Allow me to first say that I personally enjoy the addition of fatalities, and the boons they grant. However, in a recent thread started by @Archivist, she did correctly point out what many among the playerbase have already noted. There are occasions in the heat of battle, when time is a factor, when we have found our characters initiating a fatality when we had no intention of doing so. This is because the button used to initiate the fatality is the same as the Heavy Attack button (R2 on playstation). This has caused frustration for most members at one time or another, which detracts from an otherwise fun and strategic feature.
So following the feedback of other members and an earlier suggestion by myself and Wak4863, I would like to make a polite and humble request to assist with Quality of Life. We would respectfully request that the button used to activate a fatality be remapped to another button such as the âinteractâ button (⥠on playstation). Or failing that, relocate the option to turn fatalities on/off to a Client Side setting as @DanQuixote suggested.
I welcome thoughts and discussion from members and @Community alike.
PS- if any PC or Xbox players would be so kind as to tell me what is the Heavy Attack button and Interact button respectively, I will add it to the original post to make it more comprehensive.
Xbox is identical to the PlayStation in terms of button positions on the controller. If youâre pushing X (bottom button on PS5, youâre pushing A (bottom button on Xbox). So zero difference on shoulder buttons between both consoles. Triangle = Y, Square = X, X= A, Circle = B
I think the button re-assignment option would definitely be the best - if control over initiating a fatality was linked to a ânon-combatâ button (âinteractâ seems the ideal choice) that would resolve pretty much every objection that I have to them - I might even turn them back on at that point (Well, they still donât require any real skill or effort to achieve, which is probably my biggest gripe with them, but so long as they donât forcibly interrupt the flow of combat at least they would no longer be a negative.)
Re-assigning the input from an attack button that is already in use, to the interact button has several advantages -
fatalities will no longer interrupt the flow of combat, as they will be initiated ony when wanted
initiating a fatality will require slightly more conscious choice, which at least reduces my objection regarding the skill input.
anyone that doesnât want them (for instance the perfectly reasonable dislike of added gore) wonât risk accidentally triggering them
this option should require minimal programming change, since it is literally just a key re-assignment
My alternative suggestion (moving âon/offâ switch from server-side to client-side) is, in my view, a less good option - it only truly resolves issue 3 above (helps with issue 1, but in a less good way), and would likely require far more effort on Funcomâs part. As a secondary alternative if there is no way (somehow) to re-assign the key-binding, then it would be better than nothing. But I think Wak and Croms_Faithfulâs suggestion is by far the better one
Itâs been said both from @Wak4863 and @Pugilist on Beta. Although i said i will turn it off, i didnât. In times it happened to have unwanted fatalities. From all these fatalities while i was playing on Wyrms bane with @sestus2009, i had the most uncomfortable situation, my toon set for fatality, but the thrall give a blow before the fatality execution and my character stacked in the fatality position. Yes i died! So no matter if devs decided to give a natural flow to this mechanic, itâs best to come with interaction button.
So you got my vote for it, itâs for the best!
Intuitivity plays a role in assigning buttons. It is not a thing you âshouldâ do randomly as specific cases demand.
That is why default you interact with a button, and open âinteraction menuâ holding it.
The fatality is first a bugged mechanic at this point. So first things first, they should fix it if it is something that, as it should be, happen as a flow of combat.
Like you have some games, Horizon Zero the first that comes to mind, which will take into account your present vector, last action, and surrounding, to decide what happens when you use the grapple action. That is an âeasy askâ for a game. You dont need to change how the fatality is performed for it to work fine, you just need to change it to respect the flow of combat it is inserted to. This might require the player to be more specific and plan ahead ? Well, that is a game.
Assigning a button that has a function will always incur in the need for that no matter what. Interacting during combat might be needed ? What if you need to change thralls something (give item, use potion, control of some sort) and instead of interacting with the thrall you in the flow of combat interact with a fatality prone enemy and instead of giving or using a potion, you end up locked in a fatality with some NPC. This might lead to the next fatality being your thrall, and possibly yours right after.
Again, fatality is what we could call a âcosmetic for combatâ, as it does not inherently does anything else but a cosmetic effect, and in being so, it should not interfere with any command or action required for such flow of combat. That is game design.
