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MatteBlack13's avatar
5 years ago

How to Fix Lightsaber Combat (BFIII Maybe?)

I don't know if someone has posted about this before but I haven't seen anyone else talk about this idea, so I'll throw my two cents in. To make lightsaber combat more skillful and less spammy, you only need one mechanic: parry. It's that simple. If you attack while holding block as a lightsaber hero, you do a specific parry animation with a fairly tight window to clash with a lightsaber strike. If timed correctly, the opponent is staggered, allowing you to get a couple swings in or use an ability before they recover. This is standard in fighting games, and I honestly view lightsaber combat as a pseudo 3d fighter (just poorly designed). The thing is about fighting games though, they are never perfect, and this system would not make it perfect, just way better than it is now. This way, players with skill to read their opponents (or just counter swing spammers) can parry and get a good punish. I'll admit, the addition of this technique would destroy swing spammers, but it would be tight enough to perform that strategically wearing down someone's stamina with unpredictable swings is still a viable strategy. First, lets cover the basics. Here are some notes I have thought about with the basics of the system:

  • A parry is performed by swinging while holding block as a lightsaber user, and will stagger an opponent if timed correctly.
  • Abilities cannot be parried, that doesn't even make sense and would be hard to perform.
  • Parries cannot be performed when depleted on stamina, as with swings and blocks.
  • Parries probably should not cost stamina, as the risk of even using it and being punished for it is hefty enough to not require stamina drain.
  • Parries are non-negotiable on stats: absolutely no star cards or hero specifics would change it, same stats across the board.

Now that we have gone over the absolute basics of how parries will work, here are the specifics that will determine exactly how they function, along with balancing options and ideas:

  • Missed parries would have decent end lag, meaning that a wrong call can actually cause you to be punished. For a successful parry, end lag would be cancelled, allowing for the quick follow ups and preventing the devs from staggering heroes for ages while they take blaster fire as the successful parry animation ends. After the first hit, like many abilities in the game, the opponent recovers, so I think two swings would be the max punish besides abilities. Opponents who are parried would obviously still be hit by blaster fire, but it would still be shorter than ability knockdowns if opponent end lag is cancelled so that punishes are immediate. It doesn't have to be a long dramatic animation, just a quick stagger back with enough lag for a punish.

There are two options for balancing the parry window:

  • 1. Parry window would be tight enough that you cannot just spam parry when someone is hitting your block, it would have faster recovery from block stun when being used to intentionally make players who just spam parry perform it early and miss. This also prevents brain damage for people who would do that, while allowing a well timed parry to interrupt a block string.
  • 2. You don't have enough time to parry at all when in block stun, forcing you to evade and reset neutral, predicting or reacting to the strike early as your only way of parrying (as it is in most fighting games). This not only encourages more strategic gameplay with more mind games, but it also makes wearing down stamina a more viable strategy. Thankfully, because evades exist, the timing would be right that you have enough time to parry after an evade, making punishing swing spammers just as easy.
  • To further reward the person who parried (since it should be difficult), they will receive a slight stamina regen, at least enough for a couple swings if not more. This stamina regen ensures that a punish can be made, even if you get that clutch parry on little to no stamina. Maybe consider giving the hero who parries slight damage reduction for 1.5 seconds so they can be a little safer from random blaster fire while punishing, much like evades (large multiplayer mode concern mainly, getting a parry and not being able to follow up because of teammates, which would still happen anyways with this change but make it less risky when there are few people). Keep in mind that you can't parry while out of stamina, making this not broken. It would be a great way for clutch parries to be the best option to escape stamina depletion when you are almost out.

I think that lays out enough of the idea for parries. I personally would love to see this mechanic, but let's talk about some obstacles to this becoming a reality in BFII (especially since support is already done anyways).

  • New animations for every saber hero: missed parry, successful parry (way faster while still needing to be fluid), and stagger.
  • Specific hit boxes, timings, and fine tuning to make sure it works properly
  • Balancing to find the right amount of stagger and how make quick transition from successful parry to character control
  • Improper input delay causing people to accidentally parry when letting go of block and trying to swing
  • Probably have to nerf every stamina star card in the game involving lightsaber attacks to bring back some balance if you really want to improve saber duels (Looking at you, Kenobi). I think cards that relate to blaster deflections are fine, but leave the lightsaber stamina stats alone for the most part unless dealing with abilities (focused rage, duelist, etc.). Make stamina buffs special to make combat more interesting and do more work balancing base hero stamina pools to make character playstyles vary.

It's definitely way to much work to be considered something as "that one last thing they could add that would be quick and make the game better." That being said, I would love to see this mechanic in a third game if EA is up for it. Not to mention, if you experiment with mechanics like this, you could also toy with the idea of counter abilities for new heroes, giving more unique heroes and an ability to add more depth to lightsaber combat. Also, if you made all of these changes and introduced a mode with small arenas, 1v1, lightsaber heroes only, you have a pretty good dueling game on your hands that could even be made into a standalone 3D fighting game in the future (with more balance consideration of course). That's all I have, let me know what you think about this and make sure to reply and give some xp so hopefully a dev or something sees this.

6 Replies

  • @MatteBlack13 

    1) You can already parry (more a bug than a feature though) in this game which needs to be timed and destroys swing spammers as well

    2) Only certain abilities like Kylo's frenzy can be parried, the rest needs to be blocked

    3) Your suggestion about parries being independant from stats like swing speed or damage sounds good as heroes like Vader are clearly advantaged right now due to their swing speed.

