#Combat State makes the game tedious and takes away player freedom

1 messages · Page 1 of 1 (latest)

opal marten
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First off, the new update is really damn good it feels polished and most of the changes are great but I really feel like not being able to use Hoverboard or glide during combat feels really bad.

I understand that being more cautious with the battles u choose is important, but this currently doesn't work because meteors will drop enemies directly onto your face, making it so choosing to engage into battle or not doesn't feel great, basically punishing you for wanting to run away, there are many instances where you can bump into something or an enemy out of control which will lock you out of ur Hoverboard. I also really think this breaks certain mechanics in the game. Meteor zones are even worse now, because staying in them will not be worth it at all because you can no longer zip in and zip out. Enemies with long lasting lasers also felt like they were designed to be dodged and strafed with your hoverboard, where as now it currently feels like unless u react fast enough with your dodge you are gonna get hit no matter what. One aspect and a low skill ceiling that I really really liked in the game is being able to use the Hoverboard to gap close and dodge enemies it felt pretty great to hit a well timed dash into hoverboard to attack enemies

cunning kraken
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Definitely agree! it's the one part of the patch I dislike

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Makes the exus fight a lot worse actually

opal marten
pure steeple
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I mean to be charitable to the devs it really is broken and makes everything way easier to dodge, but God did it feel insanely good to hoverboard everywhere unrestricted, especially in battle, the new patch really made the fights feel a little sluggish for me after being spoiled on using the board at any time, and yea loot stealing from meteor fields feel even worse to go for, (I already wish the meteor fields weren't in the game 😭 )

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Like I would accept the enemies being faster, having more range, and attacking more often if it meant I could get that hoverboard back 🥹

tulip thunder
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looking at Elden Ring Nightrein, they have a super sprint that kinda servers the same purpose as the Hoverboard. You are allowed to use it in combat, but it drains stamina quickly. Out of combat you can use it infinitely.
Here maybe the dash "stamina" could be drained in combat, only allowing hoverboarding for short durations at a time.

opal marten
opal marten
pure steeple
# tulip thunder looking at Elden Ring Nightrein, they have a super sprint that kinda servers the...

Yea I would accept this, like holding a dash into hoverboard could maybe not allow that one stamina pip to refill until your feet hit the ground? Bbuuut I still think it'd be more satisfying to change the board back to how it was and just buff the enemy's attack range, attack speed, and attack frequency, i really think the enemies need this, because you as the player are so fast, with unrestricted hoverboard you could dodge everything mad early and you'll be very safe and far, so I would suggest to increase the range on some enemy attacks (especially ones that have circle markers on the ground) to make hoverboarding away a little less safe, also like there have been some mobs where the enemies never even get a chance to even attack me, like some enemies just stand there and just never attack sometimes 😂 sure the game is hard, but I got used to it in like 30 hours, if you wanna compare it to elden ring I've got 900 and the tension is still there, I think because it boils down to the frame data, like a fighting game, the timings of things need to be a little more strict imo to justify the unrestricted hoverboard, I love this game for its speed, so please don't slow me down and just make everything trying to kill me a little faster 😭

lucid onyx
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They lowered enemy aggro which was nice tbh

ancient surge
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Joined the server just to say this exact thing from the update. It does not feel good not being able to use the hoverboard in combat.

opal marten
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After some more playing around it just really makes the game worse in my eyes, its not really fun anymore and its one of those things where id rather not play the game if this continues to be in the game (sorry for the harsh words) There are so many small issues, to UI not popping up anymore and being in a constant state of being stressed because enemies are literally everywhere on the map so basically you cannot interact with anything the more you progress in the game

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Late game is so bad with this change it makes me actively not want to go to the later stages of the game lol part of the loop should be that you shouldnt be forced to take every fight, hence why open world is so attractive but with this change why even keep the open world and not make a level structured game if heart machine is gonna start restricting player movement and interactivity with items. I loved that I could choose if I wanted to engage or not or quickly grab this item and nope the fuck out, now if theres 3 elites dropped by a meteor either I fight them or I just abandon the item

