Absolver 1.07 is Live
Absolver 1.07 is Live
Hi, everyone,
As you know, the 1.06 update was pushed on Wednesday, and while some changes were beneficial to the experience, others negatively impacted it.
Update 1.07 has just been uploaded on Steam to correct these issues :
- We have identified a bug which caused animations to play incorrectly and hits not to be detected: this has been fixed and is included in the 1.07 update.
- from a gameplay side, we probably made too many changes at the same time; we have therefore reverted changes made to the dodge mechanic, and done some tweaks to ranges and guard impact of previously changed attacks.
We are actively working on other remaining issues (loading and disconnect issues in Combat Trials, amongst others).
Also, we want to thank all the members of the community who are actively discussing the game's balancing, sending us feedback, and helping us improve Absolver. The game is still far from perfect, so it's super useful for us to have direct feedback when an update is pushed - sometimes we'll get things wrong, but we certainly intend to be attentive to feedback, reactive in updates, and keep working hard in the weeks and months to come to make the game as good as possible ! TL;DR: please keep posting
Thanks again for the support,
Sloclap team
Hi, everyone,
As you know, the 1.06 update was pushed on Wednesday, and while some changes were beneficial to the experience, others negatively impacted it.
Update 1.07 has just been uploaded on Steam to correct these issues :
- We have identified a bug which caused animations to play incorrectly and hits not to be detected: this has been fixed and is included in the 1.07 update.
- from a gameplay side, we probably made too many changes at the same time; we have therefore reverted changes made to the dodge mechanic, and done some tweaks to ranges and guard impact of previously changed attacks.
We are actively working on other remaining issues (loading and disconnect issues in Combat Trials, amongst others).
Also, we want to thank all the members of the community who are actively discussing the game's balancing, sending us feedback, and helping us improve Absolver. The game is still far from perfect, so it's super useful for us to have direct feedback when an update is pushed - sometimes we'll get things wrong, but we certainly intend to be attentive to feedback, reactive in updates, and keep working hard in the weeks and months to come to make the game as good as possible ! TL;DR: please keep posting
Thanks again for the support,
Sloclap team
This discussion has been closed.
Comments
Might as well revert kahlt too as it does not adress any of the points you think it does and does not work well with absorb mechanic.
Sure, absorb might be the easiest to land but actually is the hardest to utilize. It also requires timing just like parry or avoid, especially if the opposition has breaks readily available. Then you have to keep some stamina in reserve or you get one break into the face without chance of escape.
The stamina gain simply should be higher for an ability where you risk health, dont get an instant benefit aside stamina and dont have an easier or guaranteed punish. You might not even use the protection (which is capped and limits gear choice) if you play well and you are not supposed to get hit anyway.
If there should be mechanic at all next to the stamina gain then I would like to see a damage and/or attack speed buff in relation to your ghost health.
it does not have just a chance, it is a guaranteed side kick. No other defensive ability has a guaranteed punish like parry, you could remove the stamina reward and it would still be strong. If you have issues landing a punish then you need to think ahead and buffer attacks. Parry is fine.
You can still feint a parry and if the forsaken buffered an attack they will still hit you first.
You can feint a parry and if the forsaken doesn't attack they can still just parry again and get that hit if its around the speed of a side kick.
Tried 10 matches, today, after DLing 1.07.
3 didn't load
3 had pretty bad lag
4 had terrible lag... downright unplayable
I had the impresison that at least some of the netcode changes of 1.06 were rolled back. Kinda felt like 1.05, as far as the connectivity goes.
I hope it is improved in 1.08.
Also as I previously stated fast moves can nullify a successful parry with ease, lag punches also can, before the patch shockwave could interrupt it as well.
a succesful parry = guaranteed side kick = ~130 damage plus any follow up.
Also,
Obviously a joke video and idk why but it goes to 3 seconds. Skip to 53. Anyway, Forsaken is so straight forward to use I use it ironically now. You can get a charged attack immediately off of parry. Parry leaves players open to a plethora of things, you just gotta lab with it and see what you get. I went from Forsaken to Kahlt after getting to combat trial 15 because I realized Forsaken as it stands is a crutch. I won a game where all I did was parry -> side kick -> low kick. I could feint the low kick into side kick too, so I could juke players out with it. Forsaken is the only style I've ever played where I can win with two moves. Also side kick isn't what's broken about it, nor is buffering attacks. The issue is the small window for players to flick parry wildly and reap rewards with it. Two possibilities.
1) They have trouble counterplaying a move. This could be anything, common offenders being Multi-hit and charges. They have counterplays, but it relies on having a balanced deck or good playstyle.
2) Breaking charged attacks. You can break charged attacks with certain moves, busting through their super armor and letting you unexpectedly beat them up to their surprise. Excellent in neutral against tanky players, but its situational as you'd need a deck designed around it to do it frequently.
So after a parry my only two options are Side Kick or feint is basically all that I am hearing. Which since I DO NOT have a interest in using that move, i'm limited to using parry as a way to feint a move. That literally proves my point that parry is under powered despite the claims.
So my options are parry then do one of two things:
One. Feint my attack.
Two. Use a slow super armored move which is predictable and very slow, which means it will be avoided, or parried right back.
I'm not using side kick.
Literally if you have any move faster than side kick you can use it. Side Kick isn't broken, Parry is just really gud lol.
you can use any move that is as fast or faster than side kick
You aren't utilizing it to it's broken potential.
again, you dont have to react, just buffer the attack right after the parry. no skill or reaction time required at all. there are plenty of 100+ damage moves that will connect in that timeframe.
maybe it is about time for you to accept that the problem is on your end, somewhere between the chair and the monitor XD
You can do any attack with a similar speed to side kick and it will be guaranteed. Even moves with special properties, like charged attacks, some of the slowest moves in the game because they're made for tanking, can guarantee off of Parry.
Even if they feint your parry and go for an attack, if you buffered the attack you will still hit them first.
Parry needs longer recovery frames. Its too efficient, as you can parry someone, parry again, and still get a light hit, or even worse you can panic parry both direction and since it happens so damn swiftly get a completely luck based punish, something no other class can do from mashing their ability wildly.