Forum Discussion
@Bab0osh
Sorry Bab0osh, it wasn't easy at all. I could turn in time to block the attack with ease, the enemy had to fool me to get a strike. Now it's so easy to do so, that even if Rey mindtricks me I still have plenty of time to turn around and block her strike even with my turning rate slowered because of Mind Trick.
But, if you insist the timings to be like you say, just consider all the 4 attacking animations and all their different properties that we lost in this change. Whenever you dodged and attacked just after it, you'd trigger a specific attack from all your Saber Attack depending on the direction you dodged. Each of the 4 behaved differently and were useful in different ways. This is gone with this change. I don't care if they want to make saber combat more clunky by adding a delay to make the life of people with slower reflexes easier, but I care that they take loads of content and tactical options from Saber Combat away because of such a reason.
Check this thread for more info on the attacks I'm mentioning, there you'll find 4 GIFs showing how these attacks performed, and realise that all that well crafted system was just thrown away still for no official reason as EA refuses to give us any info on why this happened: https://battlefront-forums.ea.com/discussion/155762/the-beauty-and-complexity-of-the-dodge-attack-system-that-we-just-lost
@RogueZeroRendar
I never said that I was against the return of animations specific to each kind of dodge, by the way I am for the return of these animations. I said I disagree with this bug report ticket. For a PC keyboard + mouse player, turning around easily is accessible at all levels of play, from new to advanced players, but not for a console player for whom the sensitivity of the joystick is limited even to its maximum value and set by default to 20/100... Most of new players don’t even know they can counter a dodge+attack in their back.
Animations return: yes.
Change the current dodge+attack mechanics: no.
- 5 years ago
@Bab0osh wrote:@RogueZeroRendar
For a PC keyboard + mouse player, turning around easily is accessible at all levels of play, from new to advanced players, but not for a console player for whom the sensitivity of the joystick is limited even to its maximum value and set by default to 20/100... Most of new players don’t even know they can counter a dodge+attack in their back.Animations return: yes.
Change the current dodge+attack mechanics: no.
As a long time console player, this is completely untrue. With your controller sensitivity set to 100, and zoom set to an interval of 50 or greater, you can turn faster than a dasher can even possibly finish the zenith of their dash animation to get a strike. This was easy to do before this dash glitch presented itself. Now with less reflex involved, less skill is needed.
Games with no skill gap are terrible to play. In any real game, casuals must undergo a learning curve before they can become experienced top players. If you wish to provide hand holding mechanics and animation stops that attenuate the skill gap, this game will lose players who strive to be good at the game because they will discover they have absolutely nothing to work for as far as techniques to be learned.
If new players do not 'understand' that they are able to do so, then they will quickly be given a learning experience the moment they encounter a better player that uses this against them, as all new players who are interested in learning the mechanics of a game do.
- 5 years ago
I think the problem here is in the definition of the word “skill”.
I think you mean "comfort" and not "skill".
Before, it was indeed much more comfortable to say that the only thing to do is to focus on accessing the opponent's back and hitting, repeating the operation again and again until his death.
I don’t see how such a basic mechanics makes a game favorable to skillplay.
Making the attack in the back less easy to place requires on the contrary much more skill to put an opponent KO.Few examples:
Place the dodge + attack just after a frontal attack or just after a jump attack + attack in the back, keep 2 dodges to muddy the waters before attacking, better manage your use of abilities, try more often to counter an attack or an ability (knowing that the time window to counter is now shorter and more risky), demonstrate a more predictive mind in order to know when to make a dodge + attack that does not need to be fast, etc.
The real problem is that we’ve lost really cool animations.
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