Three years… so this is what it feels like to get old.
Posts made by The Radiant
RE: It's been nearly 3 years now
RE: Drags & Feints
Just played some duels on mercs mod and feints seem pretty well balanced imo. It does feel like it raised the skill ceiling because I get rekt by great duelists a higher percentage of the time now. Normal chivalry doesn’t look like it’s going to change much from now on though so those feint windows are probably there to stay.
That makes less than no sense.
You will beat better players than yourself more often when feints are involved than without them. Even those who entertain the notion of reading feints (by using all the aforementioned hardware and settings/ping) still won’t be doing so as reliably as against drags and reverses. You should barely ever beat someone superior to you in a no-feint duel.
You can’t compare a simple color change reaction time test to reading feints. I think I have a more accurate reaction time test to determine your feint reading abilities. It would be a square on the screen. There is a countdown from 5 to 0. On 0, the square will either rotate to the right or to the left. If it rotates to the right, then you click. If it rotates to the left, then you don’t. The program would average up your scores from when you click and penalize you for when you clicked when you shouldn’t have.
There would be problems with this program. For one, when you read a feint you’re looking at more complex movement than a square rotating. Another problem is that it assumes that you’ve perfected the animations. You know exactly when the feint window passes.
I wonder what kind of results a reaction time test like this would give us. Timing, reading the animation and reaction all play a role in reading feints, but maybe we shouldn’t think of the reaction time in the terms that we’ve been thinking about it. I have about a 180 ms reaction time towards color change and I can read feints okay. The best feint reader I’ve ever seen had a reaction time of 280 ms though, which seems crazy to me.
No, A test that is similar to feints would be a square that moves and after a specific amount of time blows up on your screen unless you click on it.
However, you can only click on it below 180 ms (200 ms cutoff + ping time). If you click before this, you lose. So you have to wait and see it approach, and if you click it at the last 0.18 sec and below, you defend against it. But only if it was genuine. It will randomly not progress further beyond that cutoff point. If you still click it even though it didn’t transition into the final part, you lose. This would be an appropriate test.
One that I doubt anyone would get a consistently higher than 50% result on.
RE: Drags & Feints
so 18 pages of whining over a game you barely play?
You do understand what he meant by reflexes?
I stopped playing mainly because the makeshift comp scene was so reliant on feints.
Sorry Grumps, but you’re not understanding me. If you wait until the moment where you know it isn’t a feint, your brain still has to take the time to process that this point has been reached. And, unless your brain is fast enough to determine that state has been reached, you’ll simply be hit (if it’s a real attack) during the time your brain is trying to process the visual inputs.
Of course you can simply wait as long as you want and not parry. “Read” a feint. But the reality is that if it’s a real attack you’ll just be hit anyways. You can’t parry real close range stab attacks AND read close range feints either. It’s not humanly possible besides genetic supermonsters.
RE: Drags & Feints
Why are you constantly under the illusion that feints and reaction time have a relationship?
Feints are animation based. They don’t come at you completely out of the blue.
The more you practice, the better you get used to reading the animations and their timings. It becomes a REFLEX.
Reflex. Independent of your conscious reaction speed. You have more than enough time before the attack hits you to see that an attack started - that’s the reaction speed in play. The rest is how good you are at reading the rest of the animation, the player and using your footwork to counter it. It’s how you react, not when.
I mainly noticed it after I quit chiv for a few weeks and returned. Some of the feints I read I didn’t even expect, I just knew they were going to happen and knew exactly what to wait for - that’s the reflexes at play which you only get by practicing. How you prepare when an enemy attacks you even before he attacks you is even more important.
I only hope to get good enough to read competitive feinters well. Even with my shitty ping
Also if you practice a reaction test site for hours on end not only would you be faster, you’d probably get way less than 200ms. Your brain needs to process actions first. But with enough repetition your brain learns how to do it faster with muscle memory. This is also somewhat the same thing.
