Pushing enemies when hitting them and more

Ive addressed these things like a year ago and they didnt change.
Its beyond me.

Pushing enemies with faster and shorter weapons lead to missing around 50% of ur attacks after hitting them once.
Which reduces the dps by like 50% and most importantly is extremely annoying and gamebreaking, especially with dual daggers.
Focus attacks that hit mulitple times with the dagger, misses like 90% after the first hit.
And youre stuck in the animation, without doing any damage to anyone.

It also pushes enemies off the cliff and lets ur character follow it, because the next attack steps towards the enemy.
(this game should also add the cliff block while attacking like all souls games these days have it)
Dont repeat the mistakes that were already solved by modern soulsgames.

And you lose orientation when pushing multiple enemies with thousands of effects on the screen.

And it also simply looks silly and doesnt improve the impact of attacks, it actually does the exact opposite.
Making enemies look like they are made from wool.

Its the easiest and fastest fix and probably takes like 1 minute.
Just remove the pushing on hits from the entire game.
That has nothing to do with those attacks that lets you fly away on the ground.
But lying on the ground needs an i frame during the entire time.
Its completely ridiculous being hit 3-4 times on the ground until death.
It basicly punishes you multiple times for one mistake.
Like how could you do these mistakes that were already solven by all souls games for years.
Its beyond me.

And ofc the dodge i frames even with light dodges are completey trash.
And hitboxes from enemy or boss attacks are completely buggy and trash. (for example twin boss)

I think youve removed the “focus gain on hit” like ive addressed a year ago, but youve still left the “reduce item weight” in the game, eventho i think youve nerfed the numbers.
But its still gamebreaking and OP for plate armor and heavy weapons.
If people want to have lower item weight, they have to either change their gear or put skill points into carry weight.
Absolute BASICS of a souls game.
These are extreme rookie mistakes, eventho ive addressed them a year ago.

And Backstab window is extremely hard to find because of the extremely bad animations of the enemies.
So like ive said before, increase the window range and lower the damage to balance it.
Because i doubt you will fix the attack animations of the enemies, which is much more work.
(enemies upper body are twisting around during attacks and its impossible to tell where their back is. Its just hoping and guessing and waiting for the icon, while losing time and getting hit by something else)
Ive addressed this a year ago too.
There are ofc many more problems like balance and other things, but first you need to fix mechanics.

I had big hope for this game and was positively and confidently patient.
Because i fell for ur allegetly care of feedback.
But now i know this game is most likely hopeless and will remain trash.
Extremely disapointing.

Pushback changes your position constantly in combat which adds another variable you have to account for and can provide reasons to change up what you’re doing such as going for a charged attack when you know your next light is going to whiff. This spreads fights out and makes movement and positioning more important rather than leaving you in a situation where you are glued point blank to a target trading hits and parries back and forth like you’re playing For Honour except 30 meters away from an isometric camera which is a terrible idea

What you said is just incredibly stupid and ive listed many reasons and explainations.
I really dont want to waste my time arguing.
This game will die out, if they dont fix my listed things and more.
Simple as that.
Ive played enough games to know whats good and whats not.
You can believe what ever you want, thats why we have people with knowledge and people without.

You do realize some weapons like the Everfrost Staff don’t even have a charged attack, right? It only has the regular attack. And the regular attack actually makes you slide backwards, so it’s even worse.

You actually end up freezing or staggering an enemy with the end of your combo chain and then have to waste stamina on a light dodge or sprint to get back within range of the enemy while having lost half the time of the opening freezing or staggering created for you in closing said distance.

Sounds terrible too.
Now what do we do?
Justifying completely stupid and gamebreaking mechanics by spreading it to many weapons or by removing and fixing them?
You know my approach to things.

Yeah, I’m really not in favor of forced player displacement and long animation locks at all. If a game demands deep precision to not lose a third or half your health, then combat needs to feel snappy and responsive, and like you’re in actual control of your positioning and reaction.

