General combat feedback thread (update 8)
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: 130
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23 Apr
elzo MergedHighlighted comment
i think the dagger heavy attack should have a little more range and the back flip should go jus a little farther for better disengage. like a more hit and run playstyle and maybe like a spellsword ability to coat your weapons in different types of magic would be cool -
15 Apr
Amezyarak MergedHello Enshrouded Team,
Thank you for this incredible survival RPG. I'd like to propose several additions to deepen combat variety.
Weapon & Build Expansion Proposal
1. Spear (STR, 1H, Piercing) Shield-compatible, thrust-based combat. Unique: cancel thrust into shield block for reactive defense.
2. Twinblade (DEX, 2H, Slashing) Dual-ended blade. Fast cone combos hitting multiple targets, high mobility during chains — agile 2H DEX option.
3. Crossbow (DEX, 2H, Piercing) Sniper-style extreme Long Bow. Near-hitscan projectile speed, high damage/knockback/stagger. Perk opportunity: increased zoom. Shares ammo with bows.
4. Arcane Focus (INT, Ranged, Fixed Element) Floating orb. Overcharge System: rapid-fire without mana/ammo, each shot accumulates Charge. Damage scales with Charge, but Overload risks stun/self-damage. Right-click Discharge releases all Charge in one blast, resets to zero. Distinct from Staves (prep) and Wands (short-range).
5. Arcane Monk (INT Archetype -
18 Apr
Wasabi MergedHello Enshrouded Development team,
First of all, it's important for me to express how much I love the game your developping. I spent already and only 150 hours on it and still struggling between waiting the release and exploring the lands... so I'm building a lot ! I would like to genualy thanks for the great work your providing : the result is her and I can only encourage yourself to push it further until conclusion in the same sane business model your using.
I'm taking this time to write you, as a game dev working on a combat system, to suggest an iteration on your parry system.
Indeed, I've tried it, a lot, I died countless time trying to get the right timing ... but in vain.
I'm not sure it's intentional for you to make parrying that hard, or maybe I'm just missing something regardless the Internet research I've made about the topic.
I'm sorry if that's the case my suggestion could be pointless.
In a nutshell, I think you may lack of a parry window, a setting that ke -
21 Apr
nancyyou have now made it not fun to play the game, you made all the monsters attack at once and when you try to drink a potion they kill you. I am now sorry I bought this game as I play by myself and I enjoyed doing the quests.
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22 Apr
aDudeWhoLovesEnshroudedThere is still not enough reason to actually perform combat. no enemies attacking. most objectives are to find a thing which doesn't require combat. areas are not gate kept by enemies well. so all these combat changes are great but we need to give a better WHY for the combat.
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22 Apr
LeeWe can't cast in a solo game. I tested for a few hours on my maxed Character. upgraded all my rings and armor.
Used to be you could actually fight as a caster. Terror kept enemies locked down long enough to get casts off and the ranger crit skills fed into that loop. Now Terror went from guaranteed stun on crit to a 45% chance, duration got cut from 4 seconds to 2, you can no longer chain them, and on top of that the ranger tree crit skills don't even apply to spells anymore. crit chance is lower post patch.
The result is that once a fight actually starts you're forced off casting as a solo player. You get maybe a spell or two off before everything falls apart and you have nothing to work with. There's no window to cast, no way to make one, Ice bolt or do nothing with the staff. This is not the mood.
Mage combat was already delicate and this set of changes just wiped it out at anything close to normal engagement ranges.
what is the game play loop with staffs suppose to be now? -
22 Apr
BuzzkillCombat is less intuitive now. The duration between a short and a long press is too close together so it keeps long attacking when I'm trying to do a short attack. It also keeps long attacking in sequence long after I stopped attacking. I.e, if I click three quick clicks, because the game is not responding fast enough. It does 3 long attacks even though the second and third attack are long after I stopped clicking but before the second hit animation started. I feel like once I start my combat animation for a swing, the game should stop queuing further attacks. Once the animation cancels NOW react to more mouse clicks. I can't seem to break out of these three and 4 swing combos when I just want to swing once. A long press should be a LONG press. Say, Onethousandone, then it initiates a heavy attack. Now it just seems random. I made a new character and found combat harder, just because I kept standing there and hitting the wall for no apparent reason.
