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@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.
@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.
- 5 years ago
@Bab0osh I'm sorry, but you're understanding it wrongly again. When I mentioned spam or hold the button, this isn't for all combat, it's just for the dodge attack to work properly. Please, follow along: You do a dodge, then you press the attack button in the correct time for the dodge attack to work, then it's done. This is the same time as it was before, or if not, it's just really minimally longer. The only issue is having to learn the proper timing. But now follow along again: You do a dodge, then you spam the attack button or hold it, you perform the dodge attack in the correct timing. I agree spamming may lead to queuing attacks, but then just hold the button and it'll perform perfectly.
So again, holding the attack button while dodging will guarantee you'll perform the dodge attack in the earliest timing after the dodge is done, which is very similar to how it was before the BUG.
Now to the other points: Stop saying it was impossible to defend oneself from such tactic. I did that all the time, either through dodging, or turning around fast enough to block it. People on Console have already told you it's doable on their end as well, so it isn't true this is impossible, for many people could do it on a regular basis. If your experience is from always hitting opponents, then you must have been playing with average players all the time, which isn't a stretch as this game is full of average players, especially on Console. And if you could never save yourself from such a situation, that meant you had to train harder, not that it's impossible.
And finally, why not compare this game to other games first, and then maybe to life if necessary? It's a core philosophy of Gaming that Rules SHOULDN'T change. Of course sometimes they need to, but that must be carefully thought because changing rules creates a lot of ambiguous feelings, many feel cheated, it's something that must be taken carefully. See all other games, and I'd love you showed me a game that changed so much in 2 years like this one has.
Now with that taken away, let me give you another comparison to show how trying to compare this to real life is like comparing Bacon to Worms: We had to learn how to mount Horses, and now we have to learn how to 'mount' Cars. Now tell me: Did yourself find the need to re-learn how to mount a Horse after you had already learned once? And mind you, not because you got away from doing it for a long time no, that's because the world suffered an update from God, which made Horses now completely different, commands you use to do something are changed, or no longer available. Have you experienced this in real life?
- 5 years ago@RogueZeroRendar
I’m sorry, but you don’t understand me and yet you have the nerve to tell me I don't understand you. I was speaking about the dodge+attack and not the whole combat, I even explained in detail both of the 2 situations.
For the “impossible to defend oneself” thing you mentioned I don’t know what to say excepted “read again what I’ve wrote” because you didn’t understand. Don’t waste your time I’ll do it for you: I was only speaking about new players with default options.
I won’t comment all the rest because I think you’re just contemptuous and haughty.
As a developer, and ex-QA employee, I think you should change your narrow mind. This “BUG” as you say is at most a regression and not a bug.
We’ve a partial loss of a feature and you make a childish whim, the most incredible being that it is obvious that this bug is related to the enormous work provided on the hit detection.
The IT department working on this game probably have way much more priorities. That’s how it works in “real life”.
- 5 years ago
@Bab0oshI do not understand why you keep trying to write off this obvious bug. There was no “hit detection improvements in the code.” Hit detection has arguably gotten worse. Yesterday, I was hit by Dooku, whose back was facing me while he swung. That is just one example of hit detection issues. There’s also the “parry” bug where you are able to block and attack at the same time, and there’s the exploitable tactic of jump swinging at someone’s side while you’re turning your camera because the damage applies around the area. I get hit through block by lightsabers all the time. Lightsaber attacks are often landing when they shouldn’t be. How is that better hit detection?
It was never “impossible to hit someone” while they were attacking after a dodge. Once the character starts swinging, they’re vulnerable to being attacked. If you want to be serious, I often find myself getting hit through a dodge, so it’s not like dodge protects you much anyway.
It was not “unskilled” or “frustrating.” Dodging behind a blocker and quickly perform an attack was quite literally the core sequence to lightsaber fighting. That was the essence of it all. This bug and half-hearted attempt at fixing it has dumbed down combat even more than it’s already been over the past two years.
This isn’t like transitioning from horses to cars. If you wanna bring up analogies, this was like going from riding in a car to having to crawl to your destination.
The combat mechanic is still bugged. It’s clunky. It’s not enjoyable at all. It needs to be fixed.- 5 years ago
@Landeaux1 I just played a match of HvV and can confirm the mechanical detection is beyond poor and some of the worst ever; at least on Xbox anyway; I can’t speak to any other platform.
Abilities failing to register seems to be the biggest issue with hit detection a close second. Hit are being recognized when you (or opponents) are side by side or when not facing one another. Abilities will indicate an opponent is within the AOE but fails to have an effect on them (or on everyone within the AOE).
I experienced no indication of latency or other connection issues; no lag or stutter, no low connection icon.
Anytime the Devs seek to revamp the gameplay philosophy not only do they push players away but they cause additional challenges because they seemingly don’t consider the complete impact.
too many people are subscribing to flawed or incomplete logic that creates gameplay that’s imbalanced and inconsistent.
Honestly the game was better prior to TROS update in terms of mechanics.
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