#Orengall's Werewalker

1 messages · Page 1 of 1 (latest)

red goblet
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If you are going to have a move that has such a short range coming from a "stealthed" player then it should go off when triggered every time. Not have the attack cancel and you be brought out of "stealth" because the enemy moved less than half a foot to the left.

I really like this game. I want to love it. But this power along with the sluggish and nearly unresponsive controls have me frustrated to where I actually had to quit playing or else I would be one of those kids throwing a tantrum and destroying their computer on the internet.

Nothing is more infuriating than controls that do not respond to input. It may be because I am old and my reflexes are not what they once were, but the block/parry/dadge mechanics in this game feel so horrendously slow it is infuriating. Especially when the enemy gets heavy attacks that go off in a fraction of a second that flinch you and make you unable to respond to any follow-up attacks which regularly leads to being comboed from 100 to 0 with no input from the player registering at all.

leaden raven
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No the attacks pin you in place and lock you on that animation and I believe its on purpose

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Once your attack gets going...its going

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Whether it misses or not

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Orengals werewalker is weird..you should not use it at melee range

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It has a delay from summon to when ur able to attack again

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And also requires a certain range to do a 1k damage execute on the enemy

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Doesn't work on boses mind you but also that transformation does not stealth the player at all

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The enemies will remain agroed to the player and kill you while you are on your wolf form as the player is left behind exposed

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It is clunky and unfun