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like for example being on top of this and not being able to interact with it because im being chased with enemies is super annoying and having to wait atleast 5 seconds, if not more depending on if the game decides if ur in combat or not bad at first but gets really annoying when it starts impacting all the structures in the game... And this just happens all the time, sometimes you have enemies stalking and chasing you from miles away, with how the economy is and how health is engaging in every fight is just stupid and the solo experience just suffers heavily

cunning kraken
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this change seems really poorly thought through, on top of what u just said it also makes it way WAY harder to leave radiation zones, also makes the game feel less responsive. many times I don't realize i'm in combat for a moment and it just feels like my hoverboard is bugged.

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i wouldn't go as far as to say it ruins my enjoyment of the game but it does really suck. leaves me scratching my head. it's really bad.

opal marten
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I wouldnt lie if I said didnt want to roll back to a previous version and rather play that though im worried that they are gonna stick with it because its also in the beta branch lol

cunning kraken
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"important to choose which fights you want to take especially when the danger meter gets high" (broken by this change, game still feels designed around it)
hoverboarding in exus fight to take advantage of the huge arena (broken by this change. fight is less exciting)
being able to strategically approach radiation zones (broken by this change, much harder to escape. u just die and it's frustrating)

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reaaaally poorly thought through and i have no idea why they did this

opal marten
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really feels like this change was a 1 step forward 2 steps back

pure steeple
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I mean yea, though I agree with you guys, I am still enjoying the game, dashing is still super generous, especially with the dashing based holobytes, I guess they wanna just make you fight more instead of running, which you're right, seems odd for an open world format, and even like hades 2 is all about holding dash into sliding, so like why can't we have that too haha

dapper sand
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i'm not gonna play the game untill they revert this which is a shame because i've clocked 34 hours so far and LOVE the game

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but gotta take a stance on certain points

lyric nova
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i keep saying the map and verticality and openness of it doesnt really make sense for the game they seem to wanna make and this change just further cemented that thought in my head. like moment to moment gameplay and the whole "exploration" aspect
is making less and less sense

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just make it a run of the mill rogue lite with rooms you progress through if this is what you wanna do with the game. wasted potential is an understatment

flat wigeon
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I have to disagree !
Plenty of game where getting hit dismount you.
Just view the overboard as your cool mount please.
The stamina regen is pretty forgiving, coming back really fast.
You have two dash, atleast and up to 4 if you wish.
You can run away from anything if you choose so.
Shoot the laser guy, focus him first or run in large circle while its lazering.
You can also dash trough it

cunning kraken
hollow walrus
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Almost left behind some loot after finishing a fight on a three story building - couldn’t loot the corpse because there was one more mob to kill two floors down, but then started skating away cuz I forgot I hadn’t got the loot yet. Only realized after I opened my map again to pick my next spot and saw, oh wait, I didn’t pick it up, then had to climb back up the three floors to grab it (all the while praying another meteor wasn’t gonna drop a new squad right on me). Made for a funny and tense moment but kinda pulled me out of the flow.

This change also feels kinda punishing to gun-focused builds, as I felt it was a fair bit harder to get enough space to blast enemies from range.

dapper sand
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They just need to revert the hoverboard changes tbh, i'm gonna keep hassling them with this feedback because it's a change for the worse

opal marten
# flat wigeon I have to disagree ! Plenty of game where getting hit dismount you. Just view th...

I think the problem is that, even with Hoverboarding being a strong option during combat it wasnt op since you still had to engage with fighting and hit and run was always a strat, not being able to hoverboard away until u ran fast away limits you as a player and isnt fun especially when that wasnt the case, if they want to make the game more difficult it shouldnt be with restriction but intuitive enemy movesets lol even with the laser guy, its really hard to focus them down in late game scenarios since there are so many enemies on the field to the point where most of the time you dont really want to fight in later stages

opal marten
dapper sand
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Changed my name to make a point

lyric nova
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i just dont get what the glider and cliffs and stuff really bring to the game

dapper sand
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I like the verticality, the map would be boring if it was too flat

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Gliding is also fun tbh

opal marten
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Honestly combat state just makes me feel like they aren’t leaning into the game’s strengths enough. While Combat feels good, imo Hoverboarding should be an integral part if it and would make the game stand out.

