Your comments

A shield bash is a major counter for the charged attack, at least for me. As long as it still deals damage and blocks their attack, keeping them standing is an interesting change.

BTW if anyone has questions, you can find me in game as fonky.

Out of curiosity, how many other guilds are wanting this feature other than the vigilantes?

If you are teamed on, it should be near impossible to escape. Realistically, if 4 people were to fight you in real life, you would be most likely beaten.


In wilds.io, if 4 people were to team on you, don't expect to be able to pull a comeback, if they can coordinate well enough to continually surpress you, they deserve the kill.


In a 1v2, Rollspam and hitspam, you can kick, deflecting the roll and the kick. If you get knocked down due to a mistake, you get punished, if they coordinate well, you die.


In a 2v1, you would expect the 2 to beat the one, not the other way round. If it were so easy to destroy a group, what would be the point of incorporating numbers/ creating a team?


This is not a bug, this is how the game should be played, it's strategy.

Well written guide, very valid tips.Good tips for all types of combat, however it is heavily centered around ruins, with the yeti, walls and such.

+1'd

My eyes bleed from this comment...

That's only if you take the hit on those attacks. A charged attack can be blocked, causing a stun, allowing for a counterattack. The sword special IMO is SLIGHTLY stronger in a group fight, but in 1v1s, it can be predicted and blocked/dodged most of the time

There's a button change, you can press 'R' for special now, 'F' to throw weapon.