Most of my deaths in Boundless are due to smashing into a wall with my Grapple.
I have two characters with forged Titanium Hookshot Grapples, and five points in Grapple mastery. This causes some insane reeling speeds, and it’s a ton of fun. You don’t take fall damage when you’re grappled to something, which is wonderful. However, to make the most out of using a fast-reeling Grapple for traversing the world quickly, you do a ton of “slingshotting” off of high blocks pretty akin to Spiderman. It’s one of the most exhilarating experiences in Boundless. It’s also one of the most dangerous experiences because you have to let go of your grapple to get the air-time and hold on to the speed, rather than just slinging back to the block you grappled. This causes a lot of trouble when you’re doing a ton of grappling, because no matter how skilled you are, sometimes you simply just run into the wall.
I understand feeling like we need some sort of damage mechanic if you smash into a wall after letting go of a Grapple for realism’s sake, but honestly if Grapples already keep you from taking damage while smashing into the wall if you simply haven’t let go of the Grapple, realism is already out the window.
Taking fall damage after falling and hitting the ground makes sense. Most games have that, and it’s generally understood. However, the damage mechanic for smashing into a wall horizontally seems entirely unnecessary. To me, it feels like it’s added to the game simply as a punishment to Grapple users, and I don’t believe every little thing in Boundless needs to have something negative attached to it. Grappling is some of the most fun I have in Boundless at times, but recently it’s felt more frustrating than anything else.
If not removed, I’d love to at least see the damage taken from horizontal velocity lessened by a good bit. Enough to make people be like, “Oh, I should be more careful.” But not enough to keep some players in a constant experience debt.
Is this just me? Thoughts?