Currently breaker doesn’t do enough with the openworld, it feels to arcade like especially with how ur being bombarded with enemies, theres no downtime to really take in what ur experiencing

lyric nova
# dapper sand I like the verticality, the map would be boring if it was too flat

yea but at that point they'd have to come up with new ways of separating the map so it wouldnt be boring. im not saying it needs to be flat but having some sort of way to attack from the air or something interesting other than just having a glider would be fun i think. i guess it just needs something. sky islands sound fun

cunning kraken
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the exploration is like, the main draw for me. it's a major part of the game's identity

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they struck gold with how the procgen maps are built overall. some annoying traversal bits when climbing up weird spots. but the overall flow is amazing

mortal vector
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One issue i encountered with the hoverboard change had me on a bit of ledge on the side of a mountain while lookinging for a spot where I could get out of the water and scale up. It spawned enemies on top of me before I could get back into the water with the board and locked me out of my hoverboard. It was two large elites on a small ledge so I had no room to dodge and since everything around me was just walls and water I couldn't reposition either. Missed two parries and died for it

lyric nova
opal marten
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Pls take this convo to general it’s derailing the actual thread

opal marten
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In retrospect to this, I think weapons, amps, armor and rails should stay locked out from you until you clear the enemies, but not chests and other items, and also not vendors. They probably changed this because players would drop into points of interest grab stuff and nope out

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but it feels like a bandaid fix to a larger issue that breaker is facing which is that there is no reward attached to the risk you face... if they really want to stick with this they have to make combat absolutely worth your while same with danger meter

tender merlin
# opal marten In retrospect to this, I think weapons, amps, armor and rails should stay locked...

I posted my gripe with this in feedback, but looting items has been just as much, if not more, of a frustrating experience as hopping on the hoverboard. I cannot stand being forced to wait sometimes multiple minutes for a brief break in meteors long enough to even see an item.

A much better fix I saw suggested was to just attach an interaction to "reveal" an item, with a longer than average interact time required, but once revealed you can swap it out as necessary. That way, you're not locked out of even seeing if you want to stick around for an item until everything is dead and/or you've stood afk for a dozen seconds waiting for the game to realize you're not in combat. It also attaches a risk reward to obtaining items in combat, which I think the devs would appreciate, without just entirely preventing the player from interacting with their game at all.

pure steeple
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ok so played a few runs today and tbh im starting to notice a couple positive things, combat state is actually sort of controllable, i was able to actually run in and steal some loot while enemies were very close, as long as you dont attack, and dont get attacked (if they miss or not, but sometimes even if they miss), you can actually start holding interact BEFORE combat mode even kicks in, and possibly even pick up the item too, but yea once combat state kicks in you gotta deal, but enemy aggro is very easily broken as well, just by waiting a couple seconds or just dashing out of their sight, which also only takes a few seconds, also! as long as youre hoverboarding already, you can still get fast hoverboard attack approaches, so though i stand by everything ive said, in honor of staying fair and balanced, i think we might be being too harsh and overreacting a little 😏 the game is still fun as fuck, im already basically used to it after a few runs now, that being said it would still be SICK if they reverted it 😂 but guys it literally takes no more than 3-5 seconds to get out of combat state

tender merlin
# pure steeple ok so played a few runs today and tbh im starting to notice a couple positive th...

don't attack and hope you don't get attacked to loot
wait a couple seconds
just hoverboard to use hoverboard lol

right so half your comment was suggesting standing afk to interact with game mechanics, or suggesting not interacting with the game in order to eventually be able to interact with game mechanics. I don't think there's any overraction when I say that I believe that's atrocious game design - the player should not be encouraged to disengage entirely with some parts of the game in order to engage with other parts.

pure steeple
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its just a couple seconds bro 😭

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and its not hope you dont get attacked, you have the broken ass dash, or just fight your way out

tender merlin
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i like to loot the map after beating bosses, and I don't think that's against the dev's vision, because they included a difficulty bar and the option to extract whenever you want - but the changes have had me waiting a minute+ for meteors to pause long enough for me to even see an item, let alone equip it if I'd like

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I don't think you're understanding the point. It's not that there isn't workarounds, it's the fact that there needs to be a workaround at all.

