No, right now I have my own tasks to do in customer support and community management, and I don´t have a lot of time to chat with my colleagues about the difficuty of the game. Not yet at least.
Gotcha, thanks for replying either way =)
I think this particular thread (outside of the arguments) has some good feedback and suggestions in it from a couple posters regarding some of the issues that pop up in regards to stats/skills making our hero a bit “OP” as it relates to the enemy AI, so thanks for noting it will be brought to their attention.
I really hope this get prioritized… Had some nice duels mid level but passed 11 in both warfare and sword and are getting overpowered now.
Feels like skyrim where you slaughter low level bandits with the Mace of Molag Bal! Only I have a normal sword and are fighting knights in plate so its not that cool…
He is weak, you are strong. CRUSH HIM!
I had to walk away for a while when i beat Runt in one masterstroke… it just sucked all the fun out of the game for me when we build up to this epic encounter with a monster of a man… and I bat his sword away and hit him in the head once and he just falls over. “realistic?” maybe, but not fun. Fuck the fist fight with the old drunk in my village was more epic. Why have combos, feints, all of that… if enemies just die in a single swing of my sword? Am I a farm boy out for revenge or Luke Skywalker… wait. I mean am I a farm boy out for revenge or a fucking Space Marine?.
My feelings exactly maybe giving Runt some head protection is in order.
Thought of something else. Weapon damage should not increase with weapon quality. A cheap longsword wouldn’t be much worse than an expensive one in terms of damage. Weapon quality should translate into needing to repair it less and charisma boost since having Herod sword is more of a social status thing and less of a military need.
I’m currently trying to kill the two bandits who are hounding Ginger; I’d love OP combat skills!!
They rip me apart every time!!
It’s funny i view the insane scaling on damage from STR/AGI as the big issue. The stats on the weapons are reasonable and if we want some RPG mechanics to stay that’s fine. But have stats be the limiting factor on which weapons you can use and nothing more. This way their is some incentive to get stronger gear cause lets be honest with weapon kits being a thing wear and tear on weapons will never be an issue outside of the very beginning of the game.
this is not about difficulty the game stats is un balanced this is worst than a bug this need be fixed. at late game your character becomes so strong you can one shot everyone in the game, i can even one shot the captain with practice weapon.
this need to be fixed ASAP please I love this game but this is what is keeping me from playing right now with this problem the game becomes not just easy it becomes child play.
If you read my suggestions I mention that. That strength for swords should change the amount of stamina used for strikes instead of increasing damage. But sword stats vary wildly too. I think that should be changed as well. Become more uniform.
Isn’t the problem that people are training with Bernard for hrs, vastly improving and then having issues with killing enemies too quickly. I remember reading something before about how they created training just to help those who were having a difficult upcoming fight, but wasn’t intended to help break the game. Same as picking flowers for hrs or finding and selling the highest priced gear, then take issue with it being too easy to get money. Killing, looting gear and selling it in order to get money fast is going to leave you with a lot of money. This can be done with any game, really. Use in game mechanics to quickly overpower yourself.
yes i trained with the captain for hours i was just trying to learn the combat so am ready for my 1rst real fight. now i can kill the captain with one shot with practice weapon is this really normal??? there should a level scaling maybe the AI levels with you or something now hennry is a walking god in Bohemia in my game i didnt meant for that to happen.
See, wasn’t an issue for me because I read some things WH was responding to in relation to combat before I played the game. They probably should have put that in the tutorial or in notes or something so people wouldn’t end up being OP.
What do you mean?
Mind elaborating?
So I started a new game and at around level 5 I ran into the Wayfaring Knight (the tougher one, not the wimp). I had the Shard shortsword and the armor you get from the armourer for the Nightingale quest. In other words, I was low level and had crap gear. I was able to beat him quite easily, even if it wasn’t with one or two hits. This opponent is, supposedly, an above average fighter – better than the majority of enemies you encounter which are bandits and Cumans.
My proposed solutions:
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Make the AI more aggressive
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Master strikes really need to be a separate button. Currently, attempting a master strike is low risk, high reward. With the current system, a failed master strike would just be a perfect block. With my proposed solution, a failed master strike will leave you open to damage – high risk, high reward.
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perfect blocks should also require you to block in the direction of the attack.
Should those solutions be implemented, the following would happen: The AI is more aggressive causing you to be on your toes more and force you to actually look for an opening to attack. Master strikes will be high risk high reward – you’ll no longer just “block” if you mistime or otherwise mess up a master strike attempt, and you’ll be punished for it. A more aggressive AI who actually feints might even bait you to attempt a master strike, which will leave you open to a devastating attack. Failed perfect blocks will just be regular blocks and cost stamina.
Adjusting damage values, level scaling, or even giving all enemies high quality armor and weapons will do nothing.
I haven’t trained with Bernard at all and I’m already too powerful.
I like your ideas but I think that a simpler solution would be yo make master strikes directional and reduce the perfect block window by half at least. More aggressive AI with the ability to block better and not get staggered so much would already make combat harder on its own.
At the very least, yes I agree. Defending right now is too easy. But I still think that they need to turn up AI aggressiveness at least by a little.
Respectfully Barenekked, your suggestion would just be a bandaid and doesn’t address the scaling issues.
It wouldn’t “fix” anything, just make it seem like it did as more strikes would occur. The issue lays within the relation of total potential output vs the target’s armor potential.
Currently we can do 100+ damage and no armor can absorb it, so effectively your strike reduces their stamina to zero and they take full damage to their health bar. This is what is killing enemies in 1-2 swings, not your hero’s ease of blocking their hits.
Then they should fix the scaling issues also. Because just fixing damage scaling would itself be a bandaid, the the enemy would still be easy to defend against and they still won’t be nearly as aggressive as they need to be.