General Combat Feedback Thread (Update 6)
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There's an older thread from early access launch that I've closed due to having some outdated feedback/info, you can find it here: https://enshrouded.featureupvote.com/suggestions/592611/general-combat-feedback-thread-update-4-and-5
Comments: 231
Oldest
•
Newest
•
Most likes
•
Fewest likes
-
14 May, '25
EvincarHighlighted comment
For example: "Weapon - Short bow. 1st to 3rd enhancement - +6 damage with electricity. 4th enhancement - +50% to the rate of fire. 5th enhancement - hitting enemies causes a lightning strike with X damage that ricochets up to 3 times." -
09 May, '25
Alex MergedMelee classes:
• Barbarian: uses massive two-handers like greatswords or warhammers, high knockback and stagger. Barbarian rage, and Berserker.
• Warrior: sword and shield, parries and counterattacks, defensive playstyle
• Brawler: fists, claws, fast dual-wield melee with stunlock combos, dodge heavy and fast.
Ranged classes:
• Hunter: bow expert, should have a tension-based draw system with timing for max damage and accuracy, buffs bow combat.
• Assassin: dual daggers, stealth, critical strikes, fast-paced melee, uses short bow, quick and nimble, possibly criticals and sneaking buffs.
• Vialist: unique class using sling weapons to throw crafted elemental flask ammo (fire, poison, lightning, oil, etc.) with arcing throws for area control. Can throw further or higher.
Magic classes:
• Wizard: ranged spellcaster using staves and spell ammo (firebolt, frost, lightning, etc.) Theatre stave having attack variation for each ammo type, light, heavy and charged attac -
09 May, '25
Alex MergedCombat would feel more engaging with better attack variety and responsiveness. All weapons should have light, heavy, and charged attacks that feel distinct per type. Parrying is possible now, but shields should feel more rewarding with shield bash or block bonuses. Melee combat would benefit from simple combos, jump attacks, and clearer hit feedback. Wands should snap-cast at short range like magical pistols, while bows need a proper draw mechanic with damage scaling on release and stamina drain if held too long. Crossbows should stay as tap-to-fire after reload. Slings and staves both use ammo but differ in style—slings arc with splash damage, staves shoot straight like spells. Chain weapons should sweep in wide arcs for area control, especially for tank builds. Add weapon sheathing animations and allow ammo to be equipped per ranged weapon without cluttering inventory. These changes would make combat more fluid, expressive, and satisfying without adding complexity.
-
09 May, '25
Alex MergedThe class system could expand into 12 distinct classes grouped into melee, ranged, magic, and support. New classes include the Vialist, who uses sling weapons to throw crafted flasks like fire, poison, and shock in arcing AoE attacks. The Arcanist uses conduit rods—two-handed weapons that place magical totems on the ground and can also strike like a staff. The Battle Mage enchants their melee weapon with elemental effects and blends magic with close combat. The Beastmaster uses polearms and commands tamed creatures. Tanks use sweeping chain weapons like flails or chain axes for AoE control. Healers use wands and tomes to support allies. New weapon types include slings, chain weapons, conduit rods, polearms, tomes, and dual fists. All should have light, heavy, and charged attacks, with unique animations. Each weapon type should have multiple variants and visual styles that match the world. These additions would greatly improve build variety and class identity.
-
09 May, '25
Archaocity MergedI love the skill tree as it is, the ability to tap into different classes, without being locked into a single one, is great. However, I also feel like as you progress, there ceases to be much of an actual class system. There are so many skill points, you could fully spec into Tank/Warrior/Barbarian, and still have a few skill points left over. I think the system would greatly benefit from a much larger, expanded skill tree. One where you can still multiclass if you want, but even if you are just picking two adjacent classes, you'll never be able to reach the final skills at the end of both trees(maybe the final skill of one, but not the other). So if you wanted to be a hybrid Tank/Warrior , you certainly still can, but you'd never be as good at pure tanking as someone who's actually completed the Tank tree.
