@Koohandlukein a nutshell; yes, expect multiplayer gameplay to feel VERY clumsy and more like RNG than anything (even though it isn’t, it’ll feel that way often).
Here are some issues with the game to keep in mind. Sometimes knowing some of the games drawbacks can help you have slightly less clumsy-ness.
1) hit detection. The games hit detection is suspect at best. Different weapons, classes, and characters have different attributes which combined with the server state make hit detection quirky. This isn’t as evident with blasters as it is with sabers. There is also a degree of input lag associated with saber users; particularly when you get multiple players in the same vicinity.
2) input stacking. This game has an input stack whereby players inputs are put in queue of game recognition and then executed. This is incredibly poor design because it OFTEN leads to a players input being executed outside of the intended point in time. In a game where “timing” was considered part of essential gameplay this was one of the worst 101 level mistakes the Devs could make. In a game like this we should have had an input accept or reject condition whereby if the player attempts to execute an input and the gameplay state prevents it the input is discarded, not stacked. If you’ve ever seen shots still fire while a player is in a knocked back or seen your saber strike swing out of the blue or received a hit after your opponent isn’t near you anymore; congratulations, you got stacked.
3) imbalance. This is a big one. The enforcer category of characters are incredibly OP in this game; keep that in mind if you’re playing a game mode that includes them. Hero & Villain characters also suffer from broken balance among the gameplay and amongst one another. Many blaster heroes, for example, have crowd control, unblockable abilities, and high damage output; a mix that should never be. Luke, on the other hand, has such high mobility and instant effect abilities that players can easily spam inputs to see Luke avoiding abilities, hits, as well as dealing damage. This is because Luke has high stamina and mobility that he can move beyond what the game can resolve in real time and clog up the stack. The same goes for various class blasters; some look balanced in stats but in actual use they’re garbo.
4) dodge / evade immunity. Originally, in this game a player had to dodge an actual shot or dodge out of an ability AOE in order to avoid it .. now .. a player simply has to be in a dodge / evade motion to ignore hit and abilities. This has led to a high lean on dodge, especially considering the overall high dodge recharge rate across the game. An example would be; in the past, if an opponent was in Vader’s choke AOE and did a dodge but was still in the AOE upon activation the opponent would take the effect. Now, so long as the opponent is in dodge they can remain within the AOE all they want; they’ll ignore the effect.
5.) maps .. while most of the maps look great (not you Scariff) they tend to be more cluttered than they need to be OR suffer from elevation changes which the game struggles to resolve. Players on differing planes in the game can see their interactions misinterpreted or not recognized at all. All the Devs needed to do was to create atmosphere that looked good. Instead they filled it with so many dynamic objects that it impedes player movement (as the gameplay is currently structured). Nobody, and I mean NOBODY is joining a game to simply stand there and take in the view; it’s overdone.
There are other issues in this game but these are the most front running ones that will impact your gameplay on a regular basis.
while you can’t solve any of these you can try to avoid situation that make them worse.
Be cautious when trying to interact with an opponent on hills or rocks; the results can be quirky.
try not to end up in a “fight pile” if you can avoid it; it’s going to go poorly.
Make note of character attributes (who can deal unavoidable damage, who has crowd control, etc) this can help you avoid big damage by attacking or approaching when it’s less risky. You’ll also learn which characters are imbalanced and how.
Don’t spam inputs; this makes the lag & stack aspects worse. Some players will often spam constant input combos with Luke, Rey, & Dooku .. players will tend to hide behind block with Kenobi.
another mechanic I’m not fond of but some may like is “last chance”. You may notice that before an opponent is killed their health depletes to a near sliver of health bar before a last shot or strike is needed to finish them off. This was added to the game in an update to give players a “last chance” at escape from a combat situation and to regroup. IMO is a poor element to the game that creates a nuisance game extender where one isn’t needed.
Many who still play this game do so because we’re fans of the SW franchise; not because we think this game is good or great by any means.
it’s a shame that we have to approach our gameplay style from the perspective of “how is this game broken” rather from good game logic itself. Hopefully future SW titles are better or from different Devs unless the people at DICE take a class on game design philosophy.