Well, in PvE they do push back the enemy unless the enemy is doing an uninterruptible attack (like the mace heavy attack, or greatsword heavy swings). For players, heavy greatsword swings simply cant be intrupted unlike some other weapons that keep stunlocking you. I notice I can just go on and on with greatswords and keep attacking.
However, when they block me… I have to say im having a hard time recalling if they actually stop my combo or not. So I assume if they do not, in PvP we do not push them back on a block either? Which is kinda silly then yes.
Meanwhile, in PvE again, when they hit you and you block and push them back, they push you back too, making counter hits harder. Which is even sillier if you ask me. Whereas if attack them, again I’m having a hard time recalling but I dont think I notice their block stop my combo, yet at the same time I’m also not pushing them back. They can at any time just interrupt me at will.
More I think of it the more I realize how many touchups this system needs to work properly. Skeletons for example are still oblivious to actual physics, you cant stun them or knock them back period no matter how much you attack they just go their way doing their sht attacking at will
Haha yea that’s why i famed up so many undead for my base defense. Very low damage, but the immunity to stunlock and gas makes them a huge annoyance for raiders.
In PvP, I have never seen a player recoil from attacking a shield with any weapon. In fact, when I told one of my clanmates that shields were supposed to cause attackers to recoil, he was like “wtf really?” because the mechanic never works in PvP. Also keep in mind that all of our old rivals and some of the newer clans use shields in pvp for some reason, so I’ve had a lot of experience fighting them. They never work as intended, and the 2h mace makes shield users in pvp look like thralls on noob river.
Said suggestions can be decent from the gameplay point of view, but most of them are not suited for CE from the technical point of view. Like those parry / block changes relying heavily on FPS and network performance. Anyone playing on a crowded server can still experience rubber banding up to this day.
True, that is why I mentioned a 1 second buffer.
The game really does have some issues with regards to its rubber banding etc. Its a shame. Servers I think are a big reason behind this. I get 40 and 70ms in other games. Steady. And in CE I get 55 like in a blue moon, and 70-90avg almost all the time with the ping playing around all the time. Makes it a little hard to have some of these ideas work, for sure, but I think the only one is the block. The rest will work just fine. Most are just things you notice during the combat, like your stun threshold. Once it exceeds, then you get stunned. That alone will add I think a lot more play-ability to the game. At this point stun locking is silly imo.
edit- i even get 100ping spikes regularly… on servers that I should not be over 60ms ever. Something about their servers or coding really needs to get fixed.
ikr? they suck so hard I never use them… I mean, they are maces, they should be cool as.f. And yet i dislike them in this game. lol.
Javs need some more love too. Currently using the “improved javelins” mod and tbh although not 100% there yet even that is better than the normal javelin combat. It also has one of the things I was mentioning, different attack types = different status effects (although they have it the other way around to what I would do it there, with slash being bleed and stab cripple).
If I had the time and the game was further down the line in development (like a year from now I presume) I would totally look into making all these suggestions as a mod. I hope maybe I might be able to look into this at some point, release some “Improved Combat” mod for the game. Would be fun.
i used maces at the begenin of early, steel one were with the highest damage input, but shorter range.
As for javelin, i disagree for their uselessness, i use them because wisouth shield you can very easely keep spam the 1rs strike and do massive damage to npc wisouth real impact on stamina, and with a shield it got the same range of the spear (but slower attack) and is kindof nice for holding coridor or close quarter fight.
+iron blunted javelin are the best for thrall hunt, no need for more^^
They are not useless, they just suck in combat variety xD
Ofc that is made up for with the ability to throwing them, but that is also broken and I cant use it as much. Picking javelins up is a gamble of whether they will disappear or if I can add them to my stack or not.
Without shield you mean? Or with shield? Yeah I use the shield attack a lot too. Just hold block down and keep spamming light attack. Very fast, very useful. Very boring too at the same time
The Improved Javelins mod is on the right path, just needs some alterations imo.
1, no need to take shield off to throw javelin, instead replace it with hold block + heavy attack to throw it.
2, Id just change around the slash/pierce to cripple/bleed. But that is something I would do for lots of weapons.
Another great example of more interesting javelin combat is the one in the Warrior Mutator Mod. Now that is a fun javelin to fight with. The drawback to that one is that it cant be thrown at all. But I am cool with that too, its like adding an extra weapon category to the game.
I mean in combat there are spears for two hands, spears for one hand that are not meant for throwing, and then spears/javelins for 1 hand combat that are also good for throwing. This adds the second into the equation.
on the subject of that new spear in the Warrior Mutator mod. That is a good idea for legendary weapons. In that mod they are “relic” weapons but mostly the same thing.
The onehanded spear has a whole new attack animation on it and effects, making it completely unique as a weapon. This could be a cool idea for other legendary weapons too to spice things up.
True, it all comes down to balancing it right.
Diversity is fun, but a mechanic that works the same across the board makes more sense and gives more options as all weapons are then useful. I kinda hate “power creeping” in games and things the likes of “this weapon is the best this meta” or “now this one is”…
Just want to play with the weapons we enjoy, so make them all viable
Maybe tie agility to this. nothing crazy, but the higher the agility, the lower the cool down. Adds to build designs. You want to be agile with weapon swap, it will cost you some other perk.
Delay thorough animation is a good way to immerse players too. I don’t like simple cooldown features that I can’t affect, so I’m on board with such cooldown assets that I can influence. Animation still has to be there tho.