It is a conscious process though. Everything in Chivalry is conscious, not a reflex. If you rely on reflex, you’ll parry when you shouldn’t. In fact, the first skill in defense is moving away from reflex based play.
When someone launches an attack, you observe before deciding to parry or not. If you relied on reaction, the instant you detected an attack start you’d parry.
When that attack is coming, you observe, first to see the function of the attack. What style is it. Then you determine if it’s a drag by the angle of the weapon and their position. All of this with sufficient patience and a calm mind is possible. Though with reverses and nearly instant side swings it can be hectic. But it’s all possible and within the frame of human potential.
However, with close feint feints, there is insufficient time to process if the attack is real or not. If you wait long enough to determine its nature, you will be hit if it’s a real attack. The time it takes your brain to process information, your reaction time, comes into play here. If a feint can be held to the point that it bypasses your brain’s speed, there is nothing you can do besides make a conscious choice not to parry because you make an educated guess (anticipation) that it will be a feint.
But again to reiterate, if your brain is too slow, you will be unable to determine if the attack is real or not and if you try to wait long enough to see; a real attack will simply hit you.
At least you didn’t argue the fact you aren’t relevant.
Of course I wouldn’t. I barely play anymore.
RE: Drags & Feints
Radiant you stopped being relevant in this game so long ago it’s ridiculous. Back when you and Nick made that anti-feint video you actually had a point, but that was before feints were nerfed.
No one is relevant anymore. There isn’t a comp scene. There never really was.
It has been a very very long time since then and many people have been spending that time mastering fighting with and against feints. Almost everyone in the competitive scene knows that feinting needs to remain in Chivalry and that the game would be a boring and shallow waste of time without it. I’m not going to go through all the arguments because you’ve heard them all a million times. I will highlight a couple of key points though.
And I never proposed removing feints. I only proposed internally balancing them with other offensive maneuvers.
1. Every game should be based around aggression. If a game allows the defensive player to have the advantage then it is fundamentally flawed, because the defensive player is taking no risks, therefore they shouldn’t have an advantage by being passive.
That is entirely fine. With cftp and ftp, the aggressor has the edge. Not only are they usually safe if they are skilled enough, but they control the flow of the fight; especially if they manage to land a successful hit. But landing that hit should not be easy nor at the mercy of a coin flip. As I proposed, feints should still exist, but not in their potent form. Moreover, parries should be made harder so everyone here clinging onto these overpowered feints could relax a bit and stop believing they are drowning in open air.
2. There are MANY ways to defend yourself against feints, the #1 way being reading them, which is most certainly possible with 60 fps and average reaction time. (I used to play at 60 fps until about 4 months ago and I was one of best feint readers in the game. I have a reaction time of 211 ms, nothing crazy)
That is mechanically impossible. Literally. If your reaction time is 211 ms your brain is too slow to wait for the end of a weapon’s potential feint window, to determine if it’s real or not. If you tried to read feints at that reaction time you’d end up being hit often by normal attacks.
You asked what you do when someone parries you? Well the most common thing you should do is just try to read their next attack. Reading your opponent is not a gamble, no matter what you say to the contrary. Secondly, if you are feeling that pressured you can kick them away, although i don’t usually do this b/c it’s a waste of time and stamina and should only be a last resort. Your next best option and actually what you should always do is be prepared to instantly throw an attack if they don’t riposte or attack right away. This gives you the initiative and they have to either parry you, be flinched or trade you. If you know that you are going to trade you can simply feint to parry. If you are positive that you attacked quick enough to easily flinch them then you can attempt to feint around their feint to parry, if they are a smart player and will actually try to defend themselves rather than just spamming.
Nothing I disagree with here besides being able to defend against a close range long-held feint. Unless you’re a genetic freak or have incredible hardware it is mechanically not possible. Maybe in a LAN setting. After reading your reply to Dire Wolf, that explains how you’re able to read feints. I play with 40-50 ping. Most do. At 18-20… maybe it’s possible. Even then, I fear the majority of your reads are simply good prediction.
