Admittedly, I have not been able to find a game in Oceania.
But considering the idea here is to make light attacks more viable by forcing delayed lights in chains across the board and decreasing the punish for parrying these lights by meeting heavy attacks.
You are essentially attempting to curve the playing field to the newer player.
By taking away people's trained ability to delay lights and to give it to anyone spamming the button.
This sounds like ludicrously detrimental to long time players and no doubt would affect them the most.
Hence casual players who would be losing to the higher end would be given a chance, instead of them putting some mind power or just watch some of the vast array of twitch/YouTube content to become a better player.
Fyi, pandering to the lowest common denominator has destroyed many PvP titles over the years. Please let this not be another.
Stamina loss on parrying I am neutral.
First, welcome to assasins World, were most of us are insanely punished with low stamina, inferior guard, and low hp for exchange of nothing. Because only zerk can do decent damage. It's not cool playing with inferior damage huh?Originally Posted by SalamiWand Go to original post
Second, I agree mostly, I played today the testing grounds and killed easily the other teams... With pk. On console.
Even if I was winning it felt so cheap I quit over 4 matches, easily dominating others except for jorgs.
Jorgs were very strong. IDK why maybe the players were too good.
Even hitos and Black prior were absolutely destroyed. And most were over 200 reps dudes.
This changes at least for me are not the answer, I barely needed to do feints or baits, in fact they were counter productive if I were doing them at the same pace of normal playing.
This changes don't reflect actual skills just promote the extended use of light attacks . If you are competent you will not be spammed but more like wait your turn to attack with frame advantage
What the devs need to do is Giving some forgotten heroes more tools to be viable. Not to punish experience and learning.
Make assasins clase relevant or at least true menacing. Not spammers.
The unique aspect I liked are the stamina ones but I would nerf them a little. I agree with the premise of more reads and less reaction but it really needs to be carefully implemented and toned down. Right now with the changes, I could light spam with some dagger cancels a couple of well timed gbs and win over everyone.
PD. I was throwing lots of heavies with her and did a lot of executions for a change !!! Still after a while I got bored for winning without effort.
Won't say much.
Crushing counters deal a lot of damage. Warlord side heavy deals around 28-29. And crushing counter - 24 damage. It makes parrying heavies unnecessary.
Also, Lawbringer parry damage is insane. Impale deals 8 damage (was 5). Also - unblockable top heavy (parry punish) deals 39. And follow up light ripost - 10. And we have a 49 damage in total.
Also, Higlanders 28 damage top heavy is a joke.
so i found out during the testing grounds on xbox, (not sure if it goes for all platforms but its what i found) that body count, the T1 feat, no longer regenerates stamina on minion kills. i know its nothing serious with the stamina changes but i found this out and figured it would be a good thing to make mention of.
I have a major issue in the form of a almost the entire cast of characters. On one hand you have highlander, who is nerfed damage wise so into the ground that he can see the mantle, but on the other hand Jormungandr and Shaman retain their 50 damage attacks? Not to mention Orochi who is supposed to be an assassin who focuses on high damage deflects, but you nerf the damage of those, even the heavy deflect which is leagues harder to land than a shaman bite or a jorm ground bust, to 35 damage?
This makes no sense. And the animation delay makes light spam with little to no thought an even worse issue. Especially nerfing attacks like a Highlander heavy which is so rare to land in even a trade situation, to be weaker than two measly orochi lights, which are even more unreactable with the animation update. Or Aramusha retaining his 20 damage soft feint lights, Black Prior almost being untouched, and now Raider's janky storming tap looks even worse/is harder to see at all. The shugoki soft feint hug is also worse just because it does the same damage and healing, but in a situation where it's even harder to whittle his health down. And many more little problems that just develop into a mess.
Just a bad move all round. Don't implement it at all.
Hi Ubi, Im glad that u are testing new things but after these year's of playing this game and playing the testing grounds make all knowledge of mechanics and parrying attacks just throwed into the bin as the assassin's has unreactable light's like PK and that i think as someone else said, it can make the game die quick and even if new player's have a better chance of winning it's just a constant light spam. Even if i support you guys i have to say NO to this one as i also noticed that people with 80+ ping have faster attacks and feels even more unreactable in testing grounds.
Best Regards as always.
Well by reading through all the Replies I think its safe to say I am not alone with that. The "Improvements" are making the Game much quicker indeed, also People go into offense a lot more buuuut only because Lightattacks have been made not only unpunichable but also almost Impossible to react to.
Champs like Tiandi or Orochi, who already have a pretty annoying Lightspam getting buffed to Oblivion because of that while Champs like Centurion are running out of Tools to defend against them or punish them.
I dont think it would be good for the Game buffing its most hated Mechanic,
First off I like the changes. Turtling has taken a hit.
Combat feels more fluid but the damage changes are too extreme. While I feel in the current state of the game damage is over tuned for a lot of characters. Raider, JJ, and Aramausha to name a few.
The stamina changes are nice but not losing stamina or being able to have infinite stamina through feats is not a good design choice for this game. Going out of stamina for being “too” aggressive should always be a risk, and I feel there are better ways around this to promote a more aggressive game.
For instance reduce the stamina cost for feint, blocks and whiffs across the board by 25-50%.
Or make it so everyone’s neutral lights go through guard and any consecutive lights are blocked like normal, but leave stamina the way it currently is. This plus the 100ms delay on indicators would allow the aggressor to continue with mix-ups and apply pressure.