ATLYSS
Feedback: Enemy turn speed when charging an attack
I imagine other people have already mentioned this, but it seems like there are a lot of enemies that are able to charge an ability, and if you try to dodge, the enemy can pivot instantly to face you and then fire the attack.

It seems like what we are supposed to do is dodge after the attack has been fired, but wouldn't it make more sense to make the enemy's able to pivot at a normal speed, but then pivot more slowly while it is charging an attack, so that faster players can get out of the enemy's immediate line of attack?

The enemies are clearly telegraphing that they are about to attack, but dodging at the last second or blocking seem to be the primary means of avoiding damage.

I imagine a feature like this would be pretty easy to add into the code, so I wonder if it is intentionally not there?
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Showing 1-15 of 21 comments
Looks pretty intentional to me, everything's about timing. Timing parries, timing dodges.
this problem is more noticable on the boomboars, as the only way to really avoid their cannon attack is to either be too far away or to block.
now it would be nice to have the ai be a bit slow to react to sudden change of movements while charging their attack, but it would slow the pacing of combat.
I think things are 'fine' as they are. But I don't hate the idea being put forth here. In fact, I think it would be a good idea as long as it doesn't go overboard. It's mostly a feeling thing.

I know everyone hates it when a suggestion is put forth that would make the game even the slightest bit easier. But I don't think 'difficulty' should be the only thing considered. Certain monsters, I think, need some stronger 'tells' for some attacks. Like the firebreaths spitting fire for example. Things like some monsters committing more to their attacks instead of very clearly auto tracking the player position would also do wonders.

As for now, I suggest you deal with boomboars by learning to dash-to-parry, a well as how to parry stagger (best on fighter).



https://steamcommunity.com/sharedfiles/filedetails/?id=3604815281
Dash-to-Parry



https://steamcommunity.com/sharedfiles/filedetails/?id=3604814216
Parry Staggering
It looks like they're built to be parried or interrupted by stun skills but the latter was never implamented
Originally posted by Sol-Blackguy:
It looks like they're built to be parried or interrupted by stun skills but the latter was never implamented

But we have stun skills and the stuns interrupt them?
Originally posted by Sol-Blackguy:
It looks like they're built to be parried or interrupted by stun skills but the latter was never implamented
You really have become fixated on that whole 'no hit-stun' thing, huh?
Originally posted by Dakota:
Originally posted by Sol-Blackguy:
It looks like they're built to be parried or interrupted by stun skills but the latter was never implamented

But we have stun skills and the stuns interrupt them?

Originally posted by ThatDarnDog:
You really have become fixated on that whole 'no hit-stun' thing, huh?

It's not enough. The utilities made available to the player are not and can never be enough for this guy. That's the tragedy of the skill issue.

Anyway, Spectral Powder works wonders for long spellcasts. For boomboars specifically, I find it hard to read the castbar so I end up popping powder when it happens.




I don't necessarily mind more nuanced enemy behavior, but the current roster of enemies is already pretty easy and we really don't need to make them easier by giving them more flaws to exploit.
Originally posted by Ren:
Originally posted by Dakota:

But we have stun skills and the stuns interrupt them?

Originally posted by ThatDarnDog:
You really have become fixated on that whole 'no hit-stun' thing, huh?

It's not enough. The utilities made available to the player are not and can never be enough for this guy. That's the tragedy of the skill issue.

Anyway, Spectral Powder works wonders for long spellcasts. For boomboars specifically, I find it hard to read the castbar so I end up popping powder when it happens.




I don't necessarily mind more nuanced enemy behavior, but the current roster of enemies is already pretty easy and we really don't need to make them easier by giving them more flaws to exploit.
Y'know, I like everyone here but.. there's really no reason always take jabs at each other all the time. Can't we just not make wild assertions of each other and diss each other's skill level for 5 minutes. It's not like Sol's a horrible player, he just likes tank-game a lot.
Originally posted by ThatDarnDog:
Y'know, I like everyone here but.. there's really no reason always take jabs at each other all the time. Can't we just not make wild assertions of each other and diss each other's skill level for 5 minutes. It's not like Sol's a horrible player, he just likes tank-game a lot.
I appreciate the sentiment, but frankly I don't find it worth the effort for reasons that would probably completely derail this thread.

