Exanima

Exanima

GitWit Apr 28, 2019 @ 3:08am
Thrusting a bit OP?
I just installed the game, first time playing, 110 minuets playtime and I beat the entire arena including expert just by poking people with a sword + shield.

Now i'm not saying its cheesy easy; its just that the thrust move is vastly superior.

- No need to aim a sweet-spot, just make sure you hit.
- I don't expose myself when attacking since my guy smartly places his shield forward (as should be done), unlike other attacks.
- Pacing is easy, just wind up and move forward.
- The reach is longest.
- And the biggest issue, the AI has virtually no idea what to do in such situations.

IMO the thrust is the only move that is done right HEMA-wisely. I mean, you *never* swing that wide in reality like you do in the game due to the points I just mentioned.
You slide the blade to slash, whip your hands for a fast cut, half-sword or beat the opponent with the hand guard if you're really close and the opponent is armored (or end them rightly).

As I see it either make the thrusts weaker or buff the swings.

Anyway, what are your opinions on this?
< >
Showing 1-15 of 16 comments
k9 Apr 28, 2019 @ 3:20am 
Hm, I dont think so. I guess its just easier to learn how to thrust, than how to slash properly. A good slash is way more powerfull than a thrust, as far as I can tell.
I prefer thrusting only when fighting against big shields. Apart from that its situation-depended

Also arena practice hasnt the best enemy AI.
Aiming at a good spot while thrusting does allways more damage.
And theres a skill which make you blocking while slashing also.

Only OP thing imo is Pitchfork and Kite Shield


Last edited by k9; Apr 28, 2019 @ 4:22am
J. Bruh Apr 28, 2019 @ 4:24am 
Thrusting is easy because you can properly aim it with the cursor, unlike other attacks. Now if you want to talk about easy-mode, use the 1-handed spear w/shield and thrust at their legs. The AI has an incredibly hard time defending this.
Van Silke Apr 28, 2019 @ 5:44am 
Originally posted by J. Bruh:
Thrusting is easy because you can properly aim it with the cursor, unlike other attacks. Now if you want to talk about easy-mode, use the 1-handed spear w/shield and thrust at their legs. The AI has an incredibly hard time defending this.

this. If you additionally max out the shield skills and learn how to put the force of the forward step into a thrust, you're practically impervious and almost everything short of plate-armored knights (and large enemies who can power through the shield) dies in a couple hits. It's kind of ridiculous in how easy the game becomes from that point.
Last edited by Van Silke; Apr 28, 2019 @ 5:44am
MindSliver Apr 28, 2019 @ 8:06am 
This actually has to do with a bug that's currently been identified and I believe is supposed to be fixed in the next build where both bots and players do not defend thrusts properly. I've heard folks talking about it in other threads. So say goodbye to easy thrust victories here shortly XD
Tony Apr 28, 2019 @ 8:32am 
The main issue with thrusts (in the public build) is they execute faster than other attacks so it's easy to spam thrusts non-stop. In the upcoming patch thrusts now take a similar amount of time to execute as other attacks so it's no longer as easy to abuse them.
Solinarius☕ Apr 28, 2019 @ 9:55am 
I'd like to take a moment to paraphrase someone:
Originally posted by Some guy with "amazing" foresight:
Thrust spam (particularly with a mace and shield) is meta and this is never going away. All that matters is the meta.
Tony Apr 28, 2019 @ 2:34pm 
Thrusting is still quite powerful, it just requires more deliberate use rather than constant spamming. Here's an example of how thrusting works with the improvements to combat in the upcoming patch:

https://www.youtube.com/watch?v=rS0CUTHQHhs
P0NYSLAYSTATION Apr 30, 2019 @ 3:56am 
as others have said, thrusting is often the fastest and safest move to initiate irl, but swinging in the game is comparatively a little slow which will hopefully improve with the upcoming animation improvements. You can prevent overswing by releasing click earlier though

