Forum Discussion
I invite you to read me, because you haven’t. Or maybe you just don’t understand what I’m defending.
I’m not against the dodge+attack mechanic, I don’t want it to be an unskilled combo & the only efficient combo to use (read my previous post here if you want some details about the other interesting combos we have).
Before the hit detection update, the dodge+attack made the user of this combo impossible to detect, like if the whole combo was just a dodge. It was easy to perform because the attack was queued. We had a really poor lightsaber gameplay, no skill needed. Now, the dodge and the attack are separate, you can be detected for any hit just after the dodge like it should have always been, you have to time it properly and if you just spam the combo you can be interrupted in the middle.
That’s all for me in this topic, I won’t up it more, it’s not legit.
Have a good day/evening and may the Force be with you.
@Bab0osh All of those philosophies for light saber combat, currently, in HvV or HS are absolutely useless because the mechanics are so o consistent and broken.
you’re not supposed to be able to block when dodging but I have video proof of failed interactions which means you can’t properly plan or time anything; not matter what dodge / attack mechanic you implement.
There are long term issues with hit boxes and hit recognition; characters can take damage from the front / Side which is typically recognized properly by blocks.
all of this is intermittent which makes the gameplay too conservative; especially among experienced players.
this combined with the Stat imbalance makes saber combat; today, literally a 1 out of 10 .... it’s really bad.
Rather than resulting in an increase of timing and skill opportunity this seems to have exacerbated the already existing mechanical interaction faults making the saber fights even more inconsistent. this is why I recommend a “back to basics” approach.
HvV & HS took a NOSE DIVE in quality since TROS and now it’s just as bad if not (in some ways) worse!
as for the stat imbalance it’s horrible! Kylos Frenzy is useless against hero’s yet could be balanced with a simple addition of an opponents ability restriction for duration (similar to Obi RMT) ... both Iden and Han should have splash damage, Bosk & Palp should be heavier in weight ... I mean all easy stuff.
players aren’t wrong to be complaining right now IMO, if perhaps not for the wrong reason ... maybe the “logic” behind the new dodge / attack is sensible but it’s integration into the game isn’t nor is it’s stability or consistency.
- 6 years ago
@VetteC5RX wrote:as for the stat imbalance it’s horrible! Kylos Frenzy is useless against hero’s yet could be balanced with a simple addition of an opponents ability restriction for duration (similar to Obi RMT) ... both Iden and Han should have splash damage, Bosk & Palp should be heavier in weight ... I mean all easy stuff.
I think you’re too extreme (only for the part I quote). You should explore further the possibilities these characters offer: the Frenzy ability is not at all useless against heroes, the last shot passes through the block and even if not, you need to use his 2 others abilities before using the Frenzy to make the best use of it. Or not: you can just use the Frenzy as no-stamina needed attacks when you’re out of stamina, or as an ability that drains the opponent’s stamina.
Iden and Han already have ways to pass through the block, they don’t need splash damages. At the moment, Iden is really really strong against lightsabers if she makes a good use of her droid stun ability and her alternative shot, and Han has 2 abilities that can put his opponent in a situation where he can’t block for something like 1 or 1.5 second, and these abilities also do dmgs through the block.
Bossk in the only character in the game who can fully regen his HP, whatever the amount he’ve lost, and Palp is the only character that can attack during his dodge time. These details make them strong enough I think! 😁
I don’t disagree what you’ve said, but maybe you’ve put too much time focusing on what you prefer to have than what you can do with what you have.
- 6 years ago
@Bab0osh 100% nope!
youre quoting theory, not reality. RARELY does Kylos Frenzy actually break or bypass block, even though it’s “supposed to” it actually doesn’t. Because of the high dodge environment combined with the poor mechanical
interactions just getting it to be available on most heros is haphazard. Against characters like Luke & Annakin push & heroic might can be used in between frenzy “strikes” to damage and crowd control Kylo; this makes Frenzy a potential liability. It also means that the realistic opportunity of use makes it one of the least potentially usable abilities .. no other character has an ability that’s as inter-play conditional as Frenzy.
