Combat could be more impactful IMO

First off i like LE but something is missing for me while playing it.
Posting about things being wrong in my opinion is because i hope this game will grow even more. Not because i want to bash on the game just for being toxic or anything.

I thought long and hard why LE’s combat doesnt feel as impactful as a lot of other ARPG’s in the market in my opinion.
One point i already sayed before which is randomly generated area’s to push replayability.

The thing i want to point out now however is the combat.
After seeing the trailers of Undecember i noticed what i miss in LE.
Hitting enemies and getting hit by enemies doesnt feel impactful enough to me.
It feels like iam not actually hitting something which might have to do with a few things:

  1. Hitboxes
    It might have to do something with the hitboxes being to small?
    Maybe this could be changed so it actually feels like you hit them and vice versa.

Or it might have to do something with the point were the action notices when the animations should stop or kick in to make you feel like you are getting hit (if that makes sense).

  1. Animations and Audio.
    When you hit somebody, some enemies just fall over at there backs or on the ground for example.

If you get hit by fire you should react to it before you die in some kind of way right?
I miss that part in LE, the audio of actually igniting enemies or them making a sound when they get ignited is missing. This is very detailed what iam saying but it is one of the fundamentals in my opinion of combat feeling impactful.

I noticed that a lot of enemies are not making sounds at all when you hit them. This could really add up to actually feeling like you are hitting them.

At the moment it feels like iam hitting the AIR most of the time.
I did noticed that this feeling got better with the changes of the rogue class. It is still not enough for me however.

I heared several people about this in discussions on streams of for example THYWORM.
Quicknote: iam not saying that this streamer is stating those points that iam stating btw. He did say however that he agrees that LE’s combat could feel more impactful when i brought that up.

Conclusion:
I hope EHG will work on this department since this game is pretty far in development and since a lot of good things are already in the game.
Again this is not out of hate or anything against the game. I just dont get the satisfying feeling on fighting monsters because of this as in some other games in the genre, thats my opinion. Thanks for reading.

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Nice, well-reasoned thoughts.

This reminds me of hitting goatmen and cows in Diablo 3; their little bleats forever ingrained in my head.

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There is nothing wrong pointing out what is wrong with the game as long as we are being reasonable and constructive about it. I agree with the issue you’re bringing up.

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I noticed the inverse of this on the new nagasa enemies. They play their i am being hit sound too much and its jarring to me. I think they need a short timer or a shared sound when they are in a group. I don’t really know the correct way to handle those enemies but i dont like it.

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I haven’t analyzed this in detail, but javelin feels a lot better than shadow cascade. When you use shadow cascade, it goes swishswishswish like I’m swinging katanas in my backyard. It feels bad, if I hit (and critically hit) and kill some goatmen, I want to hear that(with a big splat, not goat sounds). The sound design for it feels off.

Also some enemies just feel terrible to kill, like desecrated flesh and immortal eye. Nothing happens, they just ragdoll and sink into the floor. Compared to the void enemies, especially those spitters that appear before the big boss that spits fire everywhere, their death animation is a big splat and they feel great to kill. I know this is beta, but there needs to be more work on sound and visual design for existing enemies and skills.

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