    4) The punishment for failing the parry right now is receiving the normal damage by the opponent, everything else like staggering as additional punishment would be really cheesy and rather belongs to an actual martial arts game.

    Remember this game unfortunately already has random/bugged staggers in hero combat and sucessful ability usage on someone already opens a door to land multi-hits on them.

    Don't forget that this is a jack-of-all Battlefield type game. It can be hard to play as hero in greater modes already and including additional features which weaken them (apart from the stamina system) or make playing them more risky would basically mean instant death if you make only one minor mistake or have bad luck/lag. This can already be the case now, but I fear your suggested dmg reduction must be quite some number or else it wouldn't make up for that the fight doesn't continue as normal as before. Even if your suggested animation window yould be rather short, getting forced to be stationary somewhere is never great for both sides.

    Not mentioning that many pros prefer infiltrators/enforcers over heroes in greater modes anyways.

    5) Imo the most important point here, the game can be really laggy overall, especially on greater modes, so either your suggestions often might not work out as intended or give a heavy one-sided advantage to people with the better internet connection, which they sort of already have with the current mechanics.

    Your enhanced mechanics would be more fair in a classic 1 vs 1 fighter game.

    It's also because of the servers not being the best and even in the small hero showdown mode I died quite some times because I had a lag or simply because I didn't receive the server info in time just in the wrong moment.

    6) Support has ended, so no new features or content will be added to the game anyways.

  • Interesting, I didn't know there was a buggy parry kind of in the game. It would definitely need to be fleshed out, but I agree with concerns about lag. That is normally an issue in fighting games, but I feel like it would be much worse in a large scale game like this. I agree the parry sounds risky, but consider that this would only be used against other heroes, and you would still need to find a strategic time to use it. This mechanic wouldn't even affect current gameplay unless you run into a hero in GA or something, and it would be better getting hit while punishing a parry rather than wildly swinging on a block and still getting shot at. If you look at successful parries in fighting games, I am talking really fast, like an animation that would be at the absolute longest half a second. The damage reduction is just to allow them to get in a couple swings. Also the stagger would be super slight, way shorter than staggers that currently exist in the game. I am stressing that this mechanic would be speedy when done right to focus on the action rather than some flashy animation. For failing a parry, all that happens is you have a slightly laggy animation, as with most fighting games. If you miss, it's possible the opponent wont even react in time to punish you. None of these animations would be slow, and actionable time would need to be quick for this system to work and feel good. Like I said, this is not perfect, but it would be way better than what we have now. Maybe by the time a third game comes out, general internet service and servers will be better to the point that this is feasible.

  • I'd add more one saber attack like quick, strong, charged, aoe swing, excursion and opposite like back step attack. Charged attacks could break blocks and if blocking would require more than just holding, a quick flurry of attacks could penetrate someone's defence. It would also make heroes more unique, I imagine master Yoda and count Dooku would be the speed fencers with weaker Aoes and charged attacks, Grievous similar, Vader would be quite the opposite, kylo somewhere in the middle, etc

  • MatteBlack13's avatar
    MatteBlack13
    5 years ago
    @UrWeakAndAFool Oh I like that idea, like if you gave each character a unique charge move based on playstyle. Maybe give it effects to make it reactable, but if you don't it breaks block. Kind of like unblockables in fallen order. You can react and evade for a punish, but if you don't you get a broken block and punished.
  • ArchAngeL-PCX's avatar
    ArchAngeL-PCX
    5 years ago

    I think the problem is they've totally overcomplicated the heroes in this game.  They've tossed everything in:

    • parry
    • cooldowns on even basic abilities like force push/pull
    • stamina meter for both blocking and attacking

    None of it is done particularly well, and the combination has resulted in heroes that, for lack of a better term, don't feel all that heroic.  Not when compared to any other Star Wars game I can think of over the past 15-20 years dating back to the original Battlefront 2 and the Jedi Knight games.

    IMO just make good and fun action heroes...period.  If they want competitive, then make a separate game that focuses on that like the old Jedi Knight games.  Maybe give Jedi Fallen Order 2 a competitive online mode.  For Battlefront 3, keep it casual, keep it fun...give us powerful heroes on the level of playing Starkiller, Cal Kestus by the end of Fallen Order, or even Disney Infinity 3.0 lol.  They could put them on a timer like the original Battlefront 2 used to do if need be.  Just make it fun again lol.

  • TRlALON's avatar
    TRlALON
    5 years ago

    @MatteBlack13Ok, I think I just got an even clearer imagination of what you were thinking about, thanks for emphasizing.

    Still, the main issues I see is lag and that this isn't really a fighting game, so I'd say it's fine imo that the lightsaber heroes have a rather simplistic fighting concept.

    About the parry exploit, you can look it up on youtube, you'll find a lot of videos about it. I think it fits in quite well even if it's a bug because you are just using default attacks, no extra animations which couldn't be more perfect in the game's fast environment.

    Maybe the animation window you suggest is really so short to not make a significant difference as it sounds like, however any sort of delay is a disadvantage for heroes regardless in an environment where shooters can roam and shoot freely. 

    I remember in BF2015 it was possible to do a saber lock between Luke and Vader and while it lasted, both were immune to any form of damage.

    That lock-on window was very long, but if we'd include your version in this game, I think there'd still be some DR (maybe higher) like when doing evade moves is needed.

    Well, the exact execution of that feature would show how it needs to be balanced, unfortunately the ended support kills any more good ideas about it.

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