Forum Discussion

Re: Kylo Ren Frenzy Broken

Kylo's Frenzy does break block, but it does not hit if dodged. If a character blocks, then dodges, and then either block or dodge again, he'll probably bypass any of kylo's damages. I find this a hard move. It's doable, but it's very precise.

Kylo's Frenzy usually hits once, sometimes twice, rarely three times and rarely none too. Considering each hit does 125 damage, I find it balanced. I won't say for GA, nor for HS, but definetly for HvV. Also, knowing when to use his Frenzy is key. Getting the first hit because of good play usually awards you at least a second hit, for a total of 250 damage.

Kylo's Frenzy also forces the enemy to engage him, there's nothing one can do while being targetted by his frenzy except dealing with it. Rarely too a targetted enemy can use a move which cancels his frenzy after the first hit lands or misses, as using a skill while between his 3 hits usually results in just being hit and getting the ability cancelled.

I honestly see no reason to tweak even more this skill. It's working well with the current meta, and Kylo is very solid character to use in HvV. Again, just to clarify, my opinions are solely related to HvV meta, the only mode I play for real.

17 Replies

  • VetteC5RX's avatar
    VetteC5RX
    7 years ago

    What you’re explaining is NOT what I’m experiencing.

    I’m aware the Frenzy ability can be dodged, that’s not the complaint.

    the issue is that on recurring basis (i.e. every time) Kylo can active Frenzy on a highlighted, identifies target who is using a saber to block; even with the opponent dodging ZERO times the Frenzy will NOT break through the block. 

    Kylo will swing his saber essentially registering no hits and cussing no damage.

    Im specifically describing when an opponent is blocking and doesn’t dodge. Many players realize this ability is broken and will only dodge if out of stamina; otherwise they can just stand there and completely block the ability.

    This is a bug as the ability is supposed to break through blocks. Registering one to two strikes is optimum and what I would expect, however, that’s not what’s happening.

    The damage per strike of Frenzy isn’t incredibly more than the damage of a standard saber strike from Kylo so this ability needs to work properly.  

  • VetteC5RX's avatar
    VetteC5RX
    7 years ago

    Also, I have to correct you. There are multiple abilities which WILL effectively cancel out Frenzy:

    Lukes Push, Yodas Unleash, Anikans Heroic Might, even Hans Shoulder charge now that it does knock back will cancel out Frenzy. I experience this on a daily basis. 

    I can assume that its due, in part, to the fact that damage isn’t registering during the ability for a vast majority of the time. 

    Proper timing is key, however, the gameplay mechanics aren’t precise in this game to begin with. That being said for the ability to truly be useful it needs to be adjusted for a greater accuracy percentage. An ability that has a useful effectiveness only during 15% of gameplay isn’t useful or balanced, nor is the ability by any means considered OP given that opponents CAN dodge out of it. 

    This isn’t a matter of proper timing it’s a matter of game mechanics not being properly optimized in this particular circumstance which is resulting in an ability that’s registering a benefit only 15% of the time it’s properly activated. 

  • I tried to attach a video clip, however, the website doesn’t support it. The clip can be found under my Xbox Gamertag: VetteZ51; the clip was uploaded on 6/22 and features me as Kylo Ren on the Death Star II map of HvV 

    In the clip at roughly the 4 second mark Kylo activates Frenzy while Luke is still within the animation to get up after being frozen. There is no initial block during the activation of Frenzy, however, the initial strike of Frenzy doesn’t register damage or a hit market. Luke does end up blocking during the rest of the active Frenzy but at NO point during the strikes are hit markers or damage registered. The first strike should have been an absolute damage strike and it wasn’t. The subsequent Frenzy strikes also failed to deal any damage. I’d also like to note that Luke is NOT dodging, moreover his character is expressing a stagger animation as a result of the advancing Frenzy.

    The only hit marker that gets registered during this period of play is when Luke uses his push ability and my regular saber strike is recognized; at this time you can see in the clip that Frenzy is already in cooldown and not active. Afterward I engage Luke additionally and do defeat him, however, the Frenzy ability that I had setup and properly timed failed to provide any result. 

    It seems clear from this clip that the mechanics here are NOT correct and need to be addressed. Not only is the Frenzy not breaking blocks as it should but it’s also not registering damage as it should a majority of the time. 

