Major Combat Problems

First of all, this isn’t a suggestion, I just want to open up discussion on the combat. I’m honestly not sure if Vetex is going to be willing to change something as fundamental as his combat system, but I really hope he will because in its current form it’s not great.

Major problems I have found:

  • The combat either punishes or doesn’t reward aggression. You don’t get any health when you kill an enemy, so if you go in to fight a big group of bandits and you kill half of them but you took a lot of damage, you might have to just run away and then wait a minute or even several to regenerate your health before going back in to take out the rest. When I say “aggression” I don’t mean mindlessly attacking though, I just mean that you should be rewarded for killing enemies so that you can finish the fight without a super lame and anticlimactic delay.
  • The same goes for energy. You never gain energy for successfully attacking or anything, so you have to find times in between enemy attacks to charge your energy, which is super inconvenient, sometimes even difficult, and not fun at all.
  • Attacks are way too fast, like braindead levels of fast. Even with a massive greatclub, I can attack multiple times in a single second. When fighting another melee user while I’m using a weapon, I have no time to react. If I focus hard on when they attack next after putting some distance between us, I might be able to parry, but that just flings them a meter away and doesn’t really do anything. There is no way to avoid damage while keeping up your own DPS, if you want to do damage with a weapon, you basically just have to stand there and M1.
  • Even though avoiding damage is really hard, you don’t even have to! Attacks are so fast from you AND your enemy that you constantly clash, and so you can just kill them by spamming so fast and never take that much damage via clashing.

Obviously I’m hoping you guys agree, and I’ve seen many people talk about how they’ve killed bosses by just holding M1, so I think you might. I’m not having a lot of fun with this combat system, which is a shame because the environment and systems are AMAZING.

8 Likes

I only find combat annoying in tight places, if its on open island then I actually enjoy the combat, although I do kinda wish m1’s were nerfed so it would be a bit harder but thats it for me

Welcome to the forum and congratulations on making the FIRST not-stupid criticism on the combat! A breath of fresh-air from the oh-so-stale “this shit is blox fruits”

I agree with points 1 and 2 (health and energy).

For point 1, A slight regen in health when you kill enemies would be alright. You already get health back from killing a player so I can’t see why this doesn’t apply to npcs.

For point 2, Get your awakening. Once you beat the story, you will get passive energy regen which makes your energy so much easier to manage while fighting. I agree that energy can be somewhat hard to conserve in the lower levels however.

Points 3 and 4 are non issues imo.

15 Likes

how to deal with energy:
step 1: go into settings
step 2: set the dash toggle to “both”

there, now you can beat 90% of the game easily

1 Like

Thanks for the compliment, I honestly wasn’t sure if the community would just respond as if nothing was wrong.

I agree, a slight regen in health when you kill enemies would be awesome (necessary in my opinion). Even if it was just like 30 health, that would be enough to keep your health up while killing a group of NPCs so that you don’t have to retreat.

As for the awakening, thanks for the tip, I haven’t gotten that far yet, but I really think that energy regen should just be a base mechanic or something you unlock at like level 10. Being a mage in the Shura fight is already rough because you have to wait until he disappears, reappears, but then doesn’t do a slash to even have a real chance to charge. Weird that such an essential feature is locked behind an upgrade.

M1s are probably fine since they have like 0 range.

@ThatOneGuy

I tried this a few times on bosses, and absolutely hated it.
I think it depends on your playstyle, but for me, its really inconvenient

2 Likes

Its not really that essential, and when you ro unlock it, the regen is unreliable and slow

That sucks if it’s not helpful, but it is essential. Unless you enjoy having to wait and dodge attacks until you get the 5 second opportunity to charge energy so you can do like 2 more attacks at most. You should be rewarded with energy for doing well in the fight or for staying alive, not for stalling which isn’t fun for you in PvE and surely isn’t fun for the other player in PvP.

The game needs either consistent passive energy regen or gaining energy on successful attack. Hopefully suggestions opens soon so we can have him look into that energy regen mechanic and buff it, and maybe even move it to before your first awakening.

Well what else you gonna do, both parties either stare at eachother for passive regen or weave in some charge if you cant attack or in not sudden damage

honestly me too, especially considering m1’s aren’t supposed to be useful that much lol

before the regen was too good and you basically didn’t have to recharge anymore lol. you can see that in the hot n’ cold video very clearly

1 Like

The combat doesn’t punish aggression, it punishes biting off more than you can chew
If you have to back out of a fight to go heal, you’ve simply aggro’d more enemies than you’re able to handle

honestly providing passive melee lifesteal and health restore on kill might be a good way to actually make berserker viable. Though issues with berserker make themselves apparent long before berserker awakening is near.

Though honestly i think pure berserker should get way more benefits than any other build due to the inherent inferiority they have.

they simply aren’t gonna be feasible unless they get something over other classes to make up for their massive shortcomings. Nerfing melee is not gonna help them at all.

Frankly in general the only way i see berserkers having to let them compare with other classes, is to allow them to learn every fighting style, buff melee even more for them, and reduce the strength skill point penalties to nothing
.
They don’t benefit from weapons beyond being kill sticks, they honestly lack effective range, which all other builds have and is integral, and most fighting styles suck to use and are way more grindy than the other readily available offensive options. Melee is all they have.

Sorry for hijacking this a bit, but the melee speed thing would just make the lowest build in the game even worse

3 Likes

yea i disagree about the energy on successful hit thing, that worsens the skill curve as players struggling to hit the boss are gonna be dragged through the dirt even harder, and players that CAN hit the boss will find the boss to be too easy since they don’t have to manage energy

for m1 vs a group of enemies, yeah there’s not much skill in that so it doesn’t matter if snowballing gets added, maybe you could heal for like 10% of an enemy’s max health when you kill them, depending on how much damage you did using melee?

idk about this one, i WANNA say “play a different game” because that’s how AA (got stuck on sand boss) and WOM (max level with minmaxed gear) played, but i’m not sure if vetex is willing to change this

also, mage seems way too good at pve for a game that tries to have fun pve

i honestly expected weapons to have lots more skills instead of three skills that require you to go warrior to unlock all of them, and for berserkers to have stuff like grabbing an enemy and using them as a weapon (damage based off enemy max health), throwing an enemy into other enemies, and insane agility (like barely any endlag on their moves)

meanwhile mage can do stuff like 20 multibeam death ray, high jump pillar explosion into snare, self explosion for anti melee, and all while feeling slightly less agile than berserker. not to mention hover is gonna be a thing, meaning that mage has even more mobility

well if hover’s gonna be a thing, maybe berserkers and warriors will be eating good with their own lost techniques

My biggest problem is the amount of visual clutter making it impossible to find enemies.

Best example so far has been Lord Elius, who is permanently surrounded by a shroud of lightning that obscures him constantly, and of course he has a penchant for breaking the terrain around you and leaving you stuck under a dirt roof. The camera angles are ridiculous, constantly being thrown around in a way that makes tracking your enemy feel near impossible.

Ideally I’d like the things behind you, including your character model, to be transparent during combat. So much of the screen is blocked by unchangeable clutter which is only compounded by the massive attack sizes.

me personally, I like the very fast paced combat soo

mfw the cursor dot changes to red when you aim at him.