General combat feedback thread (update 7)
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.
Comments: 308
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16 Nov, '25
LiLaLauneHighlighted comment
Ballancing between Lv40 and Lv50 weapons is frustrating. The Level 45(+0) weapon has much less DMG as the same Lv 40(+5) one. It happend to me, that i maxed a one handed Axe to Lv50 and it was still weaker then my max Lv40 Axe i was using before, ok the stats was not the same, but that is why the new weapons do not feel like an upgrade. -
02 Sep, '25
Margo MergedThe combat in this game is interesting for the fact that we can alter the terrain and use that ability to our advantage or add some fun to our gameplay. If the devs lean into this further by adding more environmental elements that we can interact with (similar to how games like BG3 and Divinity:OS uses these elements), then combat can feel more exciting as we strategize and try to use as much of our surroundings to complement our skills/playstyle per encounter. It's a way to make things engaging without needing for the game to be more difficult.
This can tie into the other game mentioned, Grim Dawn. This is where another aspect of combat complexity can come from, where buildcrafting becomes an exciting venture due to the myriad of ways a player can choose to face the battlefield. It doesn't have to be as robust as Grim Dawn, but more variety and flexibility can go a long way. Especially when paired with dynamic encounters due to diverse environmental effects and interactions. -
10 Nov, '25
AjoLove the new skills. There could be skill to increase speed of gretswords they are too slow. The stamina now is really bad especially in hollow halls, there should be some stamina regen potion to counteract this
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10 Nov, '25
Christopher RugeThere needs to be an option in settings to turn off auto-target. With wands in particular, the system targets are almost random.
I would also suggest that with any ranged weapon that the targeting dot be changed to a reticle. -
10 Nov, '25
Auren DawnstarSome of the new skill placements are really weird:
- Titan Edge (greatsword damage bonus) not being tied to cutting damage makes no sense with swords consistently doing cutting damage after the reitemization changes.
- Kick should be a general center circle skill. The ability to interrupt enemies makes it a skill that would be useful to most playstyles.
- Lightning resistance branching off of Terror is a weird choice. It would've made more thematic sense to branch it off Wizard along side the critical lightning chain branch, and move the shroud damage to branch off Terror instead.
- Frost resistance branching off three separate skills is an odd choice when the other two resistances are solid chains.
- Righteous Fire and Divine Surge branching off Martyr pretty much guarantees I won't use them. Martyr is already an unappealing skill, and objectively useless for solo players. So branching the two new healing skills off of it is quite literally a waste of skill points for some players. -
11 Nov, '25
TimI was excited to start a greatsword build, but the weapon is crazy slow and the horizontal swings make it very awkward as well.
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11 Nov, '25
AjoThe greatsword moveset is nice and together with new skills we are almost getting to some combat depth I would gladly see in all weapons.
What greatsword definitely lacks is some horizontal sweep aside from whirlwind(because that's is difficult to trigger as it's on the end of very slow moveset). I think the basic combo should replace one vertical slash with horizontal one -
11 Nov, '25
MKFI dislike that the great sword is used like a hammer / mace, why can't it just be a used like a great sword is used in real life?
swing the sword side to side not down to up. great swords should be the fast 2 handed option, fast side to side swings with greater range then the one handed weapons and maybe other 2 handed weapons. -
11 Nov, '25
RedscopeGreatsword:
- Needs a horizontal attack. Axe/Hammer has the capability of deciding, Greatsword does not.
- Light attack needs more speed to keep up. Suggestion:
-> Light Combo: Spin -> Upward hit -> Downward hit
-> Heavy (Delay): Downward hit -> Thrust
General:
- The new Whirlwind Crescendo attack needs a shorter 'pause' time at the end
- The new Upward Slash jump attack could use a bit of work, it doesn't quite feel as responsive as it should be
- Upward Slash doesn't seem to 'close' the distance on anything flying, it's just useful for flying targets
- Going from Upward Slash into Crash Down could be more fluid, they should feel more like a combo than they do
Still on the radar:
- Jump attack still feels 'flighty' and should push targets out of the way on the way down.
