This feedback is inspired by all those hits i took, that step by step made me salty and angry enough to write this.
I’m speaking from ~700 hours of legend experience, playing as client only, on relatively stable connections, and ping is estimated to be 80-120.
If enemies will continue to have some stupid combat maneuvers that are inconsistent, too random, hard to read, badly represent actual hitbox, that sometimes leave little to no counterplay, then ranged will continue to be a better choice, and melee wont be as fun and rewarding as it could be.
I think @Ratherdone should see this.
Slaverat and clanrat.
- They remember running attack trigger for far, far too long. You can stop moving away, and after 2-3 seconds a rat will happily do a running attack, often already being close, at 1m away. First, it looks silly when they run on the same spot and doing the stab, second - it’s too punishing for players. For second point - remember Vermintide 1, the timer there was more like 1s, 2s tops, and the rats were much less numerous, in result you could lightly exploit AI, fights in general felt better and more fair.
—Now in V2 you often get 10 slaverats in contact, should you give them a running atk trigger - they will all do it in a series of stabs, forcing you to block and stand for considerable time, or risk having a poke through your attack. You have to be too defensive if you want to engage after moving away. And the rats feel inconsistent as their danger level jumps immensely between fast running attacks and slower standing attacks.
—While i perfectly understand the reason behind implementing the running attacks, currently they affect normal, head-long style of combat (with rats), and too much at that… you need to be at constant alert, be paranoid of your movements, like “did i gave a running attack trigger just now? should i block or be active?”.
- Running attacks, more often of spear wielders, are harder to dodge sideways, than in V1. I think its due to rats not closing distance enough - the further the rat from you, the wider its attack cone is, so your dodge need to be both faster and longer. And often its straight impossible to dodge these running stabs with weapons like 2h hammer(“low-tier dodge”), or 2h sword (“mid-tier dodge”), even with perfect timing.
- Rats downward attacks are incredibly fast, you get them fighting on stairs or hills, facing the enemy up. Side-dodges dont work against them (because you expect a much slower standing attack). These downward attacks are so fast, that you just have to read the terrain, in order to predict its possiblity, otherwise its close to impossible to react to these attacks (and block / dodge back).
—Again, inconsistent and frantic level of danger.
—The animation of this attack is also very misleading, - it have ghost reach, a rat strikes the ground a meter away from you, and you get hit.
Fanatic and marauder.
- Their standing attacks have so much variation in speed, and the fastest attacks have lightning speed, in result engaging them in melee - is risky no matter how good you are, you dont know what attack they throw(slow or fast), so you’re afraid to do anything: your attack might not reach them before their hit you, or it might reach (who knows), same with dodge - you might dodge too soon(and they’ll adjust their aim), or too late - no way of predicting or reacting really. The fastest attack animations that they do - is the 80% hits i take from them. I rate my reaction as good, above average, and playing on some1 elses host - makes their attacks extremely hard to counter, which is weird how fodder troops are so fast and lethal.
- Sliding running attacks aimed at you. Because sometimes their legs dont represent actual movement, after a dodge back you cant tell: “this guy wont reach me”. He might slide on still legs towards you and hit your astonished face. Or not. It seems also, that on final lengths of the slide, a fanatic/marauder gets a speed boost in movement. So its another too random element, which counters a skillful play.
- Fanatics attack reach is much higher than their animation+weapon model. Its just another element, among many others, that split the visual representation of enemy moves, from what is actually happening, and it hurts melee combat fun, feel, immersion, and you get surprised (in a bad way) by enemies again and again.
- After getting close with ~3-4 m away from you, he almost teleports into melee hit range, so engaging them you have to make predictions and be lucky. Predictions… its too much of them in melee combat in general, imo.
—They’re much more dangerous than Savages due to that. And also because their heads are harder to hit.
—Slight nerf to teleport speed (the speed of closing the gap to attack) would be good.
Stormvermin w/ halberd.
- Running attacks are often undodge-able, unless having 20% longer dodge on 1h or dual wield weapon, and still you’re not guaranteed to evade with good timing. They’re just too strong imo - fast, drain lots of stamina or health, interruptable only with powerfull stagger(normal pushes wont do), track you precisely with great running speed (a SV becomes as glued to you), and have very wide hit arc, in result both sidedodge, and backdodge simply dont work 90% of the time, no matter the timing.
- Running attack - with stab animation - completely misleads about resulting hit arc, which is as wide as standing horizontal swipe.
Mauler and chaos warrior.
- Same sliding problems as on fanatics.
Mauler and stormvermin.
- Their pushes are a bit OP in some cases, because they do it in an instant (almost). The only way to protect yourself against it - is to constantly be out of their push reach, but not too far so you could still hit them. This requirement is very hard to follow in mixed, chaotic fights with many enemies (especially with many of those elites). You’re likely to get pushed no matter how cautious you’re. The pushes drop your guard for quite a long time for incoming deadly attacks.
—Now, i suggest adding some wind-up time for a push, or a signal - so you could see it coming, then react by dodging, or pushing enemy yourself. For example, a Mauler rises his arms to get in some kinda block stance, he then waits like that for a 0.8 second (fixed delay, no randomness), then does the push, that reaches you with same speed as now.
- Running overhead power attack (chop) - have a ridiculously wider hit area in width, than what is represented by animation. You simply can’t reliably dodge it sideways, nor backwards (obviously), unless having 20% longer dodge talent, with 1-1.2m dodge on a weapon.
- Insta-hit 4 strike combo of ground slams, with advancing on a player. It’s a dirty move, no reaction will save you, you have to be ready for this attack always, which means that whoever takes aggro of spawn - gets to play mostly as bait, which is boring. Also the first attack in combo seems to have ghost reach, and hits earlier than the animation suggests.
Lord Skarrik and Bodsvarr.
- Just cheaters with speed hacks, makes fighting them a boring affair - a targeted bait cant do anything, as Skarrik/Bodsvarr are much faster, with longer reach and wide hit arcs, uninteruptable. Even those who hit them in the back - can get a surprise strike from them, done in a split second after an insta-turning.
—I’d prefer if they had more depth to them. Overall having much slower (about normal stormvermin speed, or even slower), and more telegraphed attacks. All attacks should be slow enough that you can react against them. A different set of moves that require certain actions to avoid - a dodge sideways or a dodge backwards (otherwise you get damaged through block), a simple block. Right now you can’t react to anything because all is lighting fast, and you can’t effectively counter the lords in melee, so the gameplay is poor.