Critique of Weapon Movesets

In this topic I will describe the problems I encountered in general in the game involving Weapon Movesets, and I will highlight some specific examples.

I will also delve into the details of each weapon in the game in future topics which will be divided by weapon type, there will be a list at the end of the topic if you are interested (in these topics I will also talk about the runes with which the weapons are already equipped).

I’m not evaluating the damage, Every now and then I might mention that an attack doesn’t do as much damage as it should in relation to the other moves of the weapon but I wouldn’t compare the weapons to each other.

A little off topic: Focus gain and stamina and weight, are chosen arbitrarily based on the weapon class ignoring the Moveset and this creates balancing problems.

In my opinion all weapons should be equally strong and therefore they should also have the same weight (even if it doesn’t make much sense from a realism point of view).

Focus gain per Second should also be similar between all weapons.

And stamina costs should be chosen based on the specific moveset of the weapon and not based on the class

Weapon Movesets are Often Incomplete

To explain what I mean by “incomplete” let’s start by taking a look at the structure I use to describe weapons:

image:red_exclamation_mark:Weapon Name

General description of the problems of the weapon, its general problems and a possible solution.

  • :red_exclamation_mark: Basic Attack: …its problems and a possible solution
    :red_exclamation_mark: Charged Basic Attack: …its problems (its probable absence) and a possible solution

  • :red_exclamation_mark: Running Attack: …its problems (its possible absence) and a possible solution
    :red_exclamation_mark: Charged Running Attack: …its absence (only exception Chipped Daggers) and a possible solution

  • :red_exclamation_mark: Roll Attack: …its problems (its possible absence) and a possible solution
    :red_exclamation_mark: Charged Roll Attack: …its problems (its almost certain absence) and a possible solution

I think you can already see what I mean now, (Ignoring the “Charged Running Attack” which only Chipped Daggers have) Very few weapons have all types of attacks.

This is obviously not always a problem, whether it’s a problem depends more on the weapon (heavy weapons without charged attack are much worse), the build (if you have found enchantments that enhance charged attacks or if you need charged attacks to break ice) and the player playstyle (Maybe you like enemies coming at you as you charge up your attack and have a playstyle that relies on planning).

But it’s always a missed opportunity, there is never a good reason to take away one of these options from the player (or rather the only reason is that maybe the basic attack is also good as a Roll Attack or as a Running Attack, but there is never a reason not to add a charged version of an attack other than the development time).

What is a good Moveset?

It is obvious that there is a certain degree of subjectivity behind this question.

Many would say: “let me use the Weapon and only after having tried it I will be able to tell you, if it feels good or not”, this is a very reasonable take, Essentially by trying out the weapon you can determine whether you want to use it again or not or if you’re having fun with it. But this it is entirely subjective.

In my opinion, this problem can be discussed in a more objective way. Especially when it comes to giving good feedback to developers, This doesn’t mean I will ignore the feel of the weapons, but we also have more concrete factors.

Movesets should be made more carefully, there is no need to fill the game with weapons if 60% of them they are of no use to anyone, and potentially ruin the experience for players who use them (or try to but end up disappointed) rather than enhancing the experience with replayability and customization.

In general it seems that every time developers try to make a “simple and effective” weapon the result is a good weapon that does everything it’s supposed to do well and has many options for combat approaches, and is effective and intuitive, but then they add weapons in the same categories, and try to do something different and experiment (which is a good thing) but too often the results are weapons that lack the practicality, (weapons that are half baked) for each category of weapon there is almost always only one or two “good” weapons (and often one of these is the “basic” weapon) then there are some weapons that have some gimmicks, which can be fun but in other aspects the weapon has obvious “friction” points and overall are less usable.

We have weapons that don’t work as well as players would like/expect to like the old old bows (the only Focus one) that in my opinion were good off-hand (just a bit underpowered and limited in rune selection) but were not good bows (another e.g. a heavy mace that moves smoothly and a sword that is used as a mace),

A little off topic: I would like the small crossbow to be off-hand and be similar to the old bows but with more runes, and I would like it to be a book or orb which is also used in a similar way but has different runes.

And then there are the weapons that Fail maybe the gimmicks do not work or have serious flaws like heaving an attack the is so slow that using it is almost always a mistake and or when compared to the “complete” weapons are clearly worse in every way, clanky and not as fun or miss features.

But I can only talk about many of these flaws only by talking about the specific example and that’s what I did for the bows and what I will do with the other weapons in the other topics. But I can speak of the Clunkiness that often occurs in similar ways in different weapons.

Clunky Weapons/Attacks

Every attack in this game has a:

Windup: The part of the animation where the actual attack hasn’t started yet but you’ve already lost control of the character (a charged attack increases the duration of this phase).

Execution: The part of the animation where the actual attack hitboxes are active

Recovery: The part of the animation where the actual attack has finished but you still cant’ control of the character (lifting the greatsword off the ground after attacking)

If one of these animation lasts too long the Clunkiness problem occurs, obviously a knife and a greatsword have very different speeds and the correct amount of Windup & Execution & Recovery depends on the weapon, and there is also an internal coherence to the weapon, for example if the first and second attack have a certain speed if the third is much slower and does not do more damage it is a problem.

