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I predicted it from a while away community starts shitting on the new saber changes. I am just going to spectate this thread. Maybe make 1 or 2 comments.
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the opposite is happening tho lolI predicted it from a while away community starts shitting on the new saber changes. I am just going to spectate this thread.
Devs should add force summon ghost, the ability Luke used in TLJ to troll Kylo surely it wouldn't be a problem as it is "respectful to lore". And the devs want to make changes that are based on cannon.Devs you cuted jump force from Vader in Legends. Maybe it is time to give him a ''intense walk'' run animation for truely rp immersion?
the simple-hud that is in the game currently is ideal for dueling, imo. Shows you acm in numbers, easy to read etc.Sabering feels much better than live. Some styles and perks need some fine tuning still. I'm not a fan of perks activating on ACM. The new HUD isn't good for dueling either, I feel like its more difficult to stay on track of your BP and ACM than it was before. And yes I tried vertical hud. Would be nice to see ACM as numbers instead of a glow.
Blue is too strong, I suggest lowering its offense to 5 or 4 and something needs to be done to its HS spam.
Purple combos might be a bit too fast, I'd make them a bit slower.
Staff feels like its a bit weak. Maybe 1 more point to defense? The spinning attacks are very difficult to land consistently but it looks good and I like the idea.
Red is fine
Yellow is fine
Cyan perks are pretty rough, not a fan of those.
Didn't get to try Duals because of the crashing issue.
Overall great work. Just adjusting offense/defense ratings and perks would be needed. Also wouldn't mind if pb on returns came back.
Noticed a bug with spectating: When the player you spectate dies, the camera stops following the player.
Also annoying bug where you can't swing immediately after slapping
just in first few seconds we can see;Styles:
Blue OP (Trash design, still spammy noob style - ACM drain perk and speed like slow blue in the old jedi temple FA or when we had slow blue & fast blue both in the game. Give momentum PB ala stassin to make more interesting? - main issue is how fast it gains acm, the 2x drain on bodyhit was there for a reason, but slowing speed is ideal).
Cyan (Either useless or OP, drop parry perk, make it yellow speed with 4 combo and a pbc riposte perk like mbc).
Staff is interesting (Spin mechanic good but maybe faster but less powerful spins; MB perks bad, give it 2v1 perks like bw defense and better NB instead).
Duals spammy style for spastics, but if we're going to keep it mbc needs to land consistently.
Purple pointless (make it yellow dmg and give it nudge to break/counter blue along with faster ff for Juyo larp) - the amount of parrying you can do with the special is over the top - would love for purple to get palpy's DFA instead.
Red is in a good place but the special felt out of place and useless (but please don't buff it since it looks retarded). Purple's special would be better for red.
Yellow fun, I love the oldschool A swing.
General:
Return ability to reply after chain FOR ALL STYLES; the absence of this mechanic reduces the dynamism of dueling.
*Change: Hitting too early in an attack animation reduces the damage by up to 30% depending on animation timer.
This is pointless and retarded. You have to attack top tier duelists this way to bypass PB; this literally just punishes skilled, correctly executed attacks.
Remove increased knockdown dmg (the new ACM is enough).
Increase the amount of ACM drained by an Mblock; the acm ramps very fast with spam so need skill mechanic to counter spam run meta.
Make MBC instant (like 1.4.5-1.4.9) to ensure ability to counter spam; currently still too unreliable.
Add NB (Neutral block) to the game - we NEED to distinguish between saber-hits and body-hits - just make it a flat dmg redux(10-20%) or drain partial ACM, no fancy bs. It is GROSS that a saber-tip hit is treated the same as digging your blade into the opponent's gut!
I really, really liked the faster airswings and spins.
Combo spamming felt too strong because of lack of reliable counter-attacking.
Hit-reg was weird and made micro-dodging unreliable (because saber-tip counts as bodyhit, which is unacceptable). There were also some sus extendo moments (could be server, it was horrible).
Feinting to trigger full PB in return does not work well in practice; I see no reason to not have full pb in return. If you want feinting to not be useless and stupid or bugged, make it so that one or two feints does not eat up a combo-swing, and/or have it trigger a nudge or buff the next attack.
Consider making the crouch bw viable for all styles, not just blue, staff and red, for more cool engages from distance.
HUD-wise for dueling, simple HUD with a horizontal BP bar at the bottom-centre of the screen would be ideal. With this ACM implementation, a number display would be nice.
