Charged attacks cause falls

Hello. You all mentioned you fixed falling off of ledges while attacking. That much is true. But there is not protection from Charged attacks. I did a charge attack, and it took me way off of a ledge. Sad way to end a hardcore mode. I know you are planning to fix this for rune attacks, if you could fix this for charged attacks as well that would be great!

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There’s not even ledge protection for some normal attacks still.

Try the Endless Winter staff attack chain. You will still dash either backwards or forwards depending on which part of the chain you are and fall off a ledge.

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same with axes forward launch combo ending

maybe if you don’t attack near a cliff you won’t fall..

Well shoot. I thought they had worked on ledge protection for some of it already. Guess im behind.

@leonardo_costantini

Maybe half of the areas in the game are near a cliff with combat spaces so small that to prevent yourself from being flung over easily you’d have to stick to basic swords animation’s. There are hundreds of weapons, and therefore hundreds of charge attacks that are unknown even with long playtime. I’m not sure if you’re being sarcastic or not. While I appreciate a bit of realism, I don’t think a character would use an attack that would launch them off of a cliff. I can appreciate being on the wrong end of a bash and being thrown over the side by my enemy, but input attacks I’ve never tried before even in 300 plus hours of playtime shouldn’t end a hardcore run.

If you’ve played Lords of the Fallen you’d know there are lots of areas where platforming is a key component to the game, but that combat on these very small areas is hazardous. They fixed the game so that you could actually fight in these areas without being easily destroyed by an input you didn’t expect. It didn’t save you from stupidity, and there is nothing more embarrassing than winning a fight, crowing about it, and then accidentally rolling off of the ledge once combat has ended. I’m not against stupidity killing you, but charge attacking your way halfway across the battleground to attack your enemy and knocking him and you over isn’t logical.

If you were being sarcastic just brush this aside as a rant and think nothing of it. If you were being serious think of yourself as a play tester in a game that’s early access who’s asking the question “what’s a fun punishment for being foolish and what’s a bad design choice.”

if you fell it’s your mistake and not the game’s. there are 100 weapons and I don’t know how many runes.. if you chose a rune that has an animation that can make you fall near a cliff it’s your mistake whether you have 1 hour of gameplay or 1000. there are ranged weapons, runes that have ranged attacks and aoe.. if you don’t know they’re there or you don’t know when to use them it’s your mistake not the game’s

And i guess you dont care about the sudden perspective changes that can occur? disrupting combat? What im describing are aspects of a game i love that i feel can be improved. Its clear your more into the hardcore aspect of gaming design. I love that aspect of gaming. Played outward through and won without dying. Played this game without dying. Played Elden ring through on rune level one. Whatever. But there are quality of life aspects that can be improved. Its my fault? Duh. Why do you think im suggesting a few quality of life changes along with other players?

if they were to listen to all the complaints of the players the game would become crash candy… one does not want to fall off the cliff, the other does not want to die 10 times at the first boss because it is too difficult, another does not want to collect resources because it is boring.
the saddest thing of all is that they are doing it. they have already put walls to not fall into the crucible, now they want to change the fall damage (which should have already been changed)

So youre not wrong about the difficulty and player complaints. I completely agree with you that folks need to git gud. What im asking for is precise movement, predictable outcomes. The idea that you would attack an opponent but fling yourself off a cliff with them is ludicrous. Or that your attacks would carry you off. Intentionality plays a big roll. One of the reasons i advocate for a jump button is because pespective shifts create unexpected movements that suggest a jump where there was no intent. Suddenly a level 30 hardcore character is locked out of hardcore realms not from a violent combat gone wrong but poor controller inlut.

It should be noted i play only on hardcore now. So when i notice that im dying 99.9 percent to unintended input that results in fall damage whether in combat or out of it im gonna suggest some improvements to make sure movement can be more predictable.

I think you and i are more on the side of hard is good for you! But where we differ is in the platforming. You seem to think its fine as is. I think it could use fine tuning around the combat and the input function such as a seperate button for jumping from rolling for more precise action. This would prevent most of the deaths i experienced on hardcore. Also specific rules for combat regarding how the game interprets your attacks so that you dont accidentally fall with your enemy while allowing for enemies to shove you over. (Thats a painful but legit strat they use and i love)