    With recent updates to Frenzy you really cannot activate the ability unless it IS properly timed as the highlighted target activation has a pretty narrow AOE, meaning that opponents utilizing their high mobility and speed help to ensure they’re not within activation range. This is intended and that’s fine but what that also means is that when Frenzy IS properly timed and activated we expect that it’s going to work AND that it’s going to yield SOME result. Not every strike will land but the initial strike should always land and register damage; the rest of the strikes can be dodged and that’s fine. 

    This ability is bugged. And yes this is Xbox One and HvV ... I cannot speak as to whether this issue exists on other platforms. 

  • @VetteC5RX 

    So I have just tested this in Arcade. Everything I said is still valid, however one thing which I wasn't aware yet was that if one remained blocking Frenzy he could block all 3 hits. It wasn't like that in the past. It still does break the block, but the time it takes between hits is too long to fit into the broken block time window. Good to know.

    You're probably getting the "breaking block" thing wrong. There's a difference between breaking block and bypassing block. I know people usually use one in the place of the other, but breaking block is actually making the enemy become vulnerable to damage while his block is broken. When a damaging move does that, it usually applies damage before breaking block, which means that that hit will be blocked, but the block will be broken afterwards. Bypassing block OTOH is when you ignore a block, like Yoda's Dash Attack (or in the past Grievous's spider move, Kylo's Pull, or Rey's Dash Strike). Anakin's Passionate Strike does both Break and Bypassing Block if I'm not mistaken.

    So my impressions are either taken from a massive mismovement of enemies when affected by Frenzy, or the help of teammates in hitting the same enemy during the broken block windows.

    However I still think this is ok and balanced for HvV. It's still a very powerful ability which helps even when the enemy isn't taking the hits.

    To finish this just mind that even if his skill doesn't deal much more damage then his swing (actually it does the exact same), it's still a whopping 125, which can land 0 to 3 times. According to my impressions, if it usually hits once, and sometimes twice, its average damage is something above 125. Vader's choke does around that damage, and also Yoda's Dash Attack, Rey's Dash Strike, Grievous spider move, Dooku's lightning if it hits only one target, Palpatine's Chain Lightning, Phasma's First Staff Hit. So it's ok, as besides those most skills actually do lower damage like Luke's Push, Repulse, and Rush, Yoda's empty Unleash, Maul's Choke Hold, Spin Attack, and Throw if it hits once, Anakin's Pull and Heroic Might, Kylo's Pull, Grievous's unrelenting advance if it hits once and Iden's Stun Droid.

    Most high damage abilities are actually from Blaster Heroes like Iden's and Leias secondary fire, Han's Detonite and Shoulder Charge, Chewie's Slam, Lando's Sharpshot, Phasma's second and third staff strikes, Boba's rockets and Bossk's Arsenal. Obi's Push, Ani's Retribution and Passionate Strike, Vader's Throw, and Dooku's Duelist are exceptions.

    And if you manage to hit Twice, you're dealing more damage then most abilities (250 damage). Only Han's detonite does that if it detonates really near an enemy, or Phasma's third Staff Strike which deals actually more, or Iden's Zoomed-In Pulse Rifle Headshot from a good range which is the most damaging ability of any Hero/Villain in the game.

    Hitting 3 times, which I know it's very rare, actually puts it above the most damaging ability there is (not counting those abilities which may deal loads of damage if all hits are registered, but which doesn't happen ever like Bossk's Dioxis, or Grievous's Unrelenting Advance, all 3 hits of Phasma's Staff Strikes and so on).

    BTW, I never said abilities wouldn't cancel his Frenzy. I said heroes engaged in a Frenzy by Kylo hardly ever get to properly use a skill which gets them free, as these skills usually are so slow or require such precise timing that the Frenzy usually hits before the ability works and cancels its effect. One notorious example that usually does get out frequently is Luke, as his Push is fast enough to be used during the time window between Frenzy hits. But then hitting him in the back usually prevents this.

    SO in my experience it's much more then 15%. Hitting at least once is something much more then 50% to me, and as it deals 125 dmg and has all these other benefits I listed, I think it's a great skill. Its 40% damage reduction to allow you to leave it with dignity if someone disrupts you is also great and makes the skill a very balanced one IMO.