-
13 May, '25
Misty MergedI was looking for a class to match with the Beastmaster. Since it uses bows and daggers. I was looking at Assassin since I assumed in most games they use daggers. I was also looking at Ranger for the Bow/Ranged side of things. I was shocked to see that Assassin is a ranged class. Deals nothing with daggers. It would be nice to have another class pair well with the Beastmaster. Those 2 would be great ones to do that with. Assassin should have at least a couple dagger skills.
-
13 May, '25
RerusI would love to be able to animation cancel more! would make the game even more fluid! The game is amazing thanks for all the hard work<3
-
13 May, '25
Da_Commish MergedSome things I would like to see are:
- Canceling attacks during attack animations
- Attacks having weight and more enemy reaction (always funny to see me slashing someone holding a cannon and they barely flinch)
- Particle effects from weapons that have fire/ice/shroud.. Etc damage
- New attack animations for different weapons
- Heavy and light attacks for each weapon
- New weapons (would love a
dual blade sword)
- Ability to dual wield different
weapons
- New enemy attack patterns
- Enemies dodge and parry
- New weapons for enemies
- Unblockable enemy attacks that deal damage or severely reduce stamina if hit
These additions can be implemented with the addition a new biome or 2 ☺️ For those of us that have been playing the game, can even be a quest to make it interesting, like the Shroud has adapted to our attacks and way of fighting and we have a seek a long forgotten weapons master/trainer to enhance our Flameborn skills to survive the threat from old & -
13 May, '25
Toast System"Combat Overhaul" (suggested by <Hidden> on 2025-05-13), including upvotes (1) and comments (0), was merged into this suggestion.
-
13 May, '25
ChrisI'd like to see a reanimation of the daggers. The current animation feels like a placeholder and very stiff. I'd expect graceful or aggressive motions. Currently it's just stabstabstab while holding the blade upward. It looks awkward.
-
14 May, '25
JamesStill no dagger love. They were added but are still only used as an afterthought. Would like to see some skills added to them... I love daggers but you just gimp yourself trying to use them as your main weapon.
Shroudstep - Step through the shroud and appear behind your target for a surprise attack for X amount of increased damage.
Whirl of Blades? - Spin in a circle attacking all enemies around for X amount of damage (For some dagger AOE)
Weapon Imbue? - Imbue your weapon with fire/ice for increased damage
Just something to make daggers more viable/fun -
14 May, '25
ArnoldI'm unsure if this affects wands/staves as well, but archery/bows feel more clunky now. Yes, I no longer send that last extra arrow after the mob dies, but with the buffer being so short, I often click just before the recharge timer, then I don't get my arrow, and I have to click again after realizing it didn't send my arrow. This causes a pretty large loss of DPS and resorts to click smashing to sustain DPS instead of being able to time the clicks with a little more buffer.
I'd rather send an extra arrow after the mob is dead than lose the .2-.5 seconds of sustained damage (adds up a lot when the delay is .6s already!) -
14 May, '25
GrayA slight revision of combat expanding melee attack combos from 3 to 5 and adding Heavy Attacks that are slower but deal more damage/inflict more stun. Have a five part combo for both Light and Heavy Attacks that you can weave between at each step of the combo.
-
14 May, '25
EvincarI have quite a lot of suggestions and they don't fit into 1000 characters, so I'll write several messages (if it's even possible to do this here)
1. Rework of talents. The green branches of talents are illogically located. For example, the Pathfinder (Bow) branch should border on blue branches, because you have a "subclass" of archer mage, using infinite arrows and knocking back enemies with an unarmed strike.
The Assassin talent branch should border on the red branch with unifying talents to enhance daggers in an open confrontation, for example, giving a new attack and / or increasing damage, for example due to strength, but with a reduced %.
The Beastmaster talent branch needs a complete rework, since it is almost useless in real combat, if possible, you need the ability to tame animals as a combat familiar with subsequent enhancement. Should border on the pathfinder talent branch. -
14 May, '25
EvincarThe Survivalist talent branch should border on Assassin and Survivalist and have a talent that allows you to feed familiars with food to strengthen them.
