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Unrelated but I didn't receive notifications for this thread despite being subscribed to it, I just remembered I did a post and came to check it on my own, does anyone know why, don't usually use threads and don't know this kind of things
Also some classes gain access to E dodge changes like a teleport or multiple charges, etc.
if that is the case, i can see why you'd think that you could let go of wasd (or analogue stick) in mid-air, but air friction and acceleration are at max, so you start and stop on a dime, so to speak
if not, then i have no idea what your talking about, air and ground movement speed are the same unless you dash/dodge
maybe you could use steam clips to record and show what you mean?
1. As mentioned above, there is actually very little if any momentum that is carried into the air because you have full 100% air control, you can literally jump around corners and it is expected of you to do so. You can even dash in air and still have near full control of what direction you go.
2. There is one small exception to this. Aerial Attacks. Attacking in mid air has its own speed and direction. You almost have to fully commit to this attack. I say almost because it leads into my third point.
3. You can cancel Aerial Attacks by Guarding. Some Aerial Attacks get enhanced by Mastery points, specifically Melee, Heavy Melee, Polearm, and Katar attacks. When you cancel these attacks you keep their forward momentum until you land.
Usage of Air cancelling is key of going fast around the world. Air Cancelling Katar attacks are some of the fastest movement in the game.
so what happens is that the character feels a bit slow while running to a dungeon from the spawn for example, so you start hopping out of habit (like in minecraft for example), but everytime you do the character goes back to walking speed and you have to wait for it to gain speed again or for the dash cooldown, one could make the argument to just stop ♥♥♥♥♥♥♥ jumping then but when you are farming and you have to go back and forth from the tower to the quest place it's basically a reflex
Again i just thought it was a small thing that could've made the overworld movement feel better
air and ground movement speeds and control are the same, even when boosted (for instance via the leg up skill), there's no source-style air strafing, nor does jumping while moving take any control away
as far as i can tell, you instantly go full speed the moment you start moving, mid-air or grounded (to the point where ive had trouble trying to align myself on something to make it look right)
adding on to the above, movement is not reset when landing, as there is literally no walking speed, its all running
as for dashes, they're only meant to be short bursts of speed, the lack of follow-through when jumping out of one is intentional, changing it to follow through similarly to how one of bandits passive skills works would require/heavily encourage increasing every monsters speed to compensate, which would in turn screw over people who didnt do that
are you sure your not mixing this game up with a different one?
also, comparing random hopping while moving in this game with people doing it in minecraft isnt exactly a solid idea, considering minecraft actually speeds you up when
you jump during a sprint or slows you down if not sprinting
Yeah it was definitely changed in the Steam release from the demo, feels way better now.
if there is, its seemingly miniscule (like 1.2x speed or less), and even then landing from a jump doesnt reset movement so there's no slowdown
will try other races later on