I understand it's just a few seconds, but a few seconds at minimum for a dozen+ items break the pace of the game, a pace that was great pre-patch.

opal crest
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i dont get how would it take over 30 seconds to clear a wave of enemies, most overworld enemies are so squishy

tender merlin
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spread out enemies + meteors back to back to back take 30 seconds or more to chase everything down, especially if it's a ranged heavy meteor

opal crest
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also getting your loot after everything is clear is just how roguelike work??

pure steeple
tender merlin
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then reduce spawn time?? it's not a complex concept, meteors at max difficulty drop often enough there isn't time between every meteor

opal crest
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the meteors dont trigger it? do they? only if u get hit? at least i never noticed, i played like 12 total hours during the past 2 days and i was hoverboarding on every meteor shower

pure steeple
tender merlin
# pure steeple thats fair, but after you beat a boss the danger meter fills all the way, causin...

that's fine, I can understand if the devs want me to extract after a boss. However, I fully believe that they don't necessarily want that, because the difficulty bar exists alongside an optional extract at any point. If they wanted us to extract after a boss, I think there would be more mechanics than just additional spawns, which are a legitimate boon for multiple reasons, if that's what the player wants

tender merlin
tender merlin
opal crest
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ohhh, like when you defeat a crown? ure supposed to extract then

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its like the equivalent of the last phase on risk of rain

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after you beat the boss

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that's how i always read it, there's a warning sign and everything

tender merlin
# opal crest its like the equivalent of the last phase on risk of rain

but I'm saying I don't think that's necessarily what the devs want, because besides maxing your difficulty bar out, it doesn't do anything else

I see it as the equivalent of the "HAHAHA..." difficulty on RoR2, where you're more than welcome to stick around and continue to kill everything for as long as you want - and in RoR2, the devs there have gone so far as to include artifacts like Sacrifice to encourage sticking around at max difficulty

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unless i'm wrong and there's more to it besides additional enemy spawns

pure steeple
tender merlin
opal crest
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there should be a spawn cap, just so that doesn't happen imo

pure steeple
tender merlin
opal crest
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yeah but, this game is designed to play on controller, and that kind of quick interaction is a very mouse and keyboard thing

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but i get it

pure steeple
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im sorry too bro, reading back it did sound like im defending it 😂 i guess i wanted to defend the game itself, put my perspective out there that, yea although im not a fan of the change, the game still has a lot going for it, and im still deeply and cripplingly addicted to this game 😭 , it just feels kind of unfair to see people to overreact and say the game is bad or something over this

tender merlin
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np lol

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I'm still a huge fan of the game too, I just am finding frustrations where I previously didn't

eternal python
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i think that the combat state is pretty hastily implemented and way more punishing than it needs to be, but the premise of it isn't bad and it could be done to great effect if they spent more time building the game around that design

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using the hoverboard or looting in the heat of combat is the issue, but the combat state is so overtuned that it prevents you from doing things even from relative safety

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i would love it if the enemy detection range was much smaller or used a line-of-sight check, and if the timer after your last attack was much shorter

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massively agree with all points made on it though

dapper sand
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in combat state needs to go

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people avoiding combat is because the reward is too low

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this is a bandaid fix

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let people decide if they wanna fight or flee, don't take player agency away

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i've been one of the most positive people about breaker so far, in comments on YT and in discords but this change is so bad that i hope they don't continue in this direction

