Off screen OHK indicator

It would be really nice to have some sort of on the ground indicator for heavy damage attacks. I can not count the amount of times I heard a scary noise then suddenly died to a leap/dash smack or a projectile/magick all the way from, full health. To be sure i understand this might cut into a hardcore kinda feel of the game and combat but may be as an optional toggle? It feel like shit dying off screen OHK. I have only myself to blame if i can see the mob and it attacks me and i dont dodge roll or parry or block but it’s a whole other things when i hear a scary noise and then i am just dead.

Suggestion: display an on the ground indicator where impending OHK attacks(with an off screen origin) will land if the source is not visible on screen so that one could dodge, run away parry/teleport…etc.

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I think that an indicator would be just a band-aid solution.

IMHO the mobs should either not do heavy attacks if they are off screen or the camera should always zoom out enough to see the animation.

But I have no idea how implementable these suggestions are :smiley:

I think with spells it’s okay if they have clear line of sight, you get used to places where a caster/archer can be, but the jump attacks are ridiculous. I was attacked by one of the fat mace dudes who spawn near the place where you get the Mess Hall Key after you clear Mariner’s Keep while crossing the bridge to go back there. That mob teleported at least 3 screens away and through a solid wall to do that attack. This sort of thing should be entirely locked to line of sight and a reasonable distance

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Yea, off-screen ambushes are ridiculous.

Enemies are extra aggressive as it is when you are fighting more than 1, but a charging or jumping enemy (often with zero sound effects,) is stupid and doesn’t feel good.

There are a few notable areas where this occurs, and there’s at least 1 specific room in the Crucible where as you’re vine climbing, and a MAGE uptop is often shooting at you from a stupid angle.

Climbing the quickly to avoid fireballs on wall, and as soon as you get to the top, depending on what spawned there, there could be a 2h Mace enemy performing a charge attack, or a sword/board performing a charge shield-slam tech. It’s un-dodgeable, and there’s no way to ā€˜hear’ something off-screen because mage is SPAMMING fireballs off-screen… These kind of CHESSY interactions feels so bad. Avoiding dmg has me just spamming dodge roll as soon as I climb the top to avoid some additional offscreen nonsense.

Other areas outside of the crucible do this too.

These kind of ambushes don’t feel good. The only reason that I’m avoiding dmg is because I KNOW the game is kinda broken in this aspect with combat to avoid nonsense dmg like this altogether by spamming dodge roll in these notable areas.

It feels like I’m playing NES 8 bit Ninja gaiden or Megaman game, and the minute you backtrack a centimeter to line up a jump and avoid falling into a pit, the tiny centimeter screen change respawns a mob instantly!

I didn’t notice this issue back then, or it didn’t bother me somehow, came back after ā€˜The Breach’ update, and multiple times have been ā€œambushedā€ from off screen…
dying from off screen attacks does not feel good in general… IF during the fight enemy goes off screen and does a ranged attack maybe acceptable, still don’t like it, specially when fighting multiple enemies at once…

i have had that yesterday in marin woods a lot! and the verticality of the area adds to it. at least it feels like it. also the way the camera is positioned, and can’t be tilted or panned, it is sometimes impossible to see attacks even when they are technically on screen. there just needs to be a weird tree or wall on the screens edge and your view can be blocked.

imo a good solution would be to zoom camera out during combat, just a bit. Plus add some sort of indicator (like a shadow or something) for when enemies leave line of sight during combat but leap back in.

yeah, that too and, some geometry gets culled, some don’t, but mostly depends on the camera position… I guess…
I don’t completely dislike enemies being obscured during the fights, since it adds to the tactical aspect, but ranged attacks, just feels bad…