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I enjoyed 1.3, and I have always advocated that the only thing wrong with 1.3 were the way the styles were handled themselves (as well as swingblock lending to spammy fights), and only a couple of styles stood out (Cyan/Blue mostly, and everyone whined about Cyan, despite it being easily countered by good players)
I can see a need for changing the system somewhat, but I never wanted to change it totally. We had a stable system on 1.3, and I didn't see a need to completely redesign it when we could just perfect what already worked.
However, Tempest has already put in a lot of work into this new saber system, and I intend to support him as long as he makes *good* changes. I speak my mind fully and freely, so I do not sugar coat stupid ideas as something other than what they are. Was against the block system change, but I will not judge it until I am witness to the complete package.
I agree, but that is partially because of the weird idea that the devs have regarding swings being blocked causing a 'bounce' back, which is rather dumb, and looks dumb.
Depends sort of on the style, and the mechanics in use, but I tend to agree.
Depends on what you mean by 'read', if you still think prediction is a skill, then you need to rethink this stance. Though, keep in mind, knowledge itself has the lowest skill floor. Knowing what to do in situations to win is easy, but what makes highly skilled players is their reaction times, judgement, and dedication to practicing such methodology.
1.3 had a good answer to that issue, where same-horizontal side swings caused a spin. You could not do WA->SA, or SA->WA, or WA->A etc... without spinning. It meant that when an opponent was attacking you with a swing, he was left with only 3 options at any one time, either WA->WD, or WA->SD, or WA->W. This made the fast swings a still relatively skillful environment, because you could read their swings by looking at their footwork, setup, and other tells. 1.3 also heavily depended upon timing of half swings that could only come from one side on most styles (A), and counter swings. These things actually produced a very skillful and fun environment, and although it wasn't perfect, it didn't merit the retarded leap from 1.3 to 1.4.
I can see a need for changing the system somewhat, but I never wanted to change it totally. We had a stable system on 1.3, and I didn't see a need to completely redesign it when we could just perfect what already worked.
However, Tempest has already put in a lot of work into this new saber system, and I intend to support him as long as he makes *good* changes. I speak my mind fully and freely, so I do not sugar coat stupid ideas as something other than what they are. Was against the block system change, but I will not judge it until I am witness to the complete package.
Public chaining looks bad in general (mainly cause of instant/teleporty swinging/lack of animations)
I agree, but that is partially because of the weird idea that the devs have regarding swings being blocked causing a 'bounce' back, which is rather dumb, and looks dumb.
It's kind of dull in regards to actually feeling/looking like you're dueling if people are just mashing super fast swings back and forth (IMO)
Depends sort of on the style, and the mechanics in use, but I tend to agree.
Being able to read fast or slightly slowed down chain speeds doesn't make you a good duelist. Having the capacity to understand what to do as far as reacting to the chaining and being able to execute it is.
Depends on what you mean by 'read', if you still think prediction is a skill, then you need to rethink this stance. Though, keep in mind, knowledge itself has the lowest skill floor. Knowing what to do in situations to win is easy, but what makes highly skilled players is their reaction times, judgement, and dedication to practicing such methodology.
Anything past the first swing in public builds is almost irrelevant when it comes to skill from either the attacking or defending perspective. If the swing is too fast to possibly read/react to in any reasonable manner, that should be a big red flag.
1.3 had a good answer to that issue, where same-horizontal side swings caused a spin. You could not do WA->SA, or SA->WA, or WA->A etc... without spinning. It meant that when an opponent was attacking you with a swing, he was left with only 3 options at any one time, either WA->WD, or WA->SD, or WA->W. This made the fast swings a still relatively skillful environment, because you could read their swings by looking at their footwork, setup, and other tells. 1.3 also heavily depended upon timing of half swings that could only come from one side on most styles (A), and counter swings. These things actually produced a very skillful and fun environment, and although it wasn't perfect, it didn't merit the retarded leap from 1.3 to 1.4.
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