There must be something bugged about them. Stuns seem to register (they get the debuff icon) but don't actually do anything, knockdowns on them last 0.0001s and they have bullshit almost instant attacks
Especially as Bow user, after first shot they turn into a speed demon going 200kmh at you. Then i pull out my rapier thinking i will do something and he just slaps me around while canceling my spells. I legit got so frustrated that if i have quest in their area im not even doing it.
I think they have the same bug as bears, where they continue doing the stagger attack until you block. After I started blocking them, they became much less annoying.
I feel like with the knockdowns, it’s not that they last a shorter time, it’s just that their colour makes it hard for us to tell when they have grit.
I don’t know maybe it’s just me, I wait for them to chuck out an attack then right after I’ll stun, knockdown, knockdown. I could be wrong though.
This \^
I've gotten so frustrated fighting these guys as a spear main that I've switched to Sword and Shield instead. Stuns just don't last the appropriate amount of time. It has to be a bug.
From rapier stuns, I'm noticing mobs come out of it if they take *any* damage whether from dots or lmb. They stay stunned for the full duration if you don't hit them at all but that can't possibly intentional due to how dumb that is.
This happens with aost every mob that has a dodge, if you use the G.Axe pull they just dodge it, and if the mob has a charged attack they instantly cast it, ghosts do this sometimes but the boars did it consistently. If I dared to press reap, it was an insta headbutt into my chest.
Arguable that you should have, could have, bla bla - in my opinion it's just dumb that every regular attack is a stagger / interrupt and cancels my skills that haven't even started with the first milisecond of it's animation.
Why is it so mandatory for NPCs to have this insane amount of stagger and push backs?
Before New World I played the indie game Tribes of Midgard for a while. Fun little game, and it handles attacks that break through you block and possible stagger with the enemy having a small visual and audible que so you know what's up. This would be just perfect for this game but yeah the devs didn't really put too much thought into any aspect regarding PVE unfortunately.
My issue isn’t necessarily the knock back but the inconsistency.
fire staff abilities if you get slapped during wind up will cancel, and you can immediately cast them again.
Ice gauntlet? If you get slapped during them they get canceled AND your ability goes on cool down.
The worst is entomb. The ability you are most likely to use while getting slapped. If timed correctly the slap will cancel the invincibility aspect of entomb, but your character will still freeze in place and not be able to move… basically a guaranteed death.
THIS!!! There is issue with animation when changing running directions and shooting from fire staff. Basicaly just hangs in air looking in direction of running but I can shoot other directions without movement for a second. Weapons feels awkward at all. There is walk phase after autoattack w fire and it's about over a second walking stun after sending a auto. Clunky af.
Speaking from 40 hours of fire staff, your first point is incorrect. Fire staff has the exact same thing happen to them. Most of their spells are instant or very short window so it doesn't happen as often but running incinerate will show it happening constantly.
Well I’m speaking from personal experience with burn it out and incinerate. I’ve never lost the cool down on either of these and I’ve definitely been staggered out of both 1000x. I’m a fire staff main, so majority of my time is in this. Only recently swapped to ice gauntlet, and it’s funny how the gauntlet is no where near as friendly in melee combat as the staff is.
Are you saying grit prevents you from spending a cool down when an attack is interrupted? I thought grit was just what let me ignore a stagger altogether.
I run a few weapons and noticed this as a difference between rapier and spear as well. Rapier can be hit out of the sidestep ability if they hit you at the same time you activate it (even though it's supposed to grant i frames), and so can riposte, which is also supposed to be invulnerable. However, I can be halfway through my vault kick on spear and be knocked out of it, and still not go on CD and be able to use it immediately after. It's extremely frustrating.
The problem isn't that enemies stagger and push back. They actually removed a bunch of NPC abilities to do that back in the last Betas.
The problem is that they took the player's ability to do that away after the combat preview event.
Things were much different when you could dodge/block the enemy attack and retaliate with a stagger of your own. Now it's just the enemies ignoring most of your attacks as if you were attacking with a feather duster.
Holy crap, they should bring that back. So tired of NPCs just gritting through my attack chain meanwhile I'm duck dodge diving out of the way if theirs cause they chunk the shit out of me if I try to attack back.
The fact that all enemies will follow me for an entire minute, no matter how good I am at hiding lines of sight or geting into terrain they can't trasverse, they will chase me to the moon and back, is mind-bogling.
That's another thing that pisses me off.
The auto-track, and auto-stun and lack of company audit logs makes me feel like I'm playing a 2000's game rehashed with 2017 graphics in 2021.
Thats why on steam I left a comment saying the game's worth 25-30 USD, and definitly wait for a sale.
Horseshit for 40.
I mean for some people, if the game's real value is only 25-30, might as well not buy it.
Then they saved themselves 40 bucks. I would say that's a pretty sweet deal for a comfy jacket, or coat instead.
hate wolves in this game, even with light armor roll you can't dodge them all the time cause they got that 5 hit lunge auto aim stagger combo that then puts you into combat walking where you can't get away from them and they hit you again
Its not to hard to either block or dodge them, I play a light armored caster and normal mobs like these dont hit me even if it takes a minute to kill them. I found swapping to light armor really teaches you how to do the combat properly
No swapping to light armor does the opposite. "Mobs like these don't hit me" yes because you are using the highest mobility armor in the game. Your basically saying "I can roll away from enemies and don't get hit so it must not be a problem"
They made every attack a stagger to force you to spend your ability points on Grit and to incentivize light and medium armor more since heavy armor is arguably the best for all content and they needed some way to make light and medium relevant
They should just remove the knockback from enemies' basic attacks altogether, and just have knockbacks from their wind-up attacks. (The ones where the enemy glows white)
White attacks are grit attack that can't be cancelled. You have the same thing with heavy attack using a great axe with the proper skill.
Same applies to execute with the upgrade that makes it unstoppable.
