Combat input buffering/queuing issues

Can you possibly fix the issue of getting locked into performing an action after a current action animation completes?

Best example: to shoot a bow at maximum attack speed, you have to rapidly tap the attack button. However, to switch to another action (like dodge), the character will shoot an extra bow shot before allowing a dodge action, since the game locks in an extra attack input while the first attack animation is happening.

It would be far better if the game did NOT queue up a 2nd input while the 1st input completes. The game should simply require an input to be registered AFTER the action completes. I’m sure there are more technical ways to explain this, and I’m praying you can understand and relay it to the proper people. I LOVE this game, and it would play infinitely better if this was fixed.

My best example: if you are knocked over while rapidly tapping the attack button, you attack again after getting up no matter what.

The input buffer is way too strong in this game. It would be better if there was a window of less than a second where the buffer clears itself.

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Another great example: players can get locked into an extra dodge roll, which leads to even more frustration near ledges.

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