Combat Balancing

Happened in PoE ages ago. But I agree it shouldn’t be as effective.

Based on the numbers I’ve tested I believe your right but only when it comes to multi hit attacks. If this is removed from the game I’d like to see item base focus gain improved. In addition to balancing skill effectiveness per focus needed. There are many runes that are 100 focus and pretty lackluster, while some are 100 focus and do literally everything (cc, mobility, damage, etc)

This is a dramatic over exaggeration. There are not that many ranged multi hit runes. Cone shot and Multi shot both take advantage of this mechanic. Hail you at least need to shotgun to reliably proc multi hit. What other examples do you have? Maybe I’m unfamiliar with them.

While I think focus gained through auto attacks should be the most significant. Removing other sources all together would just force one playstyle on the game. I think that would be a shame considering what the game could be. In addition I’d argue for less damage on runes. IMO they need a big balance adjustment all together but I’d rather have that discussion once we have a target dummy and can map out the damage (in addition to the added benefits like CC and mobility). I think then we can all have a much more productive discussion about runes. I’d like to see a mix of low damage high utility and low utility high damage. Possibly runes that are a mix of both but come with a large focus requirement.

I get the reasoning but you’re also over weight just using plate in the current build. Maybe the solution is removing them and balancing equip load better but as it stands now it’s a bit all over the place just like runes, imo. I tend to agree the defensive stats alone on plate far out preform anything else and the drawback is reduced by those affixes significantly. Also… without them you wouldn’t be able to do cool shit like having both heavy and medium dodge on the same build. It’s pretty fun to play with.

Are you playing with manual lock? That might be the issue. Not sure. I find there’s so much innate movement in the weapon attacks that it’s not an issue to stay on target. Currently I’m a big fan of the feel of weapons and their attacks. Looking forward to getting more weapons to mess around with.

There’s literally a skull icon. And when you get used to it you can proc back stab before it even appears. Increasing backstab range sounds really abusable. I wouldn’t be in favor of this.

I was talking about those coneshot builds and runes like that.

When u use dual wield daggers, then the first hit pushes the enemies back and the rest of the combo misses. Sometimes the last hit of the combo hits again. Thats pure nonsense, and thats not the only problem like i said. It also creates the senseless pushing enemies down the cliffs and with dual wield daggers your combo just follows them down the cliff. And it feels very unnatural to just push them around making them floating around. Thats not a tool of increasing impact of the weapon. Its just extremely stupid. Model stagger and sound and blood is enough to show visual impact.

The problem is not the backstab range like i said, its the extremely bad animations. You cant tell where the back of the enemy is, when they are attacking. I try to orientate by their weapon hand, but its still miserable. There fore my solution to this was to increase the backstab radius, because its less work than reworking the animations. Atleast double the radius.

Spamming auto attacks is just as dangerous as spamming dodge my friend. I’ve played a little bit of double dagger but not a lot. Which ones are you using? It’s my next weapon set to try out so I’m curious to see how our experience compares.

With other weapons I value to micro cc you get from connecting attacks. It helps create space and play outnumbered situations without forcing players into heavy armor builds for poise or just using rune attacks for a quick kill.


Having trouble quoting on phone… Anywho. Instead of hand position I use feet. If you notice enemies shoulder blades rotate and orientate themselves to the player or the particular animation. Shield knights in particular are the extreme the way they twist their backs. Line up on the feet and it’s an easy backstab. At least that’s what I’ve found.

The attack is already so strong I’d be hesitant to buff it at all with a larger radius or angle of attack to start the animation.

Its not about spamming attacks, when i click 2 times, then the combo throws me down the cliff. i can only click one time and move back and wait him to come and click one time again. thats by far the dumbest gameplay ive ever witnessed. thats not a matter of opinion. but i understand that other weapons might have not that problem. but even with them you have to wait for the enemy to walk away from the cliffs.

Im always playing in light weight, even in souls games.

I will try to orientate on the feet, the next time i play it when some good balance patches and content releases. thx for the advice. but it still needs a change, however they want to change it.

