What makes a game's combat "fun"

what makes a game's combat "fun"

Attached: ds3.webm (720x404, 2.84M)

That's a great question OP
For me, it's all about force-feedback.
For that reason, I have to have a Dual Shock controller.

>copy souls
>dont put in iframes
Why do devs do this? Salt and sanctuary, nioh, jedi fallen order are all culprits.

It needs to fit the type of game you're making, but generally
>make players have to think
>have good and intuitive controls
>have good animations, effects, feedback, etc.

It's good if it's hard xD

>nioh doesnt have I frames

I wish magic builds didn't feel so slow and clunky to use.
The only magic based build I've finished without being bored to tears are Hexes in release DS2, and thats because it was OP as shit

>complains about no i-frames on dodges
It's better for it. It becomes the spacing and distance tool it is supposed to be, not "avoid all damage button".
The game is focused around Ki/stamina. If an enemy is dealing rapid attacks you need to block and possibly dodge out of the way during an attack window that's big enough.
Many weapons also have parry and counters.

Dodging in From's games is overpowered as fuck, especially in Bloodborne.

A good menu system.

This, even as a fan of action games it took me forever to understand rolling in souls because the i-frames are only a portion of the rolling animation. Dont get me wrong I love souls but i-frames are just a poor excuse to hide shitty hitboxes.