

@jupixfin unfortunately it was very poorly executed for combat sliders. Custom difficulty uses normal difficulty as it’s base even with nightmare scaling so all enemies become one shot. Then if you try and mix and match difficulty & scaling like we could before the patch, the game reverts to force you to use a specific scaling for difficulty. Drengr is forced to use harder scaling. Aesir is forced to use nightmare scaling. No options beyond that. Total opposite of what they wanted I’m sure. Needs to be fixed.
@longjohn119 this is so true. Valhalla’s combat feels so incomplete and there is so much left on the table. It’s turned into a hack and slash fest with almost no reward (finisher animations). Tired of hitting a finisher combo only to have it send an enemy flying with maybe a missing limb.
Every weapon type should have like 4 finisher animations and the frequency should be almost always, or at least some type of configurable option like the finisher camera. THEN there should most definitely be dual wield specific finishers, regardless of what weapons you’re holding in each hand. They should all be unique. I don’t think it’s too much to ask especially for a game centered around combat and not stealth. The stun finishers are cool but so much more can be done here. Like I said it feels incomplete even 2 years later.
The game I always use as a comparison is Witcher 3. Combat animations are superb in that game and they even released a finisher pack (that’s something Valhalla could definitely do IMO). Granted I know Witcher deals only with sword finishers but it’s also 15 years old....
@jupixfin unfortunately it was very poorly executed for combat sliders. Custom difficulty uses normal difficulty as it’s base even with nightmare scaling so all enemies become one shot. Then if you try and mix and match difficulty & scaling like we could before the patch, the game reverts to force you to use a specific scaling for difficulty. Drengr is forced to use harder scaling. Aesir is forced to use nightmare scaling. No options beyond that. Total opposite of what they wanted I’m sure. Needs to be fixed.
@longjohn119 this is so true. Valhalla’s combat feels so incomplete and there is so much left on the table. It’s turned into a hack and slash fest with almost no reward (finisher animations). Tired of hitting a finisher combo only to have it send an enemy flying with maybe a missing limb.
Every weapon type should have like 4 finisher animations and the frequency should be almost always, or at least some type of configurable option like the finisher camera. THEN there should most definitely be dual wield specific finishers, regardless of what weapons you’re holding in each hand. They should all be unique. I don’t think it’s too much to ask especially for a game centered around combat and not stealth. The stun finishers are cool but so much more can be done here. Like I said it feels incomplete even 2 years later.
The game I always use as a comparison is Witcher 3. Combat animations are superb in that game and they even released a finisher pack (that’s something Valhalla could definitely do IMO). Granted I know Witcher deals only with sword finishers but it’s also 15 years old....