General Combat Feedback Thread (Update 4)
We get a fair bit of general combat feedback on here, often multiple suggestions that don't really work as a single actionable ticket. I've made this thread to merge those to so they don't have to be deleted.
There's an older thread from early access launch that I've closed due to having some outdated feedback/info, you can find it here: https://enshrouded.featureupvote.com/suggestions/528455/old-combat-feedback-thread
Comments: 122
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08 Nov, '24
Sam MergedA couple of friends of mine very much want me to play this game. For context, I play BG2 which is not a skill game, and find this game difficult. These are suggestions to be more friendly to people like myself.
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Please Rework these
-Walking slowly when changing spells is I think overly punishing.
-Changing spells is difficult as I am not precise with the scroll wheel.
Please buff these
-Light Burst's AoE was very small, I could not figure out how to hit with it.
-Heal chain/channel, the orbs move slowly, I could not heal as I was running from danger.
These are food for thought that I would appreciate as I love playing cc/buff support
-A stamina orb "heal"
-ground/self target AoE channeled block
-A large AoE slow ("blizzard"?)
- channel magic ropes to bind 1 target (mana*enemy rank/sec) [ie expensive on a boss]
-Ray of Judgement (an FF7 spell) single target channeled stagger (maybe costly like the above).
I hope you consider these, especially my first 4 comments. -
08 Nov, '24
Toast Admin"Various comments on magic" (suggested by <Hidden> on 2024-11-08), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Nov, '24
Foobaring- Number one frustrating thing: Not being able to block until you finish a shooting or hitting animation. I want to block exactly when I press the button, otherwise I end up being hit even after pressing the block button because the game simply does not to obey the command (it just finishes a shoot animation).
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- Too long, forced animation times when shooting spells, both in the staff and the wands. I'm ok with cooldowns after shooting, not ok with also having a kind of "latency" for shooting at the start too (wtf)
- The same with the short teleport - magic dash. Why the hell does it have some forced animation frames after doing it that don't let me shoot or move instantly after them???? What is the point of having something so fast and enjoyable just to ruin it that way?
The whole problem are all those forced animation frames IMO everywhere in combat. They should all be interruptable. Please prioritize the fun over having fancy-forced animations everywhere.
Also combat is too slow -
09 Nov, '24
Ry1)Please add movesets. All weapons having the same moveset make the combat feel shallow.
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2) combos
I like how daggers and 2h have additional attack when you pause. You could build on that and make another types of attack connected on how quickly player presses attack to make different combos.
There could be a new npcs that would teach you those fighting styles or send you to find books about those styles.
If you really wanted to dedicate time for this you could make more types of combos with each having some advantages and disadvantages(speed/damage/ignoring) certain resistances)
3) Special attacks
Weapons or at least epic weapons should have their specific special attack that you can use either with cool down, mana cost or some other cost. The attack could for example some strong swing that pushes all enemies back (2h) or some stunning attack, fire swords etc. -
09 Nov, '24
ChewedGumWould love to have more variation and skill expression within the classes. So more skills and spells that we could for example unlock within the skill tree. I love this game to bits, but my gameplay with a mage has slightly devolved into just spamming wand and hoping the projectiles hit the moving enemies and sometimes shooting a frost bolt or a fireball.
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Utility spells which would have an combat element would be a cool idea. Like a wind funnel which would knock back and slow enemies, which could also be used to propel yourself along the wind stream for a while with the glider? -
09 Nov, '24
DusanWe need canceling animation like suggested above. Shield block have delay because attack animation need to finish first, because of that we can't react properly on enemy attack. Teleport dash too, especially using it with Wand, I use wand only for bats but when I use it I can't teleport dash when I press. Axe too, need animation canceling, I can't move until animation finishes.
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- Need some special attack for more enemies around you, double jump attack sometimes didn't work when I lent on enemy, so sometimes I don't use it because of that, but some attack from ground, some spin attack which pushes all enemies would be great. For example I love spin attack from "Prince of Persia Warrior Within". -
10 Nov, '24
Luna MergedYou guys have a passive tree but honestly I would love an active tree as well.