The talent "keen eye" should be moved to the early/optional stage of the pathfinder tree (optionally with increased damage for hitting the enemy's weak spot) instead of "bee sting", and it should be placed as a transitional talent to the "beastmaster" tree/blue tree, since it is more suitable for the beastmaster, will be possible to use hovering in the air to move aggro to the familiar without losing the ability to attack, and it is suitable for the mage tree in terms of animations (character seem to use air magic), but in this case it is more logical to make the mana consumption per shot rather than stamina (maybe add a little damage for such shots). -
14 May, '25
EvincarThe blue tree (the one that borders the red one) for wands should be secondary or even additional, but when reworking the combat system of wands, because at the moment it is not an independent but an auxiliary weapon, the staff is always preferable. Instead of this branch, we need a battle mage/witcher branch that uses melee weapons but gives them additional magical effects and damage.
2. Expanding talent trees. At the moment, high-level characters have the ability to get most of the talents of one color, which makes them more versatile, but reduces the number of unique gameplay classes. It makes sense to deepen the talent trees so that the player can get a maximum of 1.5 - 2 branches or can, if desired, take a little from each.
In this case, there will be more specialized builds that are stronger in something specific, but less versatile, or more versatile, but with less strength in one thing, this will make the game balanced and logical. -
14 May, '25
Evincar3. Also, it is worth introducing more magic arrows. Ice arrows of level 9 lose relevance quite quickly. It is also possible to give elemental damage more identity, affecting the gameplay, as it is done for the magic staff. In my opinion, the projectiles of the wand (magic wand) and possible future magic arrows should have the same or similar effects when hitting. For example, lightning ricochet for electric projectiles, add damage from burning when hitting with fire, and so on.
-
14 May, '25
Evincar4. The weapon variety is too big and too small at the same time. I mean, there are a lot of weapons at the moment, but most of them are not different in gameplay, passive bonuses when increasing their level are either weak or do not bring anything to the build. Also, many types of weapons at high levels (and not only) seem to have been forgotten. An example so that I am understood correctly: In the game at level 35 there are many "short bows" (draw speed 0.6 sec.) of legendary quality, but I have not seen a single one "longbow" with high damage, but a shooting speed of 1 sec. Moreover, the passive buffs of all short bows differ only in the type of damage (which at the moment does not give differences in gameplay) and / or have ineffective / logically inappropriate bonuses. It makes sense to rework weapons in the game in order to give them more identity and influence on the build and gameplay, this will increase the reward and value for the player, will push him to try something new.
-
14 May, '25
Evincar5. If players play in a group, then (as it seems to me) they include an increase in the number of enemies in order to maintain the difficulty level and increase the level of challenge, but when the number of enemies increases, the stealth gameplay starts to work disgustingly. Also, the assassin is extremely ineffective in team fights, because he loses the ability to use a stealth attack. This is logical and correct, but then you need to give an alternative backstab not from stealth mode, with stamina costs, so that it cannot be spammed and with less, but still sufficient damage.
-
14 May, '25
Evincar6. The weapon enchantment system is great and, as it seems to me, you can introduce a similar system for armor enchantment, but so that it does not become too strong, the player needs to sacrifice/refuse something in order to get something, for this you can, firstly, tie the types of enchantments to the armor class and armor element. For example: Enchantment of heavy boots - slowing effects affect you by X% weaker. Medium boots - reduced stamina consumption for sprint. Light boots - increased movement speed by X. And so on for each armor element in several variants, to enhance the build. If the player makes a hybrid build, then he can choose not only between the bonuses of different armor sets, but also possible available enhancements.
P.S.
I apologize to the moderators for these huge messages, I really tried to shorten them, but I couldn’t do it without losing the meaning. -
14 May, '25
brain.loopTBH the game finder had a pretty satisfying combat that feels closer to Enshrouded.
