WORST combat system3 Likes/5 Replies/77 ViewsOriginal poster Mikules 1 posts
I'm sorry Ubisoft but you have a notorious habit of @!#$ing up your own combat system and this time you've gone beyond the screw ups. There are delay after delay and the amount of inadequate responses to the final blow to the NPCs.. you should be embarrassed to put out a game and not pay attention to the one thing that makes the game enjoyable; COMBAT SYSTEMS!
I love when I get that killing blow pop up but literally have to sit at my desk for 2-3sec before the animation kicks in and finally deals the final blow to the NPC WHILE another NPC comes up and hits me knocking me back and running up the to NPC that's stunned and realizing "welp, can't finish him now, that's the the horrible software developers behind this product..." Every time I stun that target and have that killing blow, I wait, and wait.... BAM the animation finally kicks in and I can kill the target.
and the combat system in general is SO damn lack luster and so off timing from what it should feel like.... Haven't you hired enough Grad-School developers ?
And off subject from this; can we all laugh at your lack of cloak physx ? Next Gen my [censored]... I hate popping on my cloak and looking at a static cloth image hanging off my character.... Next Gen... right!
McTankler420 12 posts
@mikules Combat feels very disconnected on controller for PC and Console.
Parrying is lame looking, finishers are repetitive and my weapons shrink and grow like balloons when I sheathe them.
The combat feels like an oversight which is super disappointing.
The cloaks for Eivor literally spaz out when you are climbing stairs and walls it looks horrendous.
This game will need ALOT more work before it is worth 60 bucks.
kizza0721 63 posts
I think we paid full price and pre-ordered the public test beta for the game. It has gotten better since i first installed it, but i think that is largely due to me becoming used to it. On PS4 the combat seems incredibly laggy. I tap buttons and wait for Eivor to react. When i kill a wolf I'm using a different, smaller axe than my beserker axe, that then gets shrunk down and put into my invisible pocket after the deed.
ValtyrNine 88 posts
You get i-frames while doing finishers. Weird complaint if that's your one major issue with the combat when it's one of the saving graces to stay alive in a lot of situations. Abuse the i-frames from finishers if you see an enemy about to attack you.
That said, the combat system is atrocious for a variety of other reasons:
All of the things that are wrong are honestly just mechanics taken to a ridiculous degree that have no counterplay. You can't have things that break the fundamental mechanics of a combat system, some things must always be true. Otherwise you end up with a broken, frustrating mess. Examples: The Builder's attacks can't be blocked but a core foundation of the combat is breaking an enemy's stamina by blocking. Hitting an enemy should damage them or interrupt an attack, but numerous enemies get tons of i-frames during mundane animations, such as whatever the Banneret does to his sword or while Zealots are drinking their healing flask or when Jotun enemies are transforming into animals where they literally parry your hits despite being in what should be a "vulnerable" state. Dodging or being outside of an attack's visual radius should prevent you from being hit, yet lots of big enemies have attacks that will vacuum you into their animations.
Enemies get a TON of i-frames. The worst offenders are the Banneret and Man-at-Arms elites. Bannerets get i-frames for 4-5 seconds straight during the animation of their sword charging attack and going into their parry stance. It's infuriating and makes no sense. Man-at-Arms get random i-frames from a lot of their dodges and attacks.
Certain attacks can vacuum you in despite not being anywhere close to you, because the hitboxes are terrible. The giant bear bosses are the worst for these. You can be standing directly behind them and get hit by their attacks in many cases. Macbeth enemies have a similar issue with their impaling attack, and a few of the Zealots also have impaling attacks that can vacuum you in despite missing almost entirely from a visual standpoint.
Enemies will spin around 180 degrees due to their hit-tracking being laser-precise some times. Fast enemies are the most guilty with this. Especially wolves. The boss legendary wolves are extremely annoying with how they can seemingly break their own spines in order to contort their torsos folded in half to hit you when you're behind them. Lots of other human enemies will do things like make a leaping attack where they literally curve in the air, sometimes in a complete circle, to hit you. Physics has no hold on the enemies in this game.
Some of the elite's special attacks are broken in some ways. The Banneret can call arrows down on you while inside of buildings somehow. The Madman will spam his disengagement attack that does an absolute TON of damage for some reason.
Murderers and whatever the Pict-like versions are called (sleekits?) get far too many i-frames and have unbelievable hit tracking combined into one package. They take way too long to kill and aren't fun to fight at all. You can swing at them and "hit" them but your weapons will just pass through them like they're made out of smoke. They should be essentially dead once you land a hit on them, not able to pop a smoke grenade and then run from you.
Some enemies get un-interruptable heals. Zealots are the worst offenders of this, somehow shrugging off multiple hits and taking no damage while drinking their healing flasks. There's no counterplay to it, they just get to heal, too bad for you. Landing a heavy attack on them works to interrupt it sometimes, but typically they've already chugged two-three heals by then. The legendary bear in England gets to heal by drinking the wine in the room which is both stupid and frustrating because you can't interrupt it at all. There's no down-side for that heal either to make it funny or amusing, the bear doesn't get drunk or have anything afterwards.
Conversely: Some player skills are brokenly abusable, particularly the last chance skill and perfect dodge skill that both slow time down for a couple seconds for everyone except you, and the "Mikiri counter" type skill that allows you to dodge into enemy perilous attacks and roll over them. There is almost no excuse for dying to anything once you have those, even on Very Hard and fighting enemies that are 100+ power levels higher. I've been finishing off Hamtunscire since power level 180ish due to how powerful some of the player skills are. I don't particularly have an issue with this, since the enemies also get a ton of i-frames and other frustrating tricks, so it balances out to be honest.
Gravelmead 62 posts
@mikules Seeing how the combat takes up most of the game or is a primary part of the game it's bad, I mean really bad. It has no flow or proper structure to it. It is what I could only describe as a absolute mess and not in the slightest enjoyable.
And why oh why is your character always hunched over like a ape?