I m not one to care much about difficulty. I care only about how much fun the game is. If one talks about combat every game should give players the tools to beat it.
This game gives you the tools to beat it and is mostly fun, but there are some flaws
I dont want to compare NRFTW to godlike combat like Khazan but if devs want to improve the combat they should take players’ input serious.
I ve tried out 2handed, 1handed-shield and mage style.
What I ve realised immediately after playing these 3 styles is the influence of attack speed. The formula is easy for all players: Dont use any slow weapon. The formula for devs: Erase all slow weapons. (story below)
Input: I hate it in games when you cant overwrite an input. I played with slow 2handed and wehn you push attack 2twice and then push roll (dodge) while you havent even STARTED your FIRST swing, the game still reads the 2nd attack. Is not just bad, it feels bad. Let me be able to overwrite inputs or have a button to stop attacking.
Focus mage: I didnt care as much about focus while playing “fighter” as I did when I played a mage, I felt the drawback playing a mage. I like to play mage in Baldurs Gate, DIablo and Co. But in NRFTW you dont play a mage, you play like the barbarian in Diablo
You have to hit/parry to build up fury, so you can use spells. Yeah that’s how it feels to play mage in NRFTW, you play a barbarian, a fighter. My first thought is, just give me some spells that use stamina (which are not just projectiles) and some (stronger) spells that use stamina and focus (and therefore cost less focus than in current state)
One story: I played with 1handed sword, had fun, then got a 1handed axe with more dmg, thought more dmg, equipped it and fought, I couldnt even start hitting, enemies were always faster, even between enemies’ combos the weapon needed years to swing,
As all I played the huge 2handed sword at start and then switched to faster weapon. It was like when a baby for the first time tastes ice scream and then has to choosed between that or spinach.
I’ve never had any problems with the input buffer on this game but maybe that’s just because I’ve played FromSoftware games and now I’m used to it, but I agree that it’s a problem.
fyi in the Jan 22 update, wands will get spells that just cost stamina. They’re on a short cooldown, so they’re a bit slower than melee hits, but the cooldown is short enough that it can still be your default attack
I do not see a problem with attack speed as long as you can abort an attack for a roll or parry. I do have some sword fighting experience from my sport so it does make sens to have bigger/slower movements if you want to put some more impact into your blows or if something is simply longer and heavier to wield.
However even with a big weapon fighting and wielding it slower you can still side-step during an attack or change the grip to brace for a block or attempt to parry.
Hell it is even possible to feint successfully with a heavy weapon if one is skilled enough.
To sum it up exchanging speed for reach and DMG is fine from my point of view as long as it is not hideously out of proportion (looking at you bandit great axe). But the important bit in my regard is that you are able to change an attack into a parry/roll and are not forced to right through the attack chain for 3 seconds.