If an attack is slow or not you can tell based in the context of the weapon, when too often it is better to avoid it, that is a problem, and this happens more often than one would expect.

And sometimes weapons have an attack that is so slow that it is not just good to avoid it, is so bad to use the using it might as swell be a trap! This is a serious problem.

Obviously there are also weapons that suffer from Clunkiness to a lesser degree, and removing the Clunkiness in these weapons would be more of a QoL issue but in my opinion it would be important to do so because it would make the game and the weapon more fun. It often also is a ferly straightforward change that should be easy to implement, and I’ll give you an example that I think everyone can understand and easily test (and I also take this opportunity to show you how I review weapons):

Key Symbols:
:heart:: Perfect/Low margins of improvement (ways to improve the attack )
:red_exclamation_mark:: Can be improved (there are clear ways to improve the attack)
:double_exclamation_mark:: Should be improved
:exclamation_question_mark:: Doesn’t work well/It’s terrible

:white_question_mark:: It could be problematic but I have to test more

image:red_exclamation_mark:Blood-Rusted Sword

This is the weapon that introduces you to the game, and it’s almost perfect,the only flaw of this weapon is that with the third and final attack of each combo has a recovery animation that is too slow.

In my opinion if there wasn’t this recovery animations the entire weapon would be even more fluid and nice to use, the addition of these recovery frames was done to give the weapon a clear 1-2-3 rhythm, for me it’s not important from a gameplay point of view as it reduces the fluidity of the moveset and instead makes it a little clunky (it’s not much given that the time isn’t very long but in my opinion it’s not worth it).

If the 1-2-3 rhythm it’s so important it can be done by putting a cooldown only on attacks at the end of the third attack, so the character can still move using a dodge rune etc. but the rhythm of the weapon is preserved.

If the third attack needs to be slower, at least it should deal more damage and stagger more. Otherwise, it feels like you’re being punished for finishing the attack combo (which is the opposite of what should happen, finishing the combo is something that should reward the player since he managed to find a window to do 3 attacks in a row without being interrupted).

  • :heart: Basic Attack: Slash horizontally 2 times then a thrust, This Moveset has been a video game classic since forever. A principle of game design is that the further you go in a sequence of attacks the stronger the attacks become, as finding windows to finish the combo is difficult (this happens in almost all weapons even in NRFTW but it is often done in a too simple and superficial way)
    :heart: Charged Basic Attack: Each attack has its own charged version, 10/10 Perfect.

  • :heart: Running Attack: Slash horizontally 2 times then a thrust While Dashing forward before each attack.
    :heart: Charged Running Attack: It’s obvious that the first attack of the running attack combo isn’t chargeable, but there’s no reason why subsequent attacks shouldn’t be, this is not necessarily a weapon flaw but having the option would be a bonus without any negative consequences.

  • :heart: Roll Attack: Series of vertical attacks the third act is a double attack.
    :heart: Charged Roll Attack: Each attack has its own charged version, 10/10 Perfect.

You can check for yourself, Try using this weapon to do one attack and then roll, then two attacks and then roll, and finally three attacks and then roll.

You will immediately notice the difference with the third attack.

Thanks for reading this far. Now is time is to take a look at the individual weapons in more detail.

Weapon Movesets Reviews (Work in Progress)

Dual Wielding
One-Handed
Two-Handed
Unique

What do you think about the current situation of Weapons Movesets?

  • Too often when I try a new weapon I don’t like it
  • Too Many weapons are too weak (ignoring the moveset)
  • I have a different opinion on this problem (please comment)
  • I would like to see the criticism/talk of the weapons I used (please comment)
0 voters
2 Likes

there is indeed a problem with weapons moveset when they’re either too effective compared to others, or just copying another weapons moveset with a controversial changes.

it really takes time and effort to address such cases specifically, so i would not* dare to feedback on the problematic weapons just right now because i have to collect data, yet i’ve encountered this problem by myself.

one of few examples i can bring up is Freinheit. i love the roll attack follow-up combo, and basic attack combo is okay, but the sprint attack is wack, just the second hit of the basic combo. it is obvious that every move should have their use and not just to be there, yet a good part of weapons suffers either repetitive movements on different keys, or simply the absence of other actions. just like one of the bows the name i cant remember (woodland protector probably), but it actually has 1 move for every action: charged tripple or quadruple shot, no matter if its running or a roll attack.

hope it will be not much of a headache to reconsider current weapons movesets so they make more sense, but a more specified feedback is definitely needed to lower overall time fixing these things

2 Likes

I agree, the roll attack follow-up combo is incredible Icebreaker also has the same roll attack, the only small flaw is that you can’t charge the first attack but only the second and third, unfortunately after the dash attack the basic combo starts again but there is an annoying pause between the dash attack and the basic combo, and this ruins the experience a lot, but in my opinion the most serious flaw of that weapon is that it does not have a charged attack.

The most common defect of bows is that they do not have a good running attack, My favorite bow is the short bow because it has a very nice dash attack, but unfortunately it doesn’t have a charged attack.

