movement to dodge.
Personally, I like it. Been playing a wizard with abysmal health stats and it's been real fun zipping around.
Lack of feedback was mentioned - i would put a "lack of fluidity" on top of it.
Hit someone with your sword and it seems that the movement is slowing down (while also feeling that you just hit a tree). It tries to simulate some sort of impact-feeling, but it puts a pause to the whole fight.
Considering that you have to hit multiple times and that there are multiple enemies - this multiplies the feeling of stop-and-go combat.
Magic and range diminishes some of that problem, but then again - there the actual impact feeling is missing in total.
On a mechanical level the combat works, it just doesn't feel right.
In addition changing weapopn sets takes a little too long especially when so many mogs are after you. I think this is an animation thing but it kinda sucks.
Dual wielding kind of sucks. Instead of one attack with RT using both weapons, ou use RT for right-hand attack and LT for left hand attack. So lose the ability to parry or carry a shield/grimoire and it's a bit pointless with fast melee weapons since the #attacks is really determined by how fast you can press right trigger. It is kinda of cool with dual-wieling 1h pistols though, after each shot there is a short reload time, so ou can use your right pistol shot, then use your left pistol and take a shot while the right hand one reloads.
Combat just doesn't feel tight or crisp. That's my major complaint really
Enemies cry and run when i set them on fire. They fall when lightning hits them. Dismemberment requires additional rating approval that they probably didnt want to get.