The splash damage for Han & Iden pertain to the use of DC & AF respectively; the fact that they can use these abilities in immediate proximity to themselves to deal massive damage AND in the case of DC, cause a knock back; without doing damage to themselves. The logic here is flawed because it creates an imbalanced scenario when a saber user HAS to close distance to defeat them. Neither character should be able to spam high damage in close proximity with no consequence WHEN COMPARED with their other abilities.
The suggestion of making Bosk & Palp heavier isn’t a buff it’s a nerf. Making them heavier (weight) reduces their mobility. Both are excellent (when played properly) at holding an area or close quarters opponents. The additional mobility they achieve from the height they can jump takes them, too often, out of hit box recognition of saber users; hence the additional weight would reduce their jump height yet still allow them to maintain their dosage / evade stats. - 6 years ago@VetteC5RX
I see that regarding Iden and Han it was a misunderstanding, you meant talking about removing the railing on their explosive attacks and not adding splash damage on their shots, so I agree with you.
But for Kylo I don’t share your point of vue. The last update changed the Frenzy allowing the last hit to pass through the block.
I’ve no opinion about Bossk and Palp. - 6 years ago
@Bab0osh I use Kylo regularly and am a lvl 293 with him and I can tell you 100% right now I’m seeing his 3rd strike NOT bypass blocks for saber users. ... the only time this is happening is if the opponent poorly times a dodge during Frenzy and the last strike lands; otherwise the opponent can simply block or block + backwards dodge and Frenzy didn’t break or bypass.
Also, Frenzy leaps REGULARLY launch Kylo into the air either on the initial or 2nd leap (its intermittent) which, again, makes the ability useless.
Im playing on console so I don’t know what platform you’re using but I can tell you that on console it IS an issue right now.
That aside; by adding an “ability” restriction to Frenzy on the affected opponent what you essentially gain is a limit of risk to use the ability. The ability can and always will be able to be evaded; even IF the 3rd strike issue is resolved a properly timed evade will always be available to avoid that strike; that being said, that results in an a significant potential for zero damage dealt. I can live with that, however, the risk of use of abilities on Kylo while Frenzy is active opens up too much liability. Frenzy isn’t controllable so being Pushed, Unleashed, Mighted, Shoulder charged, Dash Strike, Defensive Rush, AO Pushed ... every one of those abilities can be triggered during Frenzy to not only damage but knock back Kylo and essentially use Kylos own ability to turn the fight back against him ... I do this all the time to players using him.
The minor tweak would remove that use liability and would at least mean that if the ability didn’t yield damage at least Kylo isn’t at risk of damage exposure himself by simply using it.
- 6 years ago
@Bab0osh ... Re: Bosk & Palp ... I should clarify that my suggestion to make them heavier isn’t just with regard to their jump height but also their duration.
Both Bosk and Palp have a “float” ability. In the case of Palp he has exceptional and immediate evade as well as immediate crowd control recovery (similar to Boba) which makes it exceptionally difficult for saber users to register his hit box .... similarly with Bosk his in air height and duration and speed can keep him perpetually out of saber strike distance; that combined with his strong proximity abilities is imbalanced.
- 6 years ago@VetteC5RX I play an average of 45-50 hours per week on PS4, I’ve several lvMAX character and my smallest lightsaber level is 200, I’ve no problem with the 3rd hit of Frenzy that do pass the block.
Obviously:
- dodging with a perfect timing can make you evading from the 3rd hit of Frenzy,
- when you use Frenzy, you have to follow your target with the camera to allow the ability to reach its target on each stroke.
You may have more than 28ms ping, you’re internet speed is maybe the problem.
Frenzy has indeed a problem of verticality, an issue happens when there is little obstacle between Kylo and the target, this may be fixed someday I hope.
Kylo Ren’s Frenzy is currently one of the most OP ability, if you’re having difficulties using it against Force users just wait them to perform/miss their abilities on you and try the most to anticipate their actions.