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different weapons should have different possible skills And combos that can be used with them which would let you increase the value of what legendary and epic weapons do and are capable of. If you want to base all the combos and skills off of the current skill trees fine, But what good is adding more content if it all feels the same and plays the same.
Make your combat addicting
At the moment it's okay it's not bad but it's not addicting like a lot of other games are
so you'll lose people's attention when it comes to a very main focus of your game.
You have the best building in any survival game
, Exploration is top tier, Mobility is top tier, Your visuals are incredible
Don't rest on your laurels when it comes to combat. Fighting shouldn't feel even slightly boring or annoying or tedious.
At the moment the combat just doesn't have as much depth as other games in the genre -
10 Nov, '24
John MergedWhen you use wand fighting certain enemy you can just hold wand attack button while going backward and they cannot hit you while you keep hitting them.
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10 Nov, '24
Brian MergedMagic Combat is serviceable but compared to weapons fighting it doesn't hit the with the same punch. Maybe it would be possible to make it a bit more visceral. E.g. use the Staff for projectiles with animation akin to Dragon Age Inquisition/Veilguard merge that with a mechanic of Block/Stun/Overpower attack with the staff/wand. For the ultimate Battlemage feeling. (P.S. Love the game regardless)
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10 Nov, '24
Call The BannersI would adore some more variety in weapon options down the line: halberds, spears, greatswords, crossbows, dual axes, etc. Some enemies already use these weapons, and I'm very jealous of the flamethrower guy (whom I've only known for a few days).
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I-frames feel inconsistent or nonexistent when dodging. Getting knocked out of an attack animation constantly feels like something that can be counter-acted via the skill system (perhaps an Indomitable perk that allows you to take the damage but continue the animation).
Dodging around an enemy usually places me back in front of them. It's a little tricky to get behind their back.
Being set ablaze by these new enemies in the summits needs better audio/visual feedback for the player. Watching your health bar suddenly drain and not knowing what caused it can get frustrating. -
11 Nov, '24
Auren DawnstarHealing spells still need a ground-up overhaul. They don't even remotely compete with you or your friends simply drinking healing potions. Heal Channel projectiles in particular are so slow you can out-walk them.
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Wands feel awful to use as a weapon. They're slow, unwieldy and weak to the point I'd rather carry unskilled melee or daggers over wands as backup weapons. Just slow walking while shooting slow, meandering projectiles that seem to do roughly half the damage of other weapons without any special attacks to break up the monotony, and no way to break the animations to defend yourself from an enemy that gets too close.
The lock-on targeting needs to be fixed. Without fail it always targets the furthest enemy from me rather then the enemy that's right up in my face. It feels like it's gotten even worse in the last update with wand projectiles and powder balls flying off 90 degrees towards an enemy that's not even on my screen vs. again the enemies that are literally in my face. -
11 Nov, '24
Ex0b1teThis is also important:
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https://enshrouded.featureupvote.com/suggestions/571846/reduce-attack-to-block-animation-delay-allow-us-to-cancel-attack-animations -
11 Nov, '24
Brandon WorkmanI'm level 11, running a tank play style with a couple buddies. Some issues I've found that take away from the immersion are:
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-If a friend is attacking a target that you have initiated a merciless attack on then the attack does not land, it's like the enemies are forced backwards by yourallies attack. Would it be possible to anchor the target in place once the merciless attack key is pressed? Not sure if it would look weird or how difficult it would be to add.
-I know this is a combat thread but when mining nodes it seems like the game prioritizes mining the dirt beneath a node rather than the node itself. A lot of games use a Mattock style pickaxe with a digger on one side and a pick on the other. Maybe allow switching between the digging and picking, with the digging using the current area of effect and the pick portion using a more precise area of effect.
-Some general combat polishing will send this game over the top.
