Vesros actually said that there’ll be different weapons for each class a while back.
Posts made by ToLazy4Name
RE: Alternative stabs?
Parries, animations and clunkyness (52985)
I generally wait for Gauntlet to make a post giving feedback on the game as he’s far more eloquent than I could ever hope to be, but most of what i’m gonna discuss here is about the game in general and not any specific build.
Since i’ve become a tester i’ve always felt that there was something a bit off in regards to parries, attack animations and dragging. After 15 hours of test time, I think i’ve nailed down the exact issue I have with how all of these things are working.
My first issue is how parries work. In Chivalry, parries only activated when someone actually collides with another player’s hitbox. This (currently) isn’t how it works and it instead activates when someone hits another player’s actual parry box. The obvious benefit of this is that it cuts down on how effective intentional misses are, which is a good thing. The issue with this however is that this severely impacts the effectiveness of dragging, which is made worse by how the actual animations currently are.
This brings us to my next point: animations. I’m going to be using overhead attacks as an example here as they highlight my point the best. In Chivalry, most overhead attacks started from one shoulder (a longsword overhead would start from your right shoulder) and go down to the opposite hip (longsword overhead would stop near your left hip). Because of how the actual animation travels from one side to the other and the fact that parries didn’t activate until you actually hit your opponent meant that you could normally do decelerated drags without having to actually take your eyes off of your opponent. In Mirage, this isn’t the case. Overheads travel in an almost perfectly vertical fashion.
This brings me to the crux of my current issue: The way parries work coupled with how the actual animations play out means that you can only effectively drag if you turn away from your opponent and then drag the attack back into them at the last second. This is incredibly jarring and makes it even harder to react to your opponent’s counter attacks.
Now, with that outta the way, lemme get into the actual current build (some of this will simply be a copy + paste of another post I made in the focus test thread).
Chivalry hit trading being back is bad enough on its own, but coupling this with the increased knockback is a recipe for disaster. The increased knockback means you can create more space after you hit your opponent and they parry, which then gives you more time to start your next attack and presumably get out of windup so they either trade with you or cftp. Basically, if the knockback is so hard that you can’t land a riposte on someone, they’re typically gonna be able to trade you if you try to close the distance with them.
Certain abilities can now be held for an extended period of time before release such as the taurant’s boulder throw, but i’m aware that most of this isn’t intentional and the devs are already aware of it. So, outside of reverting this change, I also think that the boulder throw needs to be tweaked a bit. Instead of the boulder appearing in front of the taurant, I think it should instead appear directly above him. This would stop it from literally starting inside of someone’s hitbox and give them more time to react to it in the case of a point blank throw.
Queueing is still present and I actually think it had gotten worse somehow. It’s entirely possible that I simply wasn’t paying attention before, but in this build i’m now noticing that I can queue up not only attacks but also parries. I understand that working on bugs ‘n’ such is important, but it’s really frustrating to have to deal with the massive amount of queueing that is going on. It’s one of the biggest contributors to the overall feeling of clunkyness that the game has.
Speaking of clunkyness (and also FHF), the issue of getting out of sync is still a big one as well. Basically, getting hit doesn’t reset you back to your default state. Because of this, you can get hit and if you’re out of sync even slightly then your opponent gets a free hit on you because they get off their next attack before you can recover from your failed parry and get a new one out. If you’re playing a class with a smaller health pool, you’re pretty much guaranteed to die if this happens, and even if you’re a class with a larger pool of HP you’re still gonna be severely weakened. This is only worsened by the massive queueing issues mentioned above.
RE: Feedback on the mechanics and animations. (Build 52101)
Gotta disagree about everything you said in regards to FHF ‘n’ such. I’m not even a competitive Chivalry player and I think FHF is infinitely superior to anything involving hit trades.
RE: A different weapon choices for each class
Vesros recently responded to a question on the subreddit regarding whether or not the different classes will have multiple weapons.
“This is actually something we recently changed our plans around and we’re now aiming to launch with a different options per class.”
So yeah, looks like we might be getting multiple weapons per class after all.
RE: Tinker's auto side/back jumps after attacks
Yeah, not a big fan. I think it’s a superfluous addition that would be better off removed, or at least implement a stamina system so you can’t spam them.
These kinds of mini-MAA dodges were also a thing in Slasher, and I hated them there as well.
Edit: Wait, are we talking about the same thing? I thought we were discussing the little mini-MAA dodges you can do by pressing the jump key while moving sideways or backwards. After re-reading what you posted I think you might be on about something different.