Originally Posted by papillonflota Go to original postOriginally Posted by canadiansoupman Go to original post^truth.Originally Posted by papillonflota Go to original post
Something that I saw in the TGs was animations skips. Obviously brought up again. I have to say, animations skipping looks awful...
Watching Centurion's 3 light chain in the stream. The live version was nice and smooth, and the Core Combat Update light chain finisher looked awful; the finishing light animation began with Cent's back turned, and upon finishing the second light it looked like he just clipped and instantly turned around. It just lookes janky and crappy. It makes hudless gameplay nigh impossible with lazy cuts like this.
Why play hudless? To get used to animations and rely less on indicators. Not going to be as feasible as an exercise now if half of the animations are cut for the sake of making light attacks hit more often.
Not feeling the 100ms change at all. That Centurion looked like a 120ms latency player on live.
The biggest concern with this is the 500 and 600ms bashers. I didn't manage to play against a BP/Conq/WL on TG, but I played against a Jorm, and his 600ms neutral bash was fully unreactable. 500ms bashes would be unreactable even on movement, so how exactly am I supposed to make a read against something I can't even see coming? If they really want me to dodge randomly and try to predict the future or throw out panic attacks then I'll just quit, since there's no way I'm submitting myself to such idiotic gameplay, not to mention they can literally react to a dodge with a confirmed bash. On top of all this, even if you did dodge, bashes are largely immune to GB, dodge attacks are going to be slower by 33ms (which effectively means Prior and Warlord will be completely unpunishable), and there are still heroes without any dodge attacks, making certain matchups an absolute nightmare.
There is no mention of finally removing this useless, archaic concept of reflex guard. There is no mention of giving everyone a form of dodge attack. These two changes make sense now more than ever, but I guess it will take them the next 8 months of pondering before implementation - as usual.
I have a good feeling players will receive the same level of slap when skill level gap is closed but it will be harder to compete past their skill level with a good hero alone. I am also hoping it will make revenge harder to get along with making being ganked feel more fair as we won't have wardens and shugokis dropping 50-60 damage on our heads constantlyOriginally Posted by MrBdur Go to original post
Probably because it would be too oppressive to let pk have enhanced 400ms combo lights with a combo UB finisher. Would put a lot of emphasis on parrying to stop pk and we really don't want that.Originally Posted by PapillonFlota Go to original post
I don't think Orochi getting an UB like this will do much for him. The general treatement of him in this update feels like a token effort instead of actually addressing the hero's issues and making him more fun to play as and against.
None of the reaction windows for the game has changed. It's purely indicator and animation changes. The whole point of the CCU is to make things more read based play So yeah I guess bye then.Originally Posted by EvoX. Go to original post
Also the 33ms for dodge attacks means the dodge attacks will be as fast as they are right now on live. Them being a frame faster on TG didn't make those bashes any more punishable. TG was not aimed at hero fixing. Was about general offense getting better.
Seems like you just missed the point of the update and wanted to complain about not being able to coast on reactions anymore. GGs I guess.
I don't see how that makes it seem better really. If the attack was fast at the beginning but then slowed down mid animation that would arguably mess with me more than just getting used to part of an animation now. It's certainly not the most elegant fix but I don't think they've the resources to do a more clean one. Perhaps once this year of making the game better is over (or sometime before support for the game ends) they can do a pass on animations and smooth them out a bit.Originally Posted by PapillonFlota Go to original post
IIRC they did something similar with Raider after all of the complaints. It's not 100% free of jank but it looks a lot better than it initially did post rework.
Indicator and/or animation changes directly correlate to reaction windows changing, which is common sense. Shaving off 100ms of the UB indicator is a huge change on how opponents can or cannot react to them having to make a choice, regardless of whether the move itself is still 500ms. As for the dodge attacks, most are going to be lengthened by 33ms, as stated on the Den - not an indicator change, a prolonged animation. Prior and Warlord somewhat consistently recover their guard in time to block a standard dodge attack that was done on reaction to indicator on live, so having way less time to make a guess and have a slower dodge attack would make the block rate higher.Originally Posted by Knight_Raime Go to original post
No duh? I've been aware of this since 2019's TG. Were you even able to comprehend what I was writing or did you just skim through the post and be like: ''Oh my god, he doesn't want unreactable offense, reeeee.'' Not gonna repeat myself - if you want, you can read the post again.Originally Posted by Knight_Raime Go to original post
And this part completely proves it. That's not what my post has written, has implied or has any sort of connection to whatsoever; you have absolutely no clue what you're writing, and as usual, you just seek arguments for the sake of arguing. That latter part of the sentence was just dumb. These little jabs you always take at me (and most posts you respond to) are unneeded.Originally Posted by Knight_Raime