Sword stab fienting and overhead swing



  • so ive realized some really cheap tactics some people use while dueling.
    one is a knight or vanguard 2hnd sword stab fienting, the amount of time the stabs have to fient is just to long compared to how fast the stab hits. someone can litteraly fient right before the stab hits so you wont be able to tell if they are going to fient or not at that point so they can just stab fient then stab and you wont even see it.
    maybe they shouldnt be able to fient so late on stabs with those 2hnd weapons?

    another cheap thing is when someone overhead swings with a 2hnd they just look down really fast so the weapon hits u like instantly then bounces off the ground so there is no swing and then they are ready to do whatever right after that.
    maybe they could make it so the swing doesnt look down with the character so it doesnt do that?



  • It’s a serious issue with any weapon. You shouldn’t be able to hold a feint until the absolute end of a weapon’s windup. It makes it essentially impossible to react to if they get close enough.



  • @UnknownXV:

    It’s a serious issue with any weapon. You shouldn’t be able to hold a feint until the absolute end of a weapon’s windup. It makes it essentially impossible to react to if they get close enough.

    This. The entire feint system needs looking at. Imo a smaller feint window would help, but not fix it unless a feint animation existed. Honestly it’s silly seeing someone spam feints like some glitchy robot.



  • IMO this is exactly what makes the game so fun, and what gives you a wide range of skillsets. They tried adding a delay after feinting in the Patch 1 Beta, and it was horrible. Instead, you have to learn to expect what the other player will do and counter it. Everything is counterable.



  • A proper feint from close range is not something you can react to. If you’re an aggressive player, you’ll often be able to get a hit in, especially if they always use feints; but a good player will mix it up to the point where it is genuinely nothing more than a guessing game. And that’s not fun in what is otherwise a game of raw skill.



  • Well, doesn’t it make maintaining a proper distance an essential part of skill?



  • Against good and aggressive players, you can’t maintain distance. Not for long. Kicking can be useful, but barely does damage and they’re going to rush at you again when the quick stun is over.

    It also makes Maa extremely powerful when using dodge and feints well. Coupled with them using one handed weapons, even more potent with feinting, and it’s a serious issue.



  • You can see more and more players base their melee around these two mechanics ENTIRELY.
    It sucks. Its abuseable.

    The fact that a missed block leads to a cooldownanimation that takes ages to recover is a huge contrast to roboticfeintstabbing with bigassshields.

    Maintaining distance indeed doesn t work. Kicks are extremly high risk…
    This has to be redone. Many more players will adapt and melee will be plain awful.


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