- Parry windows are still way too early in the attack; they should be timed to 'meet' the attack as if you were actually parrying instead of attacking back
- Parry should be able to interrupt any attack animation -
12 Nov, '25
noarrrrThe damage types like fire, ice, ligthning, shroud, poison etc on meele weapons should have an visiblie impact on enemies like fire burning them visibly and gameplay advantages like fire which could do damage over time, ice could slow enemies ,lightning stuns them, ... . Yeah I know in this Update the icy daggers make for example ice damage like their name suggests yeah but it is just a number and maybe a damage advantage for not resistant enemies but nothing special which would make the general gameplay more fun you know.
And the second thing for a big combat enhancement would be a heavy attack for every weapon which is triggered from a button press. And abilities like the whirlwind should also be triggered from a Button press because they have a specific funktion like aoe for the whirlwind and you need this function in a very short moment maybe when you are surrounded by enemies and then you cant do the abillity because you can use it just on the end of a slooow attack series. -
12 Nov, '25
AjoActually the speed of the greatsword isn't the problem, you can finally feel the weight and the impact of the weapon - this is how weapons and combat should feel, it's just the remaining weapons and enemies are too quick.
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12 Nov, '25
Seoxys MergedFirst, excuse my english i'm not very fluid with it.
Since the first release of it's early acces I think about something on the skill tree when the first nerf to the water aura came.
I like a lot of skill tree in most game for their customization.
But the skill tree feel like it's lack of two thing, the first one is about a "super skil" where players could get a huge buff / specialization on a specific gameplay.
Like a good water aura like as before for the healer for example. But there will be a big issues if anyone could take all thoses kind of "super skill"
And this is where thing starts !
Each player can get only ONE super skill (and maybe we have to collect several point in the blue / green / red skill tree to unlock one of the two "wizzard" super skill).
So there would be 2 "super skill" per category or something like this
Cause at the end, we are like, i'm a wizzard, but yes i take skil in all three colors so :w
Now we could say, i play around "super skil -
12 Nov, '25
DoomhamatimeHaving a lot of issues with staff chain lightning targeting consistently. Quite often targets directly in front of me within range are not Targeted and the spell isn't doing anything.
Wands are often targeting things behind what I'm aiming at causing major issues against melee enemies.
Greatsword needs at least some horizontal movement because enemies swarm you. They are also too slow.
Early game health Regen and stamina is rough. Getting hit is very punishing and with less stamina resetting is difficult.
Bonus feedback I think double jump and updraft feel very important and maybe I'm spoiled but they could be good candidates for center of the skill tree available right away. -
12 Nov, '25
RyanGreatswords are amazing in concept but fall so flat. They attack significantly slower than the other two handed weapons, without having any horizontal sweep attacks. The only one you can get, is super deep into the talent tree. I am glad I am already level 30 so i dont have to use this weapon type without it.
I dont count the sweep move as a greatsword move because hammers/axes can use it, without the ridiculous 1 second long delay. I keep getting interupted by small enemies trying to even finish the combo and activate the ability. The thrust takes 2x as long as it should, it should be the faster of the greatsword moves, realistically. locking the sweep behind this, and tying a huge stamina cost to the ability makes greatswords really un-fun to use.
The separate attack pattern based on timing the left clicks is really cool but it is functionally the same. If one of the patterns was a sweep then it would be great.
I wish I could love this weapon. -
13 Nov, '25
SaruNot a fan of the +%damage vs. X-type of enemy, should've kept it at simple increases to different damage types, crit chance, crit damage, etc.
They are virtually useless against everything that isn't the specified type and only serve as bloat. Instead you could use the already existing damage types to create advantages.
