I miss the assasin stance bug, since it is a guard stance issue, i hoped they will do something about it too, because it is a thing since the beginning. With the feats balance, there was some great ideas, like making the skills one use, but with the throwing axe, kunai, and the crossbow just a bad idea. The main problem with the projectile weapons is not the damage they done, it is the lack of animation. They dont have a proper animation, where you can anticipate when it will come, and dodge that. When i see a longbow feat, or a kunai feat, which is active, i dodge more, and try to get ready for it, and usually I can dodge that(unless it shoots me thorugh the ****ing wall, what happened more than once...). But I miss the Centurion and his feats nerf.Centurion is bugged, and way too strong still. After a light, he has a guaranteed heavy, then a guaranted small bash, if the server has a little lag(which happens often to be honest). And with a light attack combo, he will take 2/3 or full hp of yours. ANd the throwing sword skill is just ********. Every ranged attack have some minimum reaction time, and a chance to dodge it(maybe valkyr spear is op too, because it way to fast too), but the centurion throwable is instant, no chance to dodge it, and with it you will get a full combo of 2/3 hp damage. And don't forget the terrible targeting and aiming system, where you miss a projectile, againts a target who stands still.
Waw, GG guys, GG Ubisoft. Why so many nerf ? I mean the game was pretty fin. It takes ages to get the crossbow, bow, or javelin (+the countdown) so yeah it should make pretty decent damage in emergency situation ! Why nerfing this ?! It's not like everybody using it.
The thing is, too many peoples complained about this and that. Then comes the nerfs. I understand some of the mechanics in game are not right. But most of the nerfs here are kind of useless. Especially about the skills section. I'm pissed about it, and sad
But, hey, we'll see about that In Game I guess...
(What I want though, is the RIGHT animation of the Nobushi's execution Snap-Off !!! The one we see in the preview. The actual one in game looks wonky)
Originally Posted by CV_Eviler Go to original post
How many "final nails on the coffin" do you need to throw around? ROFL Soon the casket would look like a hedgehog... except I still don't see a body in there.
...and after all that bi*ching and moaning I'm pretty sure you'll still be hanging around the forums until the next "final nail in the coffin" comes around, so you can gloat and diss someone else's hard work and basically repeat the exact same shi* over and over again about how the game is gonna come to a doom.
I've seen your kind walking around the street corners with "REPENT!" and "THE END IS NIGH!" signs written on cardboards. They never change.
Personally I think adding either a direction to block the ranged feats or a longer animation is necessary, not necessarily a damage reduction. Being able to dodge a javelin thrown in like 200ms is great and dandy, but in most cases you can't predict that and dodge it in time, and will get smacked with (now) a whopping 50 damage. In the middle of a fight that's a LOT, even though it's nothing compared to the original 80, which would pretty much instant kill some classes without max hp.Originally Posted by HP_Ryusokee Go to original post
Adding counter play to ranged feats feels necessary. I prefer the longer animation route. Make the samurai characters take out and spin the kunai for like 100ms so there's a tiny bit of extra time to predict it. Make the valkyrie wind up the javelin throw for 200ms so you can actually tell when she's about to do it. Make the peacekeeper pull out the crossbow for like 100ms and aim before just firing it. These feel like balanced ways of making ranged feats better in the sense that you're adding a level of counter play.
Also, add a bit of recovery time to the ones that don't have any so that you can punish them if they try to use it too close to you. This is optional in my opinion, but also very effective in encouraging smart use of the feats.
People also complain a lot about catapult, but it's barely used. Do I think damage needs to be reduced? Maybe. Do I think its function should be more defined? Definitely. Currently it's a teamfight finisher. Someone on the outside sees a massive teamfight and just launches the thing and boom, half the enemy team is dead instantly. I think it needs to take a bit longer to actually impact, but it knocks people to the ground, including teammates. This will dissuade people from mindlessly throwing it into teamfights but also forcing them to position it properly as to not knock their teammates around.
Could someone at Ubisoft please answer that? Did we understand that right: we now have a feat that nerfs one of the hero's stats?Originally Posted by Herbstlicht Go to original post
so, now the dmg is reduced by 10%...an attack of 30, now deal 27? right? but the differnce beetween high gear (so +15 defense pen. +15% attack) vs low gear (just 9% def pene + 5% max attack) is still high....Originally Posted by FredEx919 Go to original post
They should have simply made the revenge gains weaker. Maybe 1 point on lights, and 3 for heavies? Feats should definitely not nerf a character. As for everyone complaining about the guard switch speed rebalance for the slow switchers, it was a fundamental problem that absolutely needed fixing. The slow stance switch pretty much killed the affected characters' tournament viability (Shugoki Charge of the Oni shenanigans notwithstanding).Originally Posted by Horus-31 Go to original post
Any news on the known issue of Freeze and Black Screen at the end of a round? (http://forums.ubi.com/showthread.php...end-of-a-round)
It would be amazing to get a fix one day![]()