If âa button is set to fatalitiesâ but it might be only used in specific conditions to work, the game might as well check those conditions and work the same way it does now.
Yeah. I have left Fatalities activated on my servers, because players requested it, but I keep dying due to being stuck in an unintentional fatality initiation during mob attacks.
Then, more times than not, my thrall is killed, because mobs.
The icing on the cake is that my thrallâs body will often not render and I have to sit around and hope the body will pop and I can get their gear back, but my success rate for that is under 50%.
Poor example. At the time i fight multiple npcs i donât give a dime if my thrall needs a potion, all i care is to kill them, so being delayed because the game mechanic decides that i will do fatality, with all do respect thatâs an absolute troll. Giving me immune to dmg at this specific point tells me nothing. Every fight with multiple enemies needs focus, tactic and correct decisions. Extra moves can be fatal, wrong decisions can be fatal. Loosing control of fight is not an option, yet this is exactly what fatality does, is pushing you, daring you to loose control of the fight just for a fancy finishing. No thank you. I like funcy killing amd funcy moves, for example if you kill someone with katana with second heavy and leave your toon alone, it has a fancy animation of low side presentation of the weapon, same goes with third heavy, it has again animation with katana. I absolutely love these sh.t, but i choose to do them when i have open window and i enjoy the hell of it. Unfortunately on laggy servers you cannot easily control the fatality animation. I donât say that itâs Funcom fault that i play on laggy servers, itâs my choice, but the way fatality is, it makes things bad. Itâs such a cool feature but it can become very frustrating.
You dont. That is, with all due respect, your problem.
A lot of modders received comments, and I had some discord feedback, to the effect that it is indeed an average concern.
Specially now that you are required to change the behavior of thralls mid combat because they work as they work, and the only way to do that is to interact with them.
Itâs not more important than pressing buttons to fight .
Fatality is activated by fighting combo buttons, not choice of how i need my thralls to be.
Itâs day and night my friend, day and night.
There has been so much confusion over what exactly is client side. I urge you to see these as devices instead of nodes on the âclient sideâ. Strict types act like documentation when written well.
I would like to see the XR keymappings⊠see if there is any chance what FunCom might implement with default devices. I hope you see the potential crossplay here.
The fatalities are implemented in a very poor way, stated this a bunch of times already.
However, i had a different idea recently.
In god of war or doom fatalities are related to the R3 input, which is currently the input for Q-lock.
Most PvP players hate Q-lock anyway, FC could simply remove that feature and make R3 the input for fatalities.
If we would be able to use that input even mid combo it would make the combat much more fun and fluently.
In darksiders or the already mentioned games you can trigger fatalities no matter what your character does, he will immediately go into the fatality animation.
The way it is right now, itâs just clunky and breaks the combat flow. It simply takes too much time to stop your combo, move into position and trigger it.
In fights against mobs you run either out of stamina, get staggered (thx to the removal of hyper armor), the dizzy enemy dies to a status effect before you get in position or your followers kill them before you can.
Nevermind the fact that they arenât implemented for PvP nor animals, beasts and bosses.
Cool thing⊠in theory ⊠but half baked and horribly executed.
Simply poor.
@UNfun I like that idea still right hand control. Havenât pulled off many fatalities I feel @stelagel saw more of my fatalities while we were playing than myself.
What L3 is doing on battle? Thereâs no reason to delete a mechanism to do another input i say my friend.
I donât use on pve battles R3 mainly, butâŠ
When my torch is broken and itâs pitch black, it helps me to locate enemies.
When i use javelin throwing , i use it.
I see my son playing and he uses target lock a lot, actually he battles better with target lock because it helps our camera on PlayStation which is âbasicâ.
I was watching @Kilix pale chef series and people were relying their battle style on target lock.
My point here is, since there are people out there who enjoy the game with this feature, itâs good enough for me to support this feature.
L3 is just sprint atm. Donât know if L3 could work t initiate fatalities.
Crouching is pretty much useless because thereâs no stealth, so maybe triangle could also work.
But a lot of people probably argue we need it to skip the arena champion.
That could be solved by simply making that hole in the corner a bit higher⊠maybe?âŠ
However fatalities need to be related to a separate input. And as i said to trigger them at any given time.