But I wouldn't mind seeing improvement like reactive combat:
- if you aim for too long - enemy will dodge
- if you spam the same attack - enemy will block (atm I can get through a block np)
- if you spam a heavy attack (we don't have one) - enemy will parry (avoiding serious damage)
- stun / guard meter (atm enemy is easily overwhelmed)
I wouldn't expect such moves from the blue zombie knights, but human bandits could pull off something like that. Thus, different enemy different reactions that force the player to adapt. Like chaining enemies in terms of healing and buffing. One enemy gets buffs from another and thus more difficult or impossible to kill if the buffer not killed first. -
15 May, '25
StolzyI absolutely love this game but what the icing on the cake for me would be a new combat system like this.
Left Click - Light Attacks
Right Click - Heavy Attacks
(Swap Block to Default "Q")
Each weapon type has its own attack patterns that could be weaved into each other.
Ex: L-L-H, H-H-H, L-L-L-H, H-L-L, L-H-L-H
Or it could be more simplified like
Ex: L-H, L-L-H, L-L-L-H
Swapping between weapons and attacks to suit the current situation would make every encounter feel fresh.
Truly, this is all I want to see happen in the game and I would be beyond happy.
(Greatsword as well!) -
15 May, '25
Cyno(Melee) combat still feels too floaty and spammy. It's hard to get invested in a combat system when the basic attack has autoaim, a gap closer on every attack and is also attacking in an aoe, you just go around pressing LMB without even paying attention to mobs - if overwhelmed you just spam dodge/attack/dodge/attack.
The game is amazing but so much of it revolves around combat which just doesn't feel right, there should be more weight behind attacks, more reaction on the enemy, more depth to types of attacks we can do. Enemies need more attacks with better telegraphs too.
As for magic, the shroud update made it a bit better in terms of usability but magic is still just glorified ranged dps with spells being ammo. Where are all the magical spells like AoE firestorms or blizzards, grease/web/entangle for crowd control, telekinesis for knockback, levitation, cone of cold, etc?
Should be easier to switch them in combat too, and not use inventory space as much. -
15 May, '25
none MergedJust got the game yesterday and played for 5 hours. Got 2 or 3 quests done, then consistently got blocked from progressing in questing/exploration/ and gathering by enemies that were 1 level above me (level 3) why is it i get 1-2 shot in full fur armor, while the enemies take 40-50 shots from me? The combat feels slow, clunky and extremely punishing because of this. The starting areas spread of almost nothing but level 3 enemies, with the terrible experience gains. makes this game feel more like a chore. Damage values should be evaluated and enemy placement and level scaling needs be checked.
-
15 May, '25
RedI would love to see the next major update focus on combat and skills only.
I love the game, environment, building, crafting, etc. but the weakest spot is combat and character build. There are few to no actual abilities or spells (aoe, cc). The combat feels like weak hack and slash. Skill tree should be completely redone and expanded.
The skill tree could have its own ,,gems,, as for example mutagens that would alter or modify the effect of skills. ,,Modifing,, specific trees would alter your visual (red eyes, grey skin, black veils, etc.). This modification could have positives and negatives effects. One could focus on the shroud and would embrace it getting resistance, higher damage but would be weaker outside of it and vice versa. This would affect the specialisation for example for necromancer (embraced), shroud knight (embraced), etc. and ranger (nature), paladin (nature), wizard (nature) etc. This would specialize there abilities and spells even further. -
15 May, '25
TaitouPlease tune wand durability/consumption, for multishot wands in particular. Since each projectile consumes 1 durability and the Eternal Spark skill only gives a 25% chance per projectile not to use a durability point, you chew through a wand VERY quickly in later areas such as the Albaneve Summits - even when at level cap with a maxed out wand. Increasing Eternal Spark to be a 25% per 'effective cast' of the wand or 40-50% per projectile would be a solid solution.
-
15 May, '25
LeePatch notes Wrong about casting speed in latest patch
In the latest patch, the notes mentioned:
"Slightly increased spell casting speed for several spells, including fireballs and ice bolts."
