Lockdown Invincibility Frames Bug: Discussion

211 replies [Last post]
Buckdida's picture
Buckdida

Since topics on this seem to be popping up all over the place, let's see if we can start a civilized, centralized discussion thread about it.

Some people like it. Some people hate it. We know it's a bug, and one that's looking to be patched- but never forget that sometimes bugs become features.

For those who haven't figured it out, let me explain: In one of the most recent patches (about June 7th?) a bug has appeared in the game where the "Mercy Invincibility" (or the few moments of invulnerability after taking damage) appears to not be in effect for the Lockdown PvP game mode (and possibly other places as well?). This means that just about any source of damage can hit you multiple times without delay- even extremely fast firing weapons like the Cutter Sword series and Autogun series. Other weapons with multiple damage sources, such as the Crystal Bomb series, can now hit with those multiple sources as well. In all cases, attacks with these weapons will sometimes result in a one-hit kill, which some players find unfair.

The catch with this bug? Some people actually like it, with good and varying reasons behind it.
-Weapons that were once unviable due to enemy playstyles and game mechanics are now being used to a full and powerful effect, causing a great more variety of gear to be seen on the field.
-Due to the above, different strategies and playstyles are now emerging, which some players find refreshing. With more strategies and playstyles, Lockdown stays fun, and doesn't get dull. (As well, it seems players with old playstyles find themselves adapting to the bug.)
-More teamwork and tactics. This is an important one. For example, Gunners can now easily lend support fire to frontline Strikers and Guardians without being a detriment to that frontline player's damage. Further and more generally, players can team up on enemies, knowing that any hit they land will do damage. Players that are used to soloing and *just* doing damage will find themselves in dangerous situations if they try to charge into a group of three enemies without much tactic- as it should be.

Of course, being a bug, people dislike it too.
-Guardians, and their shields, are getting ripped apart. As a guess, the class wasn't designed to defend against this level of damage, making the class more difficult to play at the moment. (This reason is unconfirmed.)
-One hit kills. Of course these are frustrating to players, and rightfully so. While you might deserve it if you've walked on top of a RSS, the Blitz Needle charge has a larger range than you can even see on a 3:4 (normal sized) monitor, which is a problem. I'm pretty sure all players get infuriated when they get hit by something that wasn't even on their screen (a-la charging Slag Gaurds). T3 Lockdown was actually changed (players got LARGE health boosts) in order to combat this issue of one hit/combo kills, so it certainly isn't intentional now, either.
-Stunlocking: Of course people hate getting ganged up on- but that's called teamwork. Reportedly, the problem here is players with extremely high powered weapons or armor sets (namely with ASI) are able to ambush and dispatch enemies without giving them a chance to retaliate- even if they did react in time. They are simply unable to counterattack due to the "attack cancel" mechanic that occurs when you take damage.

As far as bugs go, it's very, very interesting to see how it changes up the gameplay of Lockdown. What do others think? Does this need to be patched ASAP? Do some people want this to stay in as a feature?

P.S.: If any of my information is incorrect, please say so! I'll correct the post.

Rommil's picture
Rommil
sounds like fun

sounds cool to me. sounds like a vast array of weaponry would be more legitimate. Or at the very least, it might change the go-to weaponry for a bit. But thats merely pure speculation, i didn't play much lockdown before and haven't played it since.

p.s. as "neat" as it sounds, and as much as some of the LD "elites" --read pompous bags-- annoy me [not all of them just some] which makes me chuckle with delight at this. i must say, that this should be patched out and the sooner the better. Even these pompous idiots deserve a fair shake. They have dedicated a large amount of time, money, or both to get the gear they had under the unspoken agreement that this is what Spiral Knights PvP system will be. To radically change that would be to bait-n-switch the paying, playing consumer base. Its not right in any situation. Whether a bait and switch occurs vs me, my friends, or people who annoy me. Under any circumstance wrong is wrong, and right is right. To completely change the complexion of LD at this point is wrong.

Damienfoxy's picture
Damienfoxy
it's probably the best thing

it's probably the best thing to happen to LD

Redblades's picture
Redblades
Horrible

Great for trolling around. I've been playing on my blitz, and I demolish the whole team when I sneak up with recon. one charge and BOOM they're dead when they're capping. I have full damage and ctr, so they dont stand a chance.
not fair though.

Bora-Dori's picture
Bora-Dori
Yes Rommil, justice shall be

Yes Rommil, justice shall be done.. for my ASIs and Pierce meds T_T

Radarblue's picture
Radarblue
I actually think it's a good thing

Just that it kills too fast.
Like a round in street fighter ending with one 2-hit combo.

Then again, imagine street fighter with hit invincibility.

Tenkii's picture
Tenkii
It's fun

It's great - earlier I saw people running around with cutter lines, blitz needles, and other weapons that you'd never see normally. They still get mowed down by better players. People are spamming 3 hit combos because they think they're so strong and they're getting punished for being dumb. Single strikers are dashing into groups of 3-4 people and dying for being dumb.

This means that even if they don't change it back, these are things you can overcome with skill, at least in random play.

RSS and gun double-ricochets are noticeably more powerful now that they can actually happen to people and hit them to similar extents monsters get hurt.

It's kill-fast, die-fast gameplay.

If you like it, enjoy it now, because it's going to be one of those limited-time things :3.

-------

I wasn't aware that we had invincibility frames in the first place, but now that I know we had them, it's painfully obvious now that slow and pretty much unusable Catalyzer line was getting gimped because the detonation shots/early charges were triggering invincibility and keeping the rest of the charges from doing the damage they would have.

Blitz needle was (wow) absolutely gimped with the invincibility frames.

Generally speaking, gunning was gimped, especially if you were a quick shot.

and here I thought it was all lag's fault for hits not registering @_@

Doctorspacebar's picture
Doctorspacebar
-Guardians, and their

-Guardians, and their shields, are getting ripped apart. As a guess, the class wasn't designed to defend against this level of damage, making the class more difficult to play at the moment. (This reason is unconfirmed.)
Simple solution: give the Guardian Shield a buff, or at least let the Shield (and ONLY the Shield) keep the frames.