I’ve lvMAX Palp and I admit he’s really hard to hit. Some tips:
- keep blocking and try to move towards him all the time but always keep 1 dodge left,
- when you’re really close to him he’ll must dodge, don’t do nothing and wait after the dodge to attack
- if he does 2 dodges use the dodge you kept to reach him, and if he jumps after the dodge(s), use a force ability or a jump attack
- if he’s used to dodge in your back, don’t attack him when you reach him, turn your camera and immediacy attack in your back.
I don’t like the “jumpy Bossk players” but same tips as for Palp: wait him to jump to use abilities/jump attacks. You can also keep your camera high in the air to properly time an attack when Bossk land on the ground. - 6 years ago
@Bab0osh I’m on Xbox and my console is hardwired to my gateway with a consistent strong connection; my ping didn’t exceed 18ms. That isn’t the issue.
Frenzy is far from OP. These “tips” people give aren’t realistic. If you play that much then you realize that in the fluidity of gameplay you encounter opponents whom you don’t know which abilities they many have in cool down. This “notion” that a squad of random players will regularly stick together isn’t what really happens ... regardless, what I’m getting at is if you approach an opponent initially and engage them you don’t know what abilities they do or don’t have in cool down.
to take your advice I would have to sacrifice opportunities to use Frenzy until I could confirm that their abilities have been used, are in cool down, and can’t be used against me. ... I’m sorry but that’s poor quality. This amounts to an ability with a great degree of inter-gameplay condition; far more than any other ability in the game.
the fact that frenzy can be evaded with absolutely zero damage dealt makes the ability FAR from OP ... very far.
I can’t speak to PS but on Xbox; the 3rd strike doesn’t bypass or break blocks and I have video of this. It was posted here and nothing was done about it. I don’t know if the issue is specific to Xbox but other players here have agreed that the 3rd strike doesn’t hit as it should.
All of that being said Frenzy is far from OP .... you have VERY limited opportunity to use it, it’s still broken (at least for Xbox), and even if it does get fixed it doesn’t deal high damage, AND will always be able to be 100% evaded.
that’s incredibly poor logic. And so is the requirement for the manual camera reorientation!
You “can” combine frenzy with freeze to try and guarantee a hit but that’s garbage also because that means you have to stack and burn two abilities together just to get a single hit! If that’s the case damage output should be increased or the cool down times reduced. Combining Freeze and frenzy is further poor because Freeze can (and usually does) have a far larger AOE than Frenzy so having to run to close distance until Frenzy is available you risk having Freeze wear off; what happens is your opponent is already in block by the time the first lap lands.
When you compare the opportunity of use and effectiveness of Frenzy to the abilities of every other character you come up short! Nobody else has abilities that require such a narrow window and extensive set of circumstances in order to use AND, for an ability with a damage output that’s in-line with a regular ol saber strike.
not OP bud, far from it. Do you know how many times I’ve saved Frenzy to use against a Luke, Annakin, or Obi who’s at a sliver of health and legit zero damage was done? ... And that’s after multiple uses as Frenzy has a short cool down. The block break issue is a big deal and it’s not working on Xbox and if that would get fixed I think it would be an improvement, however, I still maintain that because of:
the way the gameplay transpires in HvV / HS
the very limited scope of use of Frenzy
its limited damage output
for those 3 reasons the addition i recommended of opponent ability restriction is valid. The only thing that does is prevents Kylo from being injured during the ability ... and speaking of injured ... the damage reduction during frenzy is a joke.
- 6 years ago@VetteC5RX
At this point I don’t really know what to answer. Although you seem to be playing Kylo Ren often, you seem to be missing out on the best practices that allow this character to be one of the strongest in the game at the moment.
The biggest possible mistake on Kylo is to do the Frenzy after the Freeze: this combo has no added value, it's exactly like watching an opponent for 2 seconds of play without doing anything, each being blocking, then to launch the Frenzy. The only difference is that with the Freeze + Frenzy combo an attack will pass for sure. The best thing to do after a Freeze is to reach the back of the target and perform a double-attack combo (a very very short jump, then a mid-air attack, and another attack as soon as possible when you land on the ground).
