Nothing can be perfect, you need to see it as a programmer would see it, some lines that if you do x action in x frametime you get invunerability frames.Originally Posted by PopnYoAss Go to original post
I understand iframes it use to irritate me in dark souls. In the same note programmers should see it from a players perspective. I'm going to agree with Nyrue in that iframes have no business in this particular game. I understand if they dodge away from my attack and the contact is iffy. This is the polar opposite. They are stepping right into it. Is it difficult to adjust? I have no idea. I'm confident most people don't. My intention is they be made aware of it and hopefully adjust it in the future.Originally Posted by AzureSky. Go to original post
I'm with Kweassa on this one. It's a core game mechanic. To dodge an attack coming from the side you have to dodge to that same side. If you dodge the other way they will often hit you.Originally Posted by PopnYoAss Go to original post
I'll give you another similar example. The raider has an attack that comes from the upper right and goes down and left. It's shown through the character model as an overhead strike with a leaning to one side but if you try to block upward you're going to get hit because within the game it's listed as a side attack. You get the flashing indicator to tell you it's coming from that direction and everything. Dodging is the same, you have to play by the game's rules even if it doesn't always look like that's right.
Though I do have to say, I don't agree with the way Kweassa makes assumptions and badmouths the other people on the forum. We all want what would make the best game possible, so lets stay civil.![]()
To be honest, if they wanted to change this so that it looked right they would have to make it so that you could only dodge backward from most attacks. They would also have to massively increase the dodge distance. I mean, think of the nobushi's area attack. It's the entire length of her polearm in a wide circular motion. You can't dodge to either side and even if you dodge backward she's still moving forward and would probably catch you (unless you're shinobi and double dodge). So while I appreciate that you want the game to look realistic I just don't think it's feasible without a massive sacrifice to how the game is played. It would be a ridiculous nerf to dodging and it would make it almost useless.Originally Posted by PopnYoAss Go to original post
I disagree. It's not about how the game looks it literally takes the guessing away from the guessing game and inputs a fail safe. Where the problem lies is I setup a heavy attack with a recovery only to be punished when I miss a seemingly well placed attack. Then you have players that side step swing left and right an entire fight knowing there's little a Lb can do. Block dodge parry and they just keep doing it. If i block and parry, which won't work 100% of the time because lb doesn't change block angles fast, when do I fight back? If i dodge they do it again and the recovery is too slow to dodge the second. You want a dodge mechanic that is fine but it should have a weakness. I have little to no input on nobushi as I never play her and that's irrelevant to me. Dodging away from a swing is one thing. Dodging towards it should be your own mistake and not rewarded. I'm sure there are many different ways this can be adjusted. Adjusting dodge distance is not the only answer. I get paid for an entirely different set of skills.Originally Posted by Duskmare Go to original post
i would say remove iFrames on dodge but i have no idea how that might effect 4v4's, you don't need the iFrames in this game dodging already has a punish albeit a strange one, GB. i'm not a coder but i don't believe iFrames are unintentional, also in every other fighting game I've ever played do dodge an attack using iFrames usually had very very tight timing, this game has so many active iFrames on dodge its rediculous
Im going to disagree on that one as well. If a weapon makes contact it makes contact. Should in my opinion be solely a hit box matter. If that's means I take more hits and die more so be it. I'll need to adjust. I'll be more considerate of my surroundings and have to learn to block and parry more often. I've literally watched an orochi solo 3 people sidestep swinging the entire fight. Wish i would have recorded that.Originally Posted by nyrue Go to original post
I'm agreeing with youOriginally Posted by PopnYoAss Go to original post
I get what you want, I really do, but it would create a large imbalance in favor of the heavy characters. The characters that are designed to block rather than dodge would get a massive boost from this while the characters that are supposed to dodge would essentially be nerfed into the ground. You'd see a complete swap from people mostly using assassins to people mostly using heavies. At the moment both block and dodge are pretty balanced. They both stop an attack from hitting you without you taking any damage (assuming you get the superior block, otherwise there's a little bit of chip damage). The dodge leaves you vulnerable to guardbreak while just normal blocking doesn't, so I think the chip damage and that vulnerability make the two different but balanced.Originally Posted by PopnYoAss Go to original post
If your only issue is swapping guards fast enough then you can rest easy. The next patch will see Lawbringer, Raider, Shugoki and two others (can't remember which ones) get their guard shift speed reduced to 100ms, the same as all other characters.
If your issue is people using side dash attacks then you just have to learn how to counter them. I play conqueror so I usually dodge right back and get the superior block on dodge then punish with a shoulder bash and light attack. Other assassin characters could dodge and stab with the same kind of attack but in response to their dodge stab. The lawbringer can either parry or probably just block and then go for a light attack. I'm not sure about his dodge recovery times but he might be able to dodge their attack then get off a light before they can do anything too. There will be a way to get round it so just go into custom games and fight a level 3 bot peacekeeper for 99 rounds until you figure out a good reliable counter.
Drastically changing the way dodging works like that would totally screw up the game.
Lb dodge cooldown is atrocious justifiably. To say people would switch to heavy characters i have to disagree. Dodge would still be viable. All I want is to hit someone side stepping when I swing that direction. That gives them a 2 out of 3 chance to dodge my attack pending the direction they choose. If you select option c (the direction of my swing) you get hit. Though i would like to see iframes go away I'm certain that won't happen but at the rate I swing through people I think the window (iframes per dodge) should be closed a bit. Even then I would still end up swinging through people but they'd have to time their dodge. As dude previously said the iframe window lasts entirely too long.Originally Posted by Duskmare Go to original post