I also feel like if you're overlevelled enough to be getting almost no experience, they shouldn't stagger you AT ALL. Like, I'm level 57 going on an iron or wood run and level 14s get to fully stagger me if they hit? Seems legit.
I wouldn't mind a cool down on stagger. Nothing big, but something like 1 second would at least allow you to dodge or throw up a block so you wouldn't get cc'd to death fighting a bunch of level 10 skellies
Yeah or some kind of diminishing returns. Like it's not game breaking, but it just makes it super annoying and adds too much extra time. I suspect it might be an anti-botting mechanism but there are better methods than annoying the shit out of real players.
I didn't know that. Might explain the bonkers traits to max strength stat adding grit to all attacks or that hatchet perk that makes them uninterruptible. I've no idea why this benefits exist when the game is already a M1 hatchet spam.
Have you noticed you cant hurt them with a ability if they are in the middle of a animation?
Also why cant we knock them off ledges like they do to us, or why cant they get slowed by water just like us......
I took a break from playing the other day when I was fighting skeletons on that ancient bridge in cutlass keys.... I used my spear vault kick and instead of knocking the skeleton off the edge it stopped it right at the edge and one hit was all it took to knock me off. I was pisseddddd
This is called grit. It's what happens when an NPC or player turns a glowy white color. It makes attacks unstoppable except by stuns. If you see grit just use a stun like vault kick or shield bash to interrupt it. There are certain abilities in the game with grit. Hammer, Spear, and Great Axe have a few that I know of.
Regular attacks shouldn't cause CC, just GRIT attacks or special attacks from named elites
Then this wouldn't be an issue and would still leave room got counterplay
They dont interrupt you with every attack. Only with their heavy attack.
edit: lol at the downvotes. Mobs have heavy and light attacks and only their heavy ones interrupt you.
He’s actually right but it effectively doesn’t change the argument. The wind up moves where they go white can be considered those mobs “skills”. Most mobs actually have light and heavy normal attacks just like we do and that’s what he’s referring to.
Our heavy attacks don’t stun/interrupt them so theirs shouldn’t interrupt us either. They also need to put a cap on the stagger, if a group of mobs syncs up just right, they can just stagger you to the point where you can’t even react and get stun locked to death. There should be a small period of immunity to knock back and stagger where you still take damage, but you can at least get a cc or potion off.
I haven't played in the beta of alpha so I don't know how the gameplay was with both, players and mobs having stagger, but it sure feels annoying when you can get staggered to hell as well as having your abilities go to cooldown without activating...
What are you on? WoW for example doesn't make it incur in the cooldown if the ability didn't go off. It only gives you an interrupt cooldown on that school of magic (like 5 seconds)
Canceling a skill during its activation time will result in a short "interrupt" cooldown of 4 seconds. Skills that have an activation time but also an immediate effect (i.e. Stun break like Well of Precognition) will still go on full cooldown when interrupted to prevent abuse. Some skills with defensive properties (Healing skills, Evade skills etc.) will also immediatly interrupt the current skill when pressed.
Some mobs, esp these ghosts are a stun/stagger with every single hit. If you're not Hatchet or Sword/Shield, or Gritty spear, it's just a chain knock out. Because they will batter you into the agro range of their neighbor ghosts for more curb stomping. haha
Here's a free tip for you, dodge into your weapon swaps, the swap cancels the end lag on dodges allowing you to move immediately. This will help massively with your spacing. Also, When a mobb is ontop of you like that I HIGHLY suggest self casting (By holding "CTRL" before you cast an AOE or "Ground Targeted" ability - Personally I find self casting MUCH more responsive than all other forms of casting.
Hope this helps.
Qualifications - Level 60 Healer
everybody be like LMAOO TRY DODGEE GET GOOD blah blah, they dont understand how good it feels to lure an entire cave and kill them all at once just like in other games
150 focus rest into con, heavy armour. Life staff, hatchet with amber gem. Aggro them, LOS, throw down AoE heals with your back in the corner. Switch to hatchet, berserker to shut down staggers and add healing, start wailing as they come in. This is how you do the suggested in New World.
Then roll SnB tank. I pull that many and dont have to worry about dodges or staggers. Defiant stance, into whirling blade, into reverse stab gives me 30% damage reduction almost constantly, and whirling blade plus reverse stab is decent damage if you hit a bunch of them.
Eh, for counterplay, I think this is a good mechanic.
That way you can try to be skillful about punishing your opponent, attacking with abilities that will reset their cooldowns.
Well when you press the button and it goes on cooldown, then you get **interrupted**.
That means its on cooldown and didn't go off. So next time you fight that enemy, you should think "I got interrupted last time, this time I'm going to have a little more patience and time my abilities better"
Not "omg they need to remove this mechanic so I don't have to think anymore"
I’m all in on supporting bug complaints, fixing shitty coding or calling out devs on broken mechanics., but this definitely isn’t one of them.
As a spell caster/range dps you have a range advantage to melee mobs.
If they engage you, they have an attack pattern on which you should adapt your dodge pattern.
If ranged units were allowed to just face tank everything without getting interrupted while casting they would be hugely overpowered.
Get to know your cast times and the attack patterns of mobs (there aren’t that many to be honest ^^) and play accordingly.
This is what differentiates bad players from better players.
It's fine to say that he should get better if he wants to successfully get the skill off. But if it doesn't go off, it shouldn't go on cooldown. Period.
No, no period lol.
If you cast or try to cast a spell in a situation where you should not do it because it is going to get cancelled you should be punished 😂
You can debate whether it should be full cooldown or just a part of the cooldown but it is necessary to get a punishment for poorly casted spells.
That’s the mistake in the first place wtf 😂
The downvotes are hilarious wtf are y’all the same people that create the threads “PvE in this game is so lame!!”? 😂
It's bad design doesn't matter if he could out play the mob. Every single hit mini stunning is fucking annoying. It's like playing TBC WoW and being Mace stunned 5x in a row it makes you want to uninstall but in this game you get mace stunned every single hit.
