Augur
Member
Hello folks! I'm a HEMA nerd, a lifetime member of the HEMA Alliance, and go to train weekly/compete in tournaments. I train in Armizare from Fiore dei Liberi primarily. I really like this game, it scratches my fencing itch when I don't have a friend to hit in the face with a federschwert, lol. I am really excited about Sui Generis now... despite all my efforts of trying to mod Skyrim to be more immersive and difficult, the end product never hit the mark like Exanima has. Please not that I haven't beaten the story or gotten into ogre fights in the Arena yet.
I'll preface my list of things I think would improve the experience of the game by saying that, I have attempted to make sure most of what I bring up hasn't been discussed to death, but I have a 60-hour work week with the majority of my extra time taken up by exercise and HEMA. I may not have seen some things while I was flipping through forum pages. Sorry in advance.
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Overall the combat feels fine, however it is slightly "underwater". By this I mean that attacks are thrown out too slow -- overheads and thrusts in particular. It is uniquely aggrovating to not be able to land a decent overhead on a fallen foe's face before they get back up. The speed of overhead strikes can be slightly augmented through crouching, but as they are, they mainly serve as feign-bait for my slashes. Even if it has to be a difficulty option that modifies the timescale of combat physics, I would really enjoy some faster paced combat. Preferably, I would like the animation to "coil", then "snap" outwards, so that you can see what's coming but the actual strike is quick.
That's all that I can think of at the moment, please don't crucify me. I made the wall of text because I love the game.
Edit: Forgot one!
I'll preface my list of things I think would improve the experience of the game by saying that, I have attempted to make sure most of what I bring up hasn't been discussed to death, but I have a 60-hour work week with the majority of my extra time taken up by exercise and HEMA. I may not have seen some things while I was flipping through forum pages. Sorry in advance.
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Overall the combat feels fine, however it is slightly "underwater". By this I mean that attacks are thrown out too slow -- overheads and thrusts in particular. It is uniquely aggrovating to not be able to land a decent overhead on a fallen foe's face before they get back up. The speed of overhead strikes can be slightly augmented through crouching, but as they are, they mainly serve as feign-bait for my slashes. Even if it has to be a difficulty option that modifies the timescale of combat physics, I would really enjoy some faster paced combat. Preferably, I would like the animation to "coil", then "snap" outwards, so that you can see what's coming but the actual strike is quick.
Thrusts are honestly godawful in their current state. One-handed swords, and daggers especially, seem to thrust decently if used with good footwork. The metal spike in the beginning of the story is my go-to weapon for a good while. Thrusts with other weapons are unreliable, and in general very ponderous. In general, I've had weapons other than daggers "skip" off enemies' faces and bodies without dealing any damage.
Spears in particular should have very quick thrusts, as their main advantage is their range (Though in Exanima the non-winged spear is still a bit short.) and having a such slow thrust (Their main attack, damage type) allows enemies to quickly remove any threat to themselves.
Two-handed sword thrusts shouldn't be half-sworded. Doing so removes any advantage of having the extra reach of a longsword compared to a dagger. I think you can actually thrust further with a dagger than a longsword in this game, which is a very odd design decision.
There is also little reason to half-sword without having grappling implemented -- half-swording is a means to be able to better parry polearms, hit helmeted opponents with the quillons/pommel (Mordschlag) or, in this case, essentially turn your longsword into a dagger with extra grappling leverage.
Spears in particular should have very quick thrusts, as their main advantage is their range (Though in Exanima the non-winged spear is still a bit short.) and having a such slow thrust (Their main attack, damage type) allows enemies to quickly remove any threat to themselves.
Two-handed sword thrusts shouldn't be half-sworded. Doing so removes any advantage of having the extra reach of a longsword compared to a dagger. I think you can actually thrust further with a dagger than a longsword in this game, which is a very odd design decision.
There is also little reason to half-sword without having grappling implemented -- half-swording is a means to be able to better parry polearms, hit helmeted opponents with the quillons/pommel (Mordschlag) or, in this case, essentially turn your longsword into a dagger with extra grappling leverage.
One really odd-looking, reoccurring thing in combat is the mid-bout hug-fest. This happens particularly with shield bearing, aggresive opponents. I think having seperate push and kick attacks would help this out a bit. Pushing would throw your arms out with your weapon and make the enemy get off of you. Kicking would be riskier because a cut to the standing leg could send you down, but if you land it your opponent would buckle at the waist and be pushed back, possibly onto the floor.
Whenever I hit an opponent, unless they stumble and I'm able to retreat out of their measure, they will absolutely with certainty swing at me. This means that I once I hit an enemy, I swing again to possibly score another hit, and do so until they end up blocking me or if I miss. It would be beneficial to have less predictable reactions to being struck, like retreating backwards, trying to run past/behind you, or kicking/pushing if implemented. This would encourage even more active opponent observation, something this game encourages already.
I've seen other posts about keeping shields from eliminating all momentum from a weapon, and I agree. I often end up hitting just a corner of a shield when trying an overhead strike with a polehammer, and be completely thwarted and whacked in the gut as a response.
I think that the advances and retreats that the characters do in combat mode could use a little bit of smoothing out. Even when tapping WASD, the characters cross their feet with a passing step, even if slightly. This makes them wobble a bit and look unstable because, they actually are in that moment; as their feet cross, there's less space between the feet meaning a less stable stance. The human body physics in this game are pretty good.
I think that the WASD taps should be "Fencing steps", meaning to go forward, front foot steps forward then back foot catches up; vice versa for a backwards step. This keeps the feet roughly equidistant during travel, so stability isn't affected as much. A WASD hold would be a passing-step lunge good for striking when just out of the enemy's range.
I think that the WASD taps should be "Fencing steps", meaning to go forward, front foot steps forward then back foot catches up; vice versa for a backwards step. This keeps the feet roughly equidistant during travel, so stability isn't affected as much. A WASD hold would be a passing-step lunge good for striking when just out of the enemy's range.
I've noticed that with the longswords there are differing prices for each of the grades, but they still have the same amount of points required for Arena loadouts. I think that with each armor and weapon grade should have corresponding point and coin values. Do you really need that helmet to be exceptional, or would you rather settle for a normal grade helmet but have a better sword?
I know that a lot of people, including the developers, enjoy the camera as it is and insist that it promotes a greater amount of precision than having it glued to your character's back. I'm unfortunately a creature of habit, and still think that being able to click my middle mouse button on an enemy to lock the camera on them ala Dark Souls I would be much happier than having to constantly readjust the camera because I can't deal with my character being in wierd spots on the screen.
That's all that I can think of at the moment, please don't crucify me. I made the wall of text because I love the game.
Edit: Forgot one!
It'd be really nice to have the option to eschew a gauntlet, vambrace, couter, and/or spaulder on one arm in case the character is a shield user. I suppose cuisses, greaves, and sabotons could be under the same rules though there's not much reason to not have symmetrical armor there unless you can't afford or find the other side.
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