Great sword move set is also very disappointing, I'd love to se a game accurately represent how great swords are actually used for once, less an unwieldy stick of metal and more of a nimble, surprisingly fast weapon with good reach.
Would also love the option of upgrading weapons rarity at some point, or craftable weapons in general, the quest weapons being craftable is a nice start but it could be so much better.
I also suggest improving skills that give or rely on stats, like Radiant Aura and Exalted, the aura getting more damage per intelligence point and exalted giving 1 extra point for every flame level, especially now that food no longer increase our stats. -
13 Nov, '25
AndreyWhen casting spells on a staff repeatedly many of them don't register repeated hits.
For example, casting an Ice Arrow on a single enemy while holding the left mouse button so they cast one after another simply doesn't cause damage to the enemy from the second, fourth, and so on. Considering that in the early game you can only cast a few spells, it's unclear why such a restriction is necessary.
This happens with most spells, especially when using Bone Torrent—enemies often ignore more than half of the hits.
I tested this on boars - they have no blocking abilities. -
13 Nov, '25
BexiusThe skill tree needs a big overhaul. Lots of the skills are wierdly placed, needing to go through a lot of useless skills to get the best of them. The new skills seem great, but to get them you need a lot of useless skills. Having some skills, like elemental resistances, endurance, constitution, the new kick attack, blink, double jump... tied to one class or playstyle feels off.
Instead of classes the tree should subdivide by the skills affected: physical resistance, magical resistance, wand attack, heal, spell attack, magic extras (like terror, fire aura, necromancy), dagger attack, bow attack, endurance/athleticism, 2h melee, 1h melee, constitution/health and utilities (mining, well rested...).
Additionally, I feel the new enemies hit way too hard, compared to the previous tiers. I'd rather have more intelligent enemies with diferent attacks and evasion maneuvers than bullet sponges that one hit us. -
13 Nov, '25
noarrrrThe damage types like fire, ice, ligthning, shroud, poison etc on meele weapons should have an visiblie impact on enemies like fire burning them visibly and gameplay advantages like fire which could do damage over time, ice could slow enemies ,lightning stuns them, ... . Yeah I know in this Update the icy daggers make for example ice damage like their name suggests yeah but it is just a number and maybe a damage advantage for not resistant enemies but nothing special which would make the general gameplay more fun you know.
And the second thing for a big combat enhancement would be a heavy attack for every weapon which is triggered from a button press. And abilities like the whirlwind should also be triggered from a Button press because they have a specific funktion like aoe for the whirlwind and you need this function in a very short moment maybe when you are surrounded by enemies and then you cant do the abillity because you can use it just on the end of a slooow attack series. -
13 Nov, '25
Toast System""Super skill" for skill tree" (suggested by <Hidden> on 2025-11-12), including upvotes (1) and comments (0), was merged into this suggestion.
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14 Nov, '25
CynoThank you for adding some new spells that aren't just ranged dps (like the protective shield circle and summons), it feels nice to have spells that are more than just ranged dps and I hope for more utility spells in this area too. It does seem a bit problematic to handle them with the scroll spell selection on the staff, and they take up so much inventory space, so I also hope that this gets improved either through separate storage for ammo and a better selection system for picking which ammo to use on the fly.
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14 Nov, '25
MalorkithI hope this is the right place to mention that. I fought against a furry monstrosity. It could use a slight weakening in its attack speed when it spits. It's almost impossible to stay near of this beast. It gets worse when it hits you with its breath attack, which kicks and stuns you, because then it hits you with all its slime balls in the following attack.
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14 Nov, '25
noarrrrIt doesn't make any sense that the described "short range teleport" doesn't prevent you from getting hit by things while you are a purple orb of nothing and doesnt allows you to pass through enemies, like teleportong behind them.
