Some ranting, some suggestions, good game though
I got to The Lost Huntress on a new playthrough trying to be melee and tanky, since it's impossible to beat it with this character i get the time to write this on reddit...
- Even with high armor dodging is still your main defense by a long-shot, all plate armor, armor ring, 1k total armor, i still get hit for 50/hit by a boss that hits extremely often with huge AOE/reach. (zero tankiness char gets hit for 115-130)
- High resistances make no difference IMO, i get hit by a fire mob i need to run and eat or i'm at 10-20% hp, this happened as a d**k-under-a-rag stick wielding lvl 1 beach goer and also as an 80% fire res character. This feels even worse for plague damage
- Meaningful recovery options in combat are very limited and not related to other tankiness mechanics, if i get hit for X damage i still need to heal it entirely, whether it dealt 25% or 90% of my HP
- Attacks telegraph "that" an attack is incoming but its difficult to know "which" attack is coming, given that most bosses are a gory mess of limbs branches and spewing orifices all over their body it's difficult to know WHICH attack they are doing, is it spinning once? 5 times? 8? is it jumping? is it summoning a land mine under my heels?
- My attacks are very committal, if i happen to left click, good luck, i can scratch my back and adjust my headphones before my attack finishes and i am able to dodge.
- Too much gets solved by being light with decent stamina and spamming dodge. Resistances? armor? poise? all irrelevant if you don't get hit. 20 tentacles/branches/limbs flailing around making it difficult to know what attack is coming? spam 4 dodges and you dodge any of them.
Suggestions:
- make things less clunky - make attacks interruptible, don't refund the stamina cost or figure out some other drawback
- make armor more impactful - 1000 armor + 80% all other resistances i get hit for 50, while 130 armor, literally zero concern over tankiness, i get hit for 115-130, it's just not worth it, it should scale differently
- make some recovery mods that scale with armor, if i choose to prepare for getting hit a lot, let me recover that health somehow, in a better way than a character that get hit occasionally, maybe make heals percentage based, at least that scales with HP
- reduce the range of the damn bosses, if i cannot fire my staff at the boss because its out of range, it should not be able to jump on top of me in the time frame of me firing one attack
- fix parry, i don't get why the parry has a windup while the attack animations are extremely fast and calibrated through pauses before the actual hit animation starts, you can make parry windup faster/near instant with 2h weapons for example
- add a key/toggle (capslock) to "never jump, never climb on objects under any circumstances under the sun"
Overall great game, great atmosphere, great story, decent crafting system, i really hope some things get fixed (from my POV of course...) so i can enjoy more of it.
Posted Feb 16, 2026, 8:36 PM UTC
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