#Feedback for Weapon swap and Primary and Sidearms Weapons

1 messages · Page 1 of 1 (latest)

fleet walrus
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Well, I’ve already seen posts about removing the restriction between primary and secondary weapons, which I strongly agree with, especially when thinking about creation, diversification, and giving more freedom to builds. This also includes the possibility of using more fun combinations, such as bow + sword or staff + sword, which would make combat much more interesting and expressive.

With that in mind, I think that, whether the system remains restricted or not, I’d like to talk specifically about the use of weapon swapping. I believe they could tie E (kick) or even R (weapon swap) to function as a swap attack, allowing players to chain actions together and continue attack combos in a more fluid and dynamic way during combat.

Examples:

I am attacking with a greatsword, I switch to a throwing blade, and the character immediately starts throwing blades forward while performing a medium-distance dodge, allowing the combat to continue in an aggressive and strategic way.

I am shooting arrows with a bow, I switch to a dagger, and my character performs a forward dash, thrusting the blade into the enemy, maintaining pressure and smoothly transitioning into melee combat.

I am using a sword, I switch to a shield, and the character’s first action is to strike with the shield, causing a strong impact and removing a large portion of the enemy’s stability bar.

They could even give properties to these swap attacks for example, if the swap attack is done with a dagger, it would remove part of the enemy’s armor; if it is done with a bow, it would slow the enemy’s movement; if it is done with a shield, the enemy would receive a debuff to their stability bar, causing them to take more stagger damage, and so on.

magic hazel
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+1 i mentioned this in the other weapon un restricting posts having an attack dedicated to the weapon swap makes the flow of combat way better.

Once we have enemies that are vulnerable/less resistance to certain types of damage, having 2 useful weapons will be key and the current switching between weapons breaks the flow of combat and requires a safe distance from enemies.

Keep me in the fray and let me switch in style and attack while I'm switching.

+100

weak perch
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up

magic hazel
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virtues are getting alot of love in the feedback rn I'm hoping more people can weigh in on this thread

tranquil harness
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I'd say that this would work well if you're in combat. But if you're swapping weapons before getting into combat, it could bite you in the butt and become an annoyance. If I wanned to switch without alerting enemies, something like immediately throwing throwing knives would sabotoge that.

heavy edge
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+1 I completely agree. Soulframe shouldn’t limit players, but rather expand their choices. A more fluid weapon-switching system, like in Where Winds Meet, that maintains combat flow would encourage experimentation and allow for real-time tactical decisions without breaking the rhythm of combat.

main cedar
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+1 Like Vlad said, I've definitely had instances where I've needed to silently swap to my other weapons, so we shouldn't overwrite that button, but perhaps a combo hotkey of Block+Kick or Block+Switch to make an attack-swap? Or vice-versa where a block-swap is a silent, non-aggresive swap

tranquil harness
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But yeah, having something like and accessability toggle where block+swap is used instead might work. Or "don't swap-attack while crouching" or something.

main cedar
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Mm, I get the idea, but I'd prefer it to be able toi attack-swap out of combat. Like, if I want to practice mu combos and weapon-weaving, I can't do that if it's combat-only

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'not while crouching' is a good one, I like that. If you're crouched, you're not comboing anyways

fleet walrus
magic hazel
dense pilot
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+1

mint meadow
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+1 This would be awesome

tawny forge
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The current iteration of side arms does feel off in the present state of the game. Most off hands do not feel impactful the way fly blades do.

I’d love to see side arms unrestricted and changed to just a second weapon slot. As @magic hazel mentioned earlier if/when enemies are weak/resistant to certain types of damage this would really open up builds. Specially once we have more weapon types that maybe prioritize different damage aspects like blunt/stagger damage of a mace.

As far as weapon swaps go I think there needs to be a combat oriented swap when in the thick of it. Breaking combat for a weapon swap feels bad specially when the impact of some sidearms is not as noticeable. This shouldn’t replace the out of combat swap.

I’d personally like to see a finisher style swap that lets you quickly swap weapons while keeping damage up and maybe fire off a quick strike heavy attack (mostly thinking about fly blades here). This could also play into the virtues where we will potentially have finisher damage increases.

Additionally, different effects such as bleeds, burns, stagger/stuns, and other CCs/damage modifiers could be added to each sidearm to allow for more unique build diversity. Instead of all short blade sidearms having the same effects.

slate spindle
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+1

lofty socket
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+1 to free weapon slots.

topaz rain
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/super signed