10/10 regardless! I'm loving it, keep up the amazing work! -
11 Nov, '24
rabootI really like the new renewal perk that restores weapon durability. It should be on more weapons, especially the new wands.
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The new wand models look great but performance is lackluster and I ended up going back to ritual tempest (which got renewal). Bonus armor is not helpful, new wands need bonus damage, mana leech, and renewal. -
11 Nov, '24
comfymarkusEchoing what a lot of others have said, a pool of skills could be created for melee and ranged weapons that can be part of the rolls for each item allowing for MUCH more interesting itemization of gear as well as giving combat much more (much needed) depth.
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Really like the suggestion of adding skills that are also not just for combat but also utility. -
11 Nov, '24
Cristari MergedThere seems to be no further Mage wards past the level 23 Ethereal Plane Ward. Would it be possible to bring to the game a higher level ward that can actually help a Wand Mage. Something with Better Fire, Ice, Shock & Shroud Resistances.
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This would certainly help in the Howling Peak Dragon fight if a Mage could have 50% Fire resistance it would make that fight a whole lot easier. It would also be great if the resistance was applied even without the Ward being out and used as a Shield.
I don't mind if the Block and Parry power is low but a Mage with Merciless Attack > Parry Power & Opportunity skills active allowing them to perform a magical Overpower maneuver for Wand or Staff could actually be very interesting. -
11 Nov, '24
JohannesMelee is still the worst combat style by faaaaaaaaar.
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1. You get overwhelmed by mobs in seconds.
2. Forced attack animations makes its impossible to block in time.
3. the stamina dmg from blocking is HUGE. 2 Enemies will take all stamina in 2 hits each.
4. Two-handed weapons are even slower and have worse block.
5. The parry window is super smal and impossible to use when there are more than 2 enemies attacking (99% of the time).
6. The armour, when being melee, is terrible. The dragon will 2 shot or sometimes 1 shot at full coppar armour (highest armour before defeating the dragon).
7. If you dont have health pots then melee is impossible cuz you alway get hit up close and bandages stop healing after getting hit plus they take time to apply.
there is more but u get the point. Wands are still the best and most overpowered one. I wanted to replay with the update and rerolled melee but its just so bad. There has got to be more insentive to go melee. WAY more defense/HP och more DMG -
11 Nov, '24
AraBows currently feel underpowered. I also agree that we should be able to cancel any animations with new inputs.
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12 Nov, '24
CookiePoodleVukah is to hard , back in the day you just dodge his attacks , now getting stuck in the mud a lot , cant deal any dmg while being in there , but he can , even when he steps and stays on top of you while youre stuck in the mud , he also just hitting you through the big rocks , make us able to dodge between his body parts , mud pools smaller or such things , for my taste even has to much mobility for his height , make him unable to punch through objects <- this thing should be for every boss
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12 Nov, '24
KitsuniThe burning debuff seems to be way over tuned whether it be the basic flame sword mobs all the way to the dragon. Fully geared lvl 35 with buffs and it does almost the entire bar of health on normal damage settings.
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Also daggers need a severe buff as a lvl 30 2h weapon outperforms a lvl40 set of daggers when fully specced into a dagger build. -
12 Nov, '24
KizumeiWe would love to have more weapon variations; e.g, Spears, Long swords, Great swords, Gauntlets, etc.
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I've also noticed that using two-handed weapons are a bit clanky, it doesn't have the mini-dash that one-handed weapons have when attacking enemies. I'm not sure if this is intended or not but it does make the two-handed weapons feel heavy. However, if this is a feature I think it should be exclusive for the hammer/two-handed clubs.
It would also be great if we could have different moveset for two-handed hammer, axe, and great/longsword (Once we have them in game).
Now that we have a lot more villagers; it would be great if we could take some of them out for quest/exploration/combat companion.
Lastly; enemy types, optional raids, patrols, and base defenses. -
12 Nov, '24
AileI would like parrying to be right before an enemies attack lands rather than at the start of their animation. It makes more sense that way and feels more natural.