Here’s a (quite long) video where Spook and I explain in detail the intricacies of feint duels. There are multiple points in the video where we both read point blank longsword stab feints. And yes we fall for some of the feints as well, as many have stated this is not a 100% science, everyone falls for some feints. Otherwise what would be the point in using them?
Here’s another video where Colonial Star reads multiple norse sword feints at close range. The fight after he reads 2 more broadsword feints, one of them a facehug stab. Skip to 1:15
First off, high FoV. Secondly, as stated, you both must have high reaction time. There is simply no other possible way to read a feint directly. Reaction time, your brains speed at processing incoming visual stimuli. If you’re at 200 ms, that means between the final cutoff point of a potential attack and your brains reaction to this, you’re already hit if it’s a real attack.
So in other words the only way to react to feints without superhuman hardware or reaction time is to allow attacks to hit you. Basically, never parry.
RE: Drags & Feints
feints in slasher are just as strong as chiv except stab feints are balanced due to stab chambers
no feint duels would be won by the first guy who goes maul and drains your stamina by aggressive play and parrying all the worthless drags
you want to make parry harder so the game becomes even more cancer with backswings? 10/10 idea
i keep wondering why you say excellent hardware when the best feint reader i knew played on a shitty laptop with 60hz 60fps
people in NA cant read feints for shit so maybe t hats why you think feints are so broken lol. games need to be balanced around low ping otherwise they make no sense for the most part
As I mentioned, maul is not balanced for duels. I only heard from Nobh’dy a while ago, and I watched some videos, feints didn’t seem nearly as strong as in Chivalry.
I want to make parries harder by shortening the parry time window, that would make drags more potent as your parry would not last as long. Also making the parry window smaller, which means you have to aim a bit closer to the tip of their weapon.
Given the weapon starts inside you or nearly with reverses I don’t think it would change anything in regards to them. It just makes general play more potent.
If someone was playing at a normal ping (50<) at 60 fps and could directly defend against feints (not anticipate) 80% of the time… well, they would be genetic freaks of nature. One in ten million. I’m sure they do exist, people with preposterous reaction time, but you don’t balance a game mechanic around one person in ten million.
RE: Drags & Feints
but muh ripostes, so much skill involved in those drag fights
this kid never fought any good maul or halberd/polehammer
this game is way too easy without feints, the skill ceiling is already meh compared to other first person slashers cough
being able to read 80%+ of feints and being able to throw perfect feints everytime and not be predictable ever is fucking art. great real man
If you’re referring to slasher, I find that funny, given feints in that game are far less potent than in Chivalry, but parrying is harder too. So, exactly what I am suggesting here.
This might be very relevant, there is no b0lonce without feints:
Mauls are not balanced in duels, with or without feints.
The fact that it still applies to feints, is the reason why the majority of people accept feints as just another mechanic. Its not an “I win button”. I’ve lost a ton of duels because of a poorly placed feint.
This game becomes dull when it involves standing point blank doing drags for minutes at a time hoping to get a kill or hoping someone stams out. Even if you don’t feint, knowing the fact someone MIGHT feint, makes duels become way more tense and plays out like a head game where you try to out wit your opponent not just physically but mentally.
You don’t stand point blank in no feint duels. There’s plenty of footwork, plenty of timing attacks and anticipation. I swear, people think both players are just glued to one spot continuously riposting each other. What a ridiculous notion.
I can’t for the life of me understand why people prefer having such an easy maneuver that is orders of magnitudes more effective than any other maneuver in the game. Can you misuse it? Sure it’s possible. That hardly makes it balanced.
If you care about objective internal balance (where the mechanics of the game are in line with each other), which most obviously don’t, than you’d want feints nerfed but also parries made less effective. Even now without feints, at the peak of duels it is very intense and only if you’re both very evenly matched can it last a while. Maybe without the crutch of feints you’d realize most fights are over very fast without them too, if you’re good.