If the Twined Recurve Bow had the running attack of the short bow it would become my favorite bow

Yes, as I said, I hope they can focus on quality rather than quantity. There are already a lot of weapons in the game. Fixing the ones that aren’t working is a priority in my opinion.

I previously complained that Summer’s Sting’s thrust (which it uses as a third attack and a dash attack and a roll attack) was so slow that I had to walk and rest the combo to avoid doing the third attack and losing DPS, but now in the beta they’ve fixed it!

1 Like

i also like both short bow and twined recurve bow. in my opinion even though the short bow has an incredibly useful running attack for positioning, twined recurve bow doesnt really need it since it has evasive shot, only missing the ability to choose direction for the shot while some other runes can be redirected (my suggestion is to make evasive shot rune like the short bow’s running attack with ability to direct the evasion, but with the current animation and slightly slower recoveries to differentiate them), and twined bow’s running attack is good for focus gain since you spending stamina once to hit three times (this is still a controversial point, but the fact that this bow can generate focus is already convenient in itself).

but yeah it wouldnt hurt if short bow would have a charged attack like yew longbow, or a charged multishot that will make a difference between multiple basic shots and 1 charged multishot for 2 or 3 arrows (this is also a subject for discussion because it is necessary to balance stamina costs and focus generation)

1 Like

I don’t think runes should be considered part of the moveset because you can’t always use them, and you can change them. Furthermore, using them only moves you away from the target, not into the position you’re going in, like the shortbow’s running attack.

Cool, It should probably be a different rune that costs 25 focus.

The twined Recurve bow’s running attack would make more sense on double daggers and fists. Obviously, you can make it work. I agree that it can be strong, but I find it unnatural. Maybe it would make sense as a rune that consumes stamina, but in my opinion, the bows’s running attacks should let you go in the direction you want to go.

In my opinion it should be a different type of charged attack, more similar to that melee weapons, obviously shoots a stronger and faster arrow, but it is not a modular charging like that of other bows that have a charged attack but something more similar to the fast charged attack that have weapons like the Scimitar.

Anyway, I have already expressed all my opinions on bows in this topic: NEW BOWS Movesets and Runes can be Improved

If we want to continue talking about bows we should do it there xD.

1 Like

it actually seems like a good solution, if only they make stamina costing runes also generate focus, like wand’s stamina runes, because, if i remember correctly, most of the martial art runes dont give you any focus

1 Like

You are doing a great job, and I hope the developers appreciate this kind of post and make that clear. That said, there is one point on which I completely disagree: the need to equalize weight and concentration gain across all weapons. While ideally, as you rightly say, all weapons should be viable and comparable in power despite their differences, but I don’t understand what would the game be gained by making weight and concentration gain identical for all weapons (beyond simplifying the number of parameters to consider when designing a weapon. And with fewer parameters, obviously, it becomes easier to balance the different weapons against each other).

In my view, these two characteristics are simply two more parameters among the many that must be considered when balancing weapons (damage, attack speed, recovery time, range, mobility, stamina cost, etc.). That is to say, it is perfectly valid for a weapon to have above-average concentration regeneration per hit if, in exchange, this is compensated by worse performance in another parameter. This is just another way to broaden and add depth to the diversity of combat styles (in this case, a build that seeks higher concentration regeneration to use runes more frequently). They are simply two parameters included in that delicate balance–trade-off system.

I would also like to take this opportunity to clarify that I prefer a game with a smaller number of well-balanced parameters over a game that, in search of greater depth, includes more parameters but is unable to give them coherence.

3 Likes

Ty

So the main reason is that, i think they heaving players choose the weight class and weapons independently (without complications) is a big plus, and balancing things between weapons of different weights is more complicated than it seems, because at first glance it is enough to reduce the damage based on the points you have to invest in equipment load and those you have to invest in damage to balance, but it becomes very complicated if you realize that putting points in a loadout doesn’t always give you the same number of stats, and the same goes for scaling.

Maybe when they add the classes and there will no longer be the attribute system it will function in different ways, but in the current system I don’t see any benefits in having weapons of different weights only disadvantages, and useless complication in a game the is already difficult to balance.

So at the moment for all weapons you get 10 focus on-hit, and it’s completely arbitrary and there’s no consideration of the movesets. In my opinion the focus should be a mark on the weapon as focus per second, to make it clearer to everyone which weapons gain more focus and which don’t, In my opinion, they should rebalance all the weapons so that they gain the same focus and only AFTER doing this rebalance, they should decide precisely and clearly which weapons should have more focus gain and which less, to create variability.

Realistically the game will never be perfectly balanced (like all RPGs which are very complicated), but the devs should do everything possible to make the game as balanced as possible otherwise the result is a mess.

Anyway, thanks a lot for your feedback, it’s important because obviously the developers have to balance the game for everyone, not just me xD.
And of course, I don’t know what others think if they don’t tell me, and I’d like to integrate this information into my topics so that the changes I suggest will be enjoyable for most people.

1 Like

Following this thread with great interest. I feel similarly about the movesets in this game, some are great and others are just not viable at all. You said a lot of what I was going to say. Very interested to see your takes on all the moveset categories.

1 Like