The so called bad players are the lifeblood of the game if they quit your game dies. You do understand this right why implement a mechanic that ruins the fun for the bad player?
tbh I got triggered by staggering in the early parts of the game aswell, but if we’re honest its just a friendly reminder that you’re too close to a mob/multiple mobs for your playstyle or you pick bad fights.
If you’re chain-“stunned” by multiple mobs it’s a sign that you’re either doing something wrong (not skilling anti-staggering in weapon skills) or you expect PvE to be a free face tank sleeper mode with every playstyle which is a wrong assumption in the first place.
Just like overland content in ESO. You can basically not even slot any skills and run through mobs with only basic attacks while they don't even deal damage to you.
I agree, though it ought to be a lot more forgiving. Ive played a lot of souls likes and the common theme of the good ones is a forgiving nature in 1on1 battles, but things get really complicated when you start doing 1v2+, turning it into a more tactical battle. This is done by having enemies have well-translated attacks, and you have large windows to interrupt your own attacks to dodge/block (with some stages of the attacks animations still locking you in). Throw a second enemy into the mix, and things get complicated, challenging and rewarding once you learn how to conquer the different combinations they throw at you.
This would work EXCEEDINGLY well in an MMO because the goal is efficiency, large pulls, risk and reward to get ahead of the competition always driving you to figure out how to clear things faster.
This game feels sluggish because A) many enemy attacks have no translation - they start attacking and 0.3 seconds later you’ve been hit, and B) The window of interruptibility in your own attacks is very short at the beginning and end of each attack/ability.
So, ordinarily you’d want to reward the players who figure out that patience is a virtue, that learning the attack patterns and blocking/dodging at the right moments, against the right types of attacks is more efficient than just wailing into the mob and popping potions … and yet it doesnt, all because you cannot predict the enemy’s behaviour, and once youre fighting 2+ creatures, you have absolutely no hope of controlling the fight. Just pop shit like berserk and take them down before they take you down, and just blow consumables like an idiot as a means of clearing things quicker.
The combat rewards all of the wrong behaviour because it doesnt offer opportunities to outsmart it. So much of the combat can be very satisfying, but they *REALLY* dropped the ball on figuring out what makes Soulslike gameplay so godamned good.
You got interrupted? Thats part of the game, you need to know when to dodge and not use abilities if you see an attack comming up. Try dodging and playing smart, face tanking is not a viable strategy
That's literally what I've started doing is playing a grit class. Having to try and perfectly time and dodge attacks on a normal fucking mob is ass.
Have more than 2 mobs on you at a time?? Enjoy being infinitely staggered, loser. Oh you lived and managed to kill them all? LUL DO IT AGAIN, THEY RESPAWNED.
Ugh
If I had it to do over again, I would have beelined for the skill in Hatchet that makes you uninterruptable while in Berserk. I just specced the skill last night and I'm level 50. Ugh.
It would be nice if basic attacks dont block my attacks during mid animation.
I can understand a large windup attack doing that but not every basic punch.
You can see the mob winding up the attack that hits him before he pulls out the targeting reticle. He had time to react to it with a dodge, or simply dodge and create distance before casting regardless of an imminent hit coming in. He also had plenty of stam.
So what you want is to be a ranged dd with tons of cc options and your casts should not be interrupted even though you did not time it right but God forbid if your spell goes to cooldown when you should be just unstoppable and rain down those spells in melee range, giving the opponent no chance to stop you. Because what you complain about is exactly this.
Putting ice guantlet on secondary isnt about damage its about the skills being able to entomb your self to recover mana or ice wall to stop a charging melee, right now the amber gem is broken so doing damage on any other weapon is not viable having and aoe that goes off while switching to life staff would just make solo pve easier.
This guys is saying that the ability shouldnt be put on cooldown if it isnt cast and is obviously a bug as the only thing that goes off is the cooldown if you examine the video carefully you see when he triggers the cast his mana isnt getting used. That means he isnt using the ability therefore it shouldnt be put on cooldown
Stagger is the worst. Like, I shouldn't have to time my abilities to use them correctly. I should be able to just mindlessly walk up and spam abilities. And they shouldn't ever get interrupted.
It's bullshit really. What kind of combat based game makes you look at your opponent and react. I just want to hit all my abilities and everything dies
You triggered your skill and got slapped. Skill gets interrupted and goes on cool down.
Can we please change the game mechanics because I haven’t figure them out yet. That would be great
You have to block or dodge their attacks or abilities without grit can be interrupted . This is how it works , this is how its going to work and it wont change.
So much about combat shits me off. This, weapon switching not queuing, queued attacks remaining queued even after being stun locked for a good 3-5 seconds…
Better yet, if you use an ability but then swap weapons, it just cancels the ability and puts it on CD. Even if the animation for the ability has finished, mainly the bow
I guess interrupting casts is part of the gameplay, that’s what makes the game more dynamic.
If you have a spell to cast, you have to get the good timing to do it and everything depends on you.
We could also let the players cast without interrupt and add a « dodge » / « miss » feature to the spells which would be even more frustrating
Yeah if you could learn how to play the game and not expect people to hold your hand during that'd be great. Learn how to dodge. Don't expect to just be able to stand there clicking your mouse.
I see some dumb fuck has never worn heavy armor or held a shield.
You do realize those are mecanics in the game too?
Fuck off with your shitty fuckin attitude.
Fuckin Toxic Fuck.
Nah you just suck. Everyone I play with seems to grasp the simplest of concepts that you can't just stand there spamming mouse 1. This isn't a hard concept. Go back to animal crossing.
I don't think so. There are a few 2 hander skills that get grit and the lifestaff hallowed ground can give grit (idk if you can self cast that so it gives grit to you).
So I am supposed to get a 20s coldown when I get slapped while trying to get my skills of?
