Poll: Combo-feint-to-Parry



  • @Masaru:

    Like the dodge? Cftp takes timing and skill to be performed.

    I’m not a fan of dodge myself, but you can still reach people who dodge backwards (depending on your weapon obviously), or if you manage to hit before their hitbox is moved.
    I don’t see how it takes skill or timing to parry whenever you see the opponent attack, it’s even easier than standing still and parrying, because you also got a chance of dealing damage to the opponent.

    @Crushed:
    Panic parry was annoying when it was new. But if you use it you lose a shitload of stamina so there’s that. Also the so called skills that you speak of involve dragging or knowing when to attack and when the enemy is blocking. I don’t think you should have any problems at all against noobs using panic parry, just delay your swing or feint and you’ll be fine.



  • @Xylvion

    I was never annoyed by panic parry or had trouble to deal with it. It’s extremely easy to counter, same as CftP.

    My problem with it is that it removes player control which made the game feel alot more… sluggish back then when it was changed, now even still after getting used to it.

    Its the simple fact that a mechanic that made sense with the base mechanics (feint and parry) to perform was dumbed down into a single button mash mechanic that encourages rightclick spam after you miss.

    I’m not even going to talk about the new Combo parry. Queuing parries is absolutely ridicoulus, what were they thinking.



  • Really? ANOTHER CFtP poll thread?

    This is basically just necro-ing the same thread that was made 4 threads ago, every goddamn month or two.

    @CRUSHED:

    Queuing parries is absolutely ridicoulus, what were they thinking.

    Queueing things in chivalry? Oh my, what were they thinking…… much like queueing attacks? :o



  • The difference is that queueing attacks is not a guessing game.



  • Another idea: Instead of starting the “no parry” window after combo feint start it after release and make it dependent on the weapons recovery time (like 50%). Also remove combo parry but keep panic parry.

    This way you reintroduce the punishment for missed strikes, bring CFtP back in some way (the late variety), reduce guesswork* and don’t get back to the “always combo” meta.

    *Combo parry is guesswork. As is feinting early in combo windup to be able to get your parry up because the timer depends on the feint.



  • Queued parry is useless. I actually have no idea how it is ever applicable in a game.

    I just want CftP back because it makes fighting multiple players unreasonably difficult without it. The stamina loss was enough punishment for using it.



  • @Crysack:

    I just want CftP back because it makes fighting multiple players unreasonably difficult without it. The stamina loss was enough punishment for using it.

    :D

    Fighting multiple opponents should be very difficult. I don’t know why you think it should be made easier.



  • It was very difficult against good players with CftP already.

    The removal of it made it way more difficult, but not skill wise just artificially



  • Bringing back CFtP removes skill. No need to time anything. Make a mistake, spam right click.



  • Both options are bad imho.
    Cftp was next logical step on pair with core mechanic though. Panic parry is not.

    The idea that a noob can swing and miss and then block my attack that should punish him, not knowing what he is doing, is stupid. As I am MAA player, I still can dodge in and get a free hit when he is still in release, but other classes can’t.

    Cftp on the other hand gave advantage to a spamming player enabling him to quickly defend while comboing but it required some more skill than panic parry does.

    All in all changing core mechanic (cftp) when game was live for months was a bad decision. Changing stamina costs on combos or cftp would be enough to balance it.

    Reverting change that was live for months is a bad decision too though…so it is complicated matter me thinks.



  • @Ciastooh:

    Both options are bad imho.
    The idea that a noob can swing and miss and then block my attack that should punish him, not knowing what he is doing, is stupid.

    It’s not stupid. That’s very intuitive design, and is a good thing especially for video games.

    Also, who are you to say what should or shouldn’t be punishable?



  • @catsponge:

    @Crysack:

    I just want CftP back because it makes fighting multiple players unreasonably difficult without it. The stamina loss was enough punishment for using it.

    :D

    Fighting multiple opponents should be very difficult. I don’t know why you think it should be made easier.

    It was always difficult but now, if I’m facing two or more opponents, it’s like ‘well, I swung and hit one of them but now I’m dead because there’s no way for me to turn and parry the second guy’s swing in time’. It’s just a no-win situation and it’s frustrating as hell. The only way you can get out of those situations is if you superduck or something equally gimmicky - and those tactics only work if your opponents don’t overhead.



  • @RushSecond:

    It’s not stupid. That’s very intuitive design, and is a good thing especially for video games.

    Not even sure if serious or troll.



  • @Crysack:

    It was always difficult but now, if I’m facing two or more opponents, it’s like ‘well, I swung and hit one of them but now I’m dead because there’s no way for me to turn and parry the second guy’s swing in time’. It’s just a no-win situation and it’s frustrating as hell. The only way you can get out of those situations is if you superduck or something equally gimmicky - and those tactics only work if your opponents don’t overhead.

    They work perfectly fine if they overhead, just bend backwards while crouching and hit the block button, it usually works fairly well for opponents all around you, even if they stab or use overheads.



  • @CRUSHED:

    @RushSecond:

    It’s not stupid. That’s very intuitive design, and is a good thing especially for video games.

    Not even sure if serious or troll.

    You mean to say expecting to block when you press block is not intuitive?



  • If you can’t beat someone that “doesn’t know what they are doing” that’s your fault. Although, contrary to what you think, they DO know what they are doing; pretty sure their left click to attack and then right click to block is fully on purpose.



  • @RushSecond:

    If you can’t beat someone that “doesn’t know what they are doing” that’s your fault. Although, contrary to what you think, they DO know what they are doing; pretty sure their left click to attack and then right click to block is fully on purpose.

    Purely you like it.
    You like the idea that you can bypass recovery after unsuccessful attack and block incoming well timed and placed attack.
    It doesn’t matter for you that the opponent had to play with footwork to force you to miss cause you can freely block his logical attempt to punish your miss.

    I am nobody to say what should or shouldn’t be done. I am not a developer here.
    But I can see logic and mechanics that cater to skillful play and panic block is not. You do not have to know anything about timings, footwork or anything when you swing and see enemy closing in behind your swing and just spam parry to get a panic one. CFTP? You had to know what you are doing and what is happening around you to time it correctly.
    Dumped down it is, can’t deny it.
    At least it has higher stamina cost.



  • You like the idea that you can bypass recovery after unsuccessful attack and block incoming well timed and placed attack.

    I’m indifferent to it. TB could add a 0.2 second delay to better punish misses and I would be okay. But bypassing recovery in some fashion is necessary for team fight situations; without it, you would swing and hit one enemy and another can easily hit you before you can defend or combo.

    @Ciastooh:

    CFTP? You had to know what you are doing and what is happening around you to time it correctly.

    Oh please. Really all you needed was inside knowledge and some muscle memory. TB just cut out the fat.



  • @RushSecond:

    @Ciastooh:

    CFTP? You had to know what you are doing and what is happening around you to time it correctly.

    Oh please. Really all you needed was inside knowledge and some muscle memory. TB just cut out the fat.

    Not really. They removed functionality too. If you make the mistake of attempting to combo someone and a second guy comes along and takes a swing at you, you have no choice but to just take the hit because there’s no way to cancel out.



  • Then don’t make the mistake to combo someone when it’s not safe. I really like how you have to be careful about that now.


Log in to reply