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Your post is basically a "get gud post" MOST people in this thread agree that the combat needs work and while we are happy that YOU seem to have no problem with it that does not diminish or invalidate OUR position on the combat system.
You think I'm not patient? I literally fought a stag beetle with a wood sword for like 10 minutes.. wait for attack, roll/try to counter repeat.. it's not that it's hard it's that the bugs cheat they are constantly on you, even when you dodge they are always facing you it's a TERRIBLE system. Period.
So while we are all ECSTATIC that you are having an easy go of it.. and we all pat you on the back.. the fact remains that for most of us it sucks and needs to be worked on.
Thank you for giving a nice demonstration of how being impatient usually leads to failure.
And 10 minutes is not a long time for a boss fight, especially when it's the last boss with a starter weapon.
(and yes, that does answer your question about whether or not I think you're patient)
See, if you'd had the patience to actually read through the thread, you'd notice that I specifically said that combat still needed some work.
Now I'm really sorry that you're so touchy that you think someone pointing out that something you can't get to work does in fact work hurts your ego, but that doesn't (to put it in your words) "diminish or invalidate my position". Walk it off, champ.
To the original point, no, the combat system isn't perfect. And dodge, along with block and stamina costs, could definitely be improved. But needing improvement isn't the same as not working.
Also lacks some skills, xp system so its worth killing ants endlessly, or a perk unlock system
Each game has its own! This one has none xD
Regardless of the vulnerabilities, I tend to avoid the Blunt weapons because the followthrough on their attacks is so long, compared to Edged weapons, and counterattack from bugs are largely unavoidable.
In contrast, Edged weapons have very little followthrough, so you can strike and roll away fairly consistently. So regardless of the vulnerabilities, the Edged weapons are more effective sustained combat with multiple foes.
Piercing weapons are somewhere in the middle.
Its a shame because from an esthetic perspective, I really like the hammers.
I think I may be part dwarf.
I have certainly embraced the face-tanking from time to time, particularly with the Blunt weapons. But that just adds to the myth of dwarves having drinking problems, due to the need for regular healing that may be otherwise avoided. At the very least, if that's the approach available, I'd like a shield to complete the package. Either way, I would prefer a finesse-based alternative regardless of weapon type.
Another aspect is that virtually all bugs' attacks come in the form of a lunge. But our avatar only seems to have one lunge type attack with the spear. At least, that's what I've observed so far. I'd be interested to see how the feel of combat would be effected by the inclusion of more lunge/mobility mechanics.
Completely agree!
I tried blunt weapons, but also think they felt too slow on both attacks and recovery. If they had noticeably higher damage, that'd be a fair trade, but as it is I can't be bothered with them.
Spears I really like, though! A little slower than swords, but a little more range and both the heavy attack and light attacks work great with dodging to the flanks. Swords I like for all-round purposes, like a bunch of grey flies or ants.
Bow feels really inaccurate, but that could just be my less-than-great aim.
Compared to the Edged weapons, the Lubber Club is probably slightly ahead of the Edged weapons when used against bugs with Blunt vulnerability, because it short followthrough mitigates the vulnerability experienced with the Hammer and Morningstar. But esthetically, the Edged weapons are my preferred option.
None of this is of any great consequence, but I find the style of combat more intrinsic to my enjoyment than the raw effectiveness of any specific weapon. The inclusion of the Vulnerability mechanics is a great idea, but what makes it better is that because of the look and feel of the weapons I prefer using the less effective one to suit my preferred style of combat, rather than going for maximum damage.
No doubt my preferences will change if/when shields are added and as the combat mechanics are refined.
This raises a point I have wondered about. I infer from your approach that you think the weapons undergo the same, or similar, amount of durability damage regardless of whether you're delivering a normal or heavy attack. Do you know if that is the case? Or is the durability damage increase for heavy attacks?
No, don't have the answer to that. I use multiple weapons so that I have the right damage type vs the bug I'm facing, and if I can get off a heavy attack then I'll do it--but at least not using something that will take longer to kill the mob (meaning, needing more hits to finish the job especially vs resistances).
Double edit and that I did not notice this was practically a necro. Oops.
Combat is largely...All right. Being a mighty Vanguard and being able to swing your weapon three times before getting winded is a bit annoying, but I haven't fussed with Stamina potions yet, so maybe those alleviate that a bit. Even with the stamina restrictions, unless you're using an inefficient weapon, most enemies go down in a few seconds.
As I've gotten used to perfect parrying and dodge rolling, it's clear that the game clearly "wants" you to be parrying most of the time. The enemy you parried gets stunned for a few moments and you can usually dump your entire stamina bar into whatever you're fighting. Rinse and repeat a few times and badaboom.
Bugs are pretty relentless if you can't do this though, and a good few bugs have attacks that come out fast, so if you get thrown off the rhythm, it can be tricky to get back on it. I've used the dodge roll more as a "disengage" than a dodge roll. Since bugs that walk at you will "queue" up an attack and then use it as soon as you get in range, you can get some very easy attack timings by forcing them to follow you a bit and just blocking when you get in range.
The above paragraph leans a bit more into "how the AI for the game itself works" though, and not everyone will want to play like that. You DO get out of the phase where your weapons break in two hits very fast, yes, but the base durability on items should be a bit beefier, and if weapons are going to take as much stamina as they do, I'd at least like the last hit in my combo to do a bit more damage.
I know this is an old post but this was not a boss fight you clown.. it was a normal enemy that I fought for 10 minutes..