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22 Apr
BuzzkillI can see the argument for removing aoe damage from backstab. But, if this is the plan then provide some more bolt magic for us mages. e.g., upgraded firebolts, and introduce lightning bolts, etc. We only have weak "made for newbie area" firebolts, and icebolt which does upgrade.
Really, for some reason different damage types are given at different levels. The different damage types should be given at the same levels, and then upgrades at the same higher levels.
Equipment has the same issue. Spectral Ward (Level 5 poison), Ghostly Shield (Level 10 Fire), Trancendental Screen (Level 15 Shock), Etherial plane (Level 20 Ice.) This whole "we'll introduce different damage types slowly, for mages, is apparently entrenched and should be removed. Wards should upgrade as one levels. E.g., level 10 spectral ward. level 15 spectral ward and Ghostly shield, level 20 all the others, and so on. While the block/parry/armor may be balanced for a given level, resistances are not. -
22 Apr
leilarAbsolutely awful.
So first of all, I can't even bind R2+® and L2+® anymore on Type 2, so I can't switch my hotbars on controller. I couldn't find a solution that works and doesn't break a ton of other inputs. Y'all sure you're not in alpha still?
Ignoring that I can't swap, Greatsword is atrocious now. Good to know if you like something instead of dislike it your feedback will be roundly ignored. So now I have a two-handed axe and a two-handed sword, but they're identical, so I can just throw the axe out. That's good since I can't swap my hotbars anymore. Then Greatsword just feels clunky as fuck, its shiny new horizontal swings that everyone cried for look short and horrible, and I can't make any sense of how you are supposed to time attacks anymore. If you try to do the upswing combo, you just get one upswing then endless overhead chops for some reason. Did you think you were catering to both crowds or something? Lol.
Whatever. I left lots of feedback, but I'm done with this. -
22 Apr
FairnooksI like the new enemy reaction/interaction regime but for a single player it is all occurring way WAY too quickly. For instance the night transports will cycle though awareness, aggro, de-aggro and reset before I hardly even get two drawn away a bit. So the more attacking at once is realistic feeling but the stages they cycle through so fast is completely artificial feeling.
Also why is the heavy attack a delay, is MMB not available? If anything needs to be separated into discrete actions it is that. Now that I've said that I'll check to see if I can actually remap it. -
22 Apr
xuediThe update 8 is awesome! but the character movement feel a bit sluggish and delayed, for console player this might not be a problem (insult indented ^^) but for a key/mouse player that feels a bit wrong
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22 Apr
LeeI am not liking the Back stab changes for AOE spells, Before players where rewarded for well placed ground shots. Now it rewards standing there until their AI pathing moves and move your self to the right place. That seems fine for a stealth play style, But for a mage, I want to fell rewarded for being clever not patient.
Feels like less choice and more forced play patterns that are not living up to the arch type. -
22 Apr
LeeShroud filter nerf makes shroud spell's shroud debuff intolerable. Per patch, the Shroud beam spell was viable with Shroud filter. Now, It is not worth it. Why would I use it when I have to AFK the game for a few hours to play again?
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22 Apr
SchrimpesI think the new set feature is great. However, in my opinion, the armor that can be found in the world should also be added. not just the cosmetic ones. The "Guard of the North" armor is in there, so why not the others.
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23 Apr
LeeSo much a mage skills need crit to work, yet it was shaved off everywhere. I don't like this direction. I am baffled as to why.
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23 Apr
Mar-EvayaveThe enemy dodge needs to be tuned down significantly. I've had them dodging back to back spells while they charge at me. I can only cast a certain number of spells before my mana is gone, and wasting spells (if they aren't eternal) in the process. As a squishy class, having the Berserker type shroud enemies charging at you, dodging every attempt to slow them down with Ice Bolt, just leads to me dying in one, maybe two, hits when they reach me (because those particular enemies hit extremely hard for a squishy class, especially early game). Once they are in melee range, I am forced to retreat further or get slaughtered (assuming I survived the initial hit), and then rinse/repeat the attempts to keep distance with crowd control, but now much closer to death. And that's with only ONE enemy attacking me at a time.