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13 Nov, '24
Other Zack MergedDisclaimer: I don't have a PC and therefore have not been able to play enshrouded yet, and if you wish to argue that to invalidate my proposal you're free to do so. My proposal is based off Gamepad preset A which I found at enshrouded.zendesk.com & I will be referring to Xbox buttons. If you make it so RT is only fire ranged weapon when holding LT to aim you could use it for a B combo. An example for sword would be X for wide horizontal attacks (A), RT for vertical reaching attacks (B), and X + RT for thrusts. Another attack could also come out of block (LB) + X or RT. Furthermore, whilst holding LT to aim tapping RT could be quick fire ranged attack and holding LT could be charge ranged attack - this leaves X (LT +X) open so ranged weapon could also get new attacks. I created this post because I wanted to ensure that the gamepads limited amount of inputs doesn't become the reason weapons don't get new moves which would further the individuality and interactivity of all of the weapons.
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13 Nov, '24
CalifaxisThe Dragon: It seems rather clear that little effort or consideration was given to testing this mandatory progression boss against melee only or solo players. It's also interminable. Tedium is not a substitute for challenge.
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13 Nov, '24
BexiusWands just feel tedious and frustrating.
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- The transition from wand attack to shield is weird and you have to wait a lot if you don't want to be hit.
- Wands target enemies outside of their range and ignore enemies literally in front of you.
- There should be some sort of buff for wands when in close range, as they are far inferior to melee weapons that can hit several enemies with a single swing. Maybe increase the damage when in close range, or make special skills equivalent to the Merciless Attack.
- Give wards some love: for close range combat, they are completely useless. Maybe some skill to use them at the same time as a wand, but consuming mana. Or being able to make a short shockwave that stuns/pushes enemies around to be able to confront crowds of enemies.
Also make healing orbs faster and with better targeting (Heal Channel to target players with less HP). -
13 Nov, '24
TrapperCZEWith higher levels and better gear, even with Survival difficulty or even higher custom difficulty, the old content gets too easy.
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Please allow us to adjust the level of enemies globally via the difficulty setting.
My idea would be either enemy scaling to player level on/of, enemy level multiplier 0.5 - X, minimal enemy level so we can actually create hardcore survival game -
14 Nov, '24
ZachWhen you want to climb a ladder but an enemy is standing there and blocks you from climbing all the way to the top is very annoying
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14 Nov, '24
hjurad MergedThe game desperately needs a heavy attack button. the combat feels pretty bad for melee with you spamming the same button over and over again.
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14 Nov, '24
hjuradMelee in general feels pretty meh. there is little to no variation in attack patterns for the player and it comes down to there being only a single attack button. The game desperately needs a heavy or alternative attack button.
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14 Nov, '24
CobaltThe wand's projectiles move rather slowly. I've missed shots many times due to how slowly they move, whether it be a goat running away or a beatle moving towards me too quickly.
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14 Nov, '24
GidroomThere are pretty good shields in the game. But for tanks, I would like to see tower shields that can block and attack everything that currently pierces the block. I want to be a tank on offense, and I don't need to take damage even in the slightest, but I want to completely hold the enemy, and not run away from him, occasionally blocking his small blow and turning away from the strong ones.
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15 Nov, '24
GwaihirIdk if this was posted already and i believe it belongs to bug reports but when you jump while charging a spell, the amount of mana, that would be used for the spell gets taken without the spell being used.
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15 Nov, '24
Blackheart90 Hours in.
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Auto lock on feels mindless. I don't like auto dashing to enemies in melee just because they're on my screen, I don't like not having to aim with bows or wands. You should at least have the cursor over the enemy when you fire for the lock on and homing functionality.
Wands feel pretty bad in general. The projectile is slow, it feels like soulless way to refill mana, and it doesn't fulfill any sort of fantasy. I feel like wands could have debuffs attached to their element (or all elements in general), or have a single scaled spell in them. Staves could fill the flexibility niche?
