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  1. #11
    Kirokill's Avatar Senior Member
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    Deal with it, there is no way Ubisoft is removing something they added with their "hard worked" code.
    It's actually fine to be used. You couldn't even contest in ACB, nobody complained.
    Oh I know because it wasn't in anybody's mind that time. Oh and now it is important to remove determined because some people can have it, others can't, isn't it that way huh?
    Well I chose not to equip except on two or three sets because it would be important, Assassinate because it's needed and Manhunt because it serves the team.
    Not needed in DM. Not needed in wanted, not needed in AA and Domination for obvious reasons. Man determined has positives, if you are mad by it try to stun rather than always contesting, and point starve for them to get equal 100 points for stun and kill. You could get a 150 back in ACR and AC3 for contested reckless. And a max 100 for contested depletion.
    Perk is fine right now, but should be removed next game for perks that doesn't directly affect score, fix up resilience to not show the mark for everyone. And bring back chases.
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  2. #12
    Where-am-I-again's Avatar Member
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    Originally Posted by Kirokill Go to original post
    Deal with it, there is no way Ubisoft is removing something they added with their "hard worked" code.
    It's actually fine to be used. You couldn't even contest in ACB, nobody complained.
    Oh I know because it wasn't in anybody's mind that time. Oh and now it is important to remove determined because some people can have it, others can't, isn't it that way huh?
    Well I chose not to equip except on two or three sets because it would be important, Assassinate because it's needed and Manhunt because it serves the team.
    Not needed in DM. Not needed in wanted, not needed in AA and Domination for obvious reasons. Man determined has positives, if you are mad by it try to stun rather than always contesting, and point starve for them to get equal 100 points for stun and kill. You could get a 150 back in ACR and AC3 for contested reckless. And a max 100 for contested depletion.
    Perk is fine right now, but should be removed next game for perks that doesn't directly affect score, fix up resilience to not show the mark for everyone. And bring back chases.
    This is exactly what I've been trying to tell this guy all along... Everybody is allowed to use it (provided you have it), and if you think Determined is lazy, then you're not any better yourself for not stunning or at least pointstarving that person. Tbh, I don't even think it needs to be removed, maybe changed a LITTLE. Unless Ubi decides to remove the whole MP as we know it.
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  3. #13
    Kirokill's Avatar Senior Member
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    Originally Posted by Where-am-I-again Go to original post
    This is exactly what I've been trying to tell this guy all along... Everybody is allowed to use it (provided you have it), and if you think Determined is lazy, then you're not any better yourself for not stunning or at least pointstarving that person. Tbh, I don't even think it needs to be removed, maybe changed a LITTLE. Unless Ubi decides to remove the whole MP as we know it.
    They changed smoke to make players use a variety of abilities, difference. But they added determined as a new smoke thing, it is being used now by like 80% of the players - that actually play the game not just a slip sign in - and is removing the variety of perks.


    Poor resilience is so useless with that mark, you can only depend on it in AA mostly to escape knives, but I have a mind set of sixth sense replacing it better.

    I know nobody complained with the new unstoppable, but I think it shouldn't open chase-breakers, it's totally fine now so no need to change it

    Sixth sense is so op, my new favorite perk. With the removal of chases you can always know your pursuer location, such a direction it gives make people think I have eyes everywhere seeing where they're coming from.

    Fast recovery is a fine choice merging it here rather than the loss streaks spot

    Survival might be said useless, however using it saves usually when stunned.

    Copy-cat - as useless as it is - is only a fast introduction for new players into abilities.

    Hot pursuit is very useful in some modes such as wanted to avoid depletion of approach. I never notices the speed buff in AC4, I think because I didn't use it much in this game.

    Resistance is a good choice to be nerfed, it really was an important perk team modes.

    Sentry Most underrated perk - or beside copycat - and I use it in manhunt, sadly, one you join a blend group - like ACB - the lock must break.

    Overall Cooldown is so bad now it is useless.

    Kill Buffer is a perk that must never change, it is working as intended.

    Blender got so nerfed in NPC morphing it is a disadvantage and a giveaway of you infact.

    That sums up my opinion on these perks. A good review...
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  4. #14
    Where-am-I-again's Avatar Member
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    Originally Posted by Kirokill Go to original post
    They changed smoke to make players use a variety of abilities, difference. But they added determined as a new smoke thing, it is being used now by like 80% of the players - that actually play the game not just a slip sign in - and is removing the variety of perks.


    Poor resilience is so useless with that mark, you can only depend on it in AA mostly to escape knives, but I have a mind set of sixth sense replacing it better.

    I know nobody complained with the new unstoppable, but I think it shouldn't open chase-breakers, it's totally fine now so no need to change it

    Sixth sense is so op, my new favorite perk. With the removal of chases you can always know your pursuer location, such a direction it gives make people think I have eyes everywhere seeing where they're coming from.

    Fast recovery is a fine choice merging it here rather than the loss streaks spot

    Survival might be said useless, however using it saves usually when stunned.

    Copy-cat - as useless as it is - is only a fast introduction for new players into abilities.

    Hot pursuit is very useful in some modes such as wanted to avoid depletion of approach. I never notices the speed buff in AC4, I think because I didn't use it much in this game.

    Resistance is a good choice to be nerfed, it really was an important perk team modes.

    Sentry Most underrated perk - or beside copycat - and I use it in manhunt, sadly, one you join a blend group - like ACB - the lock must break.

    Overall Cooldown is so bad now it is useless.

    Kill Buffer is a perk that must never change, it is working as intended.

    Blender got so nerfed in NPC morphing it is a disadvantage and a giveaway of you infact.