But, given two peak players, it can still take a while as mentioned, which is why making parries harder is a good idea. Pushes that skill ceiling up a bit more without revolving the game around gambles.
With experience and skill the risk is virtually nil. Play the game is a gamble, just killing vs doing the objective is a gamble. Timing your swing is a gamble. Timing your parry is a gamble. What is your point? Nothing is 100% effective 100% of the time. The feint mechanic is not broken, it adds far more depth than it would if you removed it. Dont believe me? Play Age of Chivalry and tell me how deep the combat is, it has no feint? Hell play the no feint mod and tell me the same. It’s ok, I’ll wait.
There aren’t any serious gambles without feints, in a duel. In team objective modes sure it’s different but as mentioned I am not talking about TO balance.
Nothing is 100% effective, quite true. Even the best defense will still fall prey to a few %s worth of good drags, rispotes, reverses and other maneuvers. But they can all be defended against by a normal human brain without excellent hardware and low ping. If you fail to, it’s simply a mistake, not an inherent physiological limitation that reduces that defense to nothing more than luck.
RE: Drags & Feints
Mastering ripostes? there’s really not much to it, you hit one button and you riposte, to make them slightly more advance you move your mouse a bit. Feints are not hard to master either, but unlike ripostes they require knowledge and timing about when it’s optimal to feint. I’m not exactly sure what you’re getting at tbh hehe.
Mastering ripostes is as much about parry timing than anything else. Your parry timing and attack initiation have to be perfectly in sync.
It’s not like a basic riposte is tough, but to get the most out of it takes a while to master. I hardly had it mastered after 100 hours. Then again, we were all complete noobs with just 100 hours in.
What I am getting at? Seriously? Ripostes take much longer to master, feints take much less time, and guess which one is a dozen times more powerful against good players? A riposte might hit a good player one in 40 times, a feint is more like 1 in 2.
LOLS you realize you just made points against your own argument against feints? Yes it take time to set up a feint against skilled players. Skilled players will know when and where to throw one. They also know when to expect one and prepare to either be out of range or to wait to parry. But again you go back to the idea that the game is ACTION/REACTION when it is far more complex. You don’t have to read a feint if you are out of range. You dont have to read a feint if you are aggressive and on the offensive. Your entire argument that you need super human speed or top notch hardware is simply not true. Skill is what you are lacking and you make mistakes.
You act as if you can simply be “on the aggressive” permanently. It’s ridiculous. You can breakdown a fight to the core scenarios that present themselves. Like “being aggressive”, i.e. attacking first at a time you think is opportune. If they parry you, it’s back to unreliable methods of defense. You can maybe pull off a hit trade if you’re lucky, but even that isn’t reliable since they may riposte instead and only works if you have a weapon that deals decent damage and they choose to delay their riposte.
If you’re using a feint to attack in, it’s still effective, but not as effective as after you’ve been parried, simply because of the difference in distance.
You don’t understand what skill is. You think getting lucky on your prediction of a feint (yes seeing patterns helps but a large part of it is still luck) or lucky on your attempt to swerve away (footwork) after being parried is skill? I don’t understand how anyone can think this.
LOLS, NO you missing was your mistake then you got feinted and fell for it. That is a player that took advantage of your mistake, knowing you would be eager to be defensive after a miss. Being parried is not a mistake, sometimes you can set up an off timing swing after being parried. Being parried you should expect two things, a riposte or a possible feint in which you need to be patient and get out of range. Again I go back to range. Thus if you are “Gambling” that is on you…. There is no gamble if you are controlling the fight and a well timed/placed feint can regain you that control thus it is very balanced.
Huh? Are you talking about missing or being parried here? If I miss I can initiate a combo before they can hit me, or at least hit trade. We’re talking about being parried here which is not a mistake. And yes, you expect either a riposte, a delayed attack or a feint. You cannot defend against a feint directly (minus the listed elements that can lead to one’s ability to do so such as high fov high fps or superman genes).