-One hit kills. Of course these are frustrating to players, and rightfully so. While you might deserve it if you've walked on top of a RSS, the Blitz Needle charge has a larger range than you can even see on a 3:4 (normal sized) monitor, which is a problem. I'm pretty sure all players get infuriated when they get hit by something that wasn't even on their screen (a-la charging Slag Gaurds). T3 Lockdown was actually changed (players got LARGE health boosts) in order to combat this issue of one hit/combo kills, so it certainly isn't intentional now, either.
I'm a bomber and I never noticed a big problem with the Needlers in the games I played recently. They hit hard, but I never got OHKO'd, even from out of range. Maybe it's because I've got two Tripends, but I never really had more trouble with it than I had with Flourishes. Besides, you've got to be standing COMPLETELY STILL to fire, so keep in mind that guy with the Needler is a sitting duck for people who used a Recon Cloak and didn't get spotted.

-Stunlocking: Of course people hate getting ganged up on- but that's called teamwork. Reportedly, the problem here is players with extremely high powered weapons or armor sets (namely with ASI) are able to ambush and dispatch enemies without giving them a chance to retaliate- even if they did react in time. They are simply unable to counterattack due to the "attack cancel" mechanic that occurs when you take damage."
I did get stunlocked once while charging my RSS- but that was in charging. I think Skolvers get stunlocked by DR, too- but not all the time. Stunlocking, while cheap, is inconsistent enough to not be TOO bad. And it was basically this way for bombers that got seen by a Skolver with a Toothpick.

What I like is, weapons that sucked before (Cutters, Autoguns, DR) are now usable. I've been teamed by cutters, flourishes, and many others, and survived to tell the tale with me trusty DR. And then a gunner (or someone with Trollaris) comes along and spoils the fun. Do I see a COMBAT TRIANGLE here?! Yes, Bombs -> Swords -> Guns -> Bombs!

If the games I played are any indication, it's just fine the way it is now. A "bugfix" would be like the "bugfix" on the Pepperbox.

(I laugh at Rocket Hammer Recons. DR crushes them.)

Sypsy's picture
Sypsy
The problem I have with it is

The problem I have with it is that the bug makes me play like a noob.

Attack & weave? Pshh. Just combo.

Dodge and shoot? Psh. Just hide behind someone and unload a full AP magazine on an enemy.

I fear when the bug reverses, this fun will have spoiled me too much.

Tenkii's picture
Tenkii
!?!?!

Doctorspacebar> http://cdn.memegenerator.net/instances/400x/21687063.jpg

wow. that's the first one to make me laugh, and it's relevant.

nice.

Heavy-Duty's picture
Heavy-Duty
...

...Can we keep it?

Pauling's picture
Pauling
Guardians are fragile butterflies

Getting killed before your screen even has time to register the presence of opponents definitely rots. If lockdown were to stay as it is, enemy units would need to be shown on the minimap as advance warning, which would run counter to the strategic aspects of capturing.

One other objection: In most of my matches today, there came a tipping point where one side or the other managed to kill all opponents on the board and block off the locker room exits. (using pulsar spam, striker mobs, etc) That prevented even the chance of a comeback.

This bug has offered an interesting chance to explore diffferent play styles in lockdown, but I don't see "speed kills" being the key to fun going forward. Just as there are a few "ideal" weapons in undead or beast levels, so we need to resign ourselves to the fact that some weapons just aren't suited for pvp.

Infidelslayer's picture
Infidelslayer
Hmm....

@Pauling

Just as there are a few "ideal" weapons in undead or beast levels, so we need to resign ourselves to the fact that some weapons just aren't suited for pvp.

And how can you tell that? Is it written somewhere?

In PvP you must bring new varieties , or it will become boring and monotonous.

Cutters and Autoguns have major weaknesses that players can exploit.

For example those using blitz charges are most likely a gunner wearing a Seerus mask which is weak to freeze....so use Glacius against them and take your time killing them off.

As for cutters those thing does abysmal damage per hit even when a target is stunlocked and its range is shorter than the Flourish. Just dash around them in circles for victory.

And I agree about others saying that this "bug" will increase the importance of teamwork since its dangerous to go solo and take on 4 people at once. Now you think twice before making any move.

I could go on but I really don't like typing long post..it hurts my eyes and fingers.

Summary: This "bug" must be made a part of LD and therefore must not be removed. Tweak the damage of the weapons if you want to.

Icegill's picture
Icegill
There already is a civilized

There already is a civilized discussion about this in the bug reports section with the help of an admin. Thank you for repeating it in general discussion...

Lukehandkooler's picture
Lukehandkooler
Eh- I dont even really play

Eh- I dont even really play LD, but I might check it out now that invincibility intervals arent awarded for massively different amounts of pips.

That mechanic has been very restrictive to a lot of tools in the gunners kit for a long time.

ImHo it gives ranged a "think about it before you come runnin' up at me" factor to counter the striker/sword mentality of "Were gunna' trade invincibility frames till someone dies, cause its worth getting hit if I can hit you".

I think it would be fun to see some simulated physics for the striker that simulates weight and velocity like skidding and having to slow down and ramp back up to flip a 180.

I have always kinda wondered how that amount of unpunished mobility stands in a game where anything remotely close (mecurtial set) with a movement buff has caused "great concern" over balance issues.

And who cares if Blitz is OP, landing that kind of an attack on someone at close enough range to not spray 65% of the clip *should* be the equivalent of a headshot.

Lastly, I'm just experimental with LD and not trying to lobby for gunner vs sword, or kit vs kit.

Heres to:

Lockdown: June 06 2012, rise of the hybrids!

~Luke

Infidelslayer's picture
Infidelslayer
Indeed...

The hybrids must rule the game!

Even the devs encourages it.

