How incredibly rude and dismissive of you. Won't reply further since you're clearly incapable of having a decent conversation. have a good day.Originally Posted by rcwd Go to original post
Sure, probaply it is so, i am not that good. But this is not the point. I played a charcter in CBT up to lvl18 and again to somewhere lvl15 on OBT. So, if i am good or not, i found my style to play this character. Now it is already lvl8. But it's like "who are you?" and OBT is just 2 days ago ^^Originally Posted by GewaltSam Go to original post
But to nail this one. I know why i loose. I know my faults, my failures in a fight. When i want to trigger RT and panic pulls Y instead.This happens sometimes, yea because i am not perfect. But the fact is, i know why i loose, what i've done wrong. Since release i don't. Simply because it all feels right, but does not function the way it should. It's like a second between my action and the output on screen. Something slows it down, makes it feeling worse.
And just because it's the 2nd day to play, it's not forbidden to talk about it, is it? Also when you are in a situation like this, you search for reasons. And it's for all to see, that they changed something with the gb interrupt. You just have to play the advanced tutorial to see that.
The only thing that has changed is the guard break timing but outside of that the game is the same. There might have been some mouse or controller sensitivity scaling adjustments but after getting that sorted out I was able to win with my Conqueror again. I really think the biggest issue is that players of all skill levels are mixed together right now due to the reset and once the mmr (or whatever system they use) settles out then people will think there is something wrong with the game when they are being outplayed.
The game is awesome. Now there have been some changes and I must agree that they should have been announced. I think the problem is that beta ended on 12 and game opened at 14. 2 days weren't enough to make changes and they decided to change what they could without making promises to the public, as some things might have been left unchanged. It is the first and last time I forgive something like this but if I am to judge from how R6 siege has been doing I think the team behind the game will do a great job
Oh a mod showed up.
Good to see you here.
Sadly, your game is quite buggy atm. I just canceled a custom match against a level two bot (dmg disabled), because that little bugger cheated. Off course bots know when I change my guard and they are able to adjust to ut faster than a human - that wad nit the issue.
The bot did not get staggered after being hit. He was still swinging his heavy attack, like nothing happened. He ignored being out of stamina for a few swings and refused to get parryed.
Summary:
- stagger was only working on me, the player
- parrying had no consequences for him but my parrys failed too often (despite hitting at the right time)
- guard breaking ... yeah. Did not really work either. If I tried to counter him based on his animation, it failed and I got GBed. If I tried to hit the button based on the indicator, I failed, because the window seems to be even smaller, than it used to be in the betas.
I am totally ok with godlike bots but unfair, cheating AI, that ignires the games mechanics is awful.
Please fix the timings and make the bots follow the same rules, we do.
Thanks
Did guardbreak counter really change, though? Are here players reading in, like, the upper skill bracket, that hit their counters since beta and can confirm this?
Get me right, I have a good feeling for rhythm (I did standard and latin dancing casually for four years and got that **** figured out rhythm wise pretty good). It's hard to describe... Many moves, I do more by hearing and rhythm than by indicators or "trying to do it when they want". I see the symbol, I kinda ready up, then I hear the *PAMM* from guardbreak, and I time my own button press to that. I can't say that anything changed since this weekend, or the beta before, and if so, it has to be just a few frames in one direction or another. I find it hard to believe that guardbreak counter really changed in a major way since I play (Technical Test 2), and if so, I'd really like to hear some good players argue for that, or an official information.
You guys know that there are uncounterable guardbreaks though, yeah? As a game mechanic?
How about some input? What are your thoughts?Originally Posted by Ubi-Gaidheal Go to original post
After tinkering and trying the counter to guardbreak a bit more, the window to hit the counter is so ridiculousy small now that it's almost impossible to counter that GB in the midst of battle, sure people with super good reflexes and all will probably counter one or the other, but it seems that in order to GB you have to wait approx as long as a light attack to counter it, with guradbreak not being as obvious as any swing will come out of nowhere unless being in a really predictable place that even when you see the GB icon pop up, like i mentioned before, so hard to hit that sweet moment because you dont have the indication when the counter could be possible.
Despite these changes i think the new mechanic could maybe work if the time frame would be adjusted a bit and indicated like any other attack in order to have a chance to counter it. With the quick reflexes it requires right now to hit the perfect timing, that can only be guessed, to counter a "light attack" fast mechanic which can ultimatively instant kill you, it is far to hard to manage and is beyond a get good issue and needs some serious love.