Combat of SAB
Additionally, more specific complaints.
- Movement/dodge roll as primary means of defense is a nice mechanic, but one that does not always work in a platformer environment, especially in tight spaces and near ledges. Perhaps if we could replace dodge roll with a stationary channeled block that drains endurance meter….(SAB team against the engine part 3 coming soon!) Whip can sort of work like this on 1v1 situations, but as stated above, hitbox/position lag isn’t all that reliable.
- Enemies charging through you and damaging you on touch. I don’t know if it’s an intended behavior or just another case of lag doing its magic(the fact that i cannot tell them apart is… :/ ), if it’s a bug or a lag issue, please fix it!
- If it is intended, I do not think it works too well in GW2 environment. They are hard to see coming, and sort of not fitting since your main attack is melee. I think it’d be better if this was given to select enemies as a well-telegraphed attack pattern, or remove it entirely, or at least make it do 0 damage + stationary knockdown, not a launch.
- monkey projectiles/racoon kingpin bombs/ etc. should do damage only when they land on the target location, not on the way there. We have shuriken assassins for that. It will also make it easier to balance the time it takes for them to throw those projectiles, since you now know exactly when the damage will be dealt.
- Assassins. omg those red assassins. They provide the prime example of a combat where ‘you desperately strafe and auto-attacking in the air, praying that it hits the enemy before it hits you’. Break up their movement in multiple parts(for example, moves less frequently but dashes at you faster after a wind up), or make them pause for a second before doing their leap attack, or something.
- Assassins. omg those flail assassins.
- As I said before, you guys did a great job at clearly telegraphing enemy attack patterns, but some attacks still feel a little bit too fast/unclear. For example, compare polar bears’ snowball throw and claw attack.
Monsters hurting you on touch is one of my biggest problems with the sab.
Most monsters are more dangerous when they are running toward you to attack than when they are actually attacking. The hurt on touch is also very lag sensitive, and tends to throw me off edges.
Did the polar bear’s claw attack even have a wind up or warning? After the first few attempts at fighting one, I gave up ever getting near those things and just bombed them or ran past.
the only thing that ive found to be especially irritating is that if an owl hits you when youre about to jump… you get an “in-combat” jump distance instead of a “normal” jump distance.
as for what youve detailed op, i dont really take issue. maybe thats cuz i expect arbitrary combat quirks out of 8bit games.
head here to discuss wvw without fear of infractions
I kill Polar Bears by using the Whip to stunlock them. Whip, attack once, whip, attack once etc. You can use the same trick on Bananas, but it’s a lot harder to close the distance since Bananas throw their projectile really quickly and are extremely accurate.