Eternal Spells need to scale with player level. They fall off in the last area.
Crafting arrows is tedious, and the ice arrow feels like a stop gap. It being less damage than wood and costing mana feels pretty silly. Magic Quivers? More elemental arrows?
Parrying should be made snappier. It currently feels inconsistent. -
15 Nov, '24
BlackheartMore magic besides ranged elemental DPS would be appreciated. Stealth / Invisibility, Summons, Teleport, Temp Structures, Group Buffs
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On summons, Beastmaster should have a combat pet. There is already at least one animal per biome, let the beastmaster "charm" one.
The elemental + damage % abilities don't work on weapons or ice arrow despite saying ALL damage.
Dodge roll giving iframes would be nice.
I feel the grappling hook skills are too expensive for what should be core game play mechanics. (the same could be said for movement skills, and sneak/merciless attack).
My group has also had many instances of the elite undead with the scythe leaping through walls.
Melee weapon unique movesets? Backstep? Unique attacks based on jumping, rolling, movement inputs, backsteps, and light / heavy combos.
Low level enemies should not randomly stun through end game armor. -
15 Nov, '24
Toast Admin"Weapon and combat skills" (suggested by <Hidden> on 2024-11-10), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Nov, '24
Toast Admin"Wands too OP" (suggested by <Hidden> on 2024-11-10), including upvotes (1) and comments (0), was merged into this suggestion.
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15 Nov, '24
Toast Admin"Magic Combat" (suggested by <Hidden> on 2024-11-10), including upvotes (1) and comments (0), was merged into this suggestion.
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16 Nov, '24
Damien Jones MergedI think you could take the endgame min-max part of the game to another level by having magical gems of different rarity that can be inserted into weapons, weapons of different rarity will have more or less sockets, it would essentially allow us to insert our own modifiers into our gear. And i would love to see procedurally generated dungeons similar to the chalice dungeons in bloodborne, make them difficult but very rewarding.
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17 Nov, '24
Jason1) alternate attacks for all weapons. Some defensive, some offensive, some a little of both. Alternate attacks sometimes use components. example. firefly fire dmg sheild for magic types could be a wand alternate attack.
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2) powerful overbearing enemies you can kill but often better to steer clear of and come back later to demolish.
3) armored enemies that you have to destroy their armor to kill them. Some have regeneraring armor and some dont.
4) more enemy varients and more unique/interesting enemies per biome. enough vukah and scavengers.. feels unfinished.
5) Shroud ground bursts events that can happen anywhere outside the shroud. Shroud bursts from the ground with many enemies with it.
6) Shroud weather type burst. Sky goes dark and it starts raining some kind of spores that become fungal enemies.
7) overhaul of the item system: add slotted armor, ability to slot what you want and add slots.
8) more thoughful skills and abilities in the perks especially between archetypes. -
17 Nov, '24
Jensen MergedPlease for the love of god, give Daggers skill tree, a stealth option, and increase crouching speed. Currently, stealth it's useless. Sneaking around even with speed increase from Skill tree, it's still way too slow, and Daggers are meant for Stealth game style, like every other games doing. At least make skill tree crouch increase speed to stack with the +30% from the gear.
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17 Nov, '24
Kieloch MergedThe Hallowed Dungeon designs need a lot of work. The puzzle solving is minimal, and it is mostly based off of clearing floods of enemies.
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The dungeon for collecting the ectoplasm quest is the worst. I quit when I got to the area where there is poison that instantly removes all your stamina. You get flooded with enemies, the floor is covered with stamina killing poison, so you can't even block, or grapple out, you just turn and run and hope nothing catches up to you.