Video of testing session:
Styles:
Blue OP (Trash design, still spammy noob style - ACM drain perk and speed like slow blue in the old jedi temple FA or when we had slow blue & fast blue both in the game. Give momentum PB ala stassin to make more interesting? - main issue is how fast it gains acm, the 2x drain on bodyhit was there for a reason, but slowing speed is ideal).
Cyan (Either useless or OP, drop parry perk, make it yellow speed with 4 combo and a pbc riposte perk like mbc).
Staff is interesting (Spin mechanic good but maybe faster but less powerful spins; MB perks bad, give it 2v1 perks like bw defense and better NB instead).
Duals spammy style for spastics, but if we're going to keep it mbc needs to land consistently.
Purple pointless (make it yellow dmg and give it nudge to break/counter blue along with faster ff for Juyo larp) - the amount of parrying you can do with the special is over the top - would love for purple to get palpy's DFA instead.
Red is in a good place but the special felt out of place and useless (but please don't buff it since it looks retarded). Purple's special would be better for red.
Yellow fun, I love the oldschool A swing.
General:
Return ability to reply after chain FOR ALL STYLES; the absence of this mechanic reduces the dynamism of dueling.
*Change: Hitting too early in an attack animation reduces the damage by up to 30% depending on animation timer.
This is pointless and retarded. You have to attack top tier duelists this way to bypass PB; this literally just punishes skilled, correctly executed attacks.
Remove increased knockdown dmg (the new ACM is enough).
Increase the amount of ACM drained by an Mblock; the acm ramps very fast with spam so need skill mechanic to counter spam run meta.
Make MBC instant (like 1.4.5-1.4.9) to ensure ability to counter spam; currently still too unreliable.
Add NB (Neutral block) to the game - we NEED to distinguish between saber-hits and body-hits - just make it a flat dmg redux(10-20%) or drain partial ACM, no fancy bs. It is GROSS that a saber-tip hit is treated the same as digging your blade into the opponent's gut!
I really, really liked the faster airswings and spins.
Combo spamming felt too strong because of lack of reliable counter-attacking.
Hit-reg was weird and made micro-dodging unreliable (because saber-tip counts as bodyhit, which is unacceptable). There were also some sus extendo moments (could be server, it was horrible).
Feinting to trigger full PB in return does not work well in practice; I see no reason to not have full pb in return. If you want feinting to not be useless and stupid or bugged, make it so that one or two feints does not eat up a combo-swing, and/or have it trigger a nudge or buff the next attack.
Consider making the crouch bw viable for all styles, not just blue, staff and red, for more cool engages from distance.
HUD-wise for dueling, simple HUD with a horizontal BP bar at the bottom-centre of the screen would be ideal. With this ACM implementation, a number display would be nice.
Video of testing session:
That’s stupid. You would have to hold MB 2 and W, A, S, D just to do a kick.I dont like how right click with melee (with no other inputs) does a kick. I keep trying to do a grab and it always does a kick first, making it almost never work...
the simple-hud that is in the game currently is ideal for dueling, imo. Shows you acm in numbers, easy to read etc.
I'm not a fan of the new HUD either, couple that with old class bar being removed as an option...
With the limited dueling I have done I would agree that it is indeed much better than current, but I think almost anything would be.
That being said, yellow v yellow, which is pretty much what the 2 hours or so of dueling I did consisted of versus
I was wondering why I got out of the parry and interrupted instead. This explains itjust in first few seconds we can see;
parry hits landing instantly (teleporting, it was in live as a bug in january) which causes faster styles to break the parry and gain advantage
unable to do any attack input after a slap for a while (insanely gamebreaking)
and I do agree that MB counters just need to be stronger/faster Currently it feels like no counter even properly works as its gonna get interrupted in most cases, especially against faster styles
then grab should be a separate button entirely (not really, there's already too many key bindings as it is). It's already a high risk, meh reward type move, people will either stop using grab or just create a script to work around this change.That’s stupid. You would have to hold MB 2 and W, A, S, D just to do a kick.
Not a fan of slowing blue down further because of the implications that would have on the style in open, making it just a worse yellow and not at all a fast style as its supposed to be.
I'm gonna say something completely unrelated but im happy with most of the changes in duel mode, this will probably be my only comment on duel mode because i like it way more than the beta open mode.Duelists basically need an opening or gap