  • VetteC5RX's avatar
    VetteC5RX
    7 years ago

    I have to strongly disagree and would invite you to review the game clip I mentioned in my previous post.

    for clarification purposes; yes, I expect Frenzy to BYPASS blocks! 

    By NOT bypassing blocks correctly, no, the ability is not balanced and does not contribute towards balanced gameplay. An ability that fails to land ANY damage MORE than 80% of the time is NOT balance, I’m sorry; and I’m sure the majority of the gaming community would agree. 

    Again, I never stated that EVERY strike would recognize damage as hero’s CAN dodge the strikes and in some cases, can even dodge the initial strike if properly timed, however, Frenzy should NOT simply be able to be 100% blocked and register 0 damage when properly timed and that’s what’s happening and the video clip I referenced is proof of that.

    The circumstances you’re quoting such as teammates assisting or dodging are NOT what I’m describing. 

    In my experience with this character and this game, which goes back to pre-release; I have been playing this game since pre release; I’m telling you that the ability, in its current state, is not functioning properly on HvV on Xbox One. Again, refer to the game clip video I referenced for further understanding. 

    Under no circumstances of “balanced gameplay” should a properly timed ability activation result in absolutely no damage done or no effect done. 

  • Also, just for clarification purposes; what I’m explaining is that properly timed Frenzy activations are dealing ZERO hit ... ZERO .. not one, not tow, not three, not sometimes two .... ZERO. 

    All 3 strikes are being blocked without using any dodge. 

    Thats a problem. 

  • With regard to the damage reduction, no; absolutely not. 40% is garbage.

    Kenobi gets 80% for All out Push and Vader gets 90% during Choke!! And Kylo gets a measly 40% during a VERY short time frame ability????

    personally, given Kylos lower base health and the short duration of Frenzy that should be closer to 60% - 70% reduction to be in line with everyone else. 

    But thats not what I really have concern with; the Frenzy ability not regularly recognizing damage is, and again, there is video proof of this. 

    Ive been gaming since 1987; I’ve played across every genre and platform; I have to be honest here the overall mechanics on Battlefront 2 have to be some of the most poorly coordinated I’ve ever encountered. Due to that it’s makes it all more important that abilities work and that they’re balanced with regard to all characters, not just themselves. 

  • Well, I never searched for XBox clips, but you can display your clip here, I'll definetly review it if you bring it here. In the Compose tab of a Reply you can insert video through the 'Insert a Video' button in its panel. After clicking it you choose the 'From the Web' tab and put the link there and hit preview. After the preview is loaded you just need to choose its size and confirm and the video will be shown here. This way ou can show any video no matter its length, as it won't be uploaded to this site, just showwn in the reply. Let me show you an example using an youtube link: https://www.youtube.com/watch?v=FHiLtjZlWh4


    This is me showcasing the Secret Skins BUG, but the Kylo gameplay also shows how easy I landed several Frenzy Hits, which in my case are dealing 145 damage as I use his Frenzy dmg enhancing Star Card.

    Continuing the discussion, I doubt the community would back up your idea. People were already very vocal about Block Bypassing, it isn't something people like. In some cases there are some who defend them, but in most of the cases people get happy when they get rid. Rey lost this, Grievous lost this, even Kylo with his Pull lost the 10 dmg bypassing block. Only Yoda got it back because people were too used to it, but now many are complaining that he's overbuffed and doesn't need a block bypassing move anymore. What you're suggesting is that a really good character gets a good ability he has to start bypassing block, which will mean it'll usually hit 2 times instead of 1, and may hit 3 times more easily. This means that skill will start to deal 250 to 375 damage in a regular basis. People won't take this lightly, the community will complain a lot.

    I'll continue to discuss this up to the last post you made, but when I show you everything is working as intended, especially because devs aren't very clear what exactly the abilities do, so we must take player feedback and character ranking in the meta to see if it seems right, we're delving into the realm of opinions, and this is a BUG reporting forum, not a place to discuss changes to the game. And Frenzy seems right, despite it could use a tweak to not allow a character to simply stand blocking all 3 hits, which is as easy as decreasing the time between hits, so the following hits can get the enemy before he recovers from the broken block.