Frenzy must be used either by surprise (in the middle of a chain of dodges and attacks, especially when the opponent has just dodged and begins to lack endurance) or immediately after a Force Attraction just before the target will start to slide along the ground and will be vulnerable for a long enough time to pass 2 attacks and almost all the time the 3rd since it passes the block. There is no problem of “opponents with abilities that can interrupt Frenzy”, because any ability of any character can be interrupted during its duration time, the real problem is “I need to use Frenzy when people don’t expect it or when the can’t deal with it properly”, like I explained with examples just before.
Even if the 3rd attack don’t passes through the block for Xbox users, which is an annoying bug that should be fix, Frenzy has a very low cooldown and really correct damages (going from “correct” to “huge” with his 6th starcard) and bypass the natural limit of offensiveness of lightsaber characters offering 3 more attacks really often, self-guided attacks on top of that.
If you feel so hurt and disappointed about the Frenzy, I can assure you that it is not a disadvantage in HvV but a huge advantage. I can maybe clip a gameplay video and upload it to my channel so you can see for yourself if you want. In any case at the moment on PS4, with no problem concerning the registration of the 3rd hit, even Kylos below lv20 manage to give a significant advantage to their team, to finish first in the score and to win just by using very often the Frenzy.
Don’t forget a thing: when you’re playing Kylo and faces some players, scared about being canceled by an ability during your Frenzy, for their part they’re scared to see it coming and as a result they are forced to change their way to play.
Well, have fun playing and may the Force be with you. - 6 years ago
@Bab0osh I do use Kylo often and could probably write the book on best practices; and have game recordings available on my game feed to show it.
i don’t use Freeze + Frenzy; I was using that as an example.
I have no idea why the 3rd strike doesn’t bypass blocks on Xbox; I know that it’s supposed to.
My issue with it (bug aside) is that if you look at every other character they’ve been given modifications to minimize vulnerability when using abilities that might expose them: Obi gets reduction and knock back resistance during push; Vader gets the same during choke (and can now block during), Grevious has knockback resistance during UA... Kylos Frenzy got nothing.
My defense against Kylos works about as well as Lysol .. a well timed dodge + crowd control ability; not only do I get zero damage taken but I damage Kylo and control him. That’s a big exposure! I melt even high level Kylos with this.By only allowing the ability to be used “by surprise” it drastically limits the proper chances of use and, IMO, the potential REALISTIC damage output is too low to justify the ability as balanced or good.
Kylos 6th card is rarely worth it for me; because of the 3rd hit bug rarely does Fenzy ever do any damage ... I actually have to run the card which enables Kylo to leap further for Fenzy; without it the AOE is so small the ability is almost useless because of the high mobility environment the Devs have turned this game into. The dodge factor has become so prevalent opponents are in out of the AOE before it can be triggered.
The 3rd strike issue is major because at least if that worked the risk could somewhat be justified in that there’s a realistic potential of damage deal but as is now, it’s moot. ... I started to believe the Devs removed that aspect and never put it in the notes.
There are a slew of other strange “bugs”, at least in the Xbox version .. take a look at the clips below. The game clearly “recognizes” the ability usage but applies no affect nor refunds the ability. This happens often. I have posted this various times in these forums to no feedback and no response.
- 6 years ago@VetteC5RX
I still don’t know what to answer. The way you’re talking about Frenzy and the starcards makes me think you’re unfortunately missing the real gameplay of your favorite character.
I hope the 1st video isn’t a video of you, because this guy is making a very bad use of his abilities/dodges and has a bad overall positioning. He should have played in a very different way to survive or/and kill Rey. There is a high chance to be canceled when performing an ability when you’re just in front of a lightsaber character because their normal attacks can rupt abilities and this is not a new feature in the game.
In the 2nd video I clearly see a bug, but I never had this bug on PS4 in HS. I play a lot in this mode. It may be a Xbox specific bug.
This will be my last post here. I hope you’ll find the proper way to play Kylo by yourself, may the Force be with you.