Fall Damage Poll (Post Full-Release)

Now that full release has been out for a few days, I want to ask the community a few questions about fall damage

Have you had any glitches with fall damage?
  • I’ve had one or a few big issues with fall damage
  • I’ve had one or few small issues with fall damage
  • I’ve had many big issues with fall damage
  • I’ve had many small issues with fall damage
  • I’ve had a mix of big and small issues with fall damage
  • I’ve had no issues with fall damage
0 voters
Has fall damage changed the way you play Arcane Odyssey?
  • Fall damage has heavily affected the way I play
  • Fall damage has slightly affected the way I play
  • Fall damage has not affected the way I play
0 voters
How many times have you unintentionally died to fall damage during full release?
  • 10+
  • 5-9
  • 2-5
  • 1
  • 0
0 voters
Does fall damage feel fair to you? (1 is completely fair, 10 is completely unfair)
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
0 voters
How do you feel about fall damage so far?
  • Love it, adds realism/risk
  • Like it, mostly good
  • Neutral
  • Dislike it, too punishing
  • Hate it, remove it
0 voters
3 Likes

wheres “i like it cause it’s funny”

5 Likes

I’m crine why did Vetex vote on all of them

3 Likes

image

27 Likes

I don’t mind fall damage aside from occasional physics bugs but I’ve yet to see how it meaningfully adds to gameplay.

5 Likes

It’s like dirt accumulation and tanning, kind of a nothing burger feature that was added for ‘realism.’ Most scenarios that would risk the player taking fall damage are easily avoidable so it goes untouched most

2 Likes

The average island doesn’t even have enough height for fall damage to be an issue

I have a friend that doesn’t follow the trello and only noticed fall dmg was a thing A DAY after the update released

I love it because I’m Vetex’s special boy

I’m not as opposed to it as I once thought I’d be.

It doesn’t change how exactly I play in most situations, however it does make me think a lot more about my movements in the Nimbus Lands. It also forces me to slow down a bit when taking down Sealed Chests from a height. Perhaps that’s for the better, though.

I do get hit with it occasionally from using Hasta, but the damage isn’t significant enough to be noticed. I am sad that I can no longer jump off the stepstones and survive, though. That was always a highlight of playthroughs.

1 Like

I kind of dislike how it just seems like fall damage was just added into the game without regard for how the game was already built in specific locations, mostly the Dark Sea. For instance, there are dark sea islands with Dark Sealed Chests that are extremely high, which make it difficult for you to carry those Sealed Chests back to your ship since carrying causes you unable to do things like climbing to slow your fall and restrict your mobility options in general.

I hoped that at least the interactive deckhands would help mitigate this problem but it seems that they have terrible pathfinding and are kind of janky in general when giving them commands so overall it seems like we have less quality of life compared to before full release for dark sea expeditions.

I would say that in the normal seas like the Bronze and Nimbus Seas fall damage doesn’t seem to be a huge issue but in the Dark Sea it is a different story. It just seems that Vetex wanted people to die when they fell of sky islands to abide for lore/story reasons compared to gameplay.

Overall it just seems like a feature that was added in that doesn’t really do much or add to the gameplay.

17 Likes

Oh right, forgot this change further de-incentivized looting tall islands in the DS

1 Like

kill dark sea island height

Add giant unnecessary walls to the ds? Okay tester!

1 Like

only time it’s ever been an inconvenience is giant dark sea islands. there’s literally no point to scaling the whole thing and getting my two (2) dark sealed chests when i’ll die on the way down because of fall damage.

hopefully deckhands’ bugginess is addressed and makes bringing them with me more viable. as of now i can’t even get them to grab chests, let alone scale a dark sea island with me.

one of the few times ive died to fall damage was because i lagged a just little. it instantly killed me after i airstalled even though i’d only fallen half a high jump down

climbing gear was added specifically for this. you can find it at the story entrance for the stepstones

vetex glazing his own feature is killing me

3 Likes

i feel the fall damage adds to the enemy towers as something to look out for while fighting the enemies especially if you breaking holes in multiple floors, gives me another reason to be careful aside from just making the enemies stronger as if I mess up and fall a big distance even the weaker enemies can make a dangerous follow up, and I had a cool bit where a mini boss threw me out the tower and we were fighting on the side and I had to focus on not falling while also fighting it was quite fun

Climbing Gear doesn’t allow you to carry objects like sealed chests and barrels. It only allows you to have your crew follow you as they carry those objects. However, with how the feature currently works it is very buggy and the NPCs have difficulties with their pathfinding and listening to commands which makes it so you’re unable to use them to mitigate this problem effectively.

Overall, its presence is virtually inexistent, but I’ve had a few small issues with it despite that:

  • devastate, crash, and any such slam skill are affected by it
  • getting flung is almost always a guaranteed death
  • the parry timing is a bit silly, even if consistant
  • the parries themselves don’t feel like parries at all
  • I’ve yet to touch the dark sea, but it’s probably a mild annoyance.

It does feel nice at times as it gives one something to think about instead of mindlessly falling, I guess.