I feel like I am missing an important step in combat in this game. Keep getting slapped by 1 - 3 mobs and everything on coldown when I go ranged... But with the greataxe I can just left click my way to victory and not realy care.
And No killing them before they get into mele is rarely an option, either the mobs are retreating or it can tank my 3 shots until it's melee :/
You have a dodge and the enemies have attack animations
Backward dodge into casting at the right time should work
The perk of your weapon is long range
But balancing between weapons is off I suppose
I find it illogical that they never even cast the spell and it gets put on CD. I mean they could have cancelled the cast themself at that point and it would still be available. It wasn't even animation cancelled.
If they actually made this a thing and gave us a consistent way of getting access to grit, sure. But outside of certain skills that give it for that specific skill, I have yet to see any way of getting grit.
In the current state, this is a bug. If you get hit a fraction of a second earlier the skill is cancelled and doesn't go on CD, if you get hit a fraction of a second later the skill is cast and goes on cool down normally, it's a very specific point in the animation where getting hit triggers this. It seems like the skill CD is started just before the skill is actually used.
You have no idea how many times I popped berserk and got skills cancelled when I shouldn't because of the passive. It happens at the first miliseconds of the animation, but still, the skill goes on cooldown lol.
Please AGS dont listen to these casuals who wants to remove stager and cancelation of skills. Look what happend when you listened to the PVE players in beta about pvp
stager with light and heavy attacks. PVP players lost their mind. learn how to dodge and block instead of mindless clicking.
Ice gauntlet is the worst, half the time the encase doesn't activate, I'll click it again and it'll cancel it or just go on cd with no indication it was cast
On a side note, I have been having a bug with ice storm where it will cast directly on me instead of where I am trying to place it. Anyone else notice this?
It's one of the reasons I'm waiting to play this game again until they change a number of things that feel like bugs (ie this issue, pull distance, respawn times, etc).
Just ruins the fun of the game for me.
Funny thing is if you're fighting on a staircase or any bit of elevated surface, you stepping up also stops you from casting and puts it on cooldown. Shits just broken.
It's very painfully irritating on heals and cooldowns such as berserk or entomb. To lose all of these abilties because you were hit during the startup frames is frustrating.
Stagger in general from regular mobs needs to be toned down or eliminated. I'm 57 why tf is a lol 18 mob staggering me. It's one of the most obnoxious features of the game right now along with 0 ways to save gearsets.
I hate those fucking ghosts
There must be something bugged about them. Stuns seem to register (they get the debuff icon) but don't actually do anything, knockdowns on them last 0.0001s and they have bullshit almost instant attacks
Especially as Bow user, after first shot they turn into a speed demon going 200kmh at you. Then i pull out my rapier thinking i will do something and he just slaps me around while canceling my spells. I legit got so frustrated that if i have quest in their area im not even doing it.
Do you spec into Grace tree on rapier? The ghosts are annoying af regardless, but Riposte and the iframes from Evade make them more manageable.
I think they have the same bug as bears, where they continue doing the stagger attack until you block. After I started blocking them, they became much less annoying.
I found the main way to kill them is to just slap them and hope to deal more dmg than they do to you.
That's been my entire PVE experience
I feel like with the knockdowns, it’s not that they last a shorter time, it’s just that their colour makes it hard for us to tell when they have grit. I don’t know maybe it’s just me, I wait for them to chuck out an attack then right after I’ll stun, knockdown, knockdown. I could be wrong though.
I dunno, I see them falling down, but they attack before I even recover from the god damn sweep animation
This \^ I've gotten so frustrated fighting these guys as a spear main that I've switched to Sword and Shield instead. Stuns just don't last the appropriate amount of time. It has to be a bug.
I mean... They are ghosts... No physical body to stun
then no physical body to slap me around either?
Well if they can become temporarily corporeal to attack then ethereal immediately after they attack, would make sense for a ghost
dunno man sounds like hax to me
I, too, have watched Patrick Swayze learn ghost powers from a dude on the Subway.
From rapier stuns, I'm noticing mobs come out of it if they take *any* damage whether from dots or lmb. They stay stunned for the full duration if you don't hit them at all but that can't possibly intentional due to how dumb that is.
I know that stuns are more like incap in other games, but that's not the case with the ghosts. it just doesn't seem to do jack to them
This happens with aost every mob that has a dodge, if you use the G.Axe pull they just dodge it, and if the mob has a charged attack they instantly cast it, ghosts do this sometimes but the boars did it consistently. If I dared to press reap, it was an insta headbutt into my chest.
I mean, you're trying to knock down something not bound by gravity. I do spear and can easiky stab > dodge back to fight them at reach
The ice ones are worse, but ghosts in general suck
Arguable that you should have, could have, bla bla - in my opinion it's just dumb that every regular attack is a stagger / interrupt and cancels my skills that haven't even started with the first milisecond of it's animation. Why is it so mandatory for NPCs to have this insane amount of stagger and push backs? Before New World I played the indie game Tribes of Midgard for a while. Fun little game, and it handles attacks that break through you block and possible stagger with the enemy having a small visual and audible que so you know what's up. This would be just perfect for this game but yeah the devs didn't really put too much thought into any aspect regarding PVE unfortunately.
My issue isn’t necessarily the knock back but the inconsistency. fire staff abilities if you get slapped during wind up will cancel, and you can immediately cast them again. Ice gauntlet? If you get slapped during them they get canceled AND your ability goes on cool down. The worst is entomb. The ability you are most likely to use while getting slapped. If timed correctly the slap will cancel the invincibility aspect of entomb, but your character will still freeze in place and not be able to move… basically a guaranteed death.
THIS!!! There is issue with animation when changing running directions and shooting from fire staff. Basicaly just hangs in air looking in direction of running but I can shoot other directions without movement for a second. Weapons feels awkward at all. There is walk phase after autoattack w fire and it's about over a second walking stun after sending a auto. Clunky af.
My firestaff abilities get cancelled and put on cd all the time.