It certainly looks a lot snappier in the above video
Last edited by P0NYSLAYSTATION; Apr 30, 2019 @ 3:57am
Wilihey Apr 30, 2019 @ 7:56am 
get a short sword or spear if you can and a big shield and thats it you've won
k9 Apr 30, 2019 @ 10:47am 
Now that I tried myself to spam thrust I have to say too its pretty op. Hope the upcoming nerf is hefty. Otherwise I'm seeing myself spamming thrust in storymode now all the time...
Tony Apr 30, 2019 @ 10:55am 
Originally posted by madasa:
Now that I tried myself to spam thrust I have to say too its pretty op. Hope the upcoming nerf is hefty. Otherwise I'm seeing myself spamming thrust in storymode now all the time...
With the changes to thrusts in the upcoming build if you attempt to spam thrusts non-stop you'll leave yourself open to a counterattack (usually doesn't end well for the player).
GitWit Apr 30, 2019 @ 2:39pm 
Originally posted by Tony:
Originally posted by madasa:
Now that I tried myself to spam thrust I have to say too its pretty op. Hope the upcoming nerf is hefty. Otherwise I'm seeing myself spamming thrust in storymode now all the time...
With the changes to thrusts in the upcoming build if you attempt to spam thrusts non-stop you'll leave yourself open to a counterattack (usually doesn't end well for the player).

Regarding said changes.
Another tactic I found working well with thrust spam is ... well ... thrusting oneself onto the enemy.

Let me explain:

Pick a dagger or a sword, and a shield.
Max height character a must, rest to your liking.

Hug the enemy, just go forward the second they ready an attack that is not a thrust; do this whilst thrusting, move towards their attacking hand or hug their body, this should keep you away from their weapon's sweet spot and mess with their hand's physics.
Maybe even stagger them if you're heavy.

The second they try to go back and queue an attack, step forward and thrust like mentioned above. Stay in sync with their movement and thrust when they try to make some room. Leave little space for you to accelerate and thrust.
Keep track of where their weapon is so you can move towards them accordingly (the shaft mostly or hand).
Back away if you loose sync and look for an another opening.

Its a bit trickier and requires skill; mainly spacing and reading the enemy. But nowhere as demanding as parrying and counter-attacking. Yet its just as effective.

Against an enemy with a polearm this technique is actually funny; because there is absolutely nothing they can do about it. The sweet spot is far, and the weapon is long.
Enemies with shorter weapons are quite risky when you are poorly armored, but a big shield or even medium armor minimize the risk.
Also, any attack the comes at the direction of your shield is basically a free hit for you.

About zombie AI:
Regular thrust spamming with light encumbrance and dancing back makes them a no-brainer. They attack, step back, thrust + forward, back away, repeat.
I killed everything on the 1st level doing this + regular thrust spam, started loosing afterwards only due to encumbrance that I didn't notice.

Side note:
I hope this doesn't sound like i'm talking like I know what I'm doing 100%. I just really like this game and I like constructive criticism, giving and taking alike.
MasterManiac May 1, 2019 @ 12:37am 
Originally posted by Tony:
Originally posted by madasa:
Now that I tried myself to spam thrust I have to say too its pretty op. Hope the upcoming nerf is hefty. Otherwise I'm seeing myself spamming thrust in storymode now all the time...
With the changes to thrusts in the upcoming build if you attempt to spam thrusts non-stop you'll leave yourself open to a counterattack (usually doesn't end well for the player).

With respect, that's a bad idea. The main strength of thrusts is that they're *supposed* to be swift to execute, and surprising. Otherwise, they'd be trivial to avoid - a simple matter of stepping to the side. As it is now, the overdone windups for all the attacks already borders on the absurd. Further slowing down the combat would only worsen the situation, distancing the experience from the physics based reality simulation which, as I understand it, was supposed to be the main idea of the game.

What some here call "spam" is how fights in melee combat were actually conducted, and won. Effective use of a spear, for example, calls for assailing your opponent with a series of rapid thrusts, recalls, and repeats, from many different origins, so as to overwhelm their defenses - not to draw back a spear, yell "harrguugh," and lunge forward with a clumsy, stumbling stab with an artificial cooldown which presents a nice, safe "punishment' window for "balance" purposes. If Exanima wants to change tack and go down that route, that's fine - it's its own game, and game-isms can serve, depending. But if that's the case, then definitely discard any notion of realism, or adherence to real-world physics, because that's not how thrusting weapons have *ever* been used, because what's happening there is not physics, but paper-rock-scissors mechanics band-aiding the mechanics and making them more resemble a action-reaction game rather than a physics-driven simulation.

