Witchfire

Witchfire

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Freeze on the preyer feels very uninteractive.
If you get hit with freeze it feels like you're just kind of SOL immediately. You have no dash and get forced to move at a snail's pace, at that point you just get mogged by enemies with nothing you can do about it, if it turned off JUST your dash or JUST made you slow it would feel like you had to play around it like shock instead of just being forced to sit there and take a beating. I think the game has otherwise done a fantastic job of 'firm but fair' in terms of the difficulty presented, but this one specifically feels like they missed the mark a bit,
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Showing 1-9 of 9 comments
Dwane Dibbley Mar 27 @ 11:21pm 
Sooooo... dont get hit.

Healing pot removes freeze.
I run shockwave, so even if i get frozen, i could just stun all around and wear it off.
You can also use bell for even more stun to not getting beated.
Frost bubble is ultimate turtle spell that lets you ignore pretty much everything, freeze included.

Its all about your build. If you dont have anything against freeze, dont get frozen.
Brisingr Mar 27 @ 11:42pm 
2
The one thing I feel should be said is that it doesn't let you double jump so if something pushes you off a ledge, you probably aren't gonna make the jump back. That's the only thing I wish you kept while frozen. For convenience I get just taking all your stamina was easier to code though and it's just a minor thing I wish you kept.
AyyDimitri Mar 28 @ 7:35am 
Freeze lasts a little longer then welcome on attacks that barely leave a scratch.
It just feels weird when a glancing blow staggers for the same duration as a full contact throwing axe...
This feels like something that should scale with size of impact or chain hit effects to slowdown the player with stacking pressure rather then a single flat debuff...

Merely walking into one of those freezing area traps kills player momentum hard, that movement slowdown could at least scale with player proximity distance to the core of the trap...

Other then that, the attacks have some good chance to hit and are not the most satisfying to read and dodge in the fray of combat.

The wretch burst fire of homing freeze missiles does not play well into the design of teleporting waves in behind or all around the player. The design is fine, if a little too gimmicky on staggerlock. The reason the ice wretch attack it feels cheep is that player lacks countermeasure options in their base kit to prevent a single random bolt out of a stack from locking them into more successive hits if a blind attack does get through. The current countermeasure utility is equipment only, its good design for an overkill defence mechanic. But some more common options would be nice...

Personally, I would enjoy a "destroy all projectiles in sightline" tied to the full melee charge as a countermeasure to deny a single moment of projectile spam on screen maybe even aiding to reset all cooldowns if it absorbs enough projectiles.
Because currently the melee can destroy one type of homing projectile, the shield bearers silly visually phasing orb attack, but that feels dicey as it may still hit you with splash... It could be made into more of a power move.

The axeman teleport is not all that readable to interpret its spawn in location every time as it can be disjointed away from the place of the thrown weapon. Thus it can spawn in the players path haphazardly and randomly get a freezing hit opportunity in for little effort...

If a projectile eater could counter that thrown axe attack and prevent the teleport, that be a cute counter move to challenge a cannonfodder foe out of an invisible / invulnerable ambush advantage state.
Originally posted by AyyDimitri:
Freeze lasts a little longer then welcome on attacks that barely leave a scratch.
It just feels weird when a glancing blow staggers for the same duration as a full contact throwing axe...
This feels like something that should scale with size of impact or chain hit effects to slowdown the player with stacking pressure rather then a single flat debuff...

Merely walking into one of those freezing area traps kills player momentum hard, that movement slowdown could at least scale with player proximity distance to the core of the trap...

Other then that, the attacks have some good chance to hit and are not the most satisfying to read and dodge in the fray of combat.

The wretch burst fire of homing freeze missiles does not play well into the design of teleporting waves in behind or all around the player. The design is fine, if a little too gimmicky on staggerlock. The reason the ice wretch attack it feels cheep is that player lacks countermeasure options in their base kit to prevent a single random bolt out of a stack from locking them into more successive hits if a blind attack does get through. The current countermeasure utility is equipment only, its good design for an overkill defence mechanic. But some more common options would be nice...

Personally, I would enjoy a "destroy all projectiles in sightline" tied to the full melee charge as a countermeasure to deny a single moment of projectile spam on screen maybe even aiding to reset all cooldowns if it absorbs enough projectiles.
Because currently the melee can destroy one type of homing projectile, the shield bearers silly visually phasing orb attack, but that feels dicey as it may still hit you with splash... It could be made into more of a power move.

The axeman teleport is not all that readable to interpret its spawn in location every time as it can be disjointed away from the place of the thrown weapon. Thus it can spawn in the players path haphazardly and randomly get a freezing hit opportunity in for little effort...