Generic-Bush's picture
Generic-Bush
ITS HERO TIME!

this patch is crappy, change it back and the people who didn't want to get good by training like the rest of us, can go sulk in a corner, my friend just finished making his LD set, he is F2P, and it took him an eternity to get it. so keeping this would result in.

1) people quitting.
2) lots of rage threads.
3) no skill involved in the game.

people are going to quit because LD is the reason they play this game, i mean cmon, people don't play SK because of FSC...

Doctorspacebar's picture
Doctorspacebar
SUNSHAAAAAAAAARDS

1: Your friend's LD set is still good, other sets have simply been raised to its level.

2: You know what annoys me, is the "no skill" cries that come from so many Flourish-spammers. Honestly, it doesn't take much more skill to do the same Flourish-spamming over and over again than it does to spam a Cutter.

Sure, Cutters are powerful and easy to use- but every other sword outranges them, and bombs like DR, SS, Shiver, and VT tear them apart.

Sure, Blitz Needle can kill in one shot- but you gotta get close to OHKO, and you gotta STAND COMPLETELY FREAKING STILL TO USE THE DANGED THING. Unless you're attacking from inside your base, you turn into swiss cheese!

Sure, people can spawn-camp easier- and then promptly get torn up by Needlers, now the definitive Anti-Spawn-Camper weapon.

Sure, DR rips up Swordies- but guns kick its butt and it takes concentration to time the explosions, as much as a Flourish Single-Hit spammer.

Sure, Antiguas do huge damage- but Strikers can still run up and rip them apart with Flourish, Cutters, GF, DA, or whatever the heck other sword they've got.

3: Being able to work as a team is not "UNFAIR", it's teamwork.

4: With a good buff to the Guardian Shield, the three classes WILL FINALLY BE BALANCED. Striker for when you want to run to places quickly, Recon for when you want to hide on your way to a CP or blow the ever-living daylights out of things, and Guardian for being able to stand in front and take it for your teammates (after a buff is applied).

If you let defensive armors prevent interruption (a lot of Interrupt-resist with Plates and less, but still some, with Azure Guardian, Grey Feather, Royal Jelly, and Dread Skelly, and stuff like that), and allow Damage vs. Type to apply to certain types of armor (e.g. a full Dusker will be hit by the full effect of a Drake Scale's bonus, while a half-Dusker half-Brute Jelly will be affected by half the Drake Scaler's and half the Chroma's) every armor will have a use! (This obviously comes with a buff to Damage vs. Type armors: making the bonus High per piece.) It would be a choice between hitting harder, being interrupted less, or doing huge amounts of damage to certain "classes" (Dragon Scale, for example. would hit Swordsmen like a truck)

I think a lot of people (mostly Skolver-clone Strikers) are overreacting. They can still fight and help their team very much. But the fact that they're not invincible to everyone else's loadout is actually a good thing.

Headbash's picture
Headbash
@Doctorspacebar you may be

@Doctorspacebar you may be onto something... Give Guardians the invincibility frames and leave the other classes without it :) if tweaked right it would be a nice class balance.

Shidara's picture
Shidara
I believe he is.

Strikers running solo into a full team isn't supposed to take it out all by themselves. Reason they could before is because one player would hit them, and the short mercy invincibility protects them from the others' attacks. The lack of an invincibility frame also buffs the effect of the brandish-line charges and other weapons that produce multiple hits in rapid succession, essentially making them...considerable? Promoting the use of other weapons can only be a good thing, it's all about finding the right balance. If Three Rings would look into the effects of this 'bug' and analyze it along with our feedback, I believe they could improve Lockdown and add variety to it. It's actually quite refreshing to see the strikers and autoguns being used and actually inflicting decent damage, all the while making other weapons, such as the alchemers, make use of their additional effects (ricocheting bullets).

While this bug was unintentional, I believe it has opened our eyes some, and if we can get the right thinkers on the board I believe we can make Lockdown more engaging and promote teamwork as opposed to breeding lone wolvers.

Lukehandkooler's picture
Lukehandkooler
I dont think this was a bug

I dont think this was a bug or unintentional, I think its a planned social experiment and that were all being watched....

Cyril-Morrigane's picture
Cyril-Morrigane
IMO:

In my honest opinion the invincibility bug bring an interesting fresh light to Lockdown in the form of new weapon variety which is refreshing in my opinion, however as there is a good side there is a bad side,

I been testing LD recently and here what i notice;

1. ASI is seriously become overpowered, back then before this bug occurs you have a chance if you dont have uv but now with the invincibility frame gone the faster weapon will hit first and coupled with latency the stronger people will dominate the weak people.

2. LD now become a combo spam fest, not 100% combo spam fest because doing that will get you killed, most of the time the best way to abuse this bug is simply hit one or two times using the first swing then when you hit the third just combo them, 90% it will kill people in random except they got max pierce.

3. Some weapon are borderline overpowered to insanity: 1. FF/BTB, 2. Hammer, while the guns are not overpowered to insane level they are buffed which is okay but these 2 weapon given the lack of invincibility frame rate are broken to hell since if you get combo-ed by these weapon you probably be dead since your assailant is directly close to you ready to unleash another barrage. Although people reported Blitz Needle to be overpowered they are easy to dodge therefore they arent threathening however those 2 weapon above who had a great mobility to begin with is insane now.

4. No chance of winning when you are dog-piled by enemies; Striker will be the no 1 class, there will be no deviation from this class because currently if the bug is allowed guardian and recon will suffer since they are sitting ducks when being combo-ed by AA ASIed enemies homing in.

Conclusion: I would like the invincibility frame bug be removed for swords however they should be a mainstay to guns and bombs with some moderation on the dmg those guns and bombs provided ( exp: rss and blitz) so not resulting in instant kill to the victim.

Some suggestion: how about making the bug apply to striker so recon and guardian have the invincibility frame so they can combo striker to kill them quickly, it might offset their movement bonus.