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Breaker has incredible player freedom, this change goes against that

flat wigeon
opal marten
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I do think my biggest issue with combat state isnt that it exists but that its put there because of a larger issue. It doesn’t feel great to be punished for not wanting to fight because the game currently doesn’t reward you. Initially I thought Hoverboard turn speed being turned off at the start was because it was available in combat, now why does it exist? Just makes it feel bad for the sake of feeling bad. I wouldn’t mind this change if it didn’t break aspects of the game and didn’t feel annoying. I sigh every time I have to wait to do something in this game or when new enemies start dropping in while I wanna pick up stuff. So many mechanica in this game absolutely contradict how this shouldn’t be in the game the way it is rn

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This is a really bad change if they absolutely do not try to start balancing and making the experience less tedious. Like whats the point of keeping the meteor zones? Currently reward structure is so broken it was the reason why people straight up didn’t engage with the games enemies and this change doesn’t make me wanna engage with the enemies more than last patch

opal marten
# pure steeple im sorry too bro, reading back it did sound like im defending it 😂 i guess i wa...

Sorry if it seemed like I was saying the game was bad. Ive been putting in alot of hours and the mechanic has been feeling me frustrated 😭 for me the jank of previous patches was fine because I never felt like there was a small issue nagging my enjoyment away. I think combat state is a bigger issue with the core design of the game and it feels like a bandaid fix. Its frustrating to me because it kinda feels like they won’t address the real issue by implementing this

grizzled coyote
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Im gonna drop in a few thoughts too. I actually don't mind the hoverboard change much. I'm used to games limiting stamina related things in combat. But i do think the hoverboard being turned off entirely is a little much.
However, I do NOT at all like that loot is locked out in combat. Now I dont want to bother looting at all. But that's because of a whole slew of other issues that already exist and now they added this annoying mechanic on top of the following deterrents to exploring for loot.

  • very low chance of seeing anything yellow or purple
  • boss fights aren't rewarding (I've only picked up loot from a boss 4 times)
  • holobytes don't stack like RoR
  • grey tier holobytes feel mostly useless like they only exist to help people get better tiers
  • there's no point looting new holobytes unless you want to try a new build or build another breaker
  • you can only have 5 holobytes equipped

I think a good change may be to let us stack grey holobytes but you lose those stacks when you reset a cycle or something. That would definitely get me out killing enemies for the chance of them dropping random holobytes

dapper sand
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The combat state is not only annoying for the Hoverboard but also due to looting and enemy spawns

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Today i couldn't pick up a holobyte because enemies dropped from a meteor on a roof and i had no ammo

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I had to go look for ammo, comz back, shoot the enemies and then loot. Literally infuriating

tender merlin
# dapper sand Today i couldn't pick up a holobyte because enemies dropped from a meteor on a r...

That’s an issue I’ve been having as well. Enemies technically adjacent to me, but behind a wall with me entirely safe, can keep me in combat, and I’ll sit there staring at the “can’t loot this right now” icon with ever increasing frustration.

However, I don’t want the devs to potentially see this and think that this is the only issue - the issue is that no looting in combat breaks the flow of gameplay. Of course a fix to combat states would be nice, but that would only be fixing the more frustrating parts of this change, and not addressing the core issue.

For me personally I went almost immediately from nearly full looting a map every run to entirely ignoring every item except necessities to complete a map. That is what preventing looting in combat is doing for me - I am less motivated than ever before to bother looting at all.

dapper sand
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Indeed, i've never felt less motivated to play breaker than now because of this stupid change!

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I was also very disappointed watching the VOD of the Q&A session that they are married to the idea

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I REALLY hope they reconsider

tender merlin
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I hope they reconsider too. If they’re married to the idea, then an entirely different implementation should be made, because as it stands this ain’t it.

small ingot
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Yeah honestly that has been a pretty bad feeling. The fact that it's been unliked by most mixed with the fact that the devs love it feels a bit jarring.

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Very much feels like a huge disconnect on what players and devs want.

tender merlin
dapper sand
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Tbh if they want this game ro succeed they'll have to swallow their pride on this matter

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I'm not gonna boycot or negative review the game

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But i won't be recommending it to people with this mechanic in place

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And i'll keep being vocal about it so they see that people don't want it

tender merlin
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It’s just a matter of fun, nobody wants to sit afk in a roguelike game where difficulty ramps every second, waiting for hoverboard, waiting to see an item, waiting to loot it.