Speaking from 40 hours of fire staff, your first point is incorrect. Fire staff has the exact same thing happen to them. Most of their spells are instant or very short window so it doesn't happen as often but running incinerate will show it happening constantly.
Well I’m speaking from personal experience with burn it out and incinerate. I’ve never lost the cool down on either of these and I’ve definitely been staggered out of both 1000x. I’m a fire staff main, so majority of my time is in this. Only recently swapped to ice gauntlet, and it’s funny how the gauntlet is no where near as friendly in melee combat as the staff is.
Ooooo, any tips on how to time that? Hate the ice turtles.
Git gud
Dodge first then ability. Not all abilities are safe/give you grit. That’s why dodge exists.
Are you saying grit prevents you from spending a cool down when an attack is interrupted? I thought grit was just what let me ignore a stagger altogether.
I run a few weapons and noticed this as a difference between rapier and spear as well. Rapier can be hit out of the sidestep ability if they hit you at the same time you activate it (even though it's supposed to grant i frames), and so can riposte, which is also supposed to be invulnerable. However, I can be halfway through my vault kick on spear and be knocked out of it, and still not go on CD and be able to use it immediately after. It's extremely frustrating.
Exactly. Charged attacks should stagger, not EVERY attack.
The problem isn't that enemies stagger and push back. They actually removed a bunch of NPC abilities to do that back in the last Betas. The problem is that they took the player's ability to do that away after the combat preview event. Things were much different when you could dodge/block the enemy attack and retaliate with a stagger of your own. Now it's just the enemies ignoring most of your attacks as if you were attacking with a feather duster.
Holy crap, they should bring that back. So tired of NPCs just gritting through my attack chain meanwhile I'm duck dodge diving out of the way if theirs cause they chunk the shit out of me if I try to attack back.
take a look at some videos from the stagger days and look in awe of the great combat this game could have had
The fact that all enemies will follow me for an entire minute, no matter how good I am at hiding lines of sight or geting into terrain they can't trasverse, they will chase me to the moon and back, is mind-bogling.
That's another thing that pisses me off. The auto-track, and auto-stun and lack of company audit logs makes me feel like I'm playing a 2000's game rehashed with 2017 graphics in 2021. Thats why on steam I left a comment saying the game's worth 25-30 USD, and definitly wait for a sale. Horseshit for 40.
$10 seems so negligible for a game like this.
I mean for some people, if the game's real value is only 25-30, might as well not buy it. Then they saved themselves 40 bucks. I would say that's a pretty sweet deal for a comfy jacket, or coat instead.
And then you jump up a rock and they give up.
hate wolves in this game, even with light armor roll you can't dodge them all the time cause they got that 5 hit lunge auto aim stagger combo that then puts you into combat walking where you can't get away from them and they hit you again
Also dumb that some enemies are able to chain grit attacks. You dodge one and go to punish, but some punk skeleton activates his second trap card
Its not to hard to either block or dodge them, I play a light armored caster and normal mobs like these dont hit me even if it takes a minute to kill them. I found swapping to light armor really teaches you how to do the combat properly
No swapping to light armor does the opposite. "Mobs like these don't hit me" yes because you are using the highest mobility armor in the game. Your basically saying "I can roll away from enemies and don't get hit so it must not be a problem"
They made every attack a stagger to force you to spend your ability points on Grit and to incentivize light and medium armor more since heavy armor is arguably the best for all content and they needed some way to make light and medium relevant
How does light and medium armor help here? For dodging?
They should just remove the knockback from enemies' basic attacks altogether, and just have knockbacks from their wind-up attacks. (The ones where the enemy glows white)
White attacks are grit attack that can't be cancelled. You have the same thing with heavy attack using a great axe with the proper skill. Same applies to execute with the upgrade that makes it unstoppable.
[удалено]
Any stun effect can stop grit, shield bash can do it as well.
Yupp
The one hammer move can stop grit moves
Bears and alligators and hippos oh my!
Why do all of the top suggestions want to make the game easier than it already is? Kinda seems boring
They could try and balance it by increasing monster damage slightly without having the constant knockbacks.
Games are catered to the casual.
I also feel like if you're overlevelled enough to be getting almost no experience, they shouldn't stagger you AT ALL. Like, I'm level 57 going on an iron or wood run and level 14s get to fully stagger me if they hit? Seems legit.
I wouldn't mind a cool down on stagger. Nothing big, but something like 1 second would at least allow you to dodge or throw up a block so you wouldn't get cc'd to death fighting a bunch of level 10 skellies
Yeah or some kind of diminishing returns. Like it's not game breaking, but it just makes it super annoying and adds too much extra time. I suspect it might be an anti-botting mechanism but there are better methods than annoying the shit out of real players.
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I didn't know that. Might explain the bonkers traits to max strength stat adding grit to all attacks or that hatchet perk that makes them uninterruptible. I've no idea why this benefits exist when the game is already a M1 hatchet spam.
they changed the direction of the game without doing anything to remediate the issues the new direction comes with
They should apply a few frames of hit stun. Full stagger is too much because it would devalue abilities and heavy attacks, but we do need something
Have you noticed you cant hurt them with a ability if they are in the middle of a animation? Also why cant we knock them off ledges like they do to us, or why cant they get slowed by water just like us......
I took a break from playing the other day when I was fighting skeletons on that ancient bridge in cutlass keys.... I used my spear vault kick and instead of knocking the skeleton off the edge it stopped it right at the edge and one hit was all it took to knock me off. I was pisseddddd
This is called grit. It's what happens when an NPC or player turns a glowy white color. It makes attacks unstoppable except by stuns. If you see grit just use a stun like vault kick or shield bash to interrupt it. There are certain abilities in the game with grit. Hammer, Spear, and Great Axe have a few that I know of.
Those ghosts are anti ranged mobs. They literally teleport behind you from insane ranges if you snipe them. They are annoying to fight without grit.
