Bug: Inconsistent PVE Color Indicators for Enemy Attacks
Bug #2888
Inconsistent PVE Color Indicators for Enemy Attacks
| Status: | New |
| Priority: |
Medium |
| Added by: |
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| Assigned to: |
Unassigned
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| Due date: | |
| Reported for: |
0.1.0
Auto
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| Roblox Id: |
288559958
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| Roblox Username: |
rimed2503
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| Slot: |
Not set
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Steps to Reproduce
No steps to reproduce
Explanation
So PVE colors are actually a great way in my opinion to actually show a player that does not know how to fight an enemy the way they could fight against it BUT the game is so inconsistent with what the colors mean and it's just a visual effect at this point for example: we all know that the red attacks mean unparryable/blockable and only dodgeable but the nightmare thresher's red breath attack can be parried? then for the new white outline effect that means jump we all know that we have to jump but you can parry thresher swipes and not the shogun's stomp/swipe? or how about the blue outline which means crouch or block for high posture again shogun's blue attack needs to be crouched or blocked BUT the owl's dash ability which is also blue can be parried? these are the few that has come to my mind at the moment of writing this but im sure there are many more examples if you have any on your mind you could always write under this post i really think PVE/PVP color effects or outlines have great potentional to improve this game's learning curve, reward quick thinking and pattern recognition but the way it's so inconsistent it just makes everything more confusing than it should be like imagine someone new to the game discovering that the thresher's swipe can be parried so they think a white outline means to parry but then fighting the shogun and they can not parry that attack and they have to jump it? it would be very frustrating to see that same for the owl and the shogun imagine learning that blue also means parry but then also not? i hope you get what i mean i hope the game fixes these inconsistencies ASAP
Watchers
if you know any other's that i did not mention because it didnt come to my mind at the time of writing this please include it in the thread
bump
???
so uh whats the bug
wrong visuals
Inconsitentys with telegraphed attacks
Bump is what people say when they agree with the post or type bump for the post to get to the top
a tldr would help
oh i thought it was the opposite
just read the initial post i made
PVE attack color outlines in the game have potential to teach players enemy patterns, but they’re inconsistent. Red usually means dodge-only, white means jump, blue means block/crouch but some attacks break these rules (e.g., Thresher’s red breath can be parried, Owl’s blue dash can be parried, Shogun’s white attack can’t be parried). This inconsistency confuses new players and undermines the system’s usefulness.
we all know that the red attacks mean unparryable/blockable and only dodgeable but the nightmare thresher's red breath attack can be parried? then for the new white outline effect that means jump we all know that we have to jump but you can parry thresher swipes and not the shogun's stomp/swipe? or how about the blue outline which means crouch or block for high posture again shogun's blue attack needs to be crouched or blocked BUT the owl's dash ability which is also blue can be parried?
this
So yea that is the bug, most telegraphed attacks are false and arnt doing thier functions.
I so agree
lowkey the only reason i can not no-hit shogun is the white attack im just so used to other white attacks being parryable
BMP
bump
lowkey wish dravik also had some visuals to teach players how to fight him like i just learned that you can jump over his slam attack but there's 0 indicator for that??
i will NOT be dropping this bug report