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23 Apr
Mar-EvayaveEnemies seem to not consistently retreating to where they came from at the end of combat (at least if you die). I died next to a respawn anchor and then promptly died 3-4 times because they wouldn't leave, and there's a few moments of vulnerability when you respawn where you can't move. Finally managed to blink away (still getting hit as I went) and escape, but it was not easy.
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23 Apr
AlexAfter the latest update the overall combat performance feels somewhat more rigid, like all smoothness gone. I mainly play Rogue and it's movement now feels worse and stiff, e.g. no more jumping to enemy with daggers or some delay before sprinting. The new Bow HUD changes are pretty useful though.
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23 Apr
Toast System"dagger heavy attack" (suggested by <Hidden> on 2026-04-23), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Apr
aelfkinsMobs are healing to full in the middle of combat. You try to kite a mob, it heals to full, you try and snipe mobs they heal to full. Ranged combat is just burning mats while you get a mob to walk back and forth.
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24 Apr
Syndik8 MergedAlthough I am loving the changes made to the combat, I hope this is but a simple and small step in the right direction, because combat still feels somewhat lackluster to me:
- Not very impactful as enemies don't seem to stagger much and weapon hits feel very light and dismissive (by this I don't, by any means, intend to say that the animations should be slower, please no, in fact, if anything, make them even faster a little bit, it would make everything feel more agile, without removing the feeling of the weight of two-handed weapons, which I love)
- On the topic of animations and skills, definitely feels a LOT better than it did before, however, can still be incremented further, more skills, more agile and fearsome movement, longer and flashier combos, there is a lot of room to build on what already is a solid foundation right now (shoutout to the dagger animations, e.g., the normal dagger attacks feel dreadful... the heavy atk and skill are very cool, in disproportion)
- Also, on -
24 Apr
EizdracheI think giving the Greatsword more horizontal attacks was a good change, however the changes to the Greataxe and Greathammer makes them feel less strong. In my Opinion the old Greataxe was perfect and didn´t need any changes.
still good Update thanks -
24 Apr
Mushii MergedSince patch 8 bow durability has declined significantly. Additionally all other weapons you can put durability points into, but this is missing for bows
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24 Apr
Killercod System"Overall Combat Improvement Feedback" (suggested by <Hidden> on 2026-04-24), including upvotes (1) and comments (0), was merged into this suggestion.
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24 Apr
FairnooksTook on the water mill fight solo with awareness turned up to 150% and it was better for sure but the aggro timeout is still far to short to be believable as the enemy does not advance far enough before turning back and I for one am not going into an enclosed space with fire boys. There were several times also when out in the open and I had the advantage of being on the roof where some enemies would run and hide under me but many others just stopped in their tracks and were far too easy to dispatch and a couple times they seemed altogether lost as they were right next to me and didn't see me and turned and walked away. In short, the whole system needs a lot of work yet just to rival the old one for tactical believability.
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24 Apr
DaeronThe new attack chains for the heavy weapons make them unplayable. It feels clunky. You cant evade correctly anymore and die for no good reason. The crowd control ability for those weapons is completely lost.
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24 Apr
BexiusNew heavy attack animations are great, as well as the focus skills.
The spell casting animation needs to be improved. Now that spell casting time can be reduced to 10% with proper gear, a huge amount of time is lost during the spell releasing animation and preparation for the new one. That time also delays a dodge or block, thus making spell casting useless in mid to close range.
We still need more utility spells (terraforming, blizzard, fire wall), wand skills that make them be different than a mid range weapon, some strength-based mid range attacks (throwing rocks or even enemies).
Mages crowd control has been heavily nerfed with the nerf of terror, which is a shame. Terror was OP in some circumstances, yes (bone channel / lightning channel). But you could have scaled the duration with the spell type (2s for channeled spells, 4s for other spells) instead of making it a chance skill.
I don't like the stealth enemy marker, as it alerts us of the presence of enemies we might not see -
24 Apr
SykeYou can't get Brute without first getting an unrelated skill if you want to be a one-handed mace/hammer user. It would be better to put it in the back in the Warrior tree and then switching brute out for something that's specific to two-handed hammers similar to Titan Edge, but for hammers (Titan Hammer, maybe?). Now if I was to rearrange the skill tree I would place Battle Heal in that little space between Veteran and Swift Blade. I would have Slasher, Brute and Thrust all side by side with Brute in the middle of the three branching down to Constitution and Strength. I think it's important to remember not everyone does multi-weapon type builds and if there's a perk for a specific damage type that's shared between one handed and two-handed weapons it needs to be able to be unlocked independently of perks that are specific to either because gamers hate wasted skill point allocation.