You cannot get out of range like you would parry an attack. It relies heavily on your opponent’s skill. Just like archers hitting you, moving only makes it harder for them to hit you. If they are good enough as I’ve said a thousand times now, you still get hit.
NO, it took me a while to get the timing on how to do a riposte because I never really practiced it. It wasn’t until I spent few days with bots that I got my timing down. As I said before, learning to feint is easy, mastering it is far more complex because too many like yourself thinks it is an easy button but against high skilled players, they will crush a feint player that is dependent upon it. With feints, less is more. Knowing when and where to use one takes lots of skill on top of that knowing this also gives you knowledge and experience when one will be used against you. Knowledge/experience is power. That is what you are missing.
Mastering feints is far more complex? I am dying of laughter. It is one button you press after attacking. There is nothing complex in the mechanics of it.
Yes, just like ripostes, spamming them is inefficient. Just like ripostes, knowing when to use it is a more involved process, but these are tertiary skills that apply to all maneuvers, not purely feints.
Your last paragraph makes no sense. All deaths are real deaths in game. Luck only comes with lag or shitty FPS. I don’t know about you but I die more from archers ruining my perfect attack pattern than anything. I rarely die from feints. I don’t know what to tell you. Many others are tell you the same thing that feints are just not that relevant in their deaths as well. I would understand if I was the only one telling you, you are wrong but I am not.
If your brain is unable to process the information that will lead to determining if your opponent’s attack is real or a feint, then it is luck for that person. Luck is merely a lack of information and / or a lack of time to process it. A coin flip is only random because we lack the time to process the information of the coin flipping in real time.
So, if you’re unable to read feints, like everyone playing normally is, there is a hell of a lot more luck than without them. Tons of skill is still involved, but more luck. Therefore, invalid deaths will occur where the inferior player wins.
Again - beating a dead horse - this has been in the game since release. And, yes the game was promoted as a Hollywood style combat with full directional swing control in real time as well as more of a Rock+Paper+Scissors game than a full action/reaction. This game is awesome because you can plan ahead your combos and if you do it right you can wreck by thinking that far ahead.
It was promoted as a competent medieval slasher game with tons of silly voice commands, brutal decapitations and real time swings for a bit of skill. It was never intended to be hyper competitive.
You just hate the mechanic so much that it has blinded you to the elegance of it and hardened your resolve not to get better defending against it.
The elegance. You might as well say maul fighting is elegant. Give me a break.
RE: Drags & Feints
Ripostes, especially as MAA, are fast as hell by nature.
All it takes is scrollwheel + accel after parrying, and as long as the knockback isn’t too great it’s going to be fast as hell. Anyone can do that.
Feinting relies on being able to stress your opponent leaving as little openings of your own while forcing as many openings on your opponent. If your opponent is calm and your feint isn’t exact end of the feint window, chances are it will be read.
Scrubs still think feints are press q to win, so they never think about it in that aspect. It’s a matter of attitude that scrubs just don’t have.
I uploaded a video of me pubbing yesterday, https://www.youtube.com/watch?v=6LA1-cy36YQ
The general skill level in that server wasn’t as high as I had hoped and I was a bit rusty, but you can definitely see that these rank 20s and rank 30s sometimes try to feint me to try to win without trying.
They’re using the most readable attacks, sometimes do it out of range, and just generally don’t do it right. If I with 80 ping can read these feints without even expecting them, feints are not overpowered maneuvers.
Some weapons are easier to feint than others, making them a feint crutch. Prime examples being sow stabs and claymore overall. But they’re still dealable. Albeit not as easy to handle with my ping. I can’t be as comfortably within their accelerate range as I was with others in the video, for example.
I’m not sure what you’re arguing against. I agree with everything you said.
