Attack mechanics
First off I absolutely love this game and want nothing short of seeing this at EVO or similar style tournaments. That being said, there are few issues I’m noticing that are hindering it.
First is attack tracking. While I know there is a place for it quite a few attacks go a bit to far. Most circular kicks and thrust attacks from stagger style being the main culprits there is one particular move that takes the trophy: whirlwind double punch. It is by far the most used attack I’ve seen. This includes both my personal experience and pretty much every YouTube video. Almost every person uses it. One would think it would be easily dealt with and it is but only by style ability excluding the dodges. This is, I feel, mainly due to tracking and hit box (that will be covered next). It seems to me, and it may be latency or another issue, that the tracking continues throughout the majority of the circulars and thrusts. This causes a major problem with dodging as it just tracks through it and you get smashed. The timing to perfectly dodge a thrust is small (not a bad thing) but to have it be that small for circulars, especially ones that cover distance, is detrimental as it makes actually dodging it quite difficult which results in circular heavy play. Too often do I and others get smashed when correctly dodging away from said circular. A simple fix (if it already is this way than the issue is more a hit box/latency issue) would be to stop tracking either at the end of startup frames at the initial active frames or in the first 1-2 active frames. As it is now it seems the tracking stops at about halfway through active frames or in the very small window for dodging. The whirlwind double seems to track on both hits similar to the jackhammer punch. If the second hit in double hit attacks do not track it sure does not seem that way. Not saying the tracking needs to go away just reviewed.
Next up are the hit boxes. Personally I would very much like to see the hit/hurt boxes, as well as, separating startup and active frames in the details box of an attack in practice mode similar to other fighting games but that’s just a personal wish but I digress. This is, to me, the largest issue gameplay wise. There is another thread about the attack animations not coinciding with the hits. That, again to me, is a hit/hurt box issue of them being too large in general. This causes circulars and thrusts to hit when they shouldn’t. It also happens rarely on verticals but that is rare. This coupled with the tracking makes for very frustrating play and reduces the options of countering to blocking, parry, or absorb and dodging is extremely risky with low reward.
Next is the target system. I’m going to be blunt: it sucks. Specifically, what sucks about it is changing targets. It feels VERY clunky as it only works properly against npcs as long as it’s not 4 or more. Only suggestion on this I can think of is perhaps having the ability to cycle targets inside your stance zone(when targeted the distance when you take your style stance) with just the lock on button. I don’t mind the way it’s done now, in fact I like it because it can be precise but again that is against npcs. In the 3v3 though I think just tapping to acquire a different target would be more efficient as long as they are both in the stance zone.
Last are my personal wants/suggestions both recapped and yet put forth.
First: a review of the attack tracking and hit/hurt boxes.
Second: the ability to see hit/hurt boxes in practice mode or at least in the attacks preview.
Third: a separation of startup and active frames in the attack details window.
Fourth: in 3v3 pvp specifically the ability to just tap target lock to change targets if they are within your stance zone. Possibly holding it to disengage it to run away if you so choose.
Fifth: either a more obvious sign that an attack is mirrored or the ability to choose whether or not to mirror it manually.
Sixth: I would like the deck editor to be more clear about what stance a move begins in as well as which attacks can be placed where in the attack chain as some cannot be placed in certain slots. This makes building quite confusing when you first start building.
Last: is there any way you could team up with Ubisoft and somewhat merge the ideas of both Absolver and For Honor as I feel they are two sides of the same coin and could benefit from each other. How exactly is up for debate but mainly I just want you guys to have the funding and team size to make this game blow everyone else out the water
First is attack tracking. While I know there is a place for it quite a few attacks go a bit to far. Most circular kicks and thrust attacks from stagger style being the main culprits there is one particular move that takes the trophy: whirlwind double punch. It is by far the most used attack I’ve seen. This includes both my personal experience and pretty much every YouTube video. Almost every person uses it. One would think it would be easily dealt with and it is but only by style ability excluding the dodges. This is, I feel, mainly due to tracking and hit box (that will be covered next). It seems to me, and it may be latency or another issue, that the tracking continues throughout the majority of the circulars and thrusts. This causes a major problem with dodging as it just tracks through it and you get smashed. The timing to perfectly dodge a thrust is small (not a bad thing) but to have it be that small for circulars, especially ones that cover distance, is detrimental as it makes actually dodging it quite difficult which results in circular heavy play. Too often do I and others get smashed when correctly dodging away from said circular. A simple fix (if it already is this way than the issue is more a hit box/latency issue) would be to stop tracking either at the end of startup frames at the initial active frames or in the first 1-2 active frames. As it is now it seems the tracking stops at about halfway through active frames or in the very small window for dodging. The whirlwind double seems to track on both hits similar to the jackhammer punch. If the second hit in double hit attacks do not track it sure does not seem that way. Not saying the tracking needs to go away just reviewed.
Next up are the hit boxes. Personally I would very much like to see the hit/hurt boxes, as well as, separating startup and active frames in the details box of an attack in practice mode similar to other fighting games but that’s just a personal wish but I digress. This is, to me, the largest issue gameplay wise. There is another thread about the attack animations not coinciding with the hits. That, again to me, is a hit/hurt box issue of them being too large in general. This causes circulars and thrusts to hit when they shouldn’t. It also happens rarely on verticals but that is rare. This coupled with the tracking makes for very frustrating play and reduces the options of countering to blocking, parry, or absorb and dodging is extremely risky with low reward.
Next is the target system. I’m going to be blunt: it sucks. Specifically, what sucks about it is changing targets. It feels VERY clunky as it only works properly against npcs as long as it’s not 4 or more. Only suggestion on this I can think of is perhaps having the ability to cycle targets inside your stance zone(when targeted the distance when you take your style stance) with just the lock on button. I don’t mind the way it’s done now, in fact I like it because it can be precise but again that is against npcs. In the 3v3 though I think just tapping to acquire a different target would be more efficient as long as they are both in the stance zone.
Last are my personal wants/suggestions both recapped and yet put forth.
First: a review of the attack tracking and hit/hurt boxes.
Second: the ability to see hit/hurt boxes in practice mode or at least in the attacks preview.
Third: a separation of startup and active frames in the attack details window.
Fourth: in 3v3 pvp specifically the ability to just tap target lock to change targets if they are within your stance zone. Possibly holding it to disengage it to run away if you so choose.
Fifth: either a more obvious sign that an attack is mirrored or the ability to choose whether or not to mirror it manually.
Sixth: I would like the deck editor to be more clear about what stance a move begins in as well as which attacks can be placed where in the attack chain as some cannot be placed in certain slots. This makes building quite confusing when you first start building.
Last: is there any way you could team up with Ubisoft and somewhat merge the ideas of both Absolver and For Honor as I feel they are two sides of the same coin and could benefit from each other. How exactly is up for debate but mainly I just want you guys to have the funding and team size to make this game blow everyone else out the water
Comments
Thanks for all the suggestions! I'll pass these along to the rest of the team. While I can't promise any of it will make it into the game, we do want to make sure we review all player feedback and suggestions to stay focused on adding/change things to the game that the community wants.
Thank you once again for your support!
We would need to see video of what you're describing to have the team review. There's no real way to tell just based off your description due to a variety of reasons.