1) Parry
I really don't like the new light parry system.
A lot of chars NEED the actual light parry reward to use some of their moves. For instance, with this new meta, the Lawbringer unblockable after parry, shinobi's cycle rain and peacekeeper heavys never goes trough ...
I'm aware that at very high-level gameplay every light is parried with ease regardless of how ambiguous you are with heavys or light and feints, but this is only true for these 1% players at that level. At any lower level than that, parrying consistently every move can be very challenging, not only because of the light speed but also because of how ambiguous some players can be.
In the other hand parrying an heavy being less rewarding is great imo.
Since heavys are easy to parry, this change makes heavys less scary to perform. Also, it makes assassin deflects finally useful to perform. Plus, considering the out of stamina changes, the simple stamina punish of it is enoughto make it worth it.
My idea to make it better: keep the actual light parry reward but remove the stamina punish on it. Doing so would allow light parry at very high level to be a bit less rewarding while still being useful at any lower levels.
2) Chip damages.
This is supposed to be the change that affects the most the defensive playstyle meta. It doesn't for 2 reasons.
First: chip damages don't kill. That not ok. Chips damages need to kill the opponent. If it doesn't it changes nothing.
Second: every char need to be personally looked at to chose how much chip damage they deal with their attack. In the current state of the PTR, chars such as berserker and raiders are way more usefull to chip down an ennemy than pk or valk for instance. I think low hitting chars should see their chip damages augmented.
If those changes are applied then it will be perfect imo.
3) Guard break.
Probably the WORST change you ever made.
Like seriously do you play your game? Do you know what happens when someone feints an attack as soon as he's above the low-medium skill level? Well, that's simple: even if his opponents falls for the feint at first, he'll then simply feint his own parry; and everything is brought back to normal. Then, the only way to punish someone who falls for a feint is to gb at the start of his heavy. Now that we can't do that, the feint game becomes pretty much useless/irrelevant in most cases; especially considering how much an heavy parry givess now.
I get that the change was initially made to make people unable to react to a very slow attack by a GB. But 100 ms?! For every attack what so ever ?! That's completely dumb.
Change to make imo: Simply look at the slowest attack and only change the gb vulnerability window of those attacks.
4) Stamina.
I think the stamina changes are great overall but I don't really see in what way they really punish playing defensively :/
The changes you made only make attackers not able to regenerate their stamina. Someone consistently defending never loose any.
Change to make imo: Make it so blocking cost a little bit of stamina.
5) Out of stamina changes.
All of the changes concerning OOS are very cool except one freaking obvious one: IMPOSSIBLE TO PARRY. Seriously ? making every unblockable a 50/50 is really something you tought about?
Change to make OBVIOUSLY: Make it so unblockable are still parryable.
6) Revenge.
Basically the same as for OOS changes... Every changes are good except IMPOSSIBLE TO FREAKING PARRY !
Change to make OBVIOUSLY: Make it so unblockable are still parryable.
7) Flicker.
FINALLY.
8) Duel changes.
Great
1) Lawbringer has unblockable mix ups off of parry among other things. Only thing he lost was ad mortem. He's not trash now because of that.
Sickle rain is still more than possible to pull off if you're using his kit properly and mixing up what he's doing. PK heavies never go through anyway unless it's thrown out very randomly.
You go on to talk about how difficult it is to supposedly parry lights. Yet you talk about these parry rewards as if we see them all the time. if that's true than parrying a light can't be as difficult as you're saying. Finally. If said characters were in dire need for guarenteed damage it would be better to address those characters than continue to support one of the biggest problems in the game. (devs already have a giant list of character specific changes to test after these mechanical changes are nailed down anyway.)
2) Chip damage kills wouldn't change the defensive meta. it would also reward aggressive spammers far too much. Thus shortening the skill gap. it would give a distinct advantage to people with faster attacks. Chip damage is being amped to give a cost for over defending. and it does just that. all they have to do to handle people who turtle up at 25 hp is make the hp regen only regen to the lowest light parry punish. this discourages the turtle from waiting till 25 hp to attempt to bring down their opponent with a risk free move. then add the tournament rule where if time runs out the person with the lowest HP loses. ultimately because chip doesn't kill someone being better at chipping doesn't mean much. while still diversifying the cast a bit. The new parry changes do this as well. which is a good thing.
3) Your problem here is you're still seeing things at the old meta level where people stare down each other trying to fake out the other person. (Ironic considering how you approached parrying in your first point.) Majority of players never experience that. The change wasn't made to target that specific mind game. Rather it was targeted at making heavies less bad. Since a heavy was already easy as pie to parry. slower heavies were even worse off. This change fixes that. which means heros like lawbringer feel a lot better. Also that is not the only feint mind game. mix ups have those. So feinting is still more than useful. (though I personally would love it if ubi gave every hero a soft feintable move and made feints cheaper.)
4) The pause on stam regen go hand in hand with the OOS changes. kind of pointless to think of one without the other. You're again looking at this with old meta eyes. Also no. If they could parry while OOS we'd be back at square 1 with OOS. That being OOS isn't punishing because you can just parry any incoming attack. Thus you over extending and playing poorly stam managment wise won't be punished. Which is what we're avoiding. No one even on live get out of stamina usually unless they're over extending.
5) Since revenge will be turned off in 1v1 this really only matters in 4v4. and imo it's a good thing. it's not like there are any unblockables out there that can be spammed quickly. It gives people caution on tackling the person in revenge without actually making the person stronger.
What I really love about these changes is it makes combat overall feel like it flows much better. clearly we need a few more mechanical changes. and massive hero tweaks. But the former is more than likely going to happen. and the latter is 100% going to happen.
That's because 99% of us can't actually try them. It's the same reason you get two or three people defending a certain character, saying "he's fine as he is! I kill him every time," but they don't realize things are completely different between PC and console.Originally Posted by Trenk2009 Go to original post
There's a huge discrepancy, but the changes will cater to the vast minority. For some reason.
And that is why there is a specific forum for the PTS feedback because not everyone, in fact not most of the player base got to play it, most people in general don't have an opinion because we're on console. I wouldn't have said anything but you and a certain couple other people have all been told by both reps consistently in here not to do that, so you can make up any lame BS excuse you want, all I am doing is calling out behaviour you have been told to stop.Originally Posted by Trenk2009 Go to original post
Afther i played the first PTS i didnt bother with the second one...the first one had a **** tone of problems and if ubi expects us to test the game for them afther we payed full price for the game no tnx unles i ghet a check in the mail for testing the game im not gona do it and people on console saying they cant test the game you ir not missing alot on top of the fact that the players base is small and it takes a LOOOOOOOOOOONG time to find a match when you do find one you realize the game is so broken on the pts you just quit and go back to the normal broken game
the game is broken as it is.....
the feats ir broken and needs nerfing like bleed feed is stupidly OP people been asking for a nerf for a long time
the catapult feat is op to you can pretty much 1 shot 3-4 people easy how is that skilled based or fair ?
the raider needs a nerf he is over buffed on top of the fact that the tracking on hem is broken i doge lots of time and he still ghets me like i see hem just gliding and hiting me must be coz of the new tracking on the stampeed charge thing eather way the game is broken as it is and in season 3 the game is gona be even more broken with the new changes and new broken heroes....
So your logic is to let what's broken stay broken? They are offering you the opportunity to have actual input, and you're complaining?Originally Posted by fTy7ZBO2 Go to original post
As for the long wait times and small community on PC..... That's exactly my point! Bring it to console, where more players are, and the frame rate reduces reaction times.