hi Devs,
Dear devs, enemies shouldn’t be able to adjust their attack angle while the player dashing, even in elden ring or darksouls games enemies never adjust their angles with the players last action, right now enemies are able to easily kill us because they can hit us easily while we are trying to dodge their attacks, i think you should think about this.
also sometimes enemies attack animation will wait for our dodge and then it will happen in order to cause damage and this is not good and make the game unplayable, even in sekiro we can dodge the enemies attacks even their critical Attacks.
so please consider working on the combat system to make more playable.
thanks
I also noticed this.
I have a suspicion what causes this. But it is easier to explain for projectiles. (e.g. the orange firebomb shroomhat guys)
Lets separate the animations:
- Start of attack animation (aiming).
- Throwing/swinging.
- release of projectile
- projectile flying
- Hit and maybe AoE
I think the “aiming” is calculated by player velocity and position. This is generally fine. However, right now, I think the “calculation” of the player position and velocity is done between step 2 and 3, so just the moment the projectile is released. But intuitively, one would expect that the “calculation” would be done between step 1 and 2.
In reality, when throwing a ball, you “aim” first and when your arm starts moving, the aiming is over and you cannot really change the direction much anymore. That means when evading during step 2, I would expect to avoid the projectile.
The same is also quite visible with the big guys with the ball shaped hammer. They rotate in the middle of swinging their massive hammer over their head… doing that in real life would be… difficult.
I agree with these suggestions. I have noted this before in other threads. It is odd that enemies attacks literally track us after they have begun attacking. If our animations do not home in on enemies, why should the enemies home in on us? I adjusted this to be more specific. Enemies trajectory follows us, even after the attacks have been unleased, as noted above.
Our animations are directionally adjustable.
You can do 180° with charged attacks.
You can roll forward and thrust backwards after rolling
Yes, but for instance, you do not home in on enemies as you do your animations in real time as the enemies do. When you shoot projectiles they do not adjust and home in on enemies as the enemies do.
I agree. Having enemies lead you (like throwing a football to a moving target) definitely took some getting used to. In most games, kiting is so effective because enemies fire at your last location rather than where they think you’ll be. Some games (Risk of Rain 2) do both. But as you mention, the player can also adjust at the last second which allows you to cheese projectile enemies by simply changing your direction as soon as they release the the bomb/fireball/axe/whatever.
For things without a large AOE, you don’t even need to dodge. The witch fireballs are utterly ineffective using this technique and she’s good at predicting where you’ll be. You simply walk one way and then when she fires, walk in the opposite direction.
When the game first came out, the projectiles would “home” in on you which wasn’t fair or realistic. I think it’s in a pretty good place now. Frustrating sometimes - for sure. But can they do something that can’t be cheesed or dodged? I don’t think so.
You can use that agains the enemies btw.
Try it out with the fireball wraths. You stay on the same spot where you are but do little side steps.
so when the enemy is left, just move up-down-up-down, very little very fast.
It will always miss you. While you generally stay at one position.
I’m going to link an older post of mine here since it is relevant to the subject.
i hope devs see this and try to fix it
Of course they do, to what extent - it depends on enemies. And why wouldn’t they ? If anything they should track more, and should have far more aggressive gap closers.
Iframes exist for a reason.
Would one of you be so kind and explain this and how it is related. I doubt you mean html inlineframes.
When you are dodging you have invincibility frames, iframes for short.
Thanks for the explanation. @msoltyspl
I dont think that the invincibility window while dodging is the issue here. It seems fine to me in principle. I think the thing @NullShadow described is more about the timing of the enemy.
So to say, not that the enemies adjust their angles mid attack and track the player movement, but more about when they are able to do that.
There should be a time in the animation where the enemy has to commit to a “target position”. A point of no return so to say. At least for some types of attacks.
A large hammer smack, or a jump for example. Changing the direction of something like that “mid air” is physically impossible. That makes it unintuitive if an enemy does it, and imho creates this odd feeling when evading.
Maybe… we are talking about two different things…
A. “Real” dodging
When a hit or a projectile is imminent, one visibly moves the character to another position (may it be by the dodgeroll, blink or walking) so that the hit/projectile does not collide with the player.
B. Dodging via iframes
Just the right moment when the attack comes, one hits the “ROFL” button and does not get any damage. It does not matter at all if one is visibly hit or not, only the timing is important.
I think the thread here was made with A in mind. If you mainly are used to B, it is just a matter of timing and one can adapt. A however requires that you can somewhat predict where a hit will go down.
Oh come on, enemies do their combo like idiots all the time, you just have to space and kick their asses once they are done, like those big brutes with mauls or axes. You want them even more dumb?
If you dodge too soon you should get punished, even them you can just spam dodge out of the way, and Elden Ring and Dark Souls have tons of enemies that track your movement way better then those here, not to mention the annoying ones that can poison and even stunlock your ass.
It is not about difficulty.
It is about intuitiveness!
Actually you are raising a good point. It would be a lot more fun though, if enemies where using their moves smarter, but the dodging was more intuitive.
Sure it can be. But it can also be somewhat universal.
Thanks for bringing that up! There are lots of ways to make reactions more intuitive that should apply to almost anyone. I don’t have a strong personal preference, but here are some options:
- Red = Bad / Colorcoding for Attack / Dodge windows
- Escalation for Enemy Attacks = Bigger/More intense = More dangerous
- Consistent windup times and rhythm (1,2,3, Attack!)
- Consistent and recognizable animations for windups
- Clear Hitboxes → Danger Zones are definitive (colorcoding/borders/glow)
- Reward directional dodging → Dodging away from an attack avoids it more generously (instead of universal iframes, that reward you for dodging INTO attacks)
I’d like to hear your feedback on those.
Thank you for your time
I actually like it how they have it. It’s not like the arrows curve mid flight. If I was trying to stab someone and they stepped to the side, I wouldn’t just swing where they were, I’d adjust. We’re supposedly getting co-op soon. I wouldn’t want them to make the enemies any easier than they are now.
Common misconception. Its not about ease, but about intuition. Things can be intuitive while still being as difficult or even more difficult. You can counterbalance anything.
Now the primary reasoning:
That goes the other way around as well, things that are unintuitive have to be balanced with it in mind. This creates an unnecessary gap between the players that “adjust” like you suggest and suck it up and the players, that don’t. Now the balance team has the option to alienate either. Make the enemy weaker → Alienate the players who suck it up. Don’t → Alienate the players who don’t.
This is why I personally STRONGLY dislike things being difficult because of unintuitiveness and thus having to be balanced around being unintuitive.
TLDR: The more unintuitive something is, the larger the artificial gap in the playerbase, who sucks it up and who doesn’t. Noone truly benefits from unintuitiveness. Its not a balance issue, it creates balance issues.