kata was sort of useless until you stacked high acm, i much prefer the stab and you can actually mix it into ur combos which make it look awesome.This update is a mixed bag. There are somethings I hate and detest and others I love. I'd replace the purple stab with the twirly kata move and, y'know, make droidekas actually useful against Jedi.
Deka is an utterly broken class and needs a rework before anything else. I'd rather have a weak ass deka than the terror of a good deka in the current state will bring.
Also people here crying that they cant abuse def 1 anymore. That's pretty funny.
"HURR DURR I get oneshot when I run in front of a proj in melee range and dont block" Hilarious
Deka is an utterly broken class and needs a rework before anything else. I'd rather have a weak ass deka than the terror of a good deka in the current state will bring.
Also people here crying that they cant abuse def 1 anymore. That's pretty funny.
"HURR DURR I get oneshot when I run in front of a proj in melee range and dont block" Hilarious
last few patches def 1 was pretty viable and by abusing it i mean people picking it up for lost cost and having little downsides2. How do you "abuse" saber defence 1?
well thats a bug currently that drains are not capped properly and damage values outside of IDR are too high(You can oneshot a jedi/sith with def 1 outside of IDR right now which is a bug)1. It's not melee range
Because it's not only you3. Why are you such a passive aggressive pussy that you don't reply to me when crying about me?
On StarForge teams names are inversed
just pointing the bugs while its the good moment for itAlways been that way. Was too lazy to fix it when I touched it a couple builds ago.
bit early and i might be alone but i hate those bodyhit counters, it feels a lot like you're just facehugging and guessing your opponent's swings since they're so quick
idk, i just wish the fluency of 1.4.9 was still here with the other aspects which have been added. animations kind of feel twitchy and weird, whereas I preferred the skill it took to actually interrupt swings in the last build compared to now where you can just swing as soon as you're hit and you will 100% land the swing no matter what
i saw the stagger when I slapped someone, then 4 hit them on the ground. He got back up and i saw a stagger anim on the way upOverall I really like how it feels, both in dueling and in open mode. But there are some bugs to iron out.
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I was going to show a stagger bug I had in a duel, but then I found out that demo recording is broken. It overrode all of the demos I took with the same demo from pre-release testing...The demo names are correct, but they are all 217kb and show the same demo from pre-release testing instead of the proper demo. Used openjk. But goddamn it, I had some cool plays, you know?
Link to zipped demos MEGA
It seems that everything was overwritten by lastdemo_recording. As you can see, that is the only demo from 28 may.
The stagger may have happened when I mblocked someone, not sure exactly but I swear it staggered...
Purple stab is quite annoying when it hits twice. If it hit only once <3 Same with blue lunge, rly annoying that it hits twice and a problem in duels sometimes.
I was also having 1 second freezes on mblock/sparkle effects? Something along those lines, not sure which. Couldn't reproduce, but others also reported the mini-freezes taking place. My FPS is tanking a lot in this patch unfortunately.
There was also a crash on JT when someone killed a youngling (I think).
Countering/halfswinging mechanics are the exact same as the previous build without a single doubt.my main problem with the build is the fact you can no longer half swing quicker than someone who does a counter on you. In 1.4.9 you could half swing twice in a row and there wasn't a timing where they could interrupt you if you were quick enough, now it seems that no matter what you do you can always be hit before your second/third/fourth half swing lands.
the gif above shows the bounce hit that i'm on about. it takes no skill to do it and it's an almost instant hit. I just want the feeling back of 1.4.9 where it was more turn take-y unless you were clever with movement and timing. now it kind of feels cheap and way harder to actually use half swings with good timing effectively, since every time you hit you can be immediately hit back
i'm not sure how this change even came to be, i'm guessing its to do with the animations being cleaned up or whatever happened
Countering/halfswinging mechanics are the exact same as the previous build without a single doubt.
EDIT: the animations have not been changed at all.
They have, Sev and SK5 tested it and both confirmed something had changedCountering/halfswinging mechanics are the exact same as the previous build without a single doubt.
EDIT: the animations have not been changed at all.
The test I did with SK5 in 1.4.9 after 1.5 conclusively proved that I was able to do exactly the same thing in 1.4.9 that I did in 1.5. If we're talking about the replies after bodyhit/pb they seem to function the same.They have, Sev and SK5 tested it and both confirmed something had changed
edit: its to do with the lockups after you get hit or hit someone or something i think which arent there now