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Game won’t pick up new players when the gameplay loop is so broken like it is now

dapper sand
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It's just a change that lacks any common sense to me

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New player experience is rough, this makes ir exponentially worse

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I have amazing gear, i don't need the extra loot, but newbies do

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I still wanna see the new loot though, maybe to stash it or sell it later. But this woulda made it even harder to pick up

opal crest
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but like, fighting enemies DO reward you, most holobytes are obtained from enemy kills, its the MAIN way to get stronger if anything

small ingot
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This is true, but having moments where you did kill them and can't get the loot because another group proc'd in or joined the fray starts to become frustrating.

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Because while it potentially is beneficial to fight every enemy group, for a rogue like there are also times where it's advantageous not to.

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But I will also admit that the abyssmal drop rates from the launch version also really had me not wanting to engage in mobs. Most time outside of just farming blood I got no holobytes that were worthwhile

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so if the drop rates are better then great. But if I'm still getting mid gear, as soon as I have enough blood I have no reason ever to engage in a battle anymore

small ingot
# dapper sand I'm not gonna boycot or negative review the game

And yeah agreed with this. It's just sort of a mechanic that in the current state really hampers the enjoyment for me. I sort of liked how easy it was to zip around, pick fights and then leave before. Now it just feels like a bunch of speed bumps have been thrown into what felt like a relatively smooth flow.

tender merlin
small ingot
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Yep exactly. Honestly I think there are some better ways that it could have an actual positive effect while still giving players a reason to stop and fight. Take a loot location or key door. Have the mob be tied in with an initial lock on it before you arrive. Once that group is cleared, the loot, door, ect becomes unlocked so that you can interact normally.

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But if any side mobs spawn, or a random straggler from another group comes in then they don't cause a retriggering of a lock. Clearing the initial mob is all that matters

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The main task has been accomplished, the player now gets to loot. If new enemies come in, it now is a normal risk reward system for continuing to engage. If you want to just pilfer and ditch you 100% can since the locking mob is gone... but you might take a hit or get yourself in a bad position because your ignoring new enemies.

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But it's the players choice at that point. The initial criteria has been met and if a player gets damaged because they are waffling about too long then it's easier for the player to acknowledge that they made the mistake, not that the game was unfair.

cunning kraken
small ingot
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For example with like a keydoor. I may now be able to unlock it, but a new enemy group spawned in. I can take the risk of just running in there, grabbing stuff, and leaving. But there is a chance spawning enemies might pile in behind me and get me stuck in a small room with enemies. But on the flipside if I kill the new mob then run in then pilfer in a safe manner.

small ingot
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Some context or a bit more of an explanation would go a long way I feel.

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Because if it's just to stop players from zipping around in combat, I feel there is much better ways of going about it. Make the stamina drain much quicker when in combat so that it can't be abused, or make it so that attacks/knock downs are more severe if they hit you on a hoverboard

cunning kraken
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If enough people whine (which a lot are) im sure it'll get changed. Or at least I hope so. Because I hate it.

small ingot
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Yeah agreed. Players and folks are giving enough feedback on it right now that I feel it's got some problems for them to sort through. We may not the perfect advice or suggestions, but there is enough churn here to say that something is not working with it or it requires another look.

dapper sand
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If they wanna disuade you using your hoverboard i' combat just make it so getting hit on your board makes you fall to the ground for a split second

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Or that you take extra dmg

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Anything but this current iteration

tender merlin
dapper sand
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I really hope we get some developer insights on this soon

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I REALLY hope they can reconsider this change. For now i'm not recommending people the game or talking about it

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Not leaving a negative review though, just verbally not telling people to play the game

