Enemy running attack - reduce damage and frequency
Enemies deal way too much damage with their running attacks and they constantly use those
Most enemies who can do running attacks deal Double damage compared to their normal attacks (before armor calculation). And could go as high as 3.5 times depending on armor
for the damage i tested with max level character with full ranger set (323 armor)+ Shiny and Heavy plates skills
Gem forge north of Low Meadows Spire - lv7 fell brute (large guy with sword or mace)
running attack deals 67 damage
normal attakck deals 37 damage
without shiny or heavy plates the 2 attacks deal
running - 83
normal - 45
between 1.8 and 1.84 time more damage on running attack
But if you have barely enough armor to reach the 60% damage reduction on the normal attack, you would only get 30% on the running one
normal 100 damage - 60 armor = 40 damage to hp
running 180 damage - 60 armor = 120 damage to hp
this enemy can deal Tripple Damage with one very spammable attack.
this is too much
It shouold be normal damage
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27 Jun, '25
Toast SystemHighlighted comment
"Reduce the damage of enemy running attacks. (Difficulty specific bug?)" (suggested by <Hidden> on 2025-05-27), including upvotes (1) and comments (0), was merged into this suggestion. -
27 May, '25
Tsuki MergedHaving played through the most recent update with friends, the outgoing damage on the highest difficulty was reasonable to work with and enjoyable for the most part with one exception so glaring that I can only assume it's unintended.
Running attacks from enemies seem to deal a ridiculous amount of damage, easily being the most damaging attack in the game by far. For context, being level matched with enemies in the Kindlewastes with a tank focused build lets me see the following ranges for damage (since my friends are likely to be one shot by the latter);
A regular melee enemy attack does anywhere from 5-15% of my hp, depending on the type of enemy.
The huge overhead charged swing from Fell Thunderbrute deals anywhere from 40-50% of my hp, depending on its level range.
The red critters that detonate on explosion deal around 50%-70% of my hp.
A running attack from any enemy deals anywhere from 60% of my hp to outright killing me, depending on the type of enemy and level range -
29 Jul, '25
Ramansame issue. I've started my first playthrough on "hard" difficulty and any fell swordsmans of matching levels (and even just 25+ lvl at late game) are able to do 100% damage of my HP (which is 840 using exc and superior rings of health and no health food) at any point of the game against full radiant paladin set (my build is archer though) using this annoying attack thich provides very little window to properly dodge
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04 Sep, '25
StehbzAlso playing on hard difficult and find the same problem. The running attacks are quick, and seem to do anywhere from 2 to 3 times the amount of damage of any other attack. It's first noticed with the fell swordman for sure. Running attacks can also have the annoying effect of getting around your block at the ranges enemies use them, where the hitbox of the running attack hits your back as they swing past you making bypassing your frontal block.
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05 Sep, '25
superpebblewhy not instead extend the parry time for enemies charging and or reduce the hit box for the running attack to make it easier to dodge. I'm not sure why people's first response to something they find difficult is to simply nerf the damage to make the game easier. tanking hits is only immersive if your a tank build player. and if you are a tank, then maybe increase stamina damage resistance when blocking should be a suggestion those players should be going for.