KomradeSpectre/AetheriumMod

Weighted Anklet dodges disrupt gameplay

Icarus-Creed opened this issue · 5 comments

The dodge function on the weighted anklet at present teleports your character out of the way of whatever would have hit you, yes, but it also frequently teleports you as close as it can to the enemy that would have hit you and points you straight at them. This is extremely disruptive at higher difficulties where it can easily interrupt whatever you may be doing every 10 seconds. This results in, instead of just an avoided instance of damage, the player constantly getting flung back into the thick of a fight. Because of this, I don't want to pick up the Anklet at all, since cleansing it is a one-way ticket to a Bad Time.

I might suggest that instead of relocating the player, perhaps have the damaging attack be blocked, like Tougher Times does (in RoR1 it was Hermit's Scarf with the same effect labelled as a dodge). Perhaps grant knockback resistance or AoE resistance instead. Whatever change is made, don't forcibly edit the player's position and facing. It breaks the flow of the game and forces the player to regain their bearings constantly.

If I were to just block an instance of damage, I may as well delete the item because Tougher Times exists. If I make it grant knockback resistance, it's old Weighted Anklet.

If I implement a range in which an attack can trigger the dodge, then it becomes useless against projectiles like the golem blast, or the chimera twin shot.

Tougher Times is chance based, so while I see what you mean when you say that the item then becomes pointless, I would argue that it'd be entirely different. It would become a guaranteed way to not take damage once every 10 seconds (or more depending on stacks) that doesn't rely on chance; you know it'll be there and that has lots of value (see the Acorn from Hades).

As to the range, I wouldn't ask that that be changed. The effect is still my problem, since it doesn't matter if the enemy is 5 meters away or 500 meters away; Getting yoinked to the enemy and forced to look straight at them is disruptive. If you're dead-set on moving the player character, why not move them just far enough to avoid the damaging area? Getting teleported right underneath a wandering vagrant that's about to explode is an experience killer. Getting teleported behind Mithrix who has razor wire, barbed wire, shark teeth, and a spinny balls of death because he also has a brilliant behemoth and managed to hit in your general area is an experience killer.

It may seem less interesting, but a simpler effect would be significantly less intrusive.

This literally just killed a great run of mine. In the moon detonation sequence, the void reaver artillery hit me a couple of times (which would've been survivable) but instead it teleported me out of the rescue ship zone three times and as a result I ran out of time, since two of the teleports were far away across the map. Honestly, I would've rather had the dodge disabled during the moon detonation sequence as it severely disrupts gameplay then. I think a 100% damage negation would be a better solution but yeah, until this is changed, I won't be using the item.

As stated before, I'll be working on making this an active dodge with a hotkey that can be configured, but until then it's gonna be the auto.