Forum Discussion
Ok, I just tested after the update.
The Dodge Attacks are back, however in a much different state then they were before. Now you must let go of any directions while already dodging for the following dodge attack to work. And you can't queue the attack before the dodge is over by pressing its button, this will result in nothing done. So you either get the proper timing, or else either spam or hold the attack button to not lose the timing.
I welcome this change, but until further notice I don't think this should be labeled fixed.
@EA_Atic
Is there anything else we can get from devs on this? I'd like the feature to come back to its former glory, but if they say this is what they intended with the fix, then we know they already did what they said they would.
@RogueZeroRendar wrote:Ok, I just tested after the update.
The Dodge Attacks are back, however in a much different state then they were before. Now you must let go of any directions while already dodging for the following dodge attack to work. And you can't queue the attack before the dodge is over by pressing its button, this will result in nothing done. So you either get the proper timing, or else either spam or hold the attack button to not lose the timing.
I welcome this change, but until further notice I don't think this should be labeled fixed.
@EA_Atic
Is there anything else we can get from devs on this? I'd like the feature to come back to its former glory, but if they say this is what they intended with the fix, then we know they already did what they said they would.
That’s a good thing to see again the cool animations. We keep the skilled way to dodge+attack and that’s a good thing: having the need to use this combo with a good timing and let behind us the “easy win combo” we had before. I think the last update fixes perfectly this issue.
- 5 years ago
@Bab0osh
I think you miss the point. Spamming or just holding the button pretty much bypasses the timing. No need to get gud with it, just incorporate a new way to use it. The effect on the opponent will be the same, yet for the user is just a nuisance to have to relearn this, which all will in a matter of days.It would be better if it was just like it had always been, instead of making us relearn the game for I don't know how many times already.
- 5 years ago@RogueZeroRendar
I’m not missing the point, if somebody involved in a lightsaber fight thinks spamming the attack button or holding it can make the win, in the first case he’ll perform more than one attack and probably hitting the air, in the second case he’ll probably do nothing, finally he’ll just see himself being outplayed by his opponent.
This issue is clearly linked to the hit detection improvements in the code, because before it was impossible to hit somebody during the whole dodge+attack combo, like if it was just a dodge. Advanced players were just doing this combo again and again, never stopping. I know it because I did it a lot. It was really frustrating to know that the best way to play was this unskilled.
I know it’s boring to learn again and again how to play, but life is like that: we had to learn how to mount horses and now we have to learn how to drive cars. Man's natural laziness shouldn't stop him from trying to make things evolve.- 5 years ago
@Bab0osh I’m not sure I’m 100% on board with this assessment for the following reasons:
1. this contributed to a greater “gameplay” environment that amounts to dodge dancing.
because the logic of many of the characters isn’t aligned for HvV it means that when various characters interact in HvV vs GS or CS the gameplay mentality has to change in a more conservative way which results in more experienced players “dancing” in an effort to properly time an opportunity. This is imperially bad gameplay.
2. overall server quality isn’t sufficient for this level of mechanical detail. Too many mechanical aspect fail to register or mis register on a regular basis. I sent video proof of abilities being recognized by the game yet failing to affect the opponent. I never received a response from anyone here as to the status of this.
I think that if you want to advocate for a game mechanic that results in a re-learn of gameplay and a change in the dodge & attack interaction we must first evaluate the full roster of character attributes and do a better job of balancing stats. Remember, this is a franchise and people play with whom they gravitate to. We shouldn’t have such an imbalance of character stats whereby one character, played correctly, can easily opportunity exploit another correctly played character based on stat; this happens every game.
lastly the Devs need to look at some of the more critical mechanical interactions and try to resolve incorrect recognitions. There will always be “bugs” and that’s fine but the core gameplay mechanics need greater consistency and stability if we’re going to advocate for this level of complex and cerebral gameplay. Right now the game isn’t that stable IMO.
I too have had this game since pre release and I have adapted the gameplay style multiple times and it’s getting old. Players want and need a degree of consistency out of the game; not to constantly shake it up all the time. No other major, successful, title employs a philosophy like that.
I have a list of recommendations that would provide greater balance and stability if EA or anyone else cares to have it.
About STAR WARS™ Battlefront™ II
Recent Discussions
- 2 hours ago
- 2 days ago
- 2 days ago