I went back and compared pre-patch screen shots and post-patch item tooltips for spells like Fireball IV, and the casting time listed is still exactly the same—2 seconds, unchanged. I’ve done this for several spells I had screenshots of, and haven’t seen a single one with a changed cast time in the item description.
If the patch genuinely changed casting speed, what exactly was modified?
The only place that mentions casting speed is the item tooltip, and those numbers haven't changed.
If the change was to a hidden stat (e.g., backend modifier, animation frames, or staff mechanics), that wasn’t what was said in the patch notes so I don't think that was the case. -
16 May, '25
ChewedGumIt's nice to see that the wands got a little bit love with the faster projectiles, it is a wonderful addition! Healers also got 1 new spell which I appreciate. The healer class feels a bit one dimensional still. 3 spells, and the first one is quite difficult to use. Plus no other effects or abilities, and the "best" perk for healers is to die better, which is quite an interesting choice :D. Would love to see more diversity in the healer class and more class expression through the perks (like perk trees that would make the given abilities of martyr and water aura better, the more you invest in them).
-
16 May, '25
Toast System"Better early game balancing" (suggested by <Hidden> on 2025-05-15), including upvotes (1) and comments (0), was merged into this suggestion.
-
17 May, '25
JohnPerhaps I'm in the minority, but I hate complicated combat. I love the combat in Valheim. So I don't want heavy and light attacks or animation cancelling. When such things are added, then invariably you'll have combat where you need to use those mechanisms to do well. For me, blocking, dodge-rolling, and a single attack is more than enough. If it's more complicated then that's going to certainly appeal to people who like complicated combat, but I hate such things. I love the fact that each mob has a few different attacks and I enjoy the mechanic of the perfect block and it's fun to try and master that. But please don't try and be a souls-like game or try to make this game even more combat-focused. And yes, I could play on an easier setting but I don't want that either. I like working towards getting better at combat and I like playing on hard mode. I just don't want it to be overly complicated. There's beauty in simplicity.
-
17 May, '25
drlaackenstein MergedPoison spell- beam channel that does HP and Sta dmg
Not stun, per-say, but stops them from doing any fun attacks etc. -
18 May, '25
BexiusEnshrouded needs a combat overhaul on its core, not relying on new unlockable skills, weapons or gems. At the moment, at the beginning of the game combat is hard and tedious, specially for mage builds. Some suggestions would be:
- Heavy and light attacks for melee weapons (holding vs pressing the attack button).
- Wand charged attack (holding the attack, a short AoE hit).
- Attacks while blocking: a push with the shield that stuns the enemy and creates distance. With wards it could be a force field.
- More stealth attacks.
- Mana infused arrows (not a magic weapon, but an option to add magic to some arrows).
Gems need to be more useful endgame, they scale too little with levels.
There should be more foods for mixed builds at early stages (int + str, dex + str, dex + int...).
Also, a rework of the skill tree with new skills, but also putting key skills at the center (jump attack, updraft) and others like merciless attack, sneak attack at the melee and stealth trees. -
18 May, '25
BexiusOther suggestions:
- Reduce casting times of short distance spells (acid bite and shroud meteor) or make them have longer range or greater damage output.
- Make early game basic spells that could be easily crafted with items from the beginning.
- More endgame special spells, different to projectiles/waves, like debuffs for enemies that last some time (a blizzard that slows them down, fog that doesn't let them see you, a toxic cloud around you that poisons enemies that get close), spells that change the battle ground (for instance, the ground below you raises so they can't reach you).
- More elemental arrows (fire arrow with DoT, electrical arrow that stuns enemies and with jumping electric wave).
- Melee weapons with magic damage that also cause debuffs for enemies (freeze, shock, poison).