"Spam" is a really silly term, one with obvious pejorative implications, but is ultimately meaningless. Am I "spamming" a submachine gun when I hold the trigger for full-auto, and achieving the weapon's primary purpose of delivering a high volume of fire? If the issue is that doing one thing over and over and over again is too effective, simply because the doing of it shuts down all retaliatory actions and effectively "wins" the game through sheer volume of use, then yes, there's a case to be made against it. That's not how to win a melee contest. You will not automatically win a fight just because you poke with a spear or a sword over and over again. But there's no evidence that this is an issue in Exanima. Stabbing is effective, but it *should* be. In fact, it should be far more effective than smacking someone wearing plate with an edged sword, which in Exanima results in *way* more damage than should be remotely possible.

There's also the issue, which was mentioned above, that thrusts seem more effective compared to swings because they're just straight-up more accurate and controllable. The problem is that swings are still clumsy and unrefined. Not to mention, the weird implementation of autoblocking means that AI isn't as effective at stopping thrusts. Again, this does not mean that thrusts as they are, are the problem.

In fact, there's nothing "OP" about thrusts as they are now. The only real problem with them is that the frames where damage is applied seem to be weird, and off. That's probably why thrusts "seem" strange, or over-effective, because as it is now, you're able to deliver the full damage of the strike seemingly before the point where effective force transfer should occur - as in, before full extension of the blow. Once, I executed a sword thrust which struck and staggered my opponent while my character's arm was still drawn close to the body...before the extension of the thrust had ever begun. They are definitely really wonky, and if anything needs to be done, it's correcting issues like that.

Artificially slowing everything down is a particularly bad band-aid. Mechanics that punish endless swinging, stabbing, or lunging are all well and good, because believe it or not, people in real life aren't slashing, stabbing, or lunging machines, but just straight up slowing the attack is just...bad.

I'd like to see some sort of stability mechanic. Simple stamina systems like those seen in Dark Souls, where X attack consumes Y stamina points, are almost always too gamey and easily exploited. For example, sit back, shield up, and let the enemy wail away, run out of stamina, and then be completely helpless. This is silly. But a stability mechanic wherein constantly attacking without pausing weakens your character's core, leading to overextension, would be a good addition, if potentially overcomplicated to develop.

By overextension, I mean, resetting from an attack state might become less reliable, less quick to occur, leaving you more open as you do it. Attacks made against you are more likely to bypass your defenses, stagger you, or knock you down. You become more and more likely to stumble or lose your footing as you attempt to move while pressing your attack. Things like this.

This actually mirrors how stamina works in real-life combat. You may notice how a fighter focused entirely on overwhelming their opponent's defense through constant striking or repetition is himself more and more less likely to react defensively. All their effort, focus, and energy is diverted to attacking, and less of those resources go to footwork and defense.

So basically, stop attacking for a bit, catch your breath, and let your character start thinking some and getting their focus back, or your attack, your movement, *and* your defense can all become compromised.

Sorry, rant over. It's just that, dealing with "spam" should be a more thoughtful process than just arbitrarily slowing things down. The characters are already sluggish enough as is, perhaps comically so.

Against zombies: Regular thrust spamming with light encumbrance and dancing back makes them a no-brainer. They attack, step back, thrust + forward, back away, repeat.
I killed everything on the 1st level doing this + regular thrust spam, started loosing afterwards only due to encumbrance that I didn't notice.

They're zombies. they're intentionally not skilled in melee. This does not apply in later areas of the game. It's like bragging that you can get through the first level in Doom using only the pistol, no offense.
Last edited by MasterManiac; May 1, 2019 @ 1:06am
k9 May 1, 2019 @ 1:52am 
Only problem I have with "thrust spam" (beside that its op) is, that it just doesnt look and feel good as it is right now. my two cents
Last edited by k9; May 1, 2019 @ 3:03am
MindSliver May 1, 2019 @ 9:55am 
I would love to see a change to the footwork of the thrust. When you thrust in real life you don't stumble forward using multiple steps, just one big one, usually resetting to your previous position by replacing the lead foot where it was before the step. I wouldn't mind seeing overheads changed to an overhand thrust moving down. But that might be asking too much for the system haha. Just pipe dreams : 3

I don't think I have any problem with thrusts as they are except that my character doesn't seem to try and defend himself against them basically at all. Whenever I step into a novice fight against a spear user I'm certain that at some point in the fight they'll thrust at me and my guy will just stand there and take it without making any effort to put their point off line. and inevitably that's exactly what happens.
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Apr 28, 2019 @ 3:08am
Posts: 16