Backstab window and damage fix

Backstab window is extremely hard to find because of the extremely bad animations of the enemies.
Increase the window range and lower the damage to balance it.
Because i doubt you will fix the attack animations of the enemies, which is much more work.
(enemies upper body are twisting around during attacks and its impossible to tell where their back is. Its just hoping and guessing and waiting for the icon, while losing time and getting hit by something else)
Ive addressed this a year ago.

And maybe give dual daggers the biggest backstab damage and then single dagger and then base backstab damage on the size/weight of the weapon. As smaller the weapon as bigger the backstab damage is.
Thats proper balance.

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I can never land a backstab because the skull doesn’t appear and I realised the issue is that the “back” of the mobs is not where it seems to be. Sometimes their 3d model is looking in a certain direction, so you think their behind is in the opposite way, but in fact their game object isn’t pointing there. I’m not sure I am being clear. It’s like they don’t line up well the box and the animation

2 Likes

you are being clear… and I know this cuz there are times when I am clearly (visually I mean) behind enemies and they still “see” me as if I were coming from the front or side… is ridiculous and the reason I forgo any backstabbing mechanics for now… is not worth the effort as long as not working proper…

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exactly. thats why i suggest they have to increase the backstab radius and lower the damage to balance it, since they wont fix the extremely bad animations of this game.
Every animation of this game is wild and twisting and impossible to read properly.
It may look good, but its the worst decision when it comes to good combat.
Thats what made souls games so popular.
Clear and telegraphed attack animations, but with high punishment if you get hit.
The devs didnt understand this crucial core of the combat theyve copied from souls games.
Thats why this game doesnt work and people are not interested.
Things like having no iframe when laying on the ground, which leads to multiple punishments until death, for only one mistake you did.
These are basic elements of combat, which every souls game did right for years.
These are rookie mistakes.
You cant copy a car, without copying the engine.
But i think the devs dont want to recognize their mistakes, they seem to double down on them.
So all we can do is highlighting their mistakes and hope they fix it.
Its for their own good.
Diablo/POE gamers are not interested in wicked, because they want braindead combat and killing screens of enemies with one button.
Souls players are not interested in wicked, because they want meaningful and balanced combat with a properly working system and depth.
So this game is left with a small group of players who like arpgs, souls games, but dont care about proper combat.
The devs lost 2 major groups with their decisions.
And i agree there is no need to make a diablo/poe like game, but there is a huge demand for a soulslike arpg.
But they had to copy every element of the souls combat to make it work, not just a few elements and destroy the combat with random own rookie decisions.
Now they have neither one of them and left with a halfbaked game.
The quality of the game is top.
If they rework the entire combat to make it truely soulslike with some new elements, without destroying the system of soulslike combat, then this game would be interesting for millions of players.
And then they need to offer a free demo until the first boss, with saving the progression for full game purchase afterwards.
Like in first beserk khazan.
That would hook up players.
But like i said, most souls players will see all those many many mistakes they did in the combat and will simply not buy the game.
Most Wicked players dont see them, thats why its very hard to make them understand.
And then they have to change the entire loot and reward system and itemization.
Because this current state is simply not interesting for most players, specially souls players.
This is only interesting for brain**** diablo/poe players who are ok with killing millions of enemies with one button 24/7 to farm millions of random items.
But those players dont want challanging meaningful combat.
So the devs have to decide what they want and go in that direction, instead of being stuck between different directions and having none of them and nothing working properly.
So i think they have to make atleast half the loot/reward unique like in souls games, so exploring and killing bosses are worth and exciting.
And then the other half with rng for farming, but with a proper use of those items, like dismantling or something like that.
Which leads to the other important part of loot/reward system.
This game should be based on blueprints, thats the only solution i think, how to combine unique rewards with rng rewards.
The unique rewards are the guaranteed blueprints on certain locations, quests and bosses.
The mats for those blueprints come from farming monsters and rng loot.
Thats the perfect solution for their mess.
And it would make gear progression steady and save, instead of rng based.
Same for gems, they need to be garuanteed through rewards of blueprints.
And then they have to rework the enchant system, removing the rng element of it and reduce the embers drops to balance it.
Or something like that.
Similar to exalting the items, the progress should be guaranteed and demands just farming the materials.
Instead of making it rng based, which often leads to frustration and no enjoyment for grinding.
And ofc runes and gems should be removable at any time without detroying the item.
So you have proper goals in the game and proper combat with exciting exploration and steady progress.
This is what will make the game successful.
But i dont know if the devs will ever understand this or even read this.
They shouldnt blindly listen to the wicked player base, otherwise they will always have a very small player base.
And the quality of this game deserves much more.