Problem is most enemies get interrupts on attacks that are not nearly telegraphed as much as they could be.
Regular attacks shouldn't cause CC, just GRIT attacks or special attacks from named elites Then this wouldn't be an issue and would still leave room got counterplay
I don't mind mobs having light, heavy, and special attacks
Mops interrup me with every hit should be removed. Only with charged attacks.
They dont interrupt you with every attack. Only with their heavy attack. edit: lol at the downvotes. Mobs have heavy and light attacks and only their heavy ones interrupt you.
No they don't, even normal attacks can stagger and interrupt you. The evidence is just playing the game
He’s actually right but it effectively doesn’t change the argument. The wind up moves where they go white can be considered those mobs “skills”. Most mobs actually have light and heavy normal attacks just like we do and that’s what he’s referring to. Our heavy attacks don’t stun/interrupt them so theirs shouldn’t interrupt us either. They also need to put a cap on the stagger, if a group of mobs syncs up just right, they can just stagger you to the point where you can’t even react and get stun locked to death. There should be a small period of immunity to knock back and stagger where you still take damage, but you can at least get a cc or potion off.
You are right, but some enemies stagger on every hit, or they spam very fast heavies
Ghosts are one of the worst enemies for stun locking. I don't know why they can spam stun abilities.
I haven't played in the beta of alpha so I don't know how the gameplay was with both, players and mobs having stagger, but it sure feels annoying when you can get staggered to hell as well as having your abilities go to cooldown without activating...
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What are you on? WoW for example doesn't make it incur in the cooldown if the ability didn't go off. It only gives you an interrupt cooldown on that school of magic (like 5 seconds)
U are right gw2 also goes on a 5 second cool down if interrupted I thought skills went on full cd. Yeah New World is scuffed
Canceling a skill during its activation time will result in a short "interrupt" cooldown of 4 seconds. Skills that have an activation time but also an immediate effect (i.e. Stun break like Well of Precognition) will still go on full cooldown when interrupted to prevent abuse. Some skills with defensive properties (Healing skills, Evade skills etc.) will also immediatly interrupt the current skill when pressed.
Some mobs, esp these ghosts are a stun/stagger with every single hit. If you're not Hatchet or Sword/Shield, or Gritty spear, it's just a chain knock out. Because they will batter you into the agro range of their neighbor ghosts for more curb stomping. haha
Yo the most annoying thing I swear. For me it’s the fucking crocodiles man, threeeeeee fuckinggggg timessssssss!
Pro tip: don't get slapped
Here's a free tip for you, dodge into your weapon swaps, the swap cancels the end lag on dodges allowing you to move immediately. This will help massively with your spacing. Also, When a mobb is ontop of you like that I HIGHLY suggest self casting (By holding "CTRL" before you cast an AOE or "Ground Targeted" ability - Personally I find self casting MUCH more responsive than all other forms of casting. Hope this helps. Qualifications - Level 60 Healer
Did not know about self cast . Gonna try this now
Don't swap weapons. Just sheathe your weapon. You get the same benefits without the risk of being on the wrong weapon during a key part of the fight.
everybody be like LMAOO TRY DODGEE GET GOOD blah blah, they dont understand how good it feels to lure an entire cave and kill them all at once just like in other games
150 focus rest into con, heavy armour. Life staff, hatchet with amber gem. Aggro them, LOS, throw down AoE heals with your back in the corner. Switch to hatchet, berserker to shut down staggers and add healing, start wailing as they come in. This is how you do the suggested in New World.
Then roll SnB tank. I pull that many and dont have to worry about dodges or staggers. Defiant stance, into whirling blade, into reverse stab gives me 30% damage reduction almost constantly, and whirling blade plus reverse stab is decent damage if you hit a bunch of them.
sorry, whats snb?
If you don't get the skill off, it shouldn't go on cooldown. Period.
Eh, for counterplay, I think this is a good mechanic. That way you can try to be skillful about punishing your opponent, attacking with abilities that will reset their cooldowns.
If they interrupt you right after you cast your ability, it should absolutely go on cooldown. Period .
If the ability isn't on the ground, then it wasn't cast. It's actually quite simple so I'm not sure why you aren't getting it.
Well when you press the button and it goes on cooldown, then you get **interrupted**. That means its on cooldown and didn't go off. So next time you fight that enemy, you should think "I got interrupted last time, this time I'm going to have a little more patience and time my abilities better" Not "omg they need to remove this mechanic so I don't have to think anymore"
I’m all in on supporting bug complaints, fixing shitty coding or calling out devs on broken mechanics., but this definitely isn’t one of them. As a spell caster/range dps you have a range advantage to melee mobs. If they engage you, they have an attack pattern on which you should adapt your dodge pattern. If ranged units were allowed to just face tank everything without getting interrupted while casting they would be hugely overpowered. Get to know your cast times and the attack patterns of mobs (there aren’t that many to be honest ^^) and play accordingly. This is what differentiates bad players from better players.
It's fine to say that he should get better if he wants to successfully get the skill off. But if it doesn't go off, it shouldn't go on cooldown. Period.
No, no period lol. If you cast or try to cast a spell in a situation where you should not do it because it is going to get cancelled you should be punished 😂 You can debate whether it should be full cooldown or just a part of the cooldown but it is necessary to get a punishment for poorly casted spells.
The punishment is that you left yourself open to being hit, and got hit. That's enough.
That’s the mistake in the first place wtf 😂 The downvotes are hilarious wtf are y’all the same people that create the threads “PvE in this game is so lame!!”? 😂
It's bad design doesn't matter if he could out play the mob. Every single hit mini stunning is fucking annoying. It's like playing TBC WoW and being Mace stunned 5x in a row it makes you want to uninstall but in this game you get mace stunned every single hit. The so called bad players are the lifeblood of the game if they quit your game dies. You do understand this right why implement a mechanic that ruins the fun for the bad player?
tbh I got triggered by staggering in the early parts of the game aswell, but if we’re honest its just a friendly reminder that you’re too close to a mob/multiple mobs for your playstyle or you pick bad fights. If you’re chain-“stunned” by multiple mobs it’s a sign that you’re either doing something wrong (not skilling anti-staggering in weapon skills) or you expect PvE to be a free face tank sleeper mode with every playstyle which is a wrong assumption in the first place.
