Yeah this makes sense, it just sits around awkwardly and it’s hard to know if she can still activate it or not.
Will implement this soon.
You are absolutely correct, this will make its way back in for the update next week.
I’ll see about the jump cooldown as well, it might make sense with something we have already.
Definitely need to do something about it, will see what makes the most sense for the next build.
Abilities and melee do not share the same parry box, it was obvious very early on that many abilities didn’t play well with a tighter parry box so abilities use a larger one instead.
Parrying melee has gone back and forth a lot in terms of how precise you have to be, this build is the easiest one to parry in that we’ve had in a while.
Partly due to the parry box itself having changed but also due to server side tracers and parry checks having changed things up a lot (something we’re testing for the first time in this build).
It’s great to get feedback on this as we’re still changing things a lot and we can’t fully test some of these changes before putting it live.
Parrying last build was quite inconsistent so it being too easy and reliable to pull off now is a great problem to have.
Thanks for the excellent writeup!
Will the Vigilist’s Monolith stop a pushable object?
Right now it doesn’t but we had this working a very long time ago and might consider it again, the dynamic objective it turns the monolith into can add a lot of variety.
Does a volley back and forth of a spell (perfect parry) have a limit and will it decrease in dmg as it travels?
There is no damage loss nor is it planned.
Will we see long form maps similar to Chivalry in longevity vs scale?
It’s a possibility, that’s about as much as I can say right now!
About how many players participated?
2000-3000 players in total have participated for both the builds so it really isn’t a lot. We’re still keeping the numbers low as we work on the core concerns and some big technical issues.
Can I play SP with bots even off test phase?
No, sadly not. We are looking at some really interesting stuff with bots but they are still pretty rough.
@teripper Thanks, this is absolutely our biggest issue to overcome and highest priority right now.
Despite the massive effect it has on the experience right now It’s good to hear peoples thoughts on the games potential in general, it’s clearer then ever what we need to do and I’m excited to get more builds out.