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For now

lost roost
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Hey @here we understand and hear the frustration about the new combat state / not being able to loot + hoverboard. We get it, you're unhappy with feeling nerfed. From the dev side, the reason we're doing it this way is to have mechanics that increase combat engagements as they're a core part of the game and its playability / replayability. Now looking at alternatives to achieve this level of engagement that still let you feel powerful and good

dapper sand
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Not as much feeling nerfed as it is just taking away a fun mechanic and replacing it with tedium. Even if combat hoverboarding was not allowed atleast allow picking up holobytes again. Not being able to pick them up at the end of a cycle with full heat because enemies come down again and again is kind of frustrating. Even without considering the enemies that can get stuck on roofs/in geometry that can still cause you to be 'in combat'

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Like i said before, consider punishing getting hit on your hoverboard harder to discourage the use in combat, if that's what you really want. Things like getting knocked prone or taking more damage, but removing it alltogether feels unnecesarily restrictive. I'm glad the devs are acknowledging this pain point and i'm hopefull it can be adressed with a different solution that meets in the middle

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But thank you for adressing this yiyi

eternal python
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i definitely agree with the decisionmaking behind having the combat state, but the implementation in the current version feels overly punishing. as optimistic as i wanna be about it, ive lost all interest in playing either version of HLB cause of how tedious it is

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i believe simply reducing the restrictions would be enough, but another solution could work well

lyric nova
# dapper sand Not as much feeling nerfed as it is just taking away a fun mechanic and replacin...

Yea I think this is important to bring up. It’s not a nerf, just introducing a mechanic that may promote gameplay more in line with the developer vision, but ultimately, and especially at this point in the dev cycle, is at odds with the game’s own mechanics, and the enjoyment of the players.

Perfect example, I beat my first crown yesterday. Had blitz blade and some crit holobytes but still needed a slot or two replaced ideally. While heading from crown arena to extraction, I basically wasn’t able to pick anything up because of the frequency of mob spawns and this new mechanic. After the first wave I beat, a holobyte was dropped but while I was reading my choices, another wave of mobs meteored in on top of me. To avoid dying I had to forget about the holobyte to defend myself and then never had another opportunity to get it.

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If the player can get to an item and grab it before getting hit, friggen let ‘em. If you don’t want them to be able to run away on a hover board, then make an enemy that makes it its mission to prevent them from doing that. I like the idea of falling off the board stunned for a sec if hit while riding. Just do that.

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Like even if it’s a good idea for some reason to have combat state, what is the in universe explanation for the breakers’ hover boards not working all of the sudden?

pure steeple
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Been thinking about it more, and I think a more realistic compromise would to make hoverboarding in combat a rare holobyte! like I've been saying, my self indulgent preference would just be to buff the enemy's range so the hoverboard isn't op, but that's probably a huge ask, cuz rebalancing every enemy to the hoverboard seems very daunting, and nerfing the player is this regard does make the game more balanced, but I think it would also be in the spirit of a rogue like to have your "game winning items," which right now things like dash invincibility and critical hits healing you are in my eyes the game winning items, so yea I hope the devs are considering this solution

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Also remember guys there actually still is a short window where you can loot items before combat state starts, just don't attack and don't get hit and you can loot away!

lost roost
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happy to announce @here that we're getting rid of the wildly unpopular combat state and bringing it all back to how it was!! (with some small mechanics to incentivize combat) we've heard all the feedback from the community so THANK YOU all for bring this up so noisily and with such frequency 😆 🙏

lyric nova
dapper sand
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I asked for 21 days straight, the counter works!

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That being said day 1 of requesting HM adding tactical nukes to HLB

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(i'm kidding btw)

lost roost
lost roost
grim pollen
# lost roost it's related to collecting bright blood, we'll share more info in the patch note...

One thing I'm confused about in regard to the hoverboard/in-combat state. Are you going to maybe put a delay on the time required to start riding the hoverboard after running? The fact remains that it's too strong to be able to be used anytime mid-fight. Incentivizing fighting through blood collection to purchase in game elements doesn't fix the overpowered advantages it provides in a combat situation. Perhaps the hoverboard should activate after using two stamina pips in a row not just one.

opal marten
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im glad to hear that there is atleast a little bit left of it in the game

pure steeple
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thank you devs! HoldingBackTears so hype to continue shredding!! Drifter_WOOOOOOO

lost roost
lyric nova
cunning kraken