    That sums up my opinion on these perks. A good review...
    The difference between old Smoke and Determined is that Determined is really easy to counter by stunning or running... For smoke you needed Shield or some ninja skills.

    I think there's no absolutely useless perk, though Overall Cooldowns should get a slight boost, maybe 10-12% reduction...

    Sentry isn't bad by any means, it's just not as effective as other perks.
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  5. #15
    I as well as others I know and even don't know but have read their inquiries, have a common concern about the knives.
    I will explain from my observations so is easier to write. they are however identical to all the others.
    To be clear, this is not about angles, speeds, distances or anything to do with approach for stuns or kills.
    This is only concerning the inconsistent duration of affects received by different players. While it does directly relate to those actions we did not test for successful stuns kills.
    Testing was to attempt to reproduce and find the cause and ideally solutions.

    If I take a knife hit I immediatly freeze unable to move other than a single 180° turn or twist. For the first 3-5 seconds, of me counting with the thousand thing, I can see the little symbol that looks sorta like a hammer in a circle with diagonal line across. Same as civi kill
    I believe every time I try using any action or ability causes its appearance.
    It is impossible to kill, stun, move, or use any abilities.
    (By the way animus database lies and says you can still use your abilities never any mention of a full immobilizing stun time such as with smoke or trip wire)
    After the initial time when it doesn't take longer than supposed to or I misunderstood the crafting I can then use most abilities (not all animus database teleport waits till you stand) and use action button for stun or kill.

    While nowhere does anything describe this effect, nor the reduced range of your action stun or kill only slow speed and stop climbing, it is not a problem in theory. Where the problem lies is how unreliable they are or as some have said unfair.

    I've already described how I'm affected, the issue is how others are or at times not affected.
    While in matches it is extremely rare to ever see anyone have as long of a duration of the full immobile.
    Those that do all confirm the same facts.

    When using a knife on most players they still retain forward motion for up to 2 meters, are able to kill or stun, use abilities, becoming immobile up to 3 seconds after knife hit for an even shorter time than uncrafted knives allow.
    When they do the rocking motion indicating immobile the length of time is almost nonexistent and easier if counting number of rocking cycles.
    The majority will go down once as it begins, up then down again.
    On what should be the up part of the cycle they regain movement, partial speed and some even the ability to climb and jump. Roughly 1.5 second
    I call this 1.5 cycles, oddly enough are close to speed of seconds but slightly faster. For us unlucky ones we can range from 12 to 18 cycles.

    The variation is account of crafting and if the resilient perk is equipped.
    With perk equipped the reduction is only slightly noticeable and comes nowhere near the recovery time of others.
    Switching crafting points to target speed from duration hastens recovery time to 1 second or maybe less for the majority in matches while reducing us unlucky ones roughly 2-2.5seconds.
    For us, using knives against each other they seem to work as intended, mostly.
    All have said the same that the perk makes very little but does make a slight change.

    So there is a huge difference in the knives outcomes and need answers.
    Asking other players or internet pages, the reason is simply if perk is equipped or not and to answer when presented with the huge difference in results when tested it has been suggested lag is the culprit.
    So this was tested as well, if the effects appear reduced , than this lag theory would be proven by almost immediately attacking after the knife hit as it immobilizes immediately announced by the squishy kind of sound and if close enough very small blood spatter.
    Doing this fails every time and the knifed party will have function and be able to attack or stun first or contest.

    If as one would find reasonable lag created a delay than in theory and is suggested by others is to throw knife early, then wait until the rocking motion begins. This has a %90 fail rate and normally is contested, occasionally the rocking cycle only goes down once then function seems to return as they can kill or stun use ability before the other person can initiate. Which is argueably .5 of a second or less.

    Ubisoft and players alike we desperately need answers as this is among the high priority reasons the community is shrinking. If they don't want to play anymore due to ridiculously unequal game mechanics the more trouble it is for everyone else to get a session.

    The people involved in testing these findings before posting this myself included have come up with a few theory's one of which in tests seems to have inconsistency.

    First is that resistant perk which specifies reduces stuns, because knife stuns we wondered if both perks were equipped would they reduce more.
    The results were strange, hit and miss as at times there was seemingly a massive decrease mimicking what we see in matches. Others it seemed there was no change. This lead to strengthen another theory added.

    Second is there a timing motion or pattern/ amount of button presses that bypass the immobilizing effect. Since by chance a short time had been achieved a small number of times. Basically a cheat or like some game where you recover quicker by mashing buttons, even though button mashing we know does nothing the theory was "some way we haven't tried"

    Third, mine BTW, since I don't really understand lag or rather why it effects things so radically is there a way to not allow it to supercede game functions.

    Based not just on knives but players movement, sliding while still 80-100 meters, being pulled back out of at times already completed and scored kill/stun animations including losing score, walking in air, instantly appearing where there was nothing, only accounts considered were when on screen in sight no doubts just appear in a single frame not if turned around and suddenly there as this would be the hope and goal for all us assassins. These things make lag an easy to believe cause however even when trying to test with someone who was lagging, we just couldn't.
    Seriously, you can't find a base peak or low to be able to compare or adjust.
    No reliable repeatable results but lots of frustration.

    Last is there something in farther progression that improves perks.
    Like how abilities can be crafted, will perks see something like that.

    These are just theory's and are the only ones several people thought may be possible so could be included in hopes of finding answers.

    We are hoping someone at Ubisoft will have answers also we are asking other players to share information if known and invite them to share any theory's or present a simple statement confirming witnessing the same issues with the knives.

    It can be difficult to retrieve accurate information from some players, but we ask anyone willing to share in hopes to lower the decrease in lobby's and regain some players who quit for reasons like this.
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