nsand85 Posted January 22, 2022 Share Posted January 22, 2022 Specifically the change for; "instead of a 3-hit combo doing 100 → 100 → 100, now it'll deal 50 → 100 → 150" Although I appreciate the idea behind the change, to be more strategic and I'm assuming as a counter to "guard cancelling", I don't believe this achieves that result and is too punishing as a consequence. Currently the only solid damage is coming on the third strike in the combo. If you have to interrupt your attack for any reason, such as blocking/parrying/missing, it prolongs a battle and puts the player into "stamina debt". i.e. swinging when you only have enough stamina for Hit 1 deals little damage, blocking hits consumes stamina, and so you're forced to tank hits directly until your bar refills to commit to a full combo again. A few users on the reddit discussion have suggested that landing a full combo be a "bonus" to damage dealt instead, modified by weapon type. Getting a full combo is easier with fast weapons, so a lower reward, while slow weapons are the opposite. I think this would achieve the effect of making completing a combo as the desired action without such a stiff penalty to individual hits. As a somewhat related suggestion; it would be nice to see more done with the "charged attack" action. Perhaps each weapon class getting a unique "move" such as an AOE ground pound from clubs or a flurry of stabs from daggers. Something you'd be committing a full stamina bar to doing for a big result. 1 Link to comment Share on other sites More sharing options...
LadyBugWins Posted January 22, 2022 Share Posted January 22, 2022 (edited) A Wolf Spider will interrupt a slow weapon (however mighty) before it ever gets to that third swing. Death by Slow Mode. Oh.....I'm so looking forward.......Nope! A hard pass for me. Sounds great on paper.....until you're eyeball to eyeball with the new and improved (spoiler) Wolf Spider who gets in 5 blows at a time....Then all bets are off. (And this is on Mild?!) Lady-Bug preserve us! We're all doomed. Edited January 22, 2022 by LadyBugWins spelling :) Link to comment Share on other sites More sharing options...
jws1102 Posted January 22, 2022 Share Posted January 22, 2022 100% agree with this. It's a nice idea, but has a much steeper impact with heavier weapons than light. It may make the greatsword and mint mace obsolete. Maybe a nice compromise like 75-100-125 would work, but that first hit of the combo is pretty much useless now and it's really the only one you're guaranteed to land. Link to comment Share on other sites More sharing options...
Alynxkia Posted January 23, 2022 Share Posted January 23, 2022 I also think the damage needs to be adjusted. I'm leaning more towards: 90 - 90 - 120. The third hit still gets a boost but the player won't feel pathetically weak when we are only able to get in a blow at a time. Some fo the fights just drag currently. Kudos to people who have the timing down pat with each enemy and can rock the three ht combo scene consistantly, but I'm not one of them. Link to comment Share on other sites More sharing options...
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