    I've been playing since pre-release too. I have more then 1700 hours of gameplay. I have seen all iterations of Kylo's Frenzy, and despite I liked more that one which he could hit up to 7 times, this one is much more reliable then that one back then. With the damage boost I feel it's actually better, despite not so interesting as before. And there were many iterations, especially the initial one, which the skill was utter garbage, as a simple move by the enemy would usually make the skill miss. It was too easy to ignore Kylo's Frenzy in some updates of this game.

    And yes, Battlefront II is very messy concerning their core game mechanics. I agree many things are flawed, I've been very vocal about this since February 2018. But in this case I feel everything is OK. You insist the skill does nothing when it's blocked, but I already explained this is not true. An enemy defending Frenzy not only becomes vulnerable to Kylo's allies, but also becomes semi-stuck in the frenzy for its duration as if he tries to ignore Kylo and attack someone else, his attack will fail, and he'll then be hit by Frenzy. It's a skill which may deal good damage, makes the enemy easy prey for allies, and gets the enemy busy with Kylo for 1 to 2 seconds. In HvV this is very good as there it's all about teamplay. I use it a lot and it's always a good move. It also has a very low recharge time, which allows it to be used very frequently. It can also be used to close distance quickly, like another dodge. It's a great skill.

    And about the Damage Reduction, I agree it isn't one of the highest there is, but it's good for Kylo. Most of the damage Kylo takes during Frenzy is damage which will also disrupt Frenzy, so this reduction usually applies only once as when the ability is cancelled, the damage reduction is cancelled with it. It also doesn't last long enough for a shooter to melt him down, unless he's ganged up. I know Ani, Vader, and Obi can withstand much more, but IMO their damage reduction is too high, it isn't healthy for this game. I think theirs should decrease while Kylo's is already in a good state.

    So get the video here so I can review it. A character which is standing up can block skills and attacks, so I wouldn't be surprised if that's what happened in the case you described. Also take a look at mine and you'll see Frenzy working like a charm.

  • VetteC5RX's avatar
    VetteC5RX
    7 years ago

    The link to the video will be at the bottom of this thread. Items of note to pay attention to: 1. The initial strike of Frenzy was timed to contact while Link was still in an animation and therefore not blocking; as such the initial strike SHOULD have registered damage but did not. 2. You can see that the remaining Frenzy strikes are avoided yet the initial should have yielded damage. 

    the video you provided is being played on PC and is pre update. I’m speaking specifically to Xbox One users. In order to do proper research on the issue you must use the same platform where the issue is being observed.

    Again, what you’re describing about the Frenzy ability mechanics against a blocking opponent are NOT what I’m experiencing. Opponents are NOT “locked” into Kylos Frenzy, they CAN dodge REPEATEDLY away from both leaps. Proper timing will enable opponents to simply dodge out of the strikes.

    If the strikes are unable to bypass blocks AND opponents can directly dodge the strikes every time then how is the ability supposed to be useful? 

    The argument for this ability, specifically, to bypass blocks is rooted in the fact that the opponents are allowed to dodge them. That being said; a block bypass is balance because even WITH a block bypass that’s no guarantee of a hit or damage being dealt; it actually doesn’t even guarantee a likelihood at this point at nearly all players are versed in dodge. 

    Pull & Feeeze can be blocked and that’s fair. Looking at Kylo’s all around attributes he’s not the fastest character nor does he have the highest dodge potential (like say Dooku). Those attributes are fair but by no means top tier. Kylos base health is average as well; he doesn’t have star cards to increase his base health, his health regen isn’t the fastest, nor is Kylo a tank like Vader or Chewbacca. None of Kylos overall stats are out of line or overly strong. Take Rey for example, her base damage is slightly less than Kylos with this update but she has a disruptive ability that cannot be blocked (potentially dodged in rare cases) which increase her likelihood of landing strikes. Kylo used to be able to leap with Frenzy to reach opponents affected by his Freeze, however, now he cannot; Freeze has a far larger AOE then Frenzy meaning it’s much harder to use these abilities in conjunction; even still. Back to my original point. 

    I am experiencing situations where Frenzy, being properly timed, is having zero affect on my opponents. Than can block and repetitively dodge the ability, completely negating it. Frenzy is NOT an OP ability; doing the same damage as a standard strike and given that its dodge able there’s no logic in it not bypassing a block. That would create balance.

    Now, IF opponents weren’t able to fully dodge out of the Frenzy ability I would agree with you. Opponents are not trapped, at least not on Xbox One. You may be experiencing something different on PC but on the console that’s NOT what’s happening.  