Ripostes are fast, of course, that is their purpose. To master them takes far longer than mastering feints and the potential power is far lower. If a rank 20 does a terrible feint, you can read that. They aren’t pushing the envelope. But it takes no time to master. It’s not an application of precise timing based on reacting and defending against a player. That nuance is removed. You approach, attack, and feint near the end of the windup. Extremely simple and easy to develop the muscle memory for one weapon within a few minutes, maybe an hour.
I’m talking about duels here between good players. A good player is going to feint you in an opportune time, which is easy to setup. At closer ranges, with a good weapon and an appropriate style of attack (reverse feint, lookdown feint or stab feint) you will not be reading it. You can sometimes anticipate it, but you can’t read it. (Baring genetic freaks and / or those with insanely low ping, perfect hardware and high fov).
This is not internally balanced.
I totally agree. He really has no clue. He first starts off with saying that if he misses, he has not recourse against a feint…. LOLS He made the mistake! As I have been saying, it mostly comes down to who makes the first mistake.
That you qualify being parried as a mistake demonstrates a dramatic difference in mindset. Being parried and parrying your opponent is part of the natural flow of a fight. They are not mistakes. I have said that parrying is a bit too easy in Chivalry and I want to make it harder, but beyond that no. If I approach and you parry, I should not have to gamble to avoid being hit. That’s absurd.
On top of this he thinks that you can master the feint in an hour. That is beyond stupid. Yeah you can learn to press a button sure. But to master it? Please. There is so much more depth to the feint and most of it is knowing when to do one and more importantly, when NOT to do one. When you truly master feinting, less is more. On the rare occasions when I do one, it is the final blow, in other words there have already been many swings, hits traded, parried and depending on position, footwork, range, up hill or down hill, how bloody they are or breathing heavy and I know I have them out stamina. There is no way I would rely on it because, it takes up way too much stamina and when it fails you are punished severely. He talks about the art if combat yet fails to understand this mechanic to it’s fullest extent.
In the direct mechanics it takes very little time to master a feint, relative to mastering the direct mechanics of a riposte, which you brought up.
I also agree with MrGrumps, nothing is more satisfying than crushing a high ranked spam feinter or any level player that relies on it. They think they are good and boom you crush them or even better throw an unexpected feint at them and they die. This fills me with joy.
With feints, you will die to them far more often than if feints are not used, because of the element of luck there are more false deaths (the inferior player wins) than real deaths. It pushes the game closer to poker or Hearthstone where of course there is some skill, but plenty of luck too. Instead of a game like SC2, where it’s almost 100% skill. Which means even over one single match, the better player wins, instead of it taking dozens or hundreds to properly identify.
RE: Drags & Feints
Sorry but that is where skill and experience comes into play and being able to maintain your distance and use skilled timing knowing when to attack. For example: when I am fighting, many times I am backing up and side stepping to keep my distance and always try to attack with the very end of my weapon. But other times I will will attack then blow past and around the enemy and they lose me, I then do a 180 overhead and boom. Foot work is always reliable if you maintain the proper distance and timing for your weapon and class. Oh and I almost always feint an archer or MAA because for me I play slow telegraphing weapons vs the overly spammy. If you want to talk about individual weapons and classes, that is another story.
That does not work as knight. Yes, I can do my best to try and predict the best timing to attack. This is true with or without feints. Without feints, it’s a short window, trying to attack just before they do, to either flinch or force a ftp. But if I miss the timing, I don’t have to fall back to a coinflip on if I get hit after. I simply rely on my defensive skill to not get hit by their followup.
If I attack and get parried, it’s back to that coinflip, either in trying to swerve away (footwork) or defending against a potential feint.
They are not unbalanced because everyone can use them and they are great for the slow short weapons like double axe.
You do not understand balance. Give everyone a nuke that one shots the other player. Everyone can use it, but that doesn’t make it balanced, because it vastly dwarfs other maneuvers of the same purpose (tricking your opponent). Balance is internally relative to mechanics of similar purpose.