- Mid range weapon that scales with strength (throwing rocks or something like that). -
18 May, '25
El dorr Mergedneed more talent and nod for dagguer. the assassin talent is only for bow need. i love play assassin but with bow
-
19 May, '25
AlexPlease consider changing bow combat to a true draw-and-release system. When holding the fire button, you begin drawing the bow. Releasing it looses the arrow. Timing matters: early release shoots short and weak, while holding to full draw increases damage and range. Holding too long drains stamina and causes wobble, adding tension and risk. Letting go of the aim button cancels the shot. This makes bows more skill-based, immersive, and satisfying. The current instant-click shot feels arcade-like and lacks the tension of real archery. This change would add depth, improve combat feel, and separate bow gameplay from other ranged styles.
-
19 May, '25
RarkerothHi devs, I really like your game and I've never played a survival game with such appreciation. What I'd like most in this game is to be able to play as an assassin or mercenary using knives as my main weapon. I really feel stuck with a single build that only uses the bow as a source of damage. Unfortunately, knives are tied to dexterity, and the trees that provide this attribute are 90% focused on the bow. In the only tree where I had hope of finding something oriented towards a dagger build, I have passives that prevent me from being targeted by wild animals and Vulkans, which really disappointed me. The melee skill trees only give strength, and even though some skills that are very suitable for dagger combat could be used (like evasion attack), I can't use them just because they depend on dexterity.
-
19 May, '25
RarkerothMy suggestion would be to either remove all attribute gain from the game through the skill tree and make a system like other RPGs for level-based attribute gain, or completely change the dexterity trees, separating the bow from the knives and allowing me to choose whether I really want the build oriented towards one or the other. I would also think it would be cool to add special attacks to the attack knife and focused on losing aggro in combat. Adding a strength scaling to the dagger in the same measure as dexterity would also help with access to bonuses like those in the warrior tree without wasting attributes on strength.
-
19 May, '25
RarkerothAnother suggestion I have is to reform the trickster tree. I don't think it's appropriate to call a class that fights unarmed and summons healing orbs a trickster (it looks more like a monk). I would think it's much more appropriate to change the unarmed damage to transform the damage from the daggers into elemental or magical damage and leave the tree oriented towards that, making the dagger attacks improved by magic, being able to make mixed builds of mage with daggers.
-
19 May, '25
RarkerothAnd my last suggestion would be to improve stealth combat. The pace of combat in the game is not suitable for stealth combat when compared to how other "non-assassin" players play, even more so when increasing the number of enemies to the maximum (as I play with my mage friend and tanker friend). So I suggest that in the assassin's skill tree or another one specific to knives, you can move quickly through combat and apply the sneak attack during combat, disappearing from the enemies' field of vision with a certain frequency and assassinating lone targets. I would also suggest improving the speed of the sneak attack animation only for the assassin, like a quick cut at a crucial point while moving, thus making gameplay in sneak mode faster and more viable. Anyway, thank you for what you have done with the game so far and I hope you can at least consider the rework of the dagger as a "real weapon" as many have requested.
-
19 May, '25
Toast System"Poison spell- beam channel that does HP and Sta dmg" (suggested by <Hidden> on 2025-05-17), including upvotes (1) and comments (0), was merged into this suggestion.
-
19 May, '25
TomI’d like to see more impactful and weighty combat with hitstop and flinch features. I think combat could use a general fresh iteration. More specifically for my playstyle I’d like to see more direct impactful wand animation - at the moment it’s just like waving a stick in the air or brushing the air. Think more like hogwarts legacy where the direction of the wand is purposeful and the direction the bolts fire.
-
20 May, '25
YoggerThe animations for the weapons are pretty clunky / slow. Melee could be more fluid, faster, longer combos, Light+heavy attacks, responsive animation canceling.
Player character locomotion is pretty bare-bones in general, movement animations could use some updating. Id look at games like breathe of the wild for inspiration. -
20 May, '25
DreepaGenerally the combat is OK.
But it doesn't feel very rewarding. It feels a bit laborious.
I think this comes from several factors:
HP of enemies is rather spongy.
Weak hit feedback on the enemy, not giving a satisfying feeling.
Animation not different between a blocked strike and a good strike.
Suggestion: Balancing first:
Increase the number of enemies attacking you by default, and put more enemies in the world.