I’ll have to see for myself but I can’t imagine it’s any worse than Governor’s Sword which has a huge lunging attack.

I’m not criticizing your feedback, everyone is entitled to speak from their POV but I’ve seen the “attacks throw me off the edge” a lot around here and… Idk mate.

It’s like yelling at a calculator for giving the “wrong answer”. It just gives you an output based on your input. That said… It’s definitely a reason I like to have more than one weapon on me at all times. With the unique animations I like to have access to a lunging attack for these kinds of situations no doubt. That way I can let the blade do the work while I manage not practicing my skydiving off the edge. But I stumbled on this play style cause I like having multiple weapons. I can see how it’d can be annoying if you’re just running one.

There are also a variety of stationary rune attacks for something like that.

Tbh I love that weight is only calculated by active weapons. Lets us do some cool shit for sure.

Oh and one other tip. If you ever get the itch for blink backstab. Make sure to redirect your character after the blink. Half the time you’ll lose camera lock because you’re not facing the enemy after the blink. Like this…

Hope to see ya around on the next update :+1:

Btw, i remembered that i first oriented myself at the feet of the enemies for a backstab, because its natural. But it didnt work, because their upper body just twists around unnaturally. Thats why i said the animations are the worst ive ever seen and need to be reworked, but that means alot of work. Thats why i said increasing the backstab range by a lot would be the easier solution for their fail. Then i figured out that the weapon hand is the most accurate orientation for a backstab, but still not good enough.

You do you. I have no problem securing backstabs in the current game. I think calling them the worst of anything is definitely a stretch.

Is what it is, all we can do is give our feedback.

I still think the enchantment is the main culprit. The whole issue stems from the combunation of runes and enchantments. To present my argument I would like to break this equation apart and analyze each part individually.

Runes. If we look at runes in a vakuum, multi-hit runes do not stand out in terms of damage or utility. All runes operate on a similar power level.

Enchantments. Among Focus related enchantments most potent are “increased Focus gain” and “Focus on damage dealt”. Both enchantments have fundamentally the same trigger condition - hit something and gain Focus in return. However, in a direct comparison “Focus on damage dealt” is stronger:

  • it requires less investment, as player can gain this effect simply by using a gem. “Increased Focus gain” on the other hand is dependent on right weapon & armor enchantments in order to reach high % and be effective. Moreover the weapon itself should have high innate Focus gain stat.
  • it scales better and easier, because it is tied to max Focus.
  • it triggers even on rune attacks, while “increased Focus gain” does not.

To sum it all up; all runes operate on a similar power level, while the next best enchantment requires more investment, has worse scaling and stricter trigger conditions. Those are the reasons why I think the “Focus gained on damage dealt” is the main couse for rune chain spam atm.

Absolutely.

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Yeah gearing is a bitch right now. I’m not reflecting on it much at the moment since we have only a part of the system and people are just duping for gear to fit a particular build.

One thing that I don’t believe we have an answer to, and probably won’t until the ranged rework and addition of spell book is exactly what rune spam is… It means a lot of different things to different people.

I play most of my current builds with 300-400 focus with white weapons (4 runes) and frequently use runes. However I also auto attack a lot. I consider the two things complimentary so I use them both together but without a doubt someone will watch my videos and say… eh, rune spam.

Which I could care l less but what the intended boundaries lie when we get further down the road will tell the tale.

If I got a vote I’d like the end game to be fun and viable for non-focus builds, hybrid builds, and nearly pure focus builds to give players as many build paths as possible. In combination with revamping rune cost and focus management. The game would fit the bill for an ARPG to me that way as opposed to isometric souls with a bunch of additional content.

I probably forgot some things and add them later on. I hope you change these things and dont waste all ur efforts into the game. Because i dont think that most players would like the state of the combat in this game. Only the mindless ones.

Man, you’re talking like this game is about to come out without anyone playtesting it or caring about balance.

Man.

WE are the playtesters.

It’s the fucking first update of Early Access.

Chill.