Very good overall assessment of the patches.
@Evil:
@Slygoat:
Attacks cannot be feinted in the last 200 ms of windup (attack grunt will play at the start of this window).
A good change as it made feints more readable and feinting with a fast weapon slightly harder.
ng.
This is a very good change I find, but doesn’t actually work consistently. Some weapons, the claymore in particular, seem to make my opponent grunt, but then they STILL feint afterwards. It’s worse than not having any feint cue at all, because I hear the grunt and parry, thinking their attack is coming, only to be feinted anyways.
@Evil:
@Slygoat:
Special daze length from 1.5 to 2
A very good change that really makes stamina management count again. Finally you are able to punish enemies for poor stamina management even when using a slow weapon. The value feels odd for fast weapons though (2s stun because a dagger hit your tower shield?) so maybe make it specific to the weapon used? I also think this punishes using a shield too much. I suggest compensating for this by decresing the stamina cost on shield blocks.
I hated this change at first, but something clicked while I was playing the other night and I’ve changed my position on it. This patch features a lot of weird decisions and bad changes, but if you ignore the fact that the new stamina system seems to fuck over shield users, it actually adds a new dimension to fights.
Duels feel almost like a UFC fight now, where you have to not only be mindful of your own stamina and fight accordingly, but also watch your opponent for mistakes in their use of stamina. If someone is wasting stamina, you can then be aggressive and attack them, because even if they block they’re getting pushed closer and closer to running out of stamina and being punished badly. Before running out of stamina was almost academic, because you could usually just block whatever attack they came at you with and then you had more stamina all of a sudden.
Identifying when a recovery parry happens is also a big part of keeping track of someone’s stamina. Whereas before if you attacked someone while they were in recovery, you’d just do damage, now you essentially “damage” their stamina. It makes you play a bit of a long game because the damage you would have done to them when you hit them while they were in recovery has now essentially been pushed back to when they run out of stamina. It’s interesting.
Doesn’t justify getting rid of combo-feint-parry though. In fact, I think these new stamina changes would have been enough to make people temper their use of CFP; because of the high stamina cost it puts you at a big disadvantage should your opponent pressure you and make you lose even more stamina. I’m willing to bet that if combo-feint-parry was returned to the game with these new stamina changes, that the “aggressive+defensive comboer” that people complained about would be much less effective.
@Evil:
@Slygoat:
Increased weapon knockback on all primaries.
By itself a good thing but overdone. Should be toned down but not reverted completely.
Agree. Knockback is alright, but right now it just launches you completely out of the fight you’re having. Knockback should be high enough that it pushes your opponent out of their comfortable range, where they feel they can threaten you the most, but not so far that you can’t even hit each other.
@Evil:
In short:
- too many changes
- too severe mechanical changes
- not enough testing
- a lot of good changes that are now tainted/overshadowed by the poor ones :|
Agree.