TRAGIC ranged enemy design [CRITICAL QUIT moment]

Ranged enemies should have CD on %$#%$# dash instead of dashing 11 $#@ times from you.
While im patient when i see ranged enemy with my slow hammer i just want to use that hammer and jump of cliff while hitting my head.

On my today game session enemy just DASHED CASUALY 11 %$#%$# times leaving me with just frustation. while from enjoying it just rapidly decrease to very negative and game that cannot be enjoyable.
Make it max 1-2 based on enemy and NOTHING MORE.

My idea to fix it
is just rope devs to chair and make them play 2H hammers vs only ranged enemy and complete full game in one session :l (very funny joke to fell the player frustation, right?)

2 handed weapons should have a rope rune, kind of like Scorpion “get over here”.

1 Like

better to just bondage devs and let them play 2h vs only ranged enemies as they sometimes package ranged enemies to weekly bosses.. making it for 2h users just TONSSS of harder.. (partialy joking) i really wish all of devs who designed ranged enemies just to play 2h slow attacking weapons against r enemies

You know you can run and execute an attack from that run - and attacks after run / dodge are usually pretty quick (e.g. claymore, festering earth).

The game also features multiple weapon slots - so you can swap to a faster weapon during fight. As soon as you enable those with Ichor.

And there are pretty damn OP runes both for 1H and 2H serving as gap closers (e.g. lightning assault on 2H weapons).

No it’s not. You can’t hit that enemy with some weapons. And they more often run from you for few times of your attack rang without any CD sometimes it’s pretty easy to catch them and sometimes they just dash 8 times in a row ending in tottal different part of the map or joining other group of enemies and stacking over and over

no matter what it’s bad design to have enemy with no CD on dash no matter who will say. When we have slow-attacking weapons people who play them just hurted by design that cannot by countered by this weapon and doesn’t base on your skill but on a RNG where this enemy dash, how many times, and more

I agree on the problem of enemies being too quick to dodge back and away. With heavy two handed weapons I usually try to first get heavy weight and use the shove attack after dashing to throw them down and then attack. If I try to attack with skills first they will just dodge out.