meanwhile warlocks
why would I remove mobility that’s the exact thing that makes this game fun
Parrying SHOULDNT be necessary, wacky over the top mobility bullshit is the thing I like about it and removing it for mass appeal will not help the deepwoken allegations
I agree with that, I just think t jumps in particular are unfun when we have airstep and leap and stuff.
This is what they get for not going full magic ![]()
dude if you have a blast more than 6 studs wide it just blows up on the floor without traveling anywhere, how do you expect to use that if you can’t T-jump
Buff counterplay
Once everything’s op, nothing will be…
So, reading through the main post and comments here, the conclusions I’m coming to are as follows:
- The combat system revolves around mobility too much for T-jumps to be safely removed. Same deal with the Dark Sea islands, though I imagine that nobody would complain if those were made shorter.
- T-jumps are too spamable and free.
- T-jumps are too good of an option, to the point that other grounded options are rarely worthwhile.
- People want combat to be more grounded, but not entirely grounded.
- The community is mostly fine with the existence of non-T-jump mobility options like magic Leaps.
So, what I’m hearing is: T-jumps should be changed where they’re not always the greatest option—increasing the stamina cost or granting some kind of penalty for their use or overuse might be warranted.
Alternatively—because it’s better to buff than to nerf—there should be some kind of advantage to staying on the ground more often. This might be difficult to do, because right now, being on the ground is objectively worse than being in the air, as you’re easier to hit due to splash hitboxes, and it’s way more difficult to hit your opponent due to the difficulty of aiming upwards.
exactly
There are already a bunch of parry based games, we don’t need this game with its unique combat style to be remade into smth that already exists
If T jump gets removed, almost every single island would need to be redesined to be smaller or have easier access paths towards the higher locations, even with the climbing gear, you can only recover stamina when staying still just how many breaks would we need to reach the top of a dark sea island?
I mean, removing T jumps doesn’t remove leap abilities.
My level 20 ass unable to get to the top of frostmill because Vetex is forcing me to use climbing to get up there
frostmill has stairs.
But I don’t wanna use the PEASANTS route
some big ass stairs, i usually just T jump over those blocks, makes it way quicker
I don’t wanna be forced to enter the climb anim for each small block just to be forced down again when i want to do the story on a new profile for the 6th time
I’ve tried to actually use those stairs before, and they work just fine. They don’t stall at all, you can just hold the jump button and run into them.
They’re not as free currently when it comes to warrior and warlord since that is there only option to get up high without wasting an air movement, rising tide and soaring eagle exist but they both an air movement meaning that you HAVE to use t jump if you want to have both air movement at all times
Of course that starts making both warrior and warlords have issues when it comes to stamina managment since others like mages, berserkers, warlock, etc have some sort of leap so they can save stamina
Furthermore, next update might change this since warriors are getting some sort of leap I think and warlord will have access to to airstep (strength leap), but that require investing 180 points to do so while magic only need to invest 60 points to unlock it’s leap
There’s the brief i-frames on grounded dashes, though I don’t know how effective those will be when you could also just be up high and hard to hit
if this reduce animation packs cost (bc we are removing T-jump animation with this) i agree
turn T-jump into a gem substat
I like my 3D combat, though def it can obv be better. It could be more lenient with SOME directional abilities being excluded from the air movement meter, because with how limited airstall can be, it’s kind of a mix between being a jumper or just keep moving to your opponent.
Given that you’re still against the ground and far easier to predict… I’m going to say it probably won’t be useful against players.