They simply are not fun areas to clear. -
17 Nov, '24
Joeycag MergedI was told to repost my ideas here for visibility by one of the mods on Reddit, so here goes:
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My original post is too long for the 1k limit, but the full post describing my ideas for Invisibility/Sneak and Decoy is here:
https://www.reddit.com/r/Enshrouded/s/2SXnVfg9KV
Sorry for the reposting here, didn’t realise this was the best place to provide feedback! -
17 Nov, '24
ZaneAs mentioned before we need 2 handed spears!
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I'd also second that the staff needs to have an auto attack like Dragon age inquisition so I don't have to be forced to use a wand. I want to be able to use a staff and only a staff. Maybe add the standard staff standard attack to the skill tree early on.
Add some nature based magic to combat like strangling or poisoned roots, earth magic (rock skin, stone knockdown throw, etc). -
18 Nov, '24
ChaoticXAdd in status effects for magic to compensate for lag with blocking.
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Ice adds a cold debuff to slow enemies down
Fire/acid adds a burn deduff
Light stuns - i think i does fill the stun bar
Shroud - confuses target to attack closest -
18 Nov, '24
AnonShroud enemies with swords and dual hatchets can initiate a lunging attack and seemingly jump up ledges at the same time. this means if you're on top of a ledge an enemy can suddenly appear in front of you on the ledge swinging their weapon at you, leaving zero time to react. Incredibly frustrating given how much damage some of them can do.
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18 Nov, '24
BluSleeperWould do well to have different nuances to strokes so everything doesn't feel too generic / mechanical. Turn of head, twist of certain joints, etc. Variety is key. Feels like characters are repeating exactly the same stroke over and over again.
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18 Nov, '24
Bexius- Allow to block / dodge / jump earlier when attacking, primarily with wands / 2h weapons.
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- Avoid input queuing except at the end of the animation.
- Remove the input delay between releasing block and blocking again.
- Merciless attack misses the enemy too often. -
19 Nov, '24
MashymellowI been playing enshrouded since release and then came back to it recently. I find that combat improved quite a fair bit. I really like that you can do a delay attack which is a special heavy attack for Daggers and 2handed weapons but the problem now is you cannot do if from neutral.
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In future I will like a separate button assign or make the light attack a hold button press to get the special heavy attack out. From there, you can add 2 heavy attack follow ups. Like for example now 2h there is no more 3 swings for left click mouse button but 2 swings. If you add this kind of inputs and make it two heavy attack animation instead of 1. You can link/chain them like for example Light>heavy>heavy or Light>heavy>light etc. Like daggers your light attack consists of mainly 4 hits?
Adding this will add a simple system yet so much more options for the players. I do also wish we get a spear type weapon to focus on piercing entirely and tidy up some skill tree nodes like dex melee advantages. -
19 Nov, '24
iBunny52Make dash/dodge/roll/block cancel animation, so we can use properly.
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Its impossible to block/dash in a fight properly, because you are always blocked by your last attack animation.
Wands for example is worse, you always need to be stoped to use any dash/block, and i don't think this is how should be.
Make those things a mechanic, being able to stop/cancel animation, will make the game battle feel VERY more fluid and better.
Same thing applies to Auto AIM, remove it. Leave it as the button option we already have, and turn the Right click a AIM function for it as default for Wands, Bows, Throwable things. -
19 Nov, '24
EscynturelIf I want to swap what spell I am using in combat, and I get interrupted, I instead swap what item I am using on the toolbar. It feels bad and clunky. I shouldn't have to cycle my button press in order to continue swapping spells. Its bad enough I am getting interrupted all the time with mages being so slow.
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Mana is a huge issue early game.
Maybe having a focus mechanic or something would help too? Like a chance for you to be able to maintain your current charge on a spell when you get hit?
I do not like stepping forward every time I cast a spell. Its hard enough to keep my distance already.
Chain lightning has too short of a range, and doesn't work on the wisps.
I would love an ability similar to the archer to slow fall while channeling spells.
Wands have terrible range. I cannot hit flying enemies with it most of the time.
I want more CC based spells, like root or slow.
Please let me interrupt my current attack to block. If I queue two attacks I always get hit.