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24 Apr
Toast System"bow durability" (suggested by <Hidden> on 2026-04-24), including upvotes (1) and comments (0), was merged into this suggestion.
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25 Apr
RalecusUpwards Slash and Crash Down Attack inputs should be reversed. It's much more common for me to be short clicking when surrounded by enemies in melee combat, and when I jump I don't want to perform an upwards slash. It's only causing me to remove upwards slash so it stops happening.
The Evasion Attack has been changed somehow, I often find myself just swinging my weapon in place instead of flying towards the enemy since the update.
Overall for a melee build, after the update my armor got weaker, my HP got lower, and the skills are more expensive so I can't select everything that I have before. I can cost up to 2 skill points per rank? 6 skill points now to get the same benefit that used to be 5 skill points.
And the updraft skill...but that's not for the combat thread. I just feel completely weaker after the update, and combat has changed enough that I need to re-learn how to fight, but I hope the mages feel more powerful. -
25 Apr
GralshAs someone who has been playing with daggers a lot: dagger already had a better heavy attack than the one you added: Left-click, pause, left-click. The new heavy that is press and hold left click is just BAD. Whoever thought that doing a heavy attack and then being animation locked into a disengage backwards doesn't play daggers. The animation lock is asking to get hit and the backwards movement takes away momentum. PLUS it is too easy to trigger the new heavy attack when trying to do the normal dagger combos/old heavy attack.
Also, why doesn't dagger have even a little cleave or AoE? Maybe redo the new heavy attack OR the special focus attack to be more AoE-ish?
Also, do you guys even play with arrows? I like the idea of more enemies who can dodge and block, but in practice wasted arrows is just more tedium in the loop of gathering, making, and then using arrows. Especially when you have yet to address the ridiculous number of clicks to plant and harvest. Please reconsider. Thanks. -
25 Apr
PaPaKatthey also changed the bow draw speed. it no longer matchs the item description now , for instance the Ignited Bow , it has a 0.6 second draw time but now it takes almost 3 to fully draw it...that is incorrect or they need to change the item descriptions to match the current game setup
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25 Apr
SnakebiteI'm always excited to see what new updates bring forth, and wow this is a huge one! Good work!
This time though the experience was a bit underwhelming for my character. I'm basically playing tank, maxed most of the "red" skills, have a health bar of >2000 and yet a single lv. 40 wolf takes a fourth of it.
At the same time weapons have degraded as well. A double jump down clash attack used to show a considerable effect, which apparently was nerfed significantly.
So now my warrior is neither a damage dealer nor a tank anymore. Why should I choose this trait?
In my opinion the urge to balance the traits (and push the mage on this way - which is a good thing!) left the traditional tank trait in a somewhat useless state. -
26 Apr
voidtoshoCharging up staff spells is way too slow. They should be castable instantly like the the wand attacks. The spell selection changes are an improvement but it's still cumbersome. They should be castable with hotkeys like every other game.
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26 Apr
voidtoshoThe tank agro concentration is way worse now (not that it was particularly good previously). Enemies constantly attack our ranger and healer. Make it so that tanks can agro everything more reliably.
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26 Apr
Ian Southwell (GatlenShado)As an archer, I miss the ability to jump and use R-Trigger to float and auto-aim on enemies to take them out. It was a core of how I played. This feature allows a player to quickly deliver attacks. Even though it could be a bit ham-fisted, it still was quick and felt good for a dex build.
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26 Apr
KettleThe time to kill is way too long while the time to die is too short. It feels odd combat doesn't feel high stakes or rewarding because it is dangerous and tedious. I don't want to hit an enemy 6 to 10 times. I die in 2 to 3 hits and get penalized when I die, pretty big penalties too. I don't want to get into Fair fights because they're not fun. They're tedious. I don't want to lock into combat with somebody and risk losing my benefits. Because I made a slight miscalculation or got one shot. I cheese and metagame the entire time. Because it's the most efficient way to play the game. It wasn't so bad when you could have your HP recover out of combat but once that was removed from the game I just avoid it, even if I win I have to wait three real life minutes to get the HP back from the one hit I took. I don't want to fight people it's not fun,it's not rewarding.