Compensate with reducing enemy HP pools.
This already would make you feel more powerful, as enemies die quicker, and you would have less attacks on the same enemy (spongyness feeling).
But due to more enemies / more enemies attacking you, it gets more dynamic.
Then address the animation.
Block vs hit.
Enemy reaction to hits.
Attacking flyiers as a melee is annoying and required hook skill spec (7 SP!!!) or ranged. This feels a bit weird tbh. As if no one really thought how to make melee work against enemies slightly above you. I would maybe add an upwards attack -
20 May, '25
Toast System"Expanded skill tree" (suggested by <Hidden> on 2025-05-09), including upvotes (1) and comments (0), was merged into this suggestion.
-
20 May, '25
Toast System"No dagger skills on Assassin skill class?" (suggested by <Hidden> on 2025-05-13), including upvotes (1) and comments (0), was merged into this suggestion.
-
20 May, '25
Tanguy MergedHello !
at the first place thanks for your incredible game, i LOOOOOOOOOOOOOOVE it, i still bad at build but it's my favorite thing ! I love fight and cosmetics too so it's why i sending you this message ! It can be soooo f*cking cool to make a unique apparence for legendary weapon and make them more special, promote collection for base decoration and increase rarity in return, because they're still legendary weapon ! Make them more.. shiny, more voluminous (for staff, or 2hands weapons) some special effect that can be cool :D. Or add a rarity above ! like "mythical weapon" and they have what i say before.
I didn't explore the end game yet so it's maybe already in the and i didn't see it, sorry for that !
Thanks for reading me, have a good day/night, and again, thanks for your game it's all what i wanted in a game :D. -
21 May, '25
majonI haven't gotten deep into the the game but I feel like magic should be more expanded on. Like combining or stacking elements for unique spells with the a chance for some combo spells to fail and such, maybe even summoning pets and such as well and kill moves or a kill cam or even allowing combat to be maybe bloody or dislocat body parts and such
-
21 May, '25
KuistiMerciless attack, forced camera angle needs to be removed!!
I like to play from 45 degrees top view camera on melee. When I do merciless attack it FORCES the camera to very awkward and bad position and then I need to move the camera back to preferred place after the move, where I would like it to stay all the time. Can you make at least option that no forced camera jankiness to attacks. This ruins the move for me. The game doesn't have much special strikes and the first one is still horrible to use. Sidenote to the feel of the skill, maybe 30% faster animation to merciless strike and also make the damage impact happen when the sword lunge reaches to the end. Now the animation lingers after that. It is just not nice to use. Would be sweet to play around this skill and really use it.. -
21 May, '25
tbSkill tree could do with more deeper pathways between the different branches, there's one between red and green, as it is - its always cheaper/optimal to travel out through the middle instead of connecting the skill branches further out (a fix could be to move the inner +1 stats further out between the branches as connectors)
Some skills are useless, e.g. shroud timer or durability, they should have an offensive side to them
Some skills need better clarification or are bugged, e.g. the ranged damage green skill that doesn't work on magic ranged weapons
or the blue skills that state they improve all X element damage, but don't affect weapons or gems
I found the Dragon Sword and was hyped to try out a hybrid build but was sad to find out the fire skills did nothing for my sword or my gem of burning
Gems are also quite underwhelming, Id like to see them be more impactful
Daggers should benefit from strength aswell to make them more viable and less confusing
double all durability <3 -
21 May, '25
tbAlong with Daggers gaining benefits from strength, there could be some benefit to picking STR/DEX/INT outside of their respective classes
Such as dex also having backstabbing damage, int gaining crit chance and str gaining crit damage multiplier
it could be small but it'll give the numbercrunchers something to have fun with
More ways to combo the different colors of the skilltree with eachother would be great, instead of the very rigid way it is right now
remove alot of the restrictions such as melee only for piercing/blunt/cutting/critical hit talents, magic only for elemental schools, bow only for ranged damage
You should not be afraid of the player becoming to powerful, as we can always adjust the difficulty scaling