If it's intended to be teleportation, then it would feel nicer if it functioned like one, not just a pretty colorful dodge roll with less i-frames. -
14 Nov, '25
RarkerothIn the last combat feedback thread I already wrote about this. Please make daggers scale with Strength too, this would allow for greater diversity of builds with the weapon and finally viabilize a focused daggers build, some skills like Evasion Attack would be perfect to play as daggers but daggers cant take the Str path.
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16 Nov, '25
AjoThe stamina debuff needs to be reworked. I understand that you want foods and other buffs to feel more meaningful and I agree. I think great way to do this is if you look at valheim. Without food you have minimal max food + stamina, so you are basically dead without it so having it is very rewarding. Also you might have lower stamina pool then in enshrouded but quick regen. And that is the most important I think. Having lower max stamina forces you to think and plan your attacks, dodges etc. but if you are on zero you will recover quickly. In enshrouded when I lost my stamina(with full gear and food) I had to wait really long and then continue then wait again, which is frustrating an not fun. In hollow halls I was just running without sprint to recover my stamina most of the time which is again frustrating and definitely not fun
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16 Nov, '25
SuperBinosI was so excited for 2H swords, but the moveset is very awkward. First of all, they're inherently nerfed because they need 3 attacks before triggering the spin2win talent, which will never happened if you're swarmed because they're incredibly slow.
Second, I can see the infinite slow down/up combo for single target, but why doesn't it have horizontal swings? You get swarmed and stunlocked, you can't hit multiple mobs at the same time and it's just pretty unfun tbh. -
16 Nov, '25
Flitz MergedFirst point is Spiritual (4 mana regen). It's massively underpowered and would have to be about 10 times stronger to not be a dead perk slot. It's not even that 4 regen is entirely unimpressive by itself, you also have to consider that Wands and now also Wards have mana regen, which goes away when a staff is held ready. So instead of holding your staff to get 4, you can swap to wand to get 12+7 regen instead. You want to swap to wand when out of mana so you can keep attacking anyway.
Second, Mana Leech is sort of mandatory to use a staff effectively, so a stronger Spiritual could provide some alternative. What I don't understand, however, is why so many Mana Leech staves *also* have Spiritual? Especially the 2x Mana Leech ones, which is enough to have endless mana?
Lastly, the perk pool for staves is limited (they don't get physical damage, or unique perks like bows do), and even this small pool isn't evenly explored. Spiritual is on almost every staff, only one has new soaked pe -
16 Nov, '25
drlaackenstein MergedNot a fan of how lightning resist isn't by lightning bonuses in skill tree. Fire resist? Linked. Cold resist? Linked. Lightning resist? Whole nuther tree.
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17 Nov, '25
Greg MergedCurrently, the skill tree is mostly about passive abilities, upgrades to existing things and stat improvements (more mana, more HP, more stamina) This game needs actual skills, meaning ones that you can ACTIVELY use by pressing a separate button; they have a mana cost and cooldown. The only real way to kill (mini)bosses or lots of enemies in this game is by cornering them or abusing their inability to reach certain places and spamming left click. This is honestly kinda bad.
It would be natural to have ACTIVE combat skills for each class, like damage reflection/ damage amplification skills (for tanks), more special attacks, more stuns (stunning an enemy is awkward and takes a long time, most bosses and minibosses can't be stunned or it's not viable), and MASS attacks, it's weird that MOST attacks in this game are single-target based. For mages - spell amp or physical resistance; for assassins - evasion, stealth, for archers - slow/ stun arrows that deal more dmg, and much more... -
17 Nov, '25
silverSif- Wall Jump
- wall vaulting
- Control Grappling hook like in Risk of Rain 2 or Doom Eternal. -
17 Nov, '25
Geminiocean MergedIt would be nice to see more dex based weapons for archer besides knives. Short swords and other one handed weapons would be awesome.
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17 Nov, '25
Gyztor MizirathI really like greatsword and the general idea of them compared to normal swords. Especially with my IRL practicing with them just being generally fun. The moveset feels kinda... odd? its not all bad but i feel greatswords should be more wide sweeping attacks due to how you would weild them irl and their weight and short swords being more of the single target lockdown.