That's the ride-or-die sadist that's in me, I guess.
Originally posted by Ren:
Originally posted by ThatDarnDog:
Y'know, I like everyone here but.. there's really no reason always take jabs at each other all the time. Can't we just not make wild assertions of each other and diss each other's skill level for 5 minutes. It's not like Sol's a horrible player, he just likes tank-game a lot.
I appreciate the sentiment, but frankly I don't find it worth the effort for reasons that would probably completely derail this thread.

That's the ride-or-die sadist that's in me, I guess.
F*ckin' bandit mains.
Originally posted by Ren:
I don't necessarily mind more nuanced enemy behavior, but the current roster of enemies is already pretty easy and we really don't need to make them easier by giving them more flaws to exploit.
I didn't want to suggest a way to make the enemies easier to exploit but I understand it might feel that way for someone who's already used to the current combat. For someone like me who's relatively new to the game, it felt really weird that I ran towards certain enemies and I dash through them to get behind them to dodge an attack, right as they are about to attack, only to discover that the enemy was able to unleash their attack and pivot 180° simultaneously, instantly. I expected there to be some sort of delay.

I meant that I have a bit of a handicap which makes it difficult for me to block even though I know that is a critical part of combat in this game. My computer is old, and because of some stupid decision made by a programmer, my keyboard and mouse are desynced. This means that I can either be using the mouse or I can be using the keyboard, but there's about a half a second delay between one and the other. This means that I am heavily dependent on either dodging, or attacking, but not both. The result is that I'm currently playing as a very high defense, very high health, tank, because I need to be able to take a hit. It's been fun but it also means that I became very aware, very quickly, of how quickly enemies could turn to face me.

I know this is not a problem from any others and I would not want them to implement changes to the gameplay that would be intrusive for others. It just stood out to me as an oddity, and something that could definitely be changed if they wanted, a turnspeed variable when charging an attack. I imagine it would reward players who can identify enemies that are going to charge and then you get behind them. Games often provide features like that, and then then give enemies short-range AOE attacks so that they can still attack players who get behind them.

This would be a big change probably and that's why I don't want to assume that the code is not in the game unintentionally. It might be very very intentional.
Originally posted by ThatDarnDog:
Originally posted by Sol-Blackguy:
It looks like they're built to be parried or interrupted by stun skills but the latter was never implamented
You really have become fixated on that whole 'no hit-stun' thing, huh?

It's funny because hit-stun WAS so ridiculous when it was in the game that you could just perma-stun-lock everything.
Originally posted by Furry Eskimo:
snip
It's intentional. You need to fix your computer situation, man. It's only going to get worse for you.
Originally posted by Furry Eskimo:
my keyboard and mouse are desynced. This means that I can either be using the mouse or I can be using the keyboard, but there's about a half a second delay between one and the other.

That sounds literally unplayable for every game that uses both keyboard and mouse. Not really a computer age issue either, computers have had mouse and keyboard working in sync together since before the turn of the century. Likely an issue with the mouse/keyboard hardware or the drivers on the computer, or some third issue like just having horrible latency on the inputs due to processing being taken on something else or subpar wiring.
Originally posted by Dakota:
Originally posted by Furry Eskimo:
my keyboard and mouse are desynced. This means that I can either be using the mouse or I can be using the keyboard, but there's about a half a second delay between one and the other.

That sounds literally unplayable for every game that uses both keyboard and mouse. Not really a computer age issue either, computers have had mouse and keyboard working in sync together since before the turn of the century. Likely an issue with the mouse/keyboard hardware or the drivers on the computer, or some third issue like just having horrible latency on the inputs due to processing being taken on something else or subpar wiring.
Wish I could tell you. It's Windows 10, so whatever is wrong with it can still affect "newer" systems. To be more specific, it's the keyboard and touchpad. Seems like only one works at a time. I had to adapt after my mouse quit on me, and ended up playing games that can be played almost exclusively with a keyboard, or those that are less time sensitive. It's been a real headache, but it means I got used to dealing with certain quirks. It also meant I had to focus on dodging than parrying, which is why the turn speed of the enemies in this game caught me off guard, you know? I realize it's a pretty niche, dumb problem to have, and yet, it happens.
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