TL/DR: While there is a good effect there is also a bad effect; while you can get more weapon variety. not much people will use other than striker since some weapon are buffed to insanity and the only way to live is to dodge wherein the current striker niche is that. I agree the invincibility bug is broken however for guns and bombs they might be a welcome addition with the condition of moderating some weapon dmg like rss or blitz to not instant kill the victim.

Traevelliath's picture
Traevelliath
...

On an unrelated note about PvE...

This bug made my party waste 20 CE on energy revs in my last SL run (I know! So much CE!). It's really noticeable and annoying in really cramped areas that are swarming with enemies (like arenas).

Infidelslayer's picture
Infidelslayer
...

Just tweak this new "LD bug" to make it fair and everyone is happy.

As discussed how about giving some weapons the ability to ignore the invincibility frame?

I mean what did the cutter,autoguns and Calibur's "three hits on charge attack" ever do to be handicapped in LD in the first place?

Mohandar's picture
Mohandar
Some thoughts

I like Spacbar and Cyril's observations. More variety in LD is always good, so this hasn't been entirely bad. However, the overpowering emphasis on "hit faster, hit harder" makes fast/multi-hitting swords even more overpowered than they are, so perhaps the right balance is to institute some number of invincibility frames for certain types of weapons, or classes.

That said, because this bug appears to be a removal of invincibility frames altogether, it may not be easy or possible to modify it in the way described. Between more variety and the balance that existed previous, I would have to vote for balance.

On a completely unrelated note, one method to reduce spawncamping would be to mount turrets near one's home base, themed based on the level (howlitzers, polyps or puppies). These could either be invincible (the elusive gold monsters that are no longer in-game) or be respawning like the rocket turret in the sprite room for Vanaduke.

Rovecmublana's picture
Rovecmublana
Thank goodness, it was

Thank goodness, it was annoying when the solo Skolver flying around the corner with the toothpick demolishes the team because they walk away from my lumbering butt in the guardian and GF. Hopefully with my pithy ASI on my GF I may now stand a chance.

Doctorspacebar's picture
Doctorspacebar
SUNSHAAAAAAAAARDS

"1. ASI is seriously become overpowered, back then before this bug occurs you have a chance if you dont have uv but now with the invincibility frame gone the faster weapon will hit first and coupled with latency the stronger people will dominate the weak people."
Trinkies help with that- I know they're expensive, but an F2Per can get them- and will probably want them anyway. Also, I've been able to easily crush any Skolver that didn't have a gun with my DR. With Max CTR, and Med Damage, and Shock WEAKNESS from my half-Mad.

2. LD now become a combo spam fest, not 100% combo spam fest because doing that will get you killed, most of the time the best way to abuse this bug is simply hit one or two times using the first swing then when you hit the third just combo them, 90% it will kill people in random except they got max pierce.
I have as much trouble with Flourish-spammers as I did before: very little. Ever tried this wonderful little thing called Radiant Sun Shards? Skolvers like to step on it, all the time. A Sudaruska might have more trouble, but simply add an interrupt-resistance to it, or to certain armors (Plate set comes to mind) and there's no problem- Suda will just knock you into kingdom come.

3. Some weapon are borderline overpowered to insanity: 1. FF/BTB, 2. Hammer, while the guns are not overpowered to insane level they are buffed which is okay but these 2 weapon given the lack of invincibility frame rate are broken to hell since if you get combo-ed by these weapon you probably be dead since your assailant is directly close to you ready to unleash another barrage. Although people reported Blitz Needle to be overpowered they are easy to dodge therefore they arent threathening however those 2 weapon above who had a great mobility to begin with is insane now.
I crush the two above weapons with Bombs, so I may be a little biased. But I really don't find them nearly as bad as you say.

4. No chance of winning when you are dog-piled by enemies; Striker will be the no 1 class, there will be no deviation from this class because currently if the bug is allowed guardian and recon will suffer since they are sitting ducks when being combo-ed by AA ASIed enemies homing in.
It's called teamwork, and Recons find teamwork even easier than Strikers (since, y'know, THEY DON'T GO FLYING OFF AND GETTING THEMSELVES KILLED BEFORE THEIR ALLIES CAN EVEN GIVE ANY SUPPORT FIRE, stop doing that Strikers cause IT'S DRIVING ME NUTS). If I were a Skolver-clone, I'd rather have someone covering the CP with Dark Ret or spamming RSS than just another Skolver Clone.

I said before that Guards could use a buff to their Shield, and if this was added, they might just be so good at teamworkin' that Strikers gripe about them being overpowered. Wouldn't that be great! Striker actually is hurt by the ability to be teamed; they can't solo the far base anymore like they used to.

Turtledrone's picture
Turtledrone
Ya know, by removing

Ya know, by removing invincibility frames, essentially all it does is makes deaths more frequent as you can get hit way more often. I for one do not like constantly staring at a timer

Infidelslayer's picture
Infidelslayer
...

I agree at what doctorspacebar posted in #26

Teamwork in LD is not a bad thing.

And the days of one Skolver player with 2x penta hearts and toothpicks dominating the whole opposing team is currently gone.

Guardian Shield was already weak before this "bug"....I mean 3 hits from Flourish and kaboom goes my shield.

Nick's picture
Nick
Developer
Please continue your

Please continue your discussion about what you liked and disliked with regard to this bug. We're finding it interesting that some positive things have come out of it and are considering future changes that may support some of what's happening now. This is absolutely not a guarantee, but we're considering it.

The bug should be fixed early next week and we'll evaluate the next steps following our review of these discussions.

Thanks.

Pauling's picture
Pauling
Killing people in lockdown is only a secondary goal

In addition to strengthening the guardian shield outright, the regeneration time needs to be adjusted. Once broken, striker and recon shields regenerate much faster than guardian shields. It's inconsistent, and in the current environment, only makes guardians that much more of a sitting duck.

