Bringing back the bubble?



  • I think the biggest problem is that most pub people or just most people don’t play at all with feints and don’t see the problems with it. Well if you don’t have feint facehugging doesn’t realy matter that much.

    All you need to do is riposte everytime untill your opponent tries to do retarded delays and b0ckswing (which he will miss) and you’ll stam drain him eventually.



  • @Kreittis:

    @loin:

    lies without proof. Do you have his IP and a video of him, send it to an admin they will look at the demo. After all this is
    what we have to do if we come across a botter in the game mr flippy. Why should this system be any different ?
    We could all have alt accounts by your logic tbh. I never understood the fuss about removing the bubble but you
    got your way and now! you want it bleeding back?

    I agree with this apolitical massage message. I hope they never produce pink wafer flavored ice cream those gay
    wallies. Ol’ chaps like loin would be quite saddened indeed. Earl Grey? No, Green Gunpowder. Back in the day true
    warriors used 90 fov unlike these modern rascals with green hair. What would their fathers think if they knew that
    they raised green haired 140 fov rascals? They are nothing but toffee melting on hot asphalt while seagulls scream
    in the background tbh. What we really need is bubblegum so that we may blow big bubbles. Big bubbles will stop
    this wally menace once and for all hehe.

    Beautifully said sir, I tip my trill billy hat to you…



  • @Monsteri:

    I have never played DW so I don’t know how the tracer system works in practice, but from what I gather, it just enforces one playstyle beyond all others.

    Now a damage reduction on the first few frames of a swing I could live with.

    Its fun but imo it needs more work and should not be brought into chiv at this point.



  • @Kreittis:

    I agree with this apolitical massage message. I hope they never produce pink wafer flavored ice cream those gay
    wallies. Ol’ chaps like loin would be quite saddened indeed. Earl Grey? No, Green Gunpowder. Back in the day true
    warriors used 90 fov unlike these modern rascals with green hair. What would their fathers think if they knew that
    they raised green haired 140 fov rascals? They are nothing but toffee melting on hot asphalt while seagulls scream
    in the background tbh. What we really need is bubblegum so that we may blow big bubbles. Big bubbles will stop
    this wally menace once and for all hehe.

    Well done indeed sir
    https://www.youtube.com/watch?v=QzvG4cABuno
    back in the day I do recall…



  • @gndo:

    Well this helps to some extent but this just lets you know after each attack, it’s important to know before also, how will you be sure you can risk a hit trade finisher? Or which type of hit you need to land to kill them? Also, sounds like this can be difficult to hear in combat, but I guess the different blood effects, if they are clearly different, may help.

    Personally I don’t like guesswork and too much randomness, and this feels like both to me.

    You know beforehand by knowing your attacks and how you can hit optimally. It isn’t guesswork or randomness, it just requires more precision - and makes footwork even more important and rewarding. One of my primary tactics playing ninja in DW was to jump into attacks when I’d been feinted or could otherwise not prevent a hit, because I’d force early hit tracers and against slashes/stabs also generally force leg hits too, because people were still accelerating their attacks rather than hitting for optimal damage.

    @rumpelstiltskin:

    I’m sure you were able to tell difference every time, right?

    Between a weak and strong hit, yes. Medium hits were sometimes harder to tell in the moment. But the damage gap between a strong/weak attack and a medium attack is considerably lower than a headshot and a body blow, and confirming a headshot is often completely ambiguous - no one complains about that.



  • @SlyGoat:

    You know beforehand by knowing your attacks and how you can hit optimally. It isn’t guesswork or randomness, it just requires more precision - and makes footwork even more important and rewarding. One of my primary tactics playing ninja in DW was to jump into attacks when I’d been feinted or could otherwise not prevent a hit, because I’d force early hit tracers and against slashes/stabs also generally force leg hits too, because people were still accelerating their attacks rather than hitting for optimal damage.

    Between a weak and strong hit, yes. Medium hits were sometimes harder to tell in the moment. But the damage gap between a strong/weak attack and a medium attack is considerably lower than a headshot and a body blow, and confirming a headshot is often completely ambiguous - no one complains about that.

    Wow SlyGoat, you’re so good at DW.



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  • I would prefer either daggers reach reduced to their pre-original-bubble state or that the bubble be brought back.



  • Maybe it’s something else but I just don’t remember seeing bullshit very often with fully blown bubble and old camera, and I used to play with 60hz. I’d prefer they just buff the length of the problem weapons instead.



  • @dpunk:

    I would prefer either daggers reach reduced to their pre-original-bubble state or that the bubble be brought back.

    Anything that tackles those nasty op daggers with spam would be welcome tbh



  • @SlyGoat:

    One of my primary tactics playing ninja in DW was to jump into attacks when I’d been feinted or could otherwise not prevent a hit, because I’d force early hit tracers and against slashes/stabs also generally force leg hits too, because people were still accelerating their attacks rather than hitting for optimal damage.

    That’s some high level shit SlyGoat.



  • @rumpelstiltskin:

    That’s some high level shit SlyGoat.

    It’s just proof of concept re: variable damage tracers giving you more combat options/considerations and thus raising the skill ceiling. That’s on top of how it weakens facehug stab/lookdown overhead feint spammers.



  • you need to find a good balance between mechanics that raise the skill ceiling and make the game feel better and mechanics that raise the skill ceiling but add clunkyness



  • @CRUSHED:

    you need to find a good balance between mechanics that raise the skill ceiling and make the game feel better and mechanics that raise the skill ceiling but add clunkyness

    I personally just never found it clunky.



  • I personally just never found it clunky.

    It’s clunky and it doesn’t belong in MW.



  • @Flippy:

    It’s clunky and it doesn’t belong in MW.

    How much did you even play around with it in DW?



  • @SlyGoat:

    It’s just proof of concept re: variable damage tracers giving you more combat options/considerations and thus raising the skill ceiling. That’s on top of how it weakens facehug stab/lookdown overhead feint spammers.

    It’s a nerf to drags, seems like it lowers the skill ceiling in some ways.



  • How is it clunky lol. All it does is nerf drags. It requires you to play a bit differently. The skill is to still try and deceive your opponent while doing max damage.

    There are some who exclusively play DW. They think its the superior game. Everyone is entitled to their opinions.



  • @gndo:

    It’s a nerf to drags, seems like it lowers the skill ceiling in some ways.

    I’d only keep the early tracers, tbh. I’ve always been for drags.



  • @SlyGoat:

    I’d only keep the early tracers, tbh. I’ve always been for drags.

    Well thats nerfing lookdowns and reverse overhead. So many weapons would be useless, feints only thing you could do with them.


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