#Hard hitting attacks should have limited tracking/clear indicators of attack AoEs

1 messages · Page 1 of 1 (latest)

reef marsh
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I’ve noticed that a lot of quest bosses/ some WE enemies have really heavy hitting attacks that are very difficult to avoid due to their strong tracking. This kinda forces you to run tanky builds in Fruma and really just feels unfair for archetypes that have to play in close range. ||like zhiroak’s spear throws||

I think enemies like ||knightmare in wtp and majin|| are examples of fair bosses that reward positioning since you can clearly see where u can go to avoid damage, allowing you to get closer and dps.

velvet stirrup
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I 110% agree with this

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||The one miniboss you fight when trying to escape the palace after sovereign two let's you go, has an attack that seems weak but deals alot of damage||

||Idk if this same miniboss appears in wtp as I haven't done wtp recently||

||Edit: my message seems unrelated to the OP's post, my point was that some strong attacks have weak vfx, which is misleading||

elder oriole
velvet stirrup
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Sounds correct

timid anchor
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both blade throws can be jumped over regardless of walk speed and with +0 jump height lol

reef marsh
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How are you supposed to know that

timid anchor
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experimenting

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i do agree the game could do a better job of teaching you earlier to use your entire movement toolkit but i don't think it's that revolutionary a thought to think about jumping over the attack that travels very close to the ground

reef marsh
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the attack moves so quickly and seems to be aiming at the centre of the player model so I didn't even think about jumping the attack, I just used a movement spell

timid anchor
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sure that works as well, it's understandable to miss it

reef marsh
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That WE with the master archer is also problematic, he is so small and mobile, then he just flies away and fires a hitscan explosive shot that kills you instantly 😭

timid anchor
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I can't speak to world events unfortunately haven't dabbled much in them

carmine flax