You are also playing knight which has far more armor and if you are playing any of the swords you can also out stam someone. But even still, again I mention range and foot work but with knight you have to be more aggressive. I know far too many messer and longsword/shield players that are very fast and hard to beat because of their patience then aggressiveness. So if these guys can rek me so can you. You must be doing something different or not doing. I dont play knight that much but when I do I like double axe and maul because of the damage and the double axe is just too much fun and rewarding with double OH combos.
Of course you’ll like the maul, it’s quick and dirty. It’s not elegant, just like feints. You do anything to win, even if it’s a cheap and easy kill.
You throw out words without point. Being aggressive doesn’t matter when in specific situations as I mentioned, I will be relegated to highly unreliable methods for defense. That is boring and bad design.
Again I disagree. And I will repeat that this game is not action/reaction. It is more rock/paper/scissors/lizard/spok kind of a game and was billed as such. There are far too many possibilities and tactics that is why you have to be thinking 2 to 3 steps ahead and preparing for them as well as planning what you are going to do. This is what many other have said about the aggression/anticipation/prediction, basically being in the zone. If you havent played in the zone where you are accurately responding to and predicting what the other players are going to so and then you just stomp the living shit out of them over and over again, I feel sorry for you. That zone is all about almost preternatural possession of the game and it is a blast. I can lost hours playing Chiv when I am in the zone crushing and winning map after map. That comes with time and experience. Rarely does a player show me something new or that I could not have handled. Sure I still get rekt on occasion and to be honest I mostly get kill because of archers.
This game was not billed as anything. It was not marketted as a competitive title. TBS never expected people to be insanely competitive in it. That’s why feints didn’t even have a ms cutoff point at the start. It was a casual romp, not a serious title.
I know the “zone”, and it’s just as effective without feints. You predict what your opponent will do and when to attack, it’s amazing against maa but against other classes. The difference is if you land a hit, you earned it. You didn’t get a dirty effortless hit in via a feint.
I will agree that PING is the most important thing in the game but this is true with most all games. but Chiv is very ping dependent. I used to play with 90-110 ping for the first few years until I got Google fiber. Now my pings are are in the 30s and 40s. I have a gig down AND a gig up. I think that upload speed is probably more important with Chiv than anything and most players only have on avg 1-2 Megs up. Hardware is somewhat a factor but I still did well when I had my old potato. That is why if you search for tweaks, you will find that most of them were posted by me as I spent weeks searching and testing tweaks and ways to make chiv play better stronger faster.
I still dont think it takes absurd mental reaction time, it takes patience.
First, go to hell for having Google fiber. Not fair. Secondly, it takes a high reaction time to be able to process the incoming information in time. It’s simple. If you’re near me and feint, my brain has to actively analyze information up to the point you feint. If my brain is quick enough to wait until the cutoff point (after accounting for close range instant hits and ping) than I don’t have to parry. If your brain is not quick enough, there just isn’t enough time to decide if it’s a real attack or not.
Yes, you can have a quick brain but still be nervous and on edge, and that can lead to panic parries or quick parries, but if your brain is fundamentally too slow, you can never react to good feints.
I again like many disagree that it is the easiest, offensive, or strongest maneuver in the game. Hell I would lean more towards the ripost being the easiest and most devastatingly powerful once you learn how to do it consistently and on demand. That took a long time for me to get and I practiced my ass off with bots and in ffa just parring and trying to riposte. Also remember that a feint can do no damage. It is the follow up swing that does it so the skill is knowing what attack to throw after a feint. And I have had plenty of those parried as well. (mostly cause I play a slow assed weapon) Where as, ripostes can to damage and kill with a single button.
Ripostes take a lot of time to perfect. Hundreds of hours to truly master. Whereas a complete newbie can “master” feints in an hour, if that. Get close, hold the feint for a while. You’re a master now. It’s ridiculous. And ripostes do not guarantee hits against good players. Even knife ripostes aren’t anywhere near as tough to defend against than feints.