RuneScape: Dragonwilds

RuneScape: Dragonwilds

Input Delay/Combat Rebalance Recommendations: Yay or Nay?
The most "why the hell is this here" first:

- Pickaxe mining, when tapping the mining key again at any point of the animation, it mines again. Can this "combo" trigger from mining be eliminated completely?

The rest are combats.



The first bit is responsiveness and reliability issues:

- While in an attack animation, dodge or block does not cancel the attack. It also goes into a queue, triggering after the animation. That's a delay and an off-beat.
I've heard some designers say that they should cancel the prior animation (except stagger or really big chunky big slow weapons), and I agree. Or at least somewhat cancel the animation, that's enough.
It also shouldn't queue. It should respond when pressed if it can or not at all.

- Block animation delay (just on its own without any other actions). If block is pressed, it should block. Especially with the enemy combos and parry windows like this.
Instead, it goes into a "power move" to get to the blocking, which has its own "failed to block" animation if something hits during that. Awesome that someone thought of that. But I never want to see it. It's also confusing that it sounds like blocking when it didn't.

- Dodge inputs queueing itself when pressed in the last split second of the current dodge animation. The same with Pickaxe mining, unless there is a combo benefit, it shouldn't queue at all.



Combat Balancing:

- Stamina. One block and a full combo, I'll be left with 20-30% stamina. That takes around 50% of an average enemy's health. There are often 3 to 7 enemies in a group. It leads to a lot of "run away a lot" tactics, not very epic.
Less stamina usage for combat moves, please. I want to swing as long as I can sprint.
Maybe a larger stamina pool, but slower recharge, and faster recharge with a potion?

- Alternatively, give the enemy the stamina, and make it as penalizing as the player's? I wanna see them out of breath.

- Greatsword can't hit an enemy on a certain angle of the terrain.
This is more of a glitch. I think it's when the enemy was lower. Swing at near touching range, the first move of the combo doesn't hit.
No issue with a smaller sword.

- Enemy melee hit range.
Am I wrong or are they larger than they look?
As in, a mace swings, visibly it misses the player by a couple of feet, but the player drops.
That shouldn't happen.
Smaller arc, please, if that's the cast, to match their swing animation.

- Enemy melee hit range #2.
The "cats with mace" lunge forward attack moves go too far too fast, can catch the player on a full sprint with 2 seconds head start, which their running can't.
They can be slower or shorter, except for some unique mobs.

- Enemy range accuracy.
They're aim bots, snappy enough to catch teleportation, and lead shots perfectly. Mages also have poisonous homing missiles.
Same as before, maybe for bosses, but not for the normies. They encourage exploits, not fight.

- Enemy poison.
The aforementioned enemy range attack takes 70-80% of your health gradually, including the initial hit, regardless of your armor, because they're all poison attacks.
Lots of potion chugging, which can't be done with a couple of melee on the player, which leads to lots of running away and hope that one doesn't drop while at it, or swear vengeance upon them, which leads to a lot of exploits, (then I think the guy who killed me actually just despawns? Which is very unsatisfying) which happens often.
A debuff would be nice.



That's about as far as I went. I got a bit tired of keep running around getting sucker punched and not wanting to fight or exploit anybody.

Cool game, though. Love the aesthetic, intuitive craftings, easy and pretty building mechanics, possible inspirations from another game I love, great animations, exciting events, etc.
And, my gawd, the tree chopping and rock exploding magic?! Genius! Glitter to my eyes!

Love to see things keep improving.
These were my nudges.
Última alteração por Park0g; Há 20 horas
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Sgt.JESUS Há 18 horas 
Some i agree, some i dont, the cancel animation during attacks or mining are on purpose i think, you have to be careful because you are commiting to that action, so no button mashing or you are dead.

The stamina regeneration is great if you use just one piece of mage gear instead of full ranger or full warrior, i always use one, goes up really fast, so the delay being cut by 50% is huge.

I agree with the lunge of the enemies attacks, very annoying, you cant use spacing, backpedaling, even goblins lunge and slide to hit you from very far, should be adressed by the devs.

The poison from the druid feral animal whatever is already a common feedback, it poisons faster than the dragon hehehe, so i think they will nerf him, as for the homing projectile they are easy to dodge, just dodge forward, angle or not you go through the thing, the iframes are very forgiving in this game.

I have notice the enemy archers missing more, at least the goblins one did, the feral ones take their time, better to know the timing of when to dodge their attacks, using the same method as the poison dart dodge, forward dodge to get closer, even better if you are melee.

Yeah two handed are not good right now, i agree, they should up the damage to compensate for the stamina burn and the slow attack, that way they should hit like a truck.

I havent notice the delay on the block animation, every game that has parry has their own timing, i just thought this one i had to get used to it, after a lot of tries i got the hang of the thing.
Última alteração por Sgt.JESUS; Há 18 horas
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