They are in a pretty bad spot currently, using them on special/boss enemies only makes them flinch which causes them to just restart an attack on you forcing you to spam charges to get "safe" hits in. Using them on lesser enemies is often a waste as they die in a few hits anyways, or once again arent staggered long enough to get them dead with 1 charge. Not that anyone really uses the common enchants after building firstborns, but a removal of the light attacks restore charges one and buffing the regen speed of charges would make it more convenient to use charge weapons and effects. A mechanical and name change to stagger charges would make them much more in depth of a mechanic. A side note of making the kick not based on weapon damage and having a much shorter cooldown, or having no damage and no cooldown, would help using these charges as well, especially for slower weapons. A stagger charge would simply flinch elite/boss enemies, interrupting their current action for a split second. lesser enemies would get knocked back/down for an extended period, basically removing them from the fight for a long time without killing them. Greater enemies would get a moderate stagger time, basically what it is currently for all enemies. Interrupt could also be an effect added to items/weapons, allowing you to "parry" enemy attacks by interrupting them. I like that this game has no "defense" in it, youre either attacking or avoiding enemy attacks, no blocking or countering attacks, an interrupt mechanic would coincide with the aggression only theme nicely. Interrupts could also be a way to "properly" use a stagger charge, similarly to how the dash only makes you immune if you dodge an attack. 2 noteworthy enemies that you almost cant knockback, are the small imp like enemies that basically reset their action on being staggered, and the invisible enemies effectively negating any follow up after a stagger with their dash and iframes.
#About knockback charges
1 messages · Page 1 of 1 (latest)
not sure if you respond to these sozidar, but i saw the reaction and figured id mention that i wanted to put more specifics in the post but ran out of characters
With how knockback charges are now, they encourage an intermingling of dash and heavy/kick to defend. You have limited charges for both so you need to alternate so as not to run out of one.
I do agree knockback charges could regen faster and certain enemies aren't opened for long, like assassins, but generally knockback hits are pretty safe.
I don't like the idea of nerfing kick, because you can attack with it independent of any other action -- and foot + face = explode is fun. A redesign would have to be fully thought out and I'd have to playtest it to be convinced.
An interrupt enchant at first blush seems redundant. Knockback charges already interrupt attacks and those are on demand. Every attack except lights can apply knockback. But if the enchant were a small percent to knockback on light attack, it'd be interesting.
the interrupt was so the enemy would be fully staggered, vs just flinch and reset, or nothing at all as with the current boss being immune to stagger
and a successful interrupt could be like the dodge ring is currently, as a basic analogy
because you can just spam dodges to be invulnerable, but you wont get those dodge ring attacks, same would be the case with inturrepts vs staggers
On knockback immunity, what about just making said enemies consume more knockback charges?