Velindian

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Velindian
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  • It's not that I don't care about new or casual players. If they want to compete against better players in a competative game, they should get better. If the game is unbalanced as it is currently, the variance in play to reach this level and play at …
  • Velindian. Allow players to use their defensive ability post parry? So you want kalt to just say oh I've been parried kewl bruh, il just flick the analog in any random direction everytime and il be safe? so here you saying to hell with new players…
  • Honestly wouldn't mind if they made every quicker attack deal more stamina damage than they take. As long as these quick attacks caused basically no blockstun resulting in -2 to -4 frames on block. I only say they should deal more than they take bec…
  • I just hate how the game ingores my directional input sometimes and makes me hit the wrong guy with the wrong attack. Forsaken is probably the best against multiple dudes, but Windfall and Kahlt are really dependant on what attacks the enemy is usin…
  • Just gonna leave this here. https://absolvergame.com/forums/discussion/26696/forsaken-rework#latest Would solve every issue I have with parry right now.
  • I posted an idea a while ago about having a tertiary attack button that made you do the first attack in a string of the stance you're on as if it was an alternate attack. Which essentially gives you 3 choices without having to step cancel (which rem…
  • I'd rather have Pushed Elbow hit mid since there's a lack of mid attacks in that category of moves, Straight Punch needs a speed buff, and Cross Punch (alongside most other stopping attacks) needs more hitstun.
  • The gold linking itself isn't the issue. The way blocking is implemented causes weird delays and buffers when latency effects hit registration. In addition to that you also have host advantage prioritizing one player's actions over the other. Making…
  • Only issues with parry stem from certain attacks being to strong for how fast they are. I honestly feel like they need to look at the attacks before nerfing the styles. Kahlt Absorb has so little recovery time that you can't actually punish it out o…
  • If this is the case then the UI needs to also be updated to reflect such changes; ways to sort and filter for specific types of moves. It's difficult and discouraging to a new player to see all this information; to have no point of reference as to w…
  • You know that each move has a counter right? Some moves have way less counters than others, which is the issue. Side dodging moves are only so powerful because JLK and BTK exist. Covering their only true weaknesses, making reversing pressure an at …
  • Well, they nerfed gravity into the ground so I hope everyone is happy. It's on the same level as Earthquake now. Unlike before where 70% of players had it because it was better in almost every way. It's junk. Earthquake stuns the enemy into a forc…
  • The dye system is brand new so we may make changes to it over time. However, we don't currently have any plans to dye masks. Thats fair. Though lets be honest if you never had plans to dye masks it was a real bad move to make your 1.11 trailer impl…
  • You know that each move has a counter right? Some moves have way less counters than others, which is the issue. Side dodging moves are only so powerful because JLK and BTK exist. Covering their only true weaknesses, making reversing pressure an at …
  • Well, they nerfed gravity into the ground so I hope everyone is happy. It's on the same level as Earthquake now. Unlike before where 70% of players had it because it was better in almost every way.
  • To update this post, parry frames were reduced from 7 - 5, to match absorb frames. However it might have been too small of a fix as most good forsaken players were unaffected and thus still simply parry + side kick everything under the sun. It's rea…
  • Another example would be Hammer Kick (116 damage) and Jump Out Elbow (117 damage). Hammer Kick is slower, has shorter reach but is supposed to be more powerful (according to the power bar when comparing those two) but somehow does less damage even …
  • Didn't even think about this -- the liver knee would actually be a perfect counter, since lifting the leg that's going to be swept would prevent the BTK from even hitting the leg. Ironically enough, the liver knee should have a low avoid in certain …
  • Use a main string. I currently have pushed-back kick (GB) as my sole attack on the left-back stance. Having them as alternate attacks allows them to be used mid string as mix-ups without having to step cancel. I know you can just use a main string …
  • These are great ideas -- the back tripped kick is basically a get out of jail free card for any attack that isn't the jump light kick or a block. And it makes way more sense to have slower attacks avoid more. The game is really skewed toward certain…
  • Use a main string. I currently have pushed-back kick (GB) as my sole attack on the left-back stance. Having them as alternate attacks allows them to be used mid string as mix-ups without having to step cancel. I know you can just use a main string …
  • >Right on Point Like half a frame or something? It's a lot of luck rather than skill to get this move to work from the looks of it. Luckily it's quick enough to be more useful as a jab than a reactionary parry move. But then what is the point of…
  • Update: Fixed by renaming dxgi.dll and dxgi.ini to d3d11.dll and d3d11.ini
  • Nah. the best way to do so would be fixing the stiffness of the blocking mechanics, improving the netcode, and improving matchmaking. Making consecutive attacks drain more stamina would just discourage aggression, and give passive playstyles too muc…
  • I think just making the side dodge come out as fast as Windfalls, and making the distance covered the same regardless of the direction you're facing would make it pretty good. Though, that should be for everyone and not just Khalt. Khalt just need…
  • Agreed. It also makes NA players experience major lag spikes when running through the world or doing CTs. It's not good for any side of the equator to have no SA servers.
  • I don't even play console... But yes, moar framez.
  • The dye system is brand new so we may make changes to it over time. However, we don't currently have any plans to dye masks. Why aren't the masks dye-able to begin with? There's already alternate colors and literally every other category is dye-abl…
  • Transmogrification would be nice, even if it allowed for armor of any weight to be visually changed to whatever else. Only if there's a different indication of weight via movement variants for each style/weightclass combination. That way you can sti…
  • Another example would be Hammer Kick (116 damage) and Jump Out Elbow (117 damage). Hammer Kick is slower, has shorter reach but is supposed to be more powerful (according to the power bar when comparing those two) but somehow does less damage even …