First Impression 1.29 Hit-and Blockstun
Hi sloclap,
ive only played the patch for a couple of hours now but i think the changes are pretty clear.
Maps:
-winter maps look nice
Clothes:
-are a very good addition
Gameplay.
0.Manual dodge:
ive tryed it out with a friend and it seems to be just right now. a spacing tool and not a crutch.
i cant tell it for sure but i think youve done a very good job on MD.
1.:style abilities feel better from my experience and make the combat more fast and fluid.
so im happy about that too
2: HIT-AND BLOACKSTUN:
OOOooo boi who has had the idea to change ALL of the known speed balancing?
That change is without a doubt the most arbitrary thing any patch has ever brought.
But lets keep it objectivly here.
What has changed:
-most moves reach their theoretical blockstun on papaer IF they are gold linked while the hitstun is way lower than it should be.
-BEFORE the update we had the block-/hitstun +3,5 gold link frames (on average)
In practice that means:
17 frame hits wich are AVERAGE speed attacks in absolver (the range goes from 10-24 frames)
now need 6frames stun to be save from the most used 12 frame interupts that already deal 80(medium) damage.
I tested a couple moves and 6 hitstun frames are almost non existent. even the moves that should have 6 or higher hit/blockstun
dont have them. i tested liver knee just as an example and it had 3-4 frames hitstun on my friend.
CONCLUSION:
in just a few hours after the patch the whole great deck variety we had was shifting to chains of 12-14 frame attacks.
every move above 15 frames is now situational and rarely a part of a save and consistent combo.
12-14 frame hits arent able to break a guard properly so fights become extremly booring.
Less tention, less variety and a whole lot of spam.
What i would change?
Mix the best of both absolver versions. The hit-/blockstun of this version for style abilities
and the hit-/blockstun of the last patches for counter attacks.
Thanks for your attention.
ive only played the patch for a couple of hours now but i think the changes are pretty clear.
Maps:
-winter maps look nice
Clothes:
-are a very good addition
Gameplay.
0.Manual dodge:
ive tryed it out with a friend and it seems to be just right now. a spacing tool and not a crutch.
i cant tell it for sure but i think youve done a very good job on MD.
1.:style abilities feel better from my experience and make the combat more fast and fluid.
so im happy about that too
2: HIT-AND BLOACKSTUN:
OOOooo boi who has had the idea to change ALL of the known speed balancing?
That change is without a doubt the most arbitrary thing any patch has ever brought.
But lets keep it objectivly here.
What has changed:
-most moves reach their theoretical blockstun on papaer IF they are gold linked while the hitstun is way lower than it should be.
-BEFORE the update we had the block-/hitstun +3,5 gold link frames (on average)
In practice that means:
17 frame hits wich are AVERAGE speed attacks in absolver (the range goes from 10-24 frames)
now need 6frames stun to be save from the most used 12 frame interupts that already deal 80(medium) damage.
I tested a couple moves and 6 hitstun frames are almost non existent. even the moves that should have 6 or higher hit/blockstun
dont have them. i tested liver knee just as an example and it had 3-4 frames hitstun on my friend.
CONCLUSION:
in just a few hours after the patch the whole great deck variety we had was shifting to chains of 12-14 frame attacks.
every move above 15 frames is now situational and rarely a part of a save and consistent combo.
12-14 frame hits arent able to break a guard properly so fights become extremly booring.
Less tention, less variety and a whole lot of spam.
What i would change?
Mix the best of both absolver versions. The hit-/blockstun of this version for style abilities
and the hit-/blockstun of the last patches for counter attacks.
Thanks for your attention.
Comments
Those block /hitstun changes are a HUGE HUUUGE buff for fast attacks and a very hard nerf to slow attacks.
I mean how are those attacks supposed to be balanced now? All the previous changes to the movesets were steps in the right direction but now, the majority of medium or heavy moves are just senseless.