Basically, there are two rules that should govern any pvp experience:

1. It is not a competition if players don't get a fair chance to react. The problem with mega fast weapons (like cutters with ASI) is that two strikers can come from the bottom of the screen (blind spot) at a shielded, mobile guardian with 5* armor that resists the weapons used- and the guardian will die in less than a second. Even if the guardian weren't shielded, dying that fast isn't acceptable. The brief period of invincibility upon being hit was a way to prolong the fight and allow for humans to react. A side effect of this was to favor weapons that dealt a lot of damage at once ("hit while you have a chance").

2. No single weapon or trait should trump all others. Right now, ASI is exceptionally useful, and slow classes are unusually penalized.

Edit: Also, please revise maps to discourage spawn camping, which has become more obnoxious than ever with this bug. A few maps only have 1-2 narrow exits with narrow hallways, and a mist bomb or Polaris is enough to stop even recons in their tracks.

Amanzi's picture
Amanzi
Well, after trying this in all teirs...

I must say I like it.

I was a hammer jockey before the bug so this greatly helped me out so I must say my opinion is biased; however, I find it to be a much more fast paced style of game play and haven't had much trouble adjusting to it, whether it be against hammers, toothpicks, bombs, or guns. When I do get hit, I either back the duck up and try again or I fail to escape and get killed. All you have to do is keep an eye on where recons may shoot from and predict where people will be coming from.

Sure, ASI and spam are useful but bombs can easily handle swords and a bit of sidestepping handles spam. If you find someone really strong dominating your team, team up on him, ASI only does so much and a spammer can't handle many bombs well.

I think the main problem is that Toothpick hasn't gotten much of a buff compared to the other weapons. It's surely more dangerous but there are other weapons that are now scary to face. (Bytheway, it is possible to escape Blitz, hammer, Toothpick, Cutter, and basically any other weapon. Trust me, I'm nooby and I've done it.)

Either way is fine with me. I just like the variety and quickness of it all.

Infidelslayer's picture
Infidelslayer
Stay a while and Listen!

@Nick

Great to know that you have acknowledged the positive things this bug have brought up.

While this current setup will be missed, we trust that you will bring it back in an improved form.

@Pauling

1. The same thing flourish was causing before this bug. Just come from the bottom of the screen, first swing+shield cancel against the guardian shield and see it break in a few hits.

OHKO on blitz charge is very difficult since you will have to close in to your target. Also if you get stunned by a Callahan, it will leave you completely immobile after releasing the charged attack, making you vulnerable.

The invincibility frame has created a hindrance on weapons that relies on multi-hits such as cutters, calibur's charged attacks and autoguns. This is just as unfair. Also it created a false sense of competition on most LD players.

2. Flourish with ASI max has trumped over even heavy swords (if you use the first swing) before this bug came in. Hence this reason is somewhat invalid.

Infidelslayer's picture
Infidelslayer
....

@Balderus

I agree with you. All of the attacks can be evaded easily if we can predict our opponents.

That is how I managed to freeze you up for my blight needle to do the work (Downtown). Luckily you survived.

And the best part about this bug is that it made proper teamwork vital. No one can rush in alone like a super sayan (Dragonball Z reference) and expect to get kills like previously.

In short stick together, help one another and you win. You divide, you lose.

Canozo's picture
Canozo
--

Well at least now you cant get blocked by gunners, and now blitz is useful and DVS too.

Orbwanter's picture
Orbwanter
-

~My worthless opinions~

A) Rather than hit invincibility, apply a temporary defense bonus that scales up as the target takes more damage in a short amount of time. Scaling by damage taken rather than a set invincibility interval would prevent cutters and autoguns from being useless, while still helping avoid the suprise instagibs of a limitless system.
B) Hit reduction/immunity should apply seperately to swords/bombs/guns. Shooting someone while your teammate slices them up would be more effective than both of you going to town with swords, promoting dedicated roles and weapon variety.

Edit: Taking back what I said about guardian shields in T1 being too strong. My problem was trying to bust them down with the three-swingers instead of the hatchet.

Dogrock's picture
Dogrock
I don't have much to add to

I don't have much to add to this, but it is worth noting that the Sudaruska charge hits properly now in Lockdown. Before people would only get hit by one of the two parts of the blast, which was a real liability if you hit with only the first part since it has no knockback. It's still difficult to land the attack, but to actually see opposing players reliably get launched out of my screen is very satisfying.

Redlawlsy's picture
Redlawlsy
I have one thing to say:

It hurts.

Dukeplatypus's picture
Dukeplatypus
I can use Volcanic Pepperbox,

I can use Volcanic Pepperbox, my life is complete.

Also, hammers. That dash is a little OP now with AA. Blitz still just isn't as fun to use, even if it is effective :/

Thrillhaus's picture
Thrillhaus
Toothpicks are still as dominant as ever

It just takes less skill to be able to abuse them now. If anything they're even more powerful now as they're fast enough to stunlock, but also have increased range and damage on the cutter series.

The point of hit invulnerability was that it coincided with hit stun so that both the attacker and victim would need to time what happens next. An aggressive attacker could time their next attack to land right when the hit stun/invuln wears off to juggle their opponent. A defensive victim could also use directional influence to increase their knockback so that more distance is required for the attacker to land the next hit, causing the attacker to either miss, or providing a window of opportunity to riposte.

The problem I see with some people's opinions is that there is a conflict of interest. I'm sure a lot of people like the idea of now being able to seal an easy kill by keeping their opponent in stun lock as they're getting instant gratification without any consideration to the big picture. This is a toothpick user saying that it's too unfair to the victim now as I can just attack before the hitstun wears off under the bug.

Cyril-Morrigane's picture
Cyril-Morrigane
An insight about my view and some argument

@doctorspacebar

1. "Trinkies help with that- I know they're expensive, but an F2Per can get them- and will probably want them anyway. Also, I've been able to easily crush any Skolver that didn't have a gun with my DR. With Max CTR, and Med Damage, and Shock WEAKNESS from my half-Mad."