    Kylo Ren Frenzy Xbox One




  • I'd gladly test this on Xbox if I had one. Neither do I have the money to buy one, nor DICE is willing to give me one to conduct some testings as I don't work for them. I can upload newer videos post patch of Kylo doing the same thing, I just linked that one because my frenzy timing was very good on that match.

    I've reviewed your video, and I was already prepared to tell you again that saber users can start blocking while standing up even before their standing up animation has finished. But that's not even the case. It's VERY clear Luke (loved the Link typo BTW, he is Star Wars Link after all) starts blocking your Frenzy prior to the first strike. And as I said before, Frenzy can be fully blocked if the target remains blocking for its entire duration. This wasn't like that since launch, and I only got aware of it because of your report, as I stated before. But it's a fact, and that you can say is abusive and I agree. Frenzy, as a block breaking ability, should be fast enough to actually hit with a following strike a broken block character from a previous strike.

    Also, you seem not to understand what Locked means in this context. If Phasma starts using her staff strikes, you can move away and ignore her while she's still performing the second or third strikes. She'll be swinging in the air while you're already free to chase other villains. With Kylo, even if you dodge away, he comes right into you with the next strike of Frenzy. It's very hard to get out of reach or cancel Kylo's Frenzy just by trying to move away/dodge, he must have some scenario to block his frenzy, or you must suffer some serious forced movement effect to get out of his reach while he's using frenzy. If you remain blocking or dodging away, you are LOCKED doing this: you can't focus on attacking or blocking other enemies while Kylo is in his Frenzy on you. You must deal with his Frenzy, either by blocking, dodging, or getting hit, (or in rare cases interrupting him with a staggering/immobilizing/forced-movement effect) but in no way you can ignore him and try to deal with another enemy while he is in his Frenzy targetting you. This effectively locks an enemy into dealing with kylo for 1 to 2 seconds, which can be a relief for your teammates in HvV. This is a tactical move that Frenzy allows, even if it may not deal any damage.

    If you insist that Frenzy must bypass blocks expect a serious damage nerf to his ability as DICE won't allow for such a high damaging ability to bypass blocks freely without a nerf. Currently poor shooters are no match for Frenzy if it's performed well. Hitting 2 times with Frenzy on a shooter hero is really easy, I do that all the time, and just that is enough to remove a considerable amount of their permanent health, as 2 Frenzy strikes deal 250 damage (but mine deal 290 as I use the damage enhancing Star Card).

    Oh and I find it very easy to link either pull or freeze with Frenzy, although I prefer to strike normally first once or twice to then use Frenzy. If you find it hard to use frenzy on frozen characters, you're probably using the extended Freeze's reach and activating freeze from a standing still position. You can use it while jumping, so your arc propels you to the enemy while performing th freeze, making you get in reach to use frenzy right after it.

    So your experience seems to be a normal experience that I see on PC everyday, the gameplay you presented would happen the same way if it was done on PC. I can't see this as an Xbox only issue by the evidence you provided. It seems to be a matter of opinion: you find Frenzy bad because of its working restrictions. As far as I can tell it's working as intended since the latest changes. The only thing I find weird is it not taking advantage of breaking block with the first strike to actually hit with the second strike. IMO I think the strikes could be sped up a bit to at least allow the following strikes to actually hit if the previous strike broke the enemy's block.

  • VetteC5RX's avatar
    VetteC5RX
    7 years ago

    The reason I bring up the specificity of Xbox is that you have multiple gen consoles with very different processing capabilities on the same server and I’m trying to discern whether or not there’s a role being played there.

    As for saber wilders being able to “block” while still in other animations that is 100% poor gameplay mechanics which only works to impede good timing on various abilities, including Frenzy. 

    As far has having to “deal” with Kylo; I can tell you that on Xbox, right now; Kylo will only perform two leaps with his Frenzy since the star card was changed. He only performs the initial leap plus one additional if the target attempts to dodge. If you’re facing an opponent with a high dodge ability then they do have the potential to get away from Kylo in WELL under 2 seconds as they only have to execute two dodges to be free of the lock. This is exceptionally insignificant when you compare that to the disruptive ability of other characters ... Fetts concision or any characters stuns. 