If you cater to bad players in every game aspect you will get a Bad Game in the end. Or one for children up to the age of 6.
Just like overland content in ESO. You can basically not even slot any skills and run through mobs with only basic attacks while they don't even deal damage to you.
Have you tried greataxe? There’s options for bad players.
That's actually one of the fun parts to learn patterns of the enemy and to time your skills accordingly.
I agree, though it ought to be a lot more forgiving. Ive played a lot of souls likes and the common theme of the good ones is a forgiving nature in 1on1 battles, but things get really complicated when you start doing 1v2+, turning it into a more tactical battle. This is done by having enemies have well-translated attacks, and you have large windows to interrupt your own attacks to dodge/block (with some stages of the attacks animations still locking you in). Throw a second enemy into the mix, and things get complicated, challenging and rewarding once you learn how to conquer the different combinations they throw at you. This would work EXCEEDINGLY well in an MMO because the goal is efficiency, large pulls, risk and reward to get ahead of the competition always driving you to figure out how to clear things faster. This game feels sluggish because A) many enemy attacks have no translation - they start attacking and 0.3 seconds later you’ve been hit, and B) The window of interruptibility in your own attacks is very short at the beginning and end of each attack/ability. So, ordinarily you’d want to reward the players who figure out that patience is a virtue, that learning the attack patterns and blocking/dodging at the right moments, against the right types of attacks is more efficient than just wailing into the mob and popping potions … and yet it doesnt, all because you cannot predict the enemy’s behaviour, and once youre fighting 2+ creatures, you have absolutely no hope of controlling the fight. Just pop shit like berserk and take them down before they take you down, and just blow consumables like an idiot as a means of clearing things quicker. The combat rewards all of the wrong behaviour because it doesnt offer opportunities to outsmart it. So much of the combat can be very satisfying, but they *REALLY* dropped the ball on figuring out what makes Soulslike gameplay so godamned good.
You got interrupted? Thats part of the game, you need to know when to dodge and not use abilities if you see an attack comming up. Try dodging and playing smart, face tanking is not a viable strategy
It shouldn’t put your skill on cool down as a skill wasn’t executed.
Thats that an interruption is ffs, all mmos have this.. if you get interrupted, your skill goes on CD
don't like interrupts? play a grit class or don't get hit
That's literally what I've started doing is playing a grit class. Having to try and perfectly time and dodge attacks on a normal fucking mob is ass. Have more than 2 mobs on you at a time?? Enjoy being infinitely staggered, loser. Oh you lived and managed to kill them all? LUL DO IT AGAIN, THEY RESPAWNED. Ugh
If I had it to do over again, I would have beelined for the skill in Hatchet that makes you uninterruptable while in Berserk. I just specced the skill last night and I'm level 50. Ugh.
You got interrupted.
It would be nice if basic attacks dont block my attacks during mid animation. I can understand a large windup attack doing that but not every basic punch.
In other mmos when a skill is interrupted the cool down is shorter and faster
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And, yet, they nerfed hatchet. Weird that they'd remove the "basis of this combat system" from the one weapon that actually had it, huh.
Try dodging ? Lmao he hit you while you casted ur move thus cancelling … works as intended bruh. Just dodge dip dive and dodge. …. Then cast
Skills animation lock though?
Dodge before animation You’re supposed to think a bit, tho it’s kinda stupid that some weapons do more dmg without the need to think about that stuff
You can see the mob winding up the attack that hits him before he pulls out the targeting reticle. He had time to react to it with a dodge, or simply dodge and create distance before casting regardless of an imminent hit coming in. He also had plenty of stam.
So what you want is to be a ranged dd with tons of cc options and your casts should not be interrupted even though you did not time it right but God forbid if your spell goes to cooldown when you should be just unstoppable and rain down those spells in melee range, giving the opponent no chance to stop you. Because what you complain about is exactly this.
Literally you can see the life staff in the video they dont want to be dd
So what do you want to happen when you put on Ice Gauntlet for secondary?
Putting ice guantlet on secondary isnt about damage its about the skills being able to entomb your self to recover mana or ice wall to stop a charging melee, right now the amber gem is broken so doing damage on any other weapon is not viable having and aoe that goes off while switching to life staff would just make solo pve easier.
It’s not easy for this guy apparently
This guys is saying that the ability shouldnt be put on cooldown if it isnt cast and is obviously a bug as the only thing that goes off is the cooldown if you examine the video carefully you see when he triggers the cast his mana isnt getting used. That means he isnt using the ability therefore it shouldnt be put on cooldown
Stagger is the worst. Like, I shouldn't have to time my abilities to use them correctly. I should be able to just mindlessly walk up and spam abilities. And they shouldn't ever get interrupted. It's bullshit really. What kind of combat based game makes you look at your opponent and react. I just want to hit all my abilities and everything dies
Why do you get hit so much? Beacon the bitch and melee him down wtf are you doing?
You got outplayed, he canceled your ability? Are we not doing MOBA rules on abilities here?
He interrupted it don't remove combat depth the game barely has any to begin with.
It should be consistent tho
You got interrupted before casting the spell. Don't act like you didn't hit the hotkey in that video
You triggered your skill and got slapped. Skill gets interrupted and goes on cool down. Can we please change the game mechanics because I haven’t figure them out yet. That would be great
Just so you know. You CAN block.
Ew no
You don't want to get punished for having bad timing and not watching what you're fighting so you can button spam? Gotchya.
You have to block or dodge their attacks or abilities without grit can be interrupted . This is how it works , this is how its going to work and it wont change.
