Apparently the devs think so, @DeaconElie . They must be real aces when it comes to fighting… ![]()
The bull is annoying but now he has no HP, so with Musashi you hit him 5 times or something.
Otherwise, with a spear and good spacing you can hit him without getting hit during some parts of his rodeo ![]()
And yeah, Steel Thewed + the tis enough to win everything XD
What we have right now is a result of the Devs finally sitting down to play the game.
This one knows artisans at several foundries and fine cutlers. Few of these people can actually fight with any competency. Which is fine. But if they designed weapons to appeal to their own combat sensibilities (or lack thereof) those weapons would be… significantly inferior to the ones made to order.
In the Devstream they even noted how disincentivized one is to engage with the relatively static content.
Their fix was to strip repairability from Legendary items. Not fix the stale bosses, not make the game more fun, no, their idea of enhanced playability is to strip options away.
The current update rewards a very specific playstyle. One that already had strong adherents.
Those who benefit are likely to love it.
Roll and poke supremacy.
Those who prefer variety or just don’t want to main line Agility on all competitive builds seem to be disinclined.
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What’s weird is that what the developers say and what they do with the game are completely different things. They said they wanted the meta to change, but ended up strengthening the current one. They wrote that they wanted players to think about what ability to use and not just click one key, but they did the opposite. With current server performance, the game should be made slower, not faster.
Not me wanting Andy or Denis on an Official PVE server, so I can knock them down with my horse.
They should not get in and play just for the sake. They should start to listen to the more experienced players tho that actually can provide them with info how the game is played. Right now, it seems like if enough people complain about something in the forums about something they will just change that thing and over do it.
There is a reason they have testers, but the key to having testers is to also take the testers seriously. Right now it doesn’t seem that way. As I know some of them who have given feedback on how they could fix PVP but have basically been totally ignored considering what updates they release.
I haven’t seen anyone on the forum asking to give them infinite rolls.
that’s what I mean by over doing something. Someone/some probably whined about it, because Den says so in the stream too. That they received complaints that it is too easy to run away, etc.
The problem is that he doesn’t understand himself that buffing stamina makes it easier for people to get out of a fight. And giving cripple on a spear for example when you can dodge endlessly doesn’t matter. Especially when you can only hit 4-5 times.
What they should have done instead, in my opinion, is to buff stagger. Remove stagger immunity on mad berserker, lower last stand from 95% to 60% damage reduction. And make running cost more stamina overall. As well as lowering the stamina cost when you hit. Bring back the stamina penalty (grey screen) for 3 seconds that they had back in the days.
Good ideas, imo. The number one thing I’d like to see (aside from more or less anything to reduce dodge spamming) would be making accelerating (eg changing direction while running) a bit less quick. Even without dodging there’s a lot of just randomly sprinting around using (I think) the controller mode that makes it very hard to stay engaged in a fight, especially with a little lag. I refer to Chivalry 2 often as a fun light fighting game that manages to make fighting a bit stickier by making it harder to change directions at speed - backing away from an opponent is slower than them charging at you, and turning around and running takes a little time, too, such that it isn’t super viable unless you have a bit of distance already (or friendly blockers).
That would mostly make the movement feel clunky. Since we already had momentum movement in the game.
I forgot that I also would like too see 4 rolls instead of 6. That would make managing stamina even harder.
Funcoms developer lack basic correlations. That is the problem.
A lot of their changes sound only good on paper. They have no knowlegde about what effects what in the game. Playing their own game once in a while doesn´t work.
Players with long term experience easily understand in which way changing subject a affects also subject b, c and d. They don´t. Players cope differently, play differently, have a higher acceptance of things. Make things work in order to play and have fun.
Too many combat changes have destroyed this game. The balance in the game is way off.The recent changes to stamina and thralls are the worst ever. They literally destroyed years of work they have done before just because they couldn´t handle their own game while playing it? Congratulations devs, what do they think we did all those years? We had no choice other then to adapt and overcome a lot of the nonsens they threw up on us.