    As for blaster users, they VERY much can dodge Frenzy, both leaps if timed properly. And as for bypassing block abilities, well, what about Yodas dash? He can execute a maximum of 3 which combined yields more damage than Frenzy, by far. 

    I’m looking at this from a big picture perspective. Kylo is weak because his abilities give you a “potential” to be effective (just like everyone’s) but because of how much blocking can be done that potential is VERY low in terms of effectiveness.

    blocks prevent Freeze and Pull with quite a large AOE, in fact, I’m seeing recurring instances on Xbox where they’re blocked while Kylo is behind the opponent. As for Frenzy; saying that his disruption is a big benefit is just ineffective. In the grand scheme of glameplay it’s useless .. not only is it easily evaded but it’s puts Kylo at risk for additional damage from say Luke’s Push or even Solos Charge. 

    The few very very minor aspects you’ve mentioned do not, in my opinion, constitute balance. Kylo needs something else; perhaps higher health, faster dodge, faster health regen time ... something to offset the low realistic potential of his abilities.

    They’ve made Kylo almost a cheerleader and although I don’t expect him to be a tank his abilities don’t carry the weight in actual gameplay that people think ... at least not on the Xbox. 

    My rationale for a block bypass is rooted in the FACT that Kylo’s leap range has been reduced, he only leaps twice, the ability CAN be dodged very quickly. ... also keep in mind that between the high amounts of block & dodge that exist among all characters now that creates a unintended nerf to the Frenzy ability simply by way of gameplay mechanic. Kylo doesn’t disrupt anyone for a significant period of time compared to other disruptive abilities (nobody is disrupted for 2 seconds; maybe 1). a block bypass in this scenario would result in only one hit as a given

    ... plus you also have to content with the in game reality that characters high mobility helps prevent opponents from getting Frenzied in the first place. The restricted AOE plus the need for it to be precisely timed is already a nerf on an abitliy that wasn’t OP to begin with. You’re talking about a nerf on a nerf on a nerf ... it’s too much. 

    Keep in mind I’m no slouch with Kylo, even post update. I’m very effective at working with and scoring with him. That being said I don’t achieve any of that by leaning on his abilities which constitutes an imbalance. Kylo is basically a scavenger at this point ... effective at coming from behind to pick off someone highly damaged or otherwise engaged with his teammates but as a lone contributor to the battle he’s poor. 

    He’s weak, his dodge isn’t top tier, his regen isn’t top tier, he doesn’t do more damage than any of his teammates, he can be heavily blocked ... where’s his advantage? Every stat he has is mediocre or sub average and yet there isn’t any stat that’s above which would offset it. 

    Now whether there are issues specific to Xbox contributing to gameplay scenarios that I’m experiencing which you aren’t I don’t know ... that’s why this post is here; to get the Devs to look into the issue and fix it because as it stands now; he is, no doubt, the most ineffective Villain on the roster. 

  • VetteC5RX's avatar
    VetteC5RX
    7 years ago

    ... replying to combining abilities .... no, it’s not easy to combine Frenzy with Pull because opponents can dodge out immediately before the end of the animation, taking them out of the AOE of Frenzy and thereby eliminating the combination.

    as for Freeze ... well you “could” but it’s a poor choice for 2 reasons .. the AOE of Freeze is FAR larger than Frenzy to Kylo has to close distance to activate it .. & second, it’s more strategic to attempt to perform a standard strike from behind and get the additional damage than it is to use Frenzy. The only time I try to combine them is when I have distance to close and I need to use the leap before the Freeze duration runs out but this isn’t a benefit either because, as you saw from the video, Freeze doesn’t last long enough for Kylo to close distance before the opponent can “block” while still in animation. 

    Its so poorly put together for Kylo that the real world instances where these abilities are beneficial is exceptionally low.

    again, I don’t know if on Xbox there are factors that create a disparity over what you see on PC; I do know that there are variations in gameplay between what people observe on Xbox vs PS.

  • You say it only produces 2 leaps/strikes, yet the video you provided clearly show 3 strikes being performed, despite only the second and third produced the block breaking animation (but animations not appearing isn't proof that something has failed).