I'm sorry i mean asi overall bonus in general, the more you can get the better you will be. You can use 2 asi trinkets and all but you will die faster, a good combination for example for a guardian is 1 med asi sword trinket and med asi swords, with the bonus you get ultra asi on all your swords rather than getting high asi. Getting asi is important in my opinion because its helps you against fully loaded opponent who sports max asi arsenal and prevents you from getting fully creamed by them considering the bug which removes the invincibility rate since they can hit faster than you are, in my observation a 4 bar latency max asi people can hit 4x in 2 second to a hit locked opponent using shield cancel and a good computer to boot.

I'm concerned that newbies who haven't acquired uv and trinkets or a vog will be disheartened by the amount of imbalance in LD since the invicibility frame rate helps them to counter attack max asied opponents cause they need to time the attack and you can exploit that time to launch a counter attack of your own.

2. "I have as much trouble with Flourish-spammers as I did before: very little. Ever tried this wonderful little thing called Radiant Sun Shards? Skolvers like to step on it, all the time. A Sudaruska might have more trouble, but simply add an interrupt-resistance to it, or to certain armors (Plate set comes to mind) and there's no problem- Suda will just knock you into kingdom come."

Most good players usually gun you down with sentenza/polaris/valiance or even better use this method: pin you using polaris then shot sentenza to root you in place or if they have a valiance try to push you to the polaris pellets; I've done that many times to bomber or simply used a guard and flourish spam them and shielding the shards.

While you might argue you have support in teamwork one of the roles of polaris is basically a crowd control weapon, if you see guards formation with striker and bombers, chances are competent opponent will and should switch to polaris and spam to your direction in unison. It doesnt matter if you have shards, the longer the range the shard has between the target and you the easier it is to dodge, most of the time when i do this the formation scattered and then its easy pickings for our teammates to kill your teammate one by one using flourish spam or gf wall spam with polaris backing to prevent the recons from helping them ( In GvG against Jemps a lot of this technique being abused to flush out the bombers and guards from blocking the cap and considering they have 5 striker and 1 bomber guard formation its easy to play polaris gunner and flush people out).

3. "I crush the two above weapons with Bombs, so I may be a little biased. But I really don't find them nearly as bad as you say."

Again you are a bomber but your support probably wouldn't say the same against these weapons.

4. "It's called teamwork, and Recons find teamwork even easier than Strikers (since, y'know, THEY DON'T GO FLYING OFF AND GETTING THEMSELVES KILLED BEFORE THEIR ALLIES CAN EVEN GIVE ANY SUPPORT FIRE, stop doing that Strikers cause IT'S DRIVING ME NUTS). If I were a Skolver-clone, I'd rather have someone covering the CP with Dark Ret or spamming RSS than just another Skolver Clone.

I said before that Guards could use a buff to their Shield, and if this was added, they might just be so good at teamworkin' that Strikers gripe about them being overpowered. Wouldn't that be great! Striker actually is hurt by the ability to be teamed; they can't solo the far base anymore like they used to."

While a newbie group of striker is gonna be beaten by teamwork some competent people utilize flanking, again while you might say that the recon, guards and striker use teamwork there is a time when your big group is a bad news, some randoms can be commanded by people and some people might order them to take another cap point whilst being separated in groups of 2 or 3 that way when you cap 1 point they recap 2 points back.

While if this doesn't work most of the time some competent people using asied or no asi Polaris is gonna try to scatter your formation and when that happens his/her teammates will swarm over and try to kill your team. Say even for example your team win that polaris spammer guy if he is good or competent he will wipe your team off or better yet just run and harass your team if you try to get back to spawn or if you stay and try to heal he will try to delay you with polaris while ordering his teammate to cap.

The reason why gvg often featured 6 striker if they are good is to basically quickly scan and check the battlefield to back caps and obtaining high team mobility that can reinforce the other groups in time of need if they spread to 2 groups. They can also quickly scan from the front line to back line very quickly, dispatch the back capper, heal then go back to the front line. This is the reason why people favor the striker who used the skolver loadout.

Since this is not gvg what i found in randoms are usually almost the same but if gvg is motivated to work together in random basically you need to facilitate them to work in teams via killing off people and commanding them. Think about this say in 1 team you got 1 competent striker who killed 2-3 of your enemy and cap a point, since your team cap the other point all of your teammate will snowball to the point near their base assuming this is a 3 way capture map and it will mostly result in a win because your group will join the other other group who is pushing to the point and most people in random when they got cap blocked they rush to the nearest point which is barricaded by bombs and polaris spam to cover them and some striker that are waiting for their prey while occasionally checking the other point.

The reason why i said striker is very good and be no 1, you must pay attention to the team mobility, any team that has more than 3 guards/recon combined will be slower than say 2 guards/recon, guards and recon main usage in lD is to hold and support the point while the striker capture and kill anything. They are designed like that to basically run swathe the battlefield and cap point while the guards and recon are designed to prolong the cap that you acquired, if your team is losing rolling recon to backcap is usually not a good idea or even supporting the main lain is a bad idea since you the cap usually are being barricaded or you being flanked too fast by the opposing striker team coming out from the upper or bottom lane hence why i said striker will be the no 1 class along with their ability to keep distance from guards and recon using alternating attack that come from afar and short disrupting the momentum of the victim.

Thrillhaus's picture
Thrillhaus
A proposed compromise

The best idea I've heard so far is to allow multihit type weapons like the cutter, needle, and antigua lines the ability to do continuous damage with both hit invulnerability and hitstun disabled. That way they can be used for high risk/high reward DPS. Since these weapons would no longer be able to stun lock their victims, successful users would require situational awareness as to when it's safe to attack (such as against distracted opponents).

Guardian shields however, would have to still experience the same interval of hit invulnerability against these weapons to prevent other classes from having too easy a time depleting their shields from distance.

It may also be necessary to reduce the damage of the needle guns, particularly the charge attacks. It takes about 3-4 hits from the charge to kill someone, which given the high rate of fire, doesn't allow the victim enough time to get out of the way after taking initial damage.