I will stand ground, they need to turn the stamina back to what it was. Not make little changes here and there and hope it works out somehow for people. No, they need to take the latest change back. The stamina change has affected so much other things the forum is exploding right now with complaints and bug reports. And they are sitting in their office to stubborn to self reflect and admit they did a mistake.
What is sad is that one is not surprised. They have repeatedly removed mechanics from the game that have been there since launch. Either they have called it a bug, or they have called it something else. The thing is though, most of the mechanics in the game have been there for a reason. And when they remove it, the point of using other things in the game disappears. Check wraps and bleed. Back in the days you had wraps with cripple, and bleed hurt more than it does today. Why? Well, because they add an animation that makes wraps totally useless, which also means that bleed can’t work the same way.
These days no PVP player who knows how to play uses wraps. Because it is simply not needed.
It is one of many examples of what is no longer used. Which makes the game more uninteresting, and that the skill level is lower, which also means that you don’t have to play as much. It seems that everything should be as simple as possible. All players should be at the same level, no matter how many hours you have played.
They devil is in the details. The current movement leads to duels consisting of (disregarding rolling for the moment) running in circles, more or less. It’s too floaty. It should feel like footwork, not wiggling a movement stick.
I mean, sure now people can roll forever. But eith 4 rolls (instead of 6 as it is now) and a outstam penalty that would not be the case. The movement in itself is not a problem. I see the movement as a good add (was kinda like this 2017-2019) and it makes the game feel less clunky as with momentum movement. Problem is all the other factors, like stagger not being as effiecent or perks that pretty much makes you unkillable.
The keyword is “Some” people.
I don’t know about every other player out there, but I sure know a few who complain for the same reason as mine: That the current system makes the game too easy if you have an ounce of skill → aka. you have a low enough reaction time to dodge, and dodging is entirely free so as long as you’re good at dodging you are invincible.
I’ve already said it before, dodging is OP, but before the Age of War it used to have a somewhat appropriate cost for how OP it is and thus it was balanced to some extent.
Right now, dodging is OP and it costs nothing, making you OP as a result.
Hell man, I used to have a shield on me to solo Rocklisde/Rotbranch because it was more stamina efficient, but now I just dodge instead since it’s free ![]()
Of course, PvP is a different story but it sure is a rolling fiesta, much more than before, because once again rolling is 300% free.
Hello, I complain about the current settings and I am not playing PvP, so griefing other players is obviously not part of my options in-game. Here you go, just one counter-example in front of you.
The complaint is not exactly that other players can get away, but that it takes almost no skill to do so. Maybe you aren’t a competitive gamer and you don’t understand this, but it is extremely frustrating to outplay your opponent only for them to have a “Get Out of Jail Free Card” which has little to no counterplay option.
The definition of toxic design is something that has little to no counterplay. The Last Stand perk is arguably on that list. Being able to dodge 24/7 is definitely on that list.
I don’t know if you heard about the Voidforge Mace when it was bugged and it could one shot basically any player. What happened then? People complained about it, obviously no sane person wants one shot options to exist. But anyway, you’re comparing vastly different things, thus the comparison is useless.
The only complaint I’m hearing is that it is too easy to get away from combat due to the stamina changes. Rolling away is free, and stamina regeneration makes running away much easier while chasing is much harder.
I still have to smile everytime when I read about the new stamina system.
Back then in 2018/2019, when we had 4 rolls and no rolling thrust, people complained about Poke’n Roll META. You could roll 3 times with attack and then you barely avoided greystam.
Now you roflroll + attack forever xD
Exactly. Those of us that have been playing this game for years recognise the regular Funcom players. Some of us with private servers have even had FC staff come by for a visit. I personally do not think a game like Exiled Lands could function without the Devs being intimately familiar with the game. BUT, I do not know whether they also play across all platforms. Whether they are active on any of the official servers (of which there are a lot globally), in every country-zone, etc - I do not think that even possible. I suspect that there are some Battles Royale amongst their staff - as implied during the Chapter releases.
Yep, the game is a lot more dynamic since back in '19
- remember when there wasn’t even Climbing? lol
I do wonder what the shrieking will be like if/when there are further tweaks to stamina/rolling/attacking making it harder/easier/different.