Hi, as a preface I will give a small introduction of my past experiences, wich I feel will give some weight to the observations and suggestions that will follow.
I have been playing video games for more than twenty years now, and am a voracious enjoyer of Souls games and ARPGS. I have accumulated a lot of experience over thousands of hours poured into these types of games and have achieved a rather in depth understanding of overall combat mechanics and risk-reward balance.
I also wish to preface what will follow by some well deserved praise, as the game truly does a lot of things right, and does achieve to subvert some of the staples of soulslike and arpgs with great success. The combat feels weighty but never sluggish, enemy design is overall satisfying and the sense of progression of your character survives the enemy scaling, wich is no small feat.
1. Poise, Hyperarmor and Staggering enemies
One of the issues I have encountered revolves around the poise damage inflicted by certain type of player weapons aswell as the poise and hyperarmor (or lack thereof) of these weapons.
In melee combat trading with enemies or dodging/blocking to land an attack in between moves are both rewarding strategies in their own way and are both valid. Alas, the weapons that are supposed to be able to trade with enemies can often find themselves interrupted by a great variety of attacks that look and feel as though they shouldnât. The greatsword, and some other two handed weapons suffer from this greatly and it forces the players to mostly rely on a dodge-punish strategy that does not fit these types of weapons as well as it does others. In addition, a greatsword hit will most of the time not be able to deal as much damage as a multihit combo from a lighter weapon during the downtimes between two enemy attacks, wich can feel quite frustrating since, as mentioned shortly before, the game tends to force you into using these strategies instead of hyperarmor trading.
Another issue is that, as per my testing, it is far easier to poise break and enemy with the flurry of attacks of lighter weapons than it is with the heavy swings or larger ones. This should not be the case. Larger weapons need to excel at controlling the enemy, light weapons need to excel at playing around the enemy. Currently light weapons get the best of both worlds, and in turn heavy weapons feel underwhelming at times. This also applies to bosses wich are way easier to stagger with light weapons than with heavier ones.
In my opinion, light weapons are in a good place, but need to have their stagger damage toned down (i was able to lock the quarryâs boss in place for 90% of its fight, wich lasted around 20 seconds by simply mashing my tier one dual daggers) and the heavier weapons need to benefit from some increased hyperarmor, aswell as a slight buff to their poise damage.
2. Strength in numbers and the dominance of shield npcs.
Now, the enemies. The variety of enemies in act I feels sufficient, although some moveset overlapping can at times feel a bit cheap. Combat against one or two enemies is usually a treat, as the slow paced approach to combat in the game rewards observation and being methodical. A problem arises when more than two enemies are present in an encounter (even two enemies can be a problem depending on the enemy types). The enemies tend to stick close to each other a lot, making opening far and few between. The biggest offender here are shield-bearing enemies. The playerâs weapon bouncing on shield as hard as it does is manageable in 1v1 situations and encourages the player to be careful as to when and how they chose to punish an enemy whiff, but in crowd encounters, a single shield present in the melee can result in an unwarrantedbounce, wich itself leads to quite often getting blendered by the crowd. Following the trend of my first point, heavy weapons suffer the most from this mechanic as they bounce off of shield just as easily as light weapons, with the added downside that their often wide sweeps will hit shields that the player does not intend to hit at all. The targeting system does not help this issue either, as you will often find yourself locked onto an enemy that will prevent you from punishing another oneâs whiff or off-group positon. But more on that later.
Overall, crowd combat can feel too chaotic and uncontrollable at the moment, especially in tight spaces, where the player is left with few or no viable strategies to deal with the enemies.
A small tweak to shield hitboxes and/or to the AIâs tendency to stick close together could prevent frustrating combat encounters. Although I would agree that crowd encounters are supposed to be harder by nature, It feels too often as though the odds are unreasonably stacked against you, and accidental shield bounces/ projectiles hits (wich for some have way too much poise damage) will either drag the combat on forever or abruptly send you back to the last whisper you visited.
3. Targeting
As mentioned above, targeting needs some work to, well, work. The examples obove illustrates a flaw in the current design of the targeting system. The lack of control over it can result in choice being taken away from the player.
The implementation of either a cursor-enemy proximity targeting change, or a simple but effective keybound target swapper will help greatly in giving the player more control over his character in a lot of situations.
4. Hitboxes, move readability and visual clutter
A weaker point here as for the most part, my experience with hitboxes has been very positive.
The top down view of the game, I donât need to tell you this, is the source of a great deal of challenges to make the combat (amongst a plethora of other things) work, and by golly youâve made a great job overall.
A few moves in the game can have deceiving hitboxes such as the leech infested big boysâ charge or the War Room bounty enemyâs (and his later variantâs) spear thrust.
Some other can be plain broken, especially in the case of some charge moves, such as the aforementioned War Room enemyâs charge, or the Echo Knightâs wich seem to linger a lot and be a tad too large. But these are really minor blemished on an otherwise very satisfying enemy design.
Another issue that is a direct effect of the top down view is move readability and some animationâs visual clutter. Unlike most classic TPS arpgs and soulslike, the actions takes place at quite a distance from the camera, as such some animations can be quite hard to read on reaction. Prime offencers here are the Echoknight different lance attacks wich, because of the very extreme animations of the knight himself and mostly his steedâs can be quite hard to react to accordingly, and Warrick, with his arm flailing sometimes diverting our attention away from his sword, coming right at us at mach speed.
As I said earlier, those really arenât big issues, but I feel like they deserve to be adressed nonetheless.
As a special mention since he was talked about here, the Echo Knight is a great boss overall (one of the best of the current EA in my opinion) but his exceedingly large health pools and two phases with extended movesets make learning his fight tedious, as you need to make your way through the crucible each time, wich as it stands now does not have enough replay value to justify it.
5. Other observations not related to combat
A few bullet points of things that I feel deserve some work at some point.
The enchanting system currently feels like too much of a grind, a way to reroll/enhance enchantments (not necessarilly a cheap one) would be welcome. Min maxing should not be an easily accessible thing in an rpg in my opinion, but as it stands now, finding a cool weapon only for it to be ruined beyond repair by a botched enchantments can be quite disheartening and makes build-making tedious, if not downright infuriating. Being able to access the recipes to craft the weapons we want to use would be a good start, as it would give the player a way to try and get a decent enchantment on the weapon he enjoys or simply wants to try playing with for some time.
Time gating. I can understand and even appreciate some of the time gating : the bounty / challenge system, in my opinion, fits right in and I do not see any issues with it. The same cannot be said about the time gating around building/repairing the townâs different areas. 1 hour can be okay, if not a little jaring in a solo/coop arpg. 4 hours and above do not, in my opinion, have their place here, there simply is no gameplay justification to it. If not decreased drastically, giving the player a way to actively speed things up would be a great start !
Finley is a bit of a mixed bag : I think the idea of merchants not always being available is a great thing and makes the world feel more alive, less static. Tying his schedule to real time can however feel a bit constraining, the current size of the game does not allow for a rotation between differet vendors across the game world, but I could however see it work when more content is released and the world gets bigger and its inhabitants more numerous.
Final Thoughts
I have had a great deal of fun with Wicked and cannot congratulate you all enough for your hard work, this game oozes passion and the constant patches show everyone in the community how dedicated you are to keep things moving. I hope my wall of text will give you interesting feedback.
Take care of not overworking yourselves though.