All weapons that are three attacks or less would revert to the original mechanics in order to limit their DPS, and reward good timing. Plus there's no reason for someone to be under only one effect of hitstun and not hit invulnerability too.

TL,DR: Make weapons have either both hitstun and hit invulnerability or neither, based on their attack rate.

EDIT: This idea is now its own thread in the suggestions section.

Pauling's picture
Pauling
Capture, or combat?

I suspect that we'll see very different reactions, with this change most popular among striker afficionados (who often focus on damage and combat). It's important to also look at the effect on fairness (it shouldn't be too easy to kill an entire team and spawn camp their locker room), as well as the capture mechanics that are the real purpose of lockdown.

Obviously, I'm one of those who could care less about any combat that doesn't happen near a control point.

Orbwanter's second suggestion is interesting. Although I personally shy away from any changes that would make the rules overly complicated, simply allowing classes to support each other could work. My only qualm is that allowing guns and swords to have separate invincibility counters might cause more gun users to walk up and fire point blank (so as to physically trap the target). This change shouldn't just be a way to triple damage by mixing weapons.

One way to discourage "my gun is bloody because I don't understand how ranged weapons work" syndrome would be to add more weapon penalties to each class- for example, strikers should be glass cannons forced into close combat, with a gun speed reduction. Guardians are slower support units who shield party mates from the rear. A gun boost would help them counter zippy units that would otherwise escape easily. (and their blitz shots would be a great counter to attackers who get careless) Thus, the mixture of weapons would truly be because of a mixture of support roles.

And infidel... Although being attacked from beneath was a problem before, the shield usually gave me enough time to get off a few swings at those attacking me. It may only be the difference between dying in four seconds vs less than one second, but it was enough to make me feel that I had a chance... and it took a team, rather than being something a solo spammer could manage by attacking me straight on. Attack speed abuse has always been there, but this change has lowered the skill bar required to abuse flourishes effectively. I'm seeing more players commit to standing slugfests rather than the peck-and-dash style of really effective strikers pre bug.

The-Ark's picture
The-Ark
The way I would like it, is

The way I would like it, is if it would not effect the guardian shield, but still players unshielded.

Trollingyou's picture
Trollingyou
My 2 cents (Wall of text incoming! It's over!)

Overall, there has been a lot of good with this bug, with some downsides.

As far as the weapon balance goes, it's much better now. Not just between the 3 types, but within them as well. There are still some oddballs, but with this it won't be as hard to fix. Weapons work together better now too allowing for more combinations leading to more weapon variety. More weapon variety is always good and will cause people to try out more weapons for LD which can possibly lead to more CE bought. As for weapons I've seen people call OP...

Flourish types - It's really not much different from before. Before if you got hit once by a flourish type, chances were you were going to die due to the interrupt and fast attacks. Now it just makes that happen faster, but your counter attacks will be far deadlier (assuming you are not using a flourish type). Yes, they have become deadlier, but in my opinion they did not gain nearly as much as other weapons did. Another thing is that we don't see many bombs being used in lockdown, so if more bombs were used I imagine flourish users (as well as other swordsmen) would have a harder time.

Blitz Needle - Yes, getting hit by the charge = death, but most people don't take some things into account. Firstly, if you see someone charging a blitz needle, you know what they are going for, which is to one-shot kill you. This makes them extremely predictable. Since they are charging, they leave themselves wide open to attacks and have reduced mobility, meaning someone can come up from behind and attack them. There won't be much they can do about this. Also, the pattern of the charge attack is a fan shape. The farther away you are, the easier it will be for the blitz to hit you. If you get in close, you must be directly in front of the way the person is facing for them to hit you. Finally, there is a good delay between letting go of the charge and actually shooting. This delay can easily be used to counter attack, and since it was a charge the game seems to add "super armor" so you can hit away without their animation being cancelled. Blitz can be countered and is rather risky to use, but people don't think about how to counter it and therefore, get one shot killed.

RSS - If you get one shotted by a RSS, it's because you were foolish enough to walk onto it >_>. Pull out a gun, you will notice a drastic difference in how hard or easy it is to handle.

Some other things I have noticed....

Attacks from below - Although this has been happening before the bug too, this tactic is now a ton more effective... Maybe too effective. One can charge a blitz and take out two to three people standing on a capture point without any warning. If this "bug" were to stay maybe something should be done about the camera angle abuse, or we'd continue to see this get abused.

Guardian shield - Now melts like hot butter. Way too easy to take out, and once their shield is down there is nothing they can do. I now see far more recons than guardians, which should tell you something is wrong.

Recon - This class is MUCH better with this change. Before, you could not take good advantage of the element of surprise, but now it can. It can pull off the attack from below tactic except from any angle. The Death Mark now actually means death. The charge time reduction bonus is no longer a waste either, as rapid hit charges can now hit rapidly. Still waiting to see a Divine Avenger charge come out.

Health Trinkets - These don't seem to be as effective as they were before. Before, with the invincibility frames, the health helped more cause it allowed an extra hit, which then was far more time to live than it is now. They still will help you live, but ASI is very useful now, and by using health trinkets you losing out on ASI (unless of course you have UVs on your stuff). Now the choice between a better offense or a better defense must be made.

Armors - Starting to see colorful loadouts everywhere, and it's only getting more colorful. The armors however haven't changed all that much, because while the weapons have experienced balancing, the armors have not changed as much. This in my opinion would not help balance out armors as much although it is a very welcomed change.

Overall, LD is now a lot more fun and interesting than before. There are some downsides to this change, but I believe they can be easily fixed.

Sirusswan's picture
Sirusswan
I would be fine with this

I would be fine with this "bug" becoming a permanent change if and only if all hitstun (being the ability to instantly cancel the receiving players attack motion and cause them to stop moving briefly) is removed from flourish type swords,cutters, antiguas and autogun type weapons.

