Combat Improvements

Hi everyone, I’d like to share some feedback regarding combat in the game.

  • Staff’s runes do huge AOE destroy-everything spells, melee combos, range attacks, doge attacks, a bit of everything, great! Daggers, swords and pretty much every other weapon don’t. Please add a bit of variety to the weapon’s runes.

  • All weapons should have a strong AOE rune that helps in combat against 3 or more enemies.

  • All Weapons should have at least one tactical rune: easier or more effective parrying? Deathlier backstabbing? Stun enemies? Faster stun recovery? Faster movement for a few seconds? Extra armour?

  • All weapons should have a runes that allow you to modify the base combo the weapon generates. Maybe one rune increases the speed but reduces the damage or your attacks, or vice versa. Or maybe instead of doing 3 swings, it does only 2 but with more damage. Maybe it allows you to jump further ahead when you charge, etc.

  • I think that a game that is so combat-based should have more options to change the way your character fights, instead of always doing the same combo again and again. So, an even better option than the runes that modify your attacks, make a skill tree for each weapon that allows you to unlock and modify new attacks and combos so you can personalise your combat style.

  • I think there should be more variety in terms of the effects you get from your equipment, especially from rings. Right now, rings are the least interesting piece of equipment. What if rings changed things the other equipment didn’t?

    • One ring extends the duration of all potions but reduces the effects of food.
    • Another increases the amount of resources you gain when farming.
    • Or increases the fishing/digging/mining/chopping speed.

Well, I hope this brings some inspiration to the developers.

Thanks for reading :slight_smile:

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The devs already have a lot of runes planned for the combat update, we’ve got to wait and see, I agree that runes should have more varied but specific roles.

In the game almost every weapon even in the same category has a different moovest, you can get a similar effect by equipping a secondary weapon swapping the weapons according to the situations.

You can’t reasonably make a (well done) skill tree for each weapon, the time and resources to do such a thing would be too much, especially since there are already many weapons and developers want to continue adding them.

However, with the removal of the attribute system and the addition of classes, you could still see a sort of skill tree, given that the devs have said that each class has unique effects/abilities.

The quality of the movesets is already inconsistent, and there are many weapons that have movesets that, when compared to the basic weapons you find at the beginning of the game, are underwhelming, for example all starting weapons (except wands) have charged attacks on each attack of the combo, while most weapons do not have this feature and some don’t even have any charged attacks at all.

Examples of weapons that have moovest problems:

image The Paddle

Which is another starting weapon that was added later has a running attack that is so ridiculously slow that you’re better off stopping and doing a normal attack rather than doing the running attack, It does not do more damage than the normal attack even though it is slower and has a smaller hit box, It’s so ridiculously slow that if you stop and do a charged attack it takes almost the same amount of time, but the charged attack does a lot more damage in a much larger area.

image The Summer’Sting

This weapon also has a similar problem (it’s just a little less obvious) and has this problem with its thrust attack, which it uses as a dash attack, as a 3rd attack of the combo and also as an attack after a roll, This attack starts quickly but then has such a long recovery time that it is almost guaranteed that the enemy will hit you back, and you should stop and use a normal attack or a rune every time instead of this thrust attack. When you hit an enemy you should only do the first two attacks of the combo and then stop by walking or using a rune rather than do the third attack, when you want to do an attack after the roll you should use a rune rather than use this attack or not attack at all. To use this weapon I equipped it with the rune that costs stamina just to use it instead of this thrust that ruins the weapon’s movement. And also this weapon has no charged attack even though it is a greatsword (The reason why I tried to save this weapon is because the base attack is very nice).

So I’d rather increase the quality of the weapons moovstets than add a rune that adds new moovstets, especially considering the fact that you can swap between weapons.

Thanks for the comments :slight_smile:

If I upgrade, spend gems and runes in a weapon for my build, I would like to use that weapon in different ways, not be forced to change weapons all the time that have different stats and different enchantments. They could at least allow the player to choose which of the 2 to 3 attacks the weapon does in the combo, they want to use, or to swap to the moves of another weapon of the same type. I don’t think that would be too hard to implement.

I think that the main feature of a weapon is the moveset, so at most I would make it more enjoyable, usable and fun to change weapons and build them.

I wrote this super detailed suggestion on on the matter.

Here’s the topic if you’re interested: The RNG Problem, Enchantment System Vs Gem System (Refined).

1 Like