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17 Nov, '25
AldiasThe weapons that have some elemental damage should have visible effect for that effect. I thought you wanted to do this as you were talking about for example frost daggers not looking like they should. Weapons or at least epic weapons with fire damage should have fiery swing or some flame animation on its blade + it should start burning the enemies for few seconds. The same goes for lightning a freeying
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17 Nov, '25
Toast System"More weapon choices for Archer builds" (suggested by <Hidden> on 2025-11-17), including upvotes (1) and comments (0), was merged into this suggestion.
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17 Nov, '25
Toast System"Not a fan of how lightning resist isn't by lightning tree" (suggested by <Hidden> on 2025-11-16), including upvotes (1) and comments (0), was merged into this suggestion.
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18 Nov, '25
AldiasWhen you make the combat rework please keep in mind that every change you make to player attack pattern/speed etc has to be synchronized with enemies patterns/speed to some extent.For example: lot of enemies like rats and skeletons have anoying charge attack at the start of their pattern - if there is group of five of them you get hit by first enemy - stagger - second - stagger etc. - so in this scenario there wouldnt matter how great the changes to player attack behavior would be becvuse the enemy attack logic would still suck (and in this scenario it would force you to just wait until all enemies does that charge attack which isnt fun). I think in general the combat needs to slow down on the player side and on the enemy side. This would create windows for dodges, attacks and there would be opportunity and sense to strategizing during the combat
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18 Nov, '25
scroblordI've been hoping/waiting for a long time for the addition of the Greatsword, so I want to say a huge thank you for implementing it!
A few thoughts i've had while using them on my new playthru:
--> The current moveset works really well in a 1v1 type situation, but struggles in group fights
--> I think the starting speed is fine, but I think as you increase your strength, there should be decent speed boost to make it feel like you're becoming more proficient with the weapon
--> I've run into many situations where I'm overwhelmed by mobs or chasing down an archer only to whiff my vertical swing because they moved slightly to the side. Incorporating a windmill or side to side swing would go a long way to increasing the enjoyment of the weapon type.
--> might be cool to improve weapon movesets as you increase the related stat (str/dex/int). Have a couple moveset tiers that are faster/cover more ground/look fancier
All that said, loving the new update!! -
18 Nov, '25
drlaackensteinNot a fan of the strictly forward focus of the Greatswords. I half expected the same animations as 2h blunt and 2h axe, and frankly would have been fine with that. The animations Greatswords use would be better suited to spears and polearms...
Wait... did I just reveal something? Next weapon type, perhaps? -
18 Nov, '25
Warmaku Mergedwhats with all the anti melee garbage in the game and why is stuff hitting 4 times harder than before, mobs at my level shouldnt be hitting for 25% of my hp a hit
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19 Nov, '25
DragonsDuskCan we get those chakrams the drak are using against us as weapons? Those are really, really cool.
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19 Nov, '25
Lion MergedCrossbow
Long range, mostly intended for melee builds
A long ranged weapon like bows that takes ages to prepare and does so after every shot. But it keeps the preparation ready (forever or something like 10 seconds) after stowed away (releasing the Q button). This could use strength to shorten the preparation time. A nice twist in the bow mechanic and mostly it wouldn't feel like a pure melee build has to squish in ranged weapons to hit far away stuff.
Shortbow
Mid range, intended for ranged builds
A bow that plays like a wand: The character does a little autoaim, so it's easier to use but it lacks the range of a "longbow" (existing bows could be categorized this way). This could still access existing arrows.
Whip
Mid range, mostly intended for melee builds
A mid ranged weapon like a wand.
