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Reduce knockback on distance on swords so follow-up hits can actually connect.

8 respuestas [Último envío]
Vie, 04/22/2011 - 20:59
Stardrinker
Legacy Username

This is something that affects 3 hit and 2 hit swords like Calibur and Avenger respectively. Slightly noticeable on 3 hit swords, very noticeable on 2 hit swords.

With 3 hit swords, sometimes my last hit won't connect. With 2 hit swords I can actually see the mob being pushed back further than my follow-up lunge travels (even taking into account that the follow-up lunge has a longer range), this will almost always cause the last hit to miss (unless I'm face-hugging the mob, but even then, sometimes it misses) and because the first hit doesn't actually stun or make the mob flinch, it is free to just walk up and hit me because I'm now stuck in my finishing animation that I can't shield cancel out of. (The finishing animation for 2 hit swords is also much too long but let's work on one thing at a time shall we?)

I suggest you reduce the knockback distance on attacks which come before the final hit or just revisit the way sword combo's chain entirely.

Vie, 04/22/2011 - 22:08
#1
Imagen de Fenix-Stryk
Fenix-Stryk
Part of the reason to take

Part of the reason to take these swords is BECAUSE they knock back on the third hit. If you need the knockback, you go for the 3-hit combo, and if you don't you just do two hits and block, then repeat the two-hit loop. Getting swarmed and not having that knockback... I can't support it.

I am strongly against changing current weapons. However, I would not be against adding a new sword line that has no knockback.

Vie, 04/22/2011 - 22:25
#2
Stardrinker
Legacy Username
Ummm...
    Part of the reason to take these swords is BECAUSE they knock back on the third hit. If you need the knockback, you go for the 3-hit combo, and if you don't you just do two hits and block, then repeat the two-hit loop. Getting swarmed and not having that knockback... I can't support it.

    I am strongly against changing current weapons. However, I would not be against adding a new sword line that has no knockback.

Something tells me you didn't read my post properly.

I'm asking for changes so that the final hit that does a knock-DOWN can reliably connect. I never said to remove knock-BACK, only to possibly not knock-BACK so much as to make my knock-DOWN whiff. Making the final hit lunge slightly further would also have a similar effect, so too would increasing the range on the final hit.

Vie, 04/22/2011 - 23:12
#3
RamuneDrink
Legacy Username
Agreed. I hate trying to

Agreed. I hate trying to chase mobs when they keep getting pushed out of the way. Especially when they get bumped into a nice, safe patch of (you guessed it) thorn bushes. WTF? Now I miss with the second hit, take damage, and get blasted by the mob while I'm trying to recover. What a terrible scenario.

Sáb, 04/23/2011 - 00:10
#4
Imagen de Negimasonic
Negimasonic
I sort of support. I'm not

I sort of support. I'm not sure if its an intended feature or not already though.

But I do sometimes get frustrated with battles going like this:
Swing 1: HIT
Swing 2: HIT
Swing 3: ...right over the enemy's head
LICHEN BITES YOU FOR YOUR FAILURE

Pretty much the only time I reliably get all three of my Calibur combo hits in is to corner the enemy. It's not a gamebreaker for me, but I could do without it. The last hit is what I need for knockback, not the ones prior since its not really enough knockback to actually help.

Sáb, 04/23/2011 - 13:01
#5
Eshajori
Legacy Username
No no no =/

That's what walls are for. I've played with every sword speed. The knockback is fine the way it is. I'd be on board with a melee weapon that didn't knockback to cater to people who want that, but changing what's already there will mess things up.

What about separating healers from other monsters? What about keeping slimes apart?

Cornering something is the best way to kill it, whether your last attack is connecting or not. And you NEED that knockback to get them there. The reason I usually miss something is because it's running away from me. Reducing the knockback wont change that. Backing them against the wall traps them.

Besides, in late-game it's dangerous to finish your combo because it creates a window where you can't use your shield. Learn to use smaller swipes. You'll die less.

Lun, 04/25/2011 - 01:28
#6
machallboyd
Legacy Username
I'm getting lots of whiffs on

I'm getting lots of whiffs on my ascended calibur. I don't know if it's a lag artifact, a hitbox thing or an animation thing, but it seems like my sword doesn't hit anything unless I'm actually bumping up against it. Any enemy gently trotting away from me is guaranteed to evade, even when my sword swipe contrail is covering their whole body.

Lun, 04/25/2011 - 01:58
#7
arkke
Legacy Username
I actually agree with this.

I actually agree with this. My Faust is only two hits. Just two. And unless I'm up against a wall, my second attack isn't much likely to hit the same enemy I hit with the first. That second swing almost feels like a punishment, especially because the recovery is so long afterwards. Of course, the recovery time isn't the issue; that comes with the weapon. But I feel like it's a sound design choice for melee weapons to allow you to finish a full combo on an enemy assuming you aren't getting attacked in the process.

Lun, 04/25/2011 - 02:49
#8
Eadeve
Legacy Username
I'd have to disagree with

I'd have to disagree with this suggestion. I've been using my Khorovod for a good while and I really enjoy the amount of knockback it produces. If you know your 2nd swing will be out of range, don't use it. The 2 swing weapons especially are great for crowd control and don't always expect to get a full combo off. In short, don't change the 2 swing weapons at least, they do their job.

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