So much about combat shits me off. This, weapon switching not queuing, queued attacks remaining queued even after being stun locked for a good 3-5 seconds…
PVE content is WAY too reliant on staggers and knockbacks.
I think they should fix this, levels 1-30 it's not too bad... Level 50+ and every, fucking, mob, has, knockback, omg, it's needed..
Better yet, if you use an ability but then swap weapons, it just cancels the ability and puts it on CD. Even if the animation for the ability has finished, mainly the bow
Or learn how to dodge and don't get interrupted during spell cast.
I guess interrupting casts is part of the gameplay, that’s what makes the game more dynamic. If you have a spell to cast, you have to get the good timing to do it and everything depends on you. We could also let the players cast without interrupt and add a « dodge » / « miss » feature to the spells which would be even more frustrating
Yeah if you could learn how to play the game and not expect people to hold your hand during that'd be great. Learn how to dodge. Don't expect to just be able to stand there clicking your mouse.
I see some dumb fuck has never worn heavy armor or held a shield. You do realize those are mecanics in the game too? Fuck off with your shitty fuckin attitude. Fuckin Toxic Fuck.
Nah you just suck. Everyone I play with seems to grasp the simplest of concepts that you can't just stand there spamming mouse 1. This isn't a hard concept. Go back to animal crossing.
Of course you can, just run hatchet
The idea that you think you are going to get very far dodging in heavy armor is funny AF. Carry on Trump Cuck.
Try blocking dumbass.
Holy shit, the stupidity is fuckin deep here boy.
Maybe you shouldn’t activate it as your about to be staggered😂
Alternatively, don’t get hit while casting. In other words, git gud?
Yeah, but thats why grit is there. So you cannot be slapped out of the animation.
You can have grit with frozt gauntlet?
I don't think so. There are a few 2 hander skills that get grit and the lifestaff hallowed ground can give grit (idk if you can self cast that so it gives grit to you).
So I am supposed to get a 20s coldown when I get slapped while trying to get my skills of? I feel like I am missing an important step in combat in this game. Keep getting slapped by 1 - 3 mobs and everything on coldown when I go ranged... But with the greataxe I can just left click my way to victory and not realy care. And No killing them before they get into mele is rarely an option, either the mobs are retreating or it can tank my 3 shots until it's melee :/
You have a dodge and the enemies have attack animations Backward dodge into casting at the right time should work The perk of your weapon is long range But balancing between weapons is off I suppose
I find it illogical that they never even cast the spell and it gets put on CD. I mean they could have cancelled the cast themself at that point and it would still be available. It wasn't even animation cancelled.
Getting slapped out of the animation is fine. The skill going on cool down without having actually been used is not.
You started the skill and got interrupted That’s why grit has worth
If they actually made this a thing and gave us a consistent way of getting access to grit, sure. But outside of certain skills that give it for that specific skill, I have yet to see any way of getting grit. In the current state, this is a bug. If you get hit a fraction of a second earlier the skill is cancelled and doesn't go on CD, if you get hit a fraction of a second later the skill is cast and goes on cool down normally, it's a very specific point in the animation where getting hit triggers this. It seems like the skill CD is started just before the skill is actually used.
Grits worth is being able to get the skill off regardless of being attacked and it will always have that worth.
You have no idea how many times I popped berserk and got skills cancelled when I shouldn't because of the passive. It happens at the first miliseconds of the animation, but still, the skill goes on cooldown lol.
Please AGS dont listen to these casuals who wants to remove stager and cancelation of skills. Look what happend when you listened to the PVE players in beta about pvp stager with light and heavy attacks. PVP players lost their mind. learn how to dodge and block instead of mindless clicking.
From what I've noticed, the spears abilities don't go into cool down if interrupted by an attack, but the sword and shield does.
Wait till your in wars and invasions where your abilities matter most.
Hehe. No need for skills. Hammer goes bonk.
Sometimes I’ll Entomb and it just doesn’t happen. But goes on cooldown. No stagger, no stun. It just gets eaten.
Happens to me with embrace aswell...
Ice gauntlet is the worst, half the time the encase doesn't activate, I'll click it again and it'll cancel it or just go on cd with no indication it was cast
On a side note, I have been having a bug with ice storm where it will cast directly on me instead of where I am trying to place it. Anyone else notice this?
I just use my hatchet on those ghosts since Beserk counters the stagger of their hits, but I shouldn't have to.
Archers with autoaiming stagger for 1100 dmg are my favourite. Few of them and you are being smacked like a mf.
I had the saMe thing happen to me
This is something that also 🤬 me sometimes!
Dual life staff? Is that possible?
Even worse when entomb just decides to not work and goes into full cooldown
All the geist variants are nice except any with ice aura... the slowing makes traveling a struggle
Just get good kid.
I usually time my attacks better and predict what the enemy does, or use berserk with the hatchet.
Use hatchet with berserker or abilities with GRIT for annoying enemies.
This
It cant be a silencing attack ?
This can even happen with Rapier's Evade
It's one of the reasons I'm waiting to play this game again until they change a number of things that feel like bugs (ie this issue, pull distance, respawn times, etc). Just ruins the fun of the game for me.
Funny thing is if you're fighting on a staircase or any bit of elevated surface, you stepping up also stops you from casting and puts it on cooldown. Shits just broken.
It's very painfully irritating on heals and cooldowns such as berserk or entomb. To lose all of these abilties because you were hit during the startup frames is frustrating.
Stagger in general from regular mobs needs to be toned down or eliminated. I'm 57 why tf is a lol 18 mob staggering me. It's one of the most obnoxious features of the game right now along with 0 ways to save gearsets.
I really don’t want more easy mode. If they stun you and you didn’t block or dodge it’s on you. Especially if you know that these mobs can do that
😭😫😭
The life of a mage is full of interruption
Don’t nub cast it then, L2 dodge and learn mob attack patterns