Especially when it seems like enemies don’t play by the same rules of slow animations and long animation lockdowns while being easily staggered by any hit or ranged attack even.

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As long as the behaviour is consistent then it’s something you can adjust for and adjusting for spacing is an interactive element of combat.

Although I do wonder how much of this thread is just complaining that the poise damage changes are causing 1H weapons to blow enemies across the screen like you hit them with a Greathammer. Is this secretly an offshoot of the poise damage thread?

There is no adjusting for forced backsliding. You are going to be out of attack range after your attack sequence and there is no other choice but to spend stamina to close the distance and lose precious time of the opening you just created.

There is no alternative scenario to this. You either hit thin air and do no damage and don’t backslide, or you hit the enemy and backslide and lose the ability to do follow up damage after freezing/staggering, losing the entire point of the benefit of freezing/staggering an enemy, which is follow up punishment.

This has nothing to do with poise. Even against bosses that don’t get staggered back this staff by its own natural attack sequence will backslide, putting you out of follow up attack range and forcing wasteful stamina usage to get back in range and waste half the punishment window of a freeze or stagger.

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The alternative is you realise that you’re going to whiff before you whiff, don’t whiff, and then put yourself in range before attacking. I don’t know why you’re acting like that is a complicated action

It’s like talking to a wall.

You are not whiffing. The attack sequence of this staff even if you start the attack sequence hugging the enemy’s face will put you out of range by the end of the combo.

And you have the nerve to tell people that they have trouble understanding when it’s simply you who want to not acknowledge the facts being presented here and going off on your tangent about whiffing.

I don’t get it, you can test this yourself. Buy the damned Everfrost staff weapon from Eleanor and test it yourself. It has no charged attack. Its attack sequence backslides as it hits and ends with a dash back shooting two projectiles.

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You’re the one who has made this about your personal weapon, the OP is talking about dual daggers.

He is talking about displacement in general, not just his specific case. You then make the general claim that every displacement can be accounted for, and I fell for your contrarian rabbit hole. So I’ll gladly move on because it’s clear you just want to “nuh uh, skill issue” people on the forum. A waste of time.

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Except that’s specifically not what I posted, I posted that pushback adds another variable to account for in combat which makes combat more interesting. I am not rubbishing your gameplay, I am defending the appeal of the mechanic.

NRFTW combat has a LOT of movement to it, and I like that

It sounds like you’ve played enough souls games maybe. Even identify a reason as to your basis being about the absolute basics of a souls game… and Wicked isn’t intended to be one flat out. Sadly at the moment it does feel like little more than isometric souls with four weapon arts but I believe that system is to be refined not just make this Wicked-Souls…

Given the post is dated after the hotfix i’d also add that the window is very smooth atm. There’s no issue following up parry with one or just outright moving around an enemy attack into backstab.

Movement in attacks (aka knockbacks) I think are welcome. I can get behind TeoH’s position. I agree that movement is a big part of Wicked. and not to derail the thread so I wont speak on it further but another reason I hate the new camera. Movement is integral to Wicked and I’d like that to remain.

Thanks for spending ur precious time with those kind of people.
But its pointless, thats why i immedietly told him that i dont want to argue, because i instantly know what kind of a person he is.
His whole identity is about disagreeing with intelligent people, so he can feel intelligent himself.
Because he has nothing intelligent to offer himself and he cant accept that hes not intelligent.
But refuses to learn, so he can become intelligent too.
Thats why its fruitless to respond to him.

My post is only for the devs and intelligent people.
They will understand immedietly and accept.
But since ive addressed these things like a year ago, im not optimistic that anything will change.
This game is out for a long time and they STILL couldnt do the basics of combat right.
Thats just insane.
Otherwise this game is beautiful with extreme potential.
But has bad performance.
And the armors look ridiculous.

Anyway thanks for ur time.