    I could lose a long time here saying what I agree with you, what I disagree with you, how my experience is completely different from yours and I don't think our platforms have anything to do it. However this is all about opinions on a character and/or skill. This isn't the place for that. Here we discuss BUGs. Head over to https://battlefront-forums.ea.com/categories/the-next-star-wars-battlefront and open it there. If you do open a thread in the main forum to discuss this, I'll go there to share my opinions. However, it'll take a while as I'm banned there. Just one or two weeks more and I'll come back there to give my feedback.

    For now I feel nothing is bugged with his Frenzy, despite that huge jump he triggers whenever frenzy is activated in an upwards slope. It isn't a strong skill, but in my experience it's a very good skill for its effects and its really fast cooldown. I've played several times since the latest patch and nothing seems out of order.

  • VetteC5RX's avatar
    VetteC5RX
    7 years ago

    I stated specially that the ability produces two “leaps”, not strikes. Kylo will strike so long as the ability is active, however, I am correct in that he only leaps twice.

    yes, the video does show the animation issue and if video isn’t enough proof of an issue I don’t know what is. That example is what I have been experiencing and it’s clear from the animation error that something behind the scenes with the game mechanic is broken. It shouldn’t be doing that all the time. 

    Perhaps someone on Xbox should contribute toward the discussion. When it comes to researching problems, proper and related data & experiences are what need to be evaluated. 

    I do believe there is a platform contribution at play because although the bug report focuses on Kylo’s Frenzy there are a lot of other consistent gameplay anomalies that are occurring. 

    What you experience and test on PC isn’t reflective of what those on Xbox can expect as a result. 

  • VetteC5RX's avatar
    VetteC5RX
    7 years ago

    And to be more specific; yes; the 3rd strike IS supposed to break (not bypass) an opponents block and that’s not happening. It’s supposed to happen and it’s not happening on Xbox; hence why this report is correctly here. 

  • If you're separating leaps from strikes, then let's make things clear: Kylo is supposed to strike 3 times since they changed Frenzy from up to 7 strikes to only 3 with a damage increase to balance things out. In all my experiences, and also in your video evidence, he does strike 3 times. Leaps occur if he wants to strike a character which is not in range of a strike. If you manage to get an enemy away from kylo both between 1st and 2nd strikes and between 2nd and 3rd strikes, and kylo tried to target him from afar in the beginning, he'll leap 3 times. However if the target is within melee range, he'll leap 0 times. Leaps are connected to distance, while strikes are fixed and are always 3. This has been working as intended since the update which changed frenzy.

    And about the last strike, not only we have no official info that it MUST break block (this is an assumption of it working consistently through hours, days, weeks, and months since the update that changed frenzy), but it also DOES that in your video evidence. The block breaking animation clearly happens in the lasts trike, it happens that the time it takes for your next strike (now a normal saber attack) to affect luke is more then the time Luke's block stays broken. Just test this with a shooter by your side and make him shoot while Luke plays the animation of block breaking, and you'll see the shots landing. This tactic has been employed by me and @RogueOneKenobi since launch, as he usually picks blaster heroes while I prefer saber heroes. Even before they removed the stagger produced by striking with a saber at a block, just by attacking a blocking character I opened a window where he could land shots on that very enemy.

    If your video evidence shows anything, is that it feels unfair that a standing character may block Kylo's freny completely. But this is not a BUG, it's just bad game design, and I invite you once again to come to the main forum and share that there. Link it here so I may follow it. I don't think you're completely wrong in your opinions about how balanced or not Frenzy is, there are things I disagree, and things I agree. It's just that this doesn't seem to be a BUG at all, and by your evidence I can't see anything that slightly resembles a BUG.

  • RogueZeroRendar's avatar
    RogueZeroRendar
    7 years ago

    @VetteC5RX 

    However, because you insisted so much on this topic, I decided to keep checking Kylo in my latest test round and I found out that while Luke is able to block Kylo's frenzy completely, Anakin ISN'T. Anakin ALWAYS takes the 3rd hit if he blocks the prior 2 strikes.

    As I only realised this in the end of my testing round, I didn't have time to test with all other saber characters, but this is now in my to-do list. Thanks for bringing awareness to Kylo's Frenzy, otherwise I wouldn't find this issue.

    This may also not be a BUG, but when certain characters can completely block a move, while others can't, this is strange enough that it may be a BUG. I'll have to test Obi, Rey, and Yoda to see how they react, and eventually open a report just about this issue.

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