Thrown weapons
between short and long ranged, melee/ranged hybrid, situational
You can drag the stack of ammunition itself into your quickbar and use it instead of having a weapon to -
19 Nov, '25
zepolDaggers at its current stage feel too slow. the attack animations look weird as well. when the character stabs with the right side, the right foot follows. this results in an awkward kinda stance and movement.
for the bow how bout adding a skill where the player backsteps/backslided and shoots?
not sure how grounded the combat should feel but i think it can have space for some flashy moves.
can spears be added into the game on a future update? -
19 Nov, '25
Toast System"New and distinct weapon types" (suggested by <Hidden> on 2025-11-19), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Nov, '25
Toast System"whats with all the anti melee garbage in the game and why is stuff hitting 4 times harder than befor" (suggested by <Hidden> on 2025-11-18), including upvotes (1) and comments (0), was merged into this suggestion.
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19 Nov, '25
Jonny PanicTrying a greatsword, and it feels slow and clunky; the moveset also feels awkward for a weapon that looks made to swing for the fences. The stab makes no sense; it'd make sense for a twohander IRL, because they could be 6' long but weighed less than 10 lbs... a long, slim blade for slashing and impaling. These fantasy greatswords lend themselves to grand, sweeping swings.
On that note, though, it'd be great to have stance changes. The current greatsword moveset would make a little more sense for fighting solo enemies and large foes, and a sweeping moveset for clearing groups. The stab is just silly, though. -
20 Nov, '25
NidoJackSuggest dodging be tied to dexterity so the normal roll grants more invincibility during the animation for ranged players to create distance from dangerous enemies. It could be part of a skill tree between athlete and survivor like the double jump.
Zepol's suggestion for a ranged skill for a backstep / slide shot would definitely help ranged builds survival as well.
More dexterity weapons and magic options are needed for balancing, melee is loaded with options for damage types and weapons. -
20 Nov, '25
JonasI wish there were more synergies between the classes, as of now I've tried more of a mage class, ranger, warrior ect. I try to combine classes to make a spellknight paladin vibe, but sadly a lot of the skills are very tied to weapon that they don't synergize at all. Even within the melee tree i struggle to really get the most of it as some skills require two handed and I want to play with sword and shield. Same with some of the cool magic skills in the other trees where they only trigger with a magical weapon. Would be awsome to see some way to make a melee weapon magical or some skills to be more compatible with other "classes" in the skill tree.
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20 Nov, '25
MaeveMagic Combat needs a major rework. I struggle to be useful to teammates. It's frustrating to get stuck in place when casting magic or using wands, you took away jump cast now I die first in nearly every big fight. if blink had I frames it would be a lil more bearable. skeleton hoards can just hit me when I'm a ball of energy. the enemies are faster than me so casting spells gets me hit. It's not fun its pure frustrating. I love magic. I try to use it in every game that has it. but it feels slow and clunky and i spend most the fight just running because i can't get the breathing room to fight back, while also having no i frame with blink to escape. I know it sounds like a skill issue but it sucks that i have to min max to make magic viable at all. I highly suggest: Less time stuck in place for wands and staffs or make it to where you can dodge or blink out of casts, I frames for blink, even if it has to be a small window at the start of the attack. I wanna love this game but this sucks.
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20 Nov, '25
SaruSome things I'd like to see added/changed or at least taken into consideration:
- a redo of armour stats to better fit different playstyles (also why does the archer armour give dagger damage?)
- health/stamina/mana regen rings need a glow up after the update, they give too little to be worth considering compared to other rings
- more accessory slots, a necklace slot for example
- a better way to acquire weapons, either by improving farming them or being able to upgrade them further, possibly even from lvl 1 to max
- removal of enemy type specific damage bonuses (i.e. 10% damage against scavengers), these are just unnecessary bloat that doesn't do anything for the majority of the time, except take up one of your upgrade slots
- undo the horrible nerf to the elixir buff (why does the shroud elixir give more damage to shroud enemies?)
- integrate elixir into the games progression, make it start out weak, maybe 5-10% damage buff due to low quality, getting better as you progress