Just if the devs are paying attention I would also like to point out that:
Flourish type swords need to have the range of the first swing reduced and the hitbox narrowed.
Rocket hammers need a significant speed nerf and slight damage nerf.
The Prototype Rocket hammer should be bumped to a two star weapon to keep it out of tier 1 LD
The pulsar line needs to be reduced to two shots per reload and the charge attack could use an AOE buff
This applies to both PVE and PVP balance.

Canozo's picture
Canozo
--

PROS:
Going against a lot of enemys has a lot of risks, so now you are pretty much not able to go 1v5 rambo clickspam because you will die almost instantly.

Also, if there is more danger ingame then you would have to dodge a lot of attacks rapidly, wich in my opinion would give the games more action.

I also kind of like it because game goes a lot more faster, and the game is a lot of dangerous, I like fast games, and with this, it would give lockdown a little bit more of teamwork gameplay if the team doesnt want to die.

CONS:
You die very fast.

People in groups are just very very deadly (maybe too deadly)

A lot of weapons would be very OP (*cough* DVS *cough*)

Game would turn out to be too easy for a good ammount of players, and impossible for another group.

Auto-Target Spam click.

Bulby's picture
Bulby
@Canozo

"so now you are pretty much not able to go 1v5 rambo clickspam because you will die almost instantly..."

I wholly disagree with this. Thanks to my ASI and skolver, I was able to wipe out whole groups of people by myself again, and again.....and again with little effort at all. On a frostbite level, me and a vog user captured point 1, point 2, point 3 and then locked the other team in their base in one series! LOL, some of you people talk about this latest glitch like it suddenly brought you up to "pro" status, but in reality it just made some of the better players nigh invincible on the first pass. This is a double-sided coin. Remember that. You thought things were unbalanced before? HA! you haven't seen anything yet...

Metagenic's picture
Metagenic
I'm extremely surprised

If all it took was the removal of invincibility frame mechanics to make Lockdown that much more balanced (far from perfectly balanced, but significantly more balanced than before), I don't know what to say.

Thrillhaus's picture
Thrillhaus
^

Making two weapons more usable at the expense of an entire class, whilst making other weapons completely overpowered (and flourishes more so than before) is not the definition of balance.

Big-Fire
Not a huge fan

Wall of text warning.

I should note that all my comments below are based on T1 play, since that's my primary tier and the only one I've played since the change. With that said, I'm not thrilled with the change, and worried about the possibility that it might become permanent.

- As I play guardian almost exclusively, I feel that the strength of the class has been greatly reduced to the point where it's no longer a valid form of play. I've always thought one of the most interesting parts of playing as guardian was that its strength was primarily in defense. Even if you couldn't kill someone, it would take them a while to kill you (allowing you to stay on the point and gain your team some points). This has essentially been removed, since guardian shields now break in seconds and death follows seconds later. Since I think all classes should be playable, I think this is a problem. Nor do I think giving guards additional health would really help. Since guards have intrinsically lower ASI than strikers and T1 has no trinkets to make up for this, it's very difficult to even land hits on strikers once they've started attacking, and running from them is not even an option. More than one comment above says "you can just dodge the attacks" - but I'd like to continue playing as a guardian, and I'd like for that to be a valid choice.

- While I'm a huge fan of team tactics, this change makes it nearly impossible to stay alive for any length of time against a team, meaning that I suspect games will devolve into large team battles. Epic and exciting, maybe, but not as interesting as the constantly shifting battlefield created when it's possible for one person to hold a point against two others at least for a short time. (Unless they are strikers who can dodge well - in which case see my first comment.)

- Corollary: If one team is better than the other in a team fight (i.e. the teams are not perfectly balanced, which as we all know is common in LD), the better team will consistently be able to lock the worse team inside their base. Even if the worse team's players try to fly or cloak their way past the barricade, they can be hunted down in very little time before they have the chance to capture points. Most games will be decided in the first engagement.

- One of the things I liked about T1 was that even if you were completely new to the game, as long as you played as a non-striker, you'd have enough health that you could actually do a few things before you died. You could try out some gear, some basic fighting tactics, and then someone would tell you to get some one-star gear and heat it up. Once that happened you could be a solid contributor to your team even if you hadn't practiced, didn't have UVs on your gear, etc. With this change I feel that the barrier to entry will become much, much higher. The very difficult skill of dodging attacks will become a necessity simply to survive (and at the risk of harping too much on this point, I'll point out that it's only possible as a striker), and new players who don't have that skill might give up. The T1 community is small enough as it is - I'd rather that the barrier to entry stay low.

- Rocket hammers, once merely insane and somewhat overpowered weapons, are now...beyond insane. It used to take the hands of a very skilled user to make them truly unfair. Now, it feels like anyone can pick up a rocket hammer and the striker class and just go to town on anyone who doesn't have said rocket hammer. As a free-to-play player I dislike the idea that I wouldn't be able to be competitive without the paid-only weapon, but more generally I dislike the fact that the "valid" weapon choices have been significantly narrowed.

- I get the argument about weapon variety, and I'd certainly be interested in taking a Striker (the sword, that is) into a T2 game, but in T1 there aren't very many weapons to choose from in the first place, and I for one am satisfied with the variety we see - there's not much value added by somehow artificially making the Big Beast Basher into a valid choice. So that doesn't make a big difference for me.

- I will say it's interesting that guns would probably get better with this change - but it's once again much easier for strikers to deal with guns than guardians.

- On the flipside I suspect bombs would get worse (even though the only time when I was actually useful in any of the games I played was when using a firecracker, because playing as a guardian with a heavy hatchet was completely ineffective), so in terms of whether the change increases valid weaponry choice, I'd guess that it would probably end up net neutral.

In summary I'd say it was interesting with the caveat that guardians need a boost...except I can't really think of a way to implement a boost that would balance things properly, besides "let guardians have invincibility frames but no one else", which doesn't seem quite right either. Extra health wouldn't do it because if you can't counterattack, extra health just means you die in six seconds instead of five. Powering up the shield might keep you alive longer but still doesn't let you deal damage. Until someone can come up with a good way to rebalance guardians, I'd be against the change. And even then I'd be very wary of it.