NPCs now use mobility skills (include high jump because this isn’t the case somehow, not dodging as that’s already implemented) more often the higher their level is.
260 Mages would be using Leap and High Jump really often, thus allowing them to attack in the air. 260 Berserkers now can frontdash, to slightly counter the player backdashing and compliment their mobility kit. Warriors can do both.
Optional/complicated: NPC personalities would reflect their playstyle (this can also scale based on level).
“Mean” NPCs would stay closer to the player than usual, and fight within a smaller radius (using mobility more often to get to that sweetspot).
“Sad” NPCs would backdash more often, and play more passively (trying to attack when the player is standing still (as when using an attack)
You should always be able to run away from a wanted/hero npc. The problem is that you have to run away from them to kill them. If we were closer to the level of the npcs then we could fight them normally without cheesing.
That is not a remedy, it’s just that nimbus sea got released along with its npc level cap when it wasn’t even 15% done.
I think you should be able to as well. However, it should not be so blatantly easy that it removes any threat of possibly dying from every npc you come across. All you have to do to get away from any npc is to press the dash keybind twice, after which they are rendered a non threat. I think that it would be better if the npcs could dash after you, making it so that you would have to be a bit more creative when trying to escape.
I lowkeey cant understand people using shift dash. Like, rn, you need to charge somewhat a lot, and having a key working for both charge and dodge is weird to me, as is’nt it better to have a concrete, specialized key combination for dodge?
Sure, it takes longer, but its convinient.
Tho, with energy rework, i might as well run that. But now? Nah.
It makes it feels WAY better to regen some quick energy mid-fight because instead of getting locked down while charging you can just instantly dash out of it by pressing a movement key, as opposed to double tap dash which takes longer and needs you to release shift before you can do anything.
You also don’t randomly dash when you accidentally press a button twice while trying to inch up to something which imo is way more infurating and frequent than accidentally dashing when you meant to charge
honestly i found double tap to be less convenient just in general travel, i remember first starting the game and accidentally dashing off my ship countless times
i’d also argue it’s more efficient in general, given you have a lot more control of the timing of the dash itself, which can be crucial (probably anyway i’m cheeks at combat) as well as how that very little energy charge held can make a huge difference
Double tap is the main way of playing arcane odyssey. If you’re not falling off literally every single thing every time you press the w key on your keyboard that’s not the way Vetex intended it