I think the core combat mechanics are decent

I can only say I don’t dislike it. I like the speed of combat, because a lot of games with action combat and mass pvp are infected by fast and flashy animations hiding their simple mechanics, leading to big GvGs being a clustercustard of effects (and if you turn effects off, a clustercustard of weird character movement).

I think the core combat mechanics are decent, but obviously still far away from being polished. If the game was released with the combat how it is right now (disregarding performance/bugs/balance), I would be disappointed – maybe not right away since it always takes some time to get past the “oh this is so new and fun” part.

I like that they are doing a lot of combat testing,but It would also be interesting to know how ACE feels about the testers’ feedback and their combat right now and what they want to change in the future.


My opinion? Currently, it’s near (but not total) ass. Mostly due to how root motion & combos are implemented. Combat feels lackluster. It doesn’t try to innovate and that’s fine, but what it does, it does poorly. Crowfall has the advantage of being possibly the only pure bred siege based pvp mmo on the market come release, but that advantage is quickly disappearing with CU and Bless both aiming to enter beta Q3 this year.

it’s very average, pretty slow, and imbalanced. I’d really like a sit down and talk with the dev’s about some of the major issues that are going down in the game but I doubt I’ll get one unless I’m some kinda of big Youtuber or blog writer, or I throw 500 more dollars at the game. Combat is a huge issue to us and I’d love to contribute some more but it seems like their priorities are elsewhere at the moment. Though even if combat is slow and clunky months later for soft launch, the good players will still stand out from the bad. Yes the current iteration of combat isn’t good but if you cant play a super slow game then you sure as hell can’t match up in a fast game.

I like the split-body animations, I like the various cc abilities and the dynamic they bring to the battle. The dodging and interrupts all make for good reactionary-type play where your situational awareness and not blowing cooldowns too early can make for really fun, intense, and protracted battles. I like the collision detection so it’s possible to trap players unless they use one of their physics abilities to escape. At first I didn’t like the archetypes because I don’t like pigeon-holing myself to a specific role with a cookie-cutter character, but from what I’m seeing (hoping?) is that between starting and discipline runes and skill training you can have a mace-wielding confessor or a bow-plucking legionnaire. I think that kind of creative freedom with character customization will make for a very rich combat system in terms of how particular group/toon comps work against others. I know that last part doesn’t address the “feel” of combat but it adds a depth to it we can’t outright disregard.

Up until the recent root-motion animations added to the Legio melee combo I really liked combat and had a lot of fun testing Crowfall, a tad slow for my tastes but I could see where the pieces were falling together. It’s not that I don’t still enjoy testing, I don’t like the direction root-motion has taken it thus far. That’s not to say they won’t improve upon it but as it stands I feel it’s a step backwards. I don’t like losing control of my character at any point and the root-motion makes me do just that. I wouldn’t mind it so much if I could control the animation as it was happening to supplement and augment the move according to the dynamic battle situation. As it stands I have to hope that if an opponent flees while I’m activating the combo, they flee in the direction I was aiming when I started that particular link in the combo chain.

I mentioned combat being a tad slow. I can handle slower combat if it feels responsive and if combat as a whole requires presence-of-mind in terms of awareness, reactionary play and knowledge of your opponents as a precursor to successful play. This is in opposition to running in and button-mashing. I feel Crowfall has that so I’m willing to look past the relatively slow combat.

All in all I “like” Crowfall combat but I don’t “love” it: I wouldn’t play it if I didn’t enjoy it. I am willing to look past its current form because I see a bigger picture where all the kinks are smoothed out and it becomes something many people will come to love.

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