All of my stats are higher now than they were before update 8. I'm noticeably weaker. I'm noticeably weaker every update. -
26 Apr
KettleWhy are daggers and Bows shoehorn together? I used to play this game sword shield and bow but the last couple of updates made that statistically unfavorable. I don't see this on any other class other than two-handed swords, I don't want to play with daggers. why are you making me play with daggers? if I don't play with daggers.
I consider myself a Bow main. And as a result of that if I don't use daggers I leave like 30% damage bonus on the floor why why can't I just play like I want without being penalized -
26 Apr
KettleI don't know how many times I've been fighting a boss and then they spawn in adds. So I refocused my attacks to the ads and then the boss just fully heals.
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27 Apr
JohnMalcolmMe and my gf were completely addicted to this game since we bought it 2 months ago. We've put 200+ hours gameplay during this time.
This update made us lose interest in the game from one day to another.
The more I play the game, the more stuff I notice that was changed to something worse and I get frustrated because I can't understand why would you change tons of good stuff that no one complained.
There's a lot I could say, but related to combat, this is some of the most annoying thing I feel. As a melee tank/warrior with 1h weapon+shield, attacks used to do some gap closer which was incredibly useful to keep enemies under attack. Now I literally need to walk super close to every enemy before attacking.
Most of the times I find myself attacking the air, while my partner (mage) just die cause I can't keep enemies under aggro, and Terror and spell critical strikes were heavily nerfed.
The glider/updraft changes alone, were so bad that I wanted to leave this game. -
27 Apr
SakariWand aiming is inconsistent. I don't use lock on targeting, only crosshair. I would prefer for the wand to target the enemy closest to the crosshair at the moment I press attack. Currently it seems to change targets almost at random sometimes. Especially if there's enemies running at me, it often targets someone further away when I'm trying to hit the one running at me.
Also I consistently miss the wand special attack, because there's no indicator of which target I'm attempting to cast it at.
I feel like the wand aiming system needs some level of overhaul or at the very least an explicit indicator of which target is currently the candidate to receive my spell if I press attack. -
27 Apr
SakariWhen I hold aim with staff, meaning I am able to change the spell I'm using. If I then press attack, as in I cast the spell and let go of aim to switch to another weapon, it should not be possible to switch spells. Currently there's a small delay during which attempting to switch to another weapon simply switches your spell.
IMO you should only be able to switch the spells if you're holding aim button. Otherwise it should queue the weapon switch action, which is the likely intended action. -
27 Apr
iforget MergedSlasher skill does not increase the axe cutting tree damage.
it clearly states ' 10% cutting damage.; -
28 Apr
Dex MergedI can not get a feel for when the wolfs are going to attack, I can parry in other games but this one I can't see any telegraphs or sounds that indicate a parry might be possible. kind of makes parrying pointless if there isn't a point of telegraphed attack to counter.
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28 Apr
AldiasAppreciate the combat changes adds more depth to the game.
1)Please dont forget to add distinct move sets for every weapon type (swords,maces...)
2) Slow the combat little bit down, its better to have less stronger and more complicated enemies then to have hoardes of enemis where you just spam click. When there are less harder enemies it makes the player to use the combat mechanics more and to actually think about the combat - which is what makes combat fun. -
28 Apr
NecronoEnemies Healing when not detecting you needs a longer timed delay or be removed from non-boss enemies, I can backstab an enemy near a ledge he will fall like 6 feet not detect me and then heal up before I get to in my second attack. Really killing combat for me. This seems like an unnecessary feature overall, meant for mmo kiting exploiting or something similar.
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28 Apr
Toast System"Wolf attacks hard to parry" (suggested by <Hidden> on 2026-04-28), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Apr
Toast System"Slasher" (suggested by <Hidden> on 2026-04-27), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Apr
Toast System"Parry Window" (suggested by <Hidden> on 2026-04-18), including upvotes (1) and comments (0), was merged into this suggestion.