If a projectile eater could counter that thrown axe attack and prevent the teleport, that be a cute counter move to challenge a cannonfodder foe out of an invisible / invulnerable ambush advantage state.
Yeah the frozen wretches are the main source of my frustration with freeze, the areas in witch mountain are very small, so you don't have much space to dodge a volley of homing projectiles that basically immobilise you, if you get hit once you're kinda screwed, even if you pop an elixir or use cc you're gonna have a bunch of ♥♥♥♥ already closing in on your very vulnerable ass that makes not getting hit by a second freeze much more difficult
im lazy Mar 29 @ 1:40am 
Originally posted by Dwane Dibbley:
Sooooo... dont get hit.

Healing pot removes freeze.
I run shockwave, so even if i get frozen, i could just stun all around and wear it off.
You can also use bell for even more stun to not getting beated.
Frost bubble is ultimate turtle spell that lets you ignore pretty much everything, freeze included.

Its all about your build. If you dont have anything against freeze, dont get frozen.
honestly this is a bad response

Freeze shouldn't be nearly as punishing, it should be one or the other. IMO, slow down when frozen, reduce the distance of the dash, and not disable dash.

"Don't get hit" is a horrible response to balancing choices. If they made one of the enemies able to one shot you, like a swordsman, just saying "don't get hit" isn't a valid response. Like yes, sure, it's true. But also why would you ever take any damage in the first place when you can just not get hit and play perfectly and also hit every headshot.
Originally posted by im lazy:
Originally posted by Dwane Dibbley:
Sooooo... dont get hit.

Healing pot removes freeze.
I run shockwave, so even if i get frozen, i could just stun all around and wear it off.
You can also use bell for even more stun to not getting beated.
Frost bubble is ultimate turtle spell that lets you ignore pretty much everything, freeze included.

Its all about your build. If you dont have anything against freeze, dont get frozen.
honestly this is a bad response

Freeze shouldn't be nearly as punishing, it should be one or the other. IMO, slow down when frozen, reduce the distance of the dash, and not disable dash.

"Don't get hit" is a horrible response to balancing choices. If they made one of the enemies able to one shot you, like a swordsman, just saying "don't get hit" isn't a valid response. Like yes, sure, it's true. But also why would you ever take any damage in the first place when you can just not get hit and play perfectly and also hit every headshot.

Just cuz you dont like it doesnt mean its bad. You make a choice, there are ways to handle freeze, if you chose not to use them, just dont get hit by frost attacks. This is like crying that you want to use shotguns, but also kill enemies 100 meters away. You make a choice and you have to face consequences of your choice.
Last edited by Dwane Dibbley; Mar 29 @ 2:31am
im lazy Mar 29 @ 3:01am 
Originally posted by Dwane Dibbley:
Originally posted by im lazy:
honestly this is a bad response

Freeze shouldn't be nearly as punishing, it should be one or the other. IMO, slow down when frozen, reduce the distance of the dash, and not disable dash.

"Don't get hit" is a horrible response to balancing choices. If they made one of the enemies able to one shot you, like a swordsman, just saying "don't get hit" isn't a valid response. Like yes, sure, it's true. But also why would you ever take any damage in the first place when you can just not get hit and play perfectly and also hit every headshot.

Just cuz you dont like it doesnt mean its bad. You make a choice, there are ways to handle freeze, if you chose not to use them, just dont get hit by frost attacks. This is like crying that you want to use shotguns, but also kill enemies 100 meters away. You make a choice and you have to face consequences of your choice.
One is a bad game design flaw, the other is stupidity

again, "just don't get hit" isn't a good response to game design criticism
Originally posted by im lazy:
Originally posted by Dwane Dibbley:

Just cuz you dont like it doesnt mean its bad. You make a choice, there are ways to handle freeze, if you chose not to use them, just dont get hit by frost attacks. This is like crying that you want to use shotguns, but also kill enemies 100 meters away. You make a choice and you have to face consequences of your choice.
One is a bad game design flaw, the other is stupidity

again, "just don't get hit" isn't a good response to game design criticism

Game has many mechanics and many ways to bypass them. If you strugle with one, yet you refuse to use tools you have to bypass them - THATS STUPIDITY.
im lazy Mar 29 @ 3:04am 
Originally posted by Dwane Dibbley:
Originally posted by im lazy:
One is a bad game design flaw, the other is stupidity

again, "just don't get hit" isn't a good response to game design criticism

Game has many mechanics and many ways to bypass them. If you strugle with one, yet you refuse to use tools you have to bypass them - THATS STUPIDITY.
ok
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