Velindian

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Velindian
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  • It doesn't help that the poor balance of the game and community of try-hards pushed away many new players that may have stayed. Due to this, connections between players are worse because there aren't many nearby players available.
  • Think this might be related to how you have to lower block before the actual defensive initiates, a built in delay, and the slight pause blocking gives you against incoming attacks being extended. It's very noticable against feints where your charac…
  • If there's any other information you have that might help them, please let me know! I seems to happen more often on uneven terrain and stairs. More than likely due to split second fall states that cancel buffered inputs and ignore new inputs. In loc…
  • Thanks again, and if you have anything else you'd like to suggest, please feel free! There's a few more attacks that seem a bit to strong or versatile. The biggest one being Jumped Light Kick. It functions as a counter to sweeps, a jab, and an inte…
  • It's more so that the dropping playerbase caused low quality connections to occur more often. So in reality it's just lag desyncing the parry frames from the animation, or defensive input not registering on uneven terrain (due to latency messing wit…
  • I am not sure if remember correctly but I think you can even absorb earthquake (like shockwave) and punish that. Its rare to see earthquake right now so its hard to confirm. Maybe adding guard breaking properties to earthquake would help there, but …
  • The cast speed of gravity is already slow enough, I often run around with 5 shards because I cant use gravity in a range where I can make use of the stun because most attacks can interrupt it when the enemy is too close while earthquake is fast eno…
  • Gravity does seem like a must have ability in 1vs1 fights but I dont see how to change this spell without ruining it. The ways I would change it would probably be decreasing the Hitstun on block to be equal to Earthquake's when blocked, and making …
  • In regards to the Kahlt ideas. Random chance is a bad idea in a skill based fighter, but making Will effect how much health is taken away on a successful Absorb would work fine (base would be something like 70% damage, whilst the soft cap of will wo…
  • Agreed. learning attacks quicker from parrying or dodging rather than blocking already allows for more skilled players to learn things faster. Losing the progress on death just causes a pointless grind since you already know how to respond to the a…
  • No, they need to fix blockstun and defensive activation times so parrying, absorbing, and dodging the fastest followups is possible (at least coming from attacks with low shield pressure). Making stance swapping unaffected by shield stun would also …
  • Haha, you really dislike Light Jump Kick. I'm not a fan of it either, but since one of my openings is a strafe attack, I can't complain. I completely agree with you on Straight Punch. I used it a few times when I was new to the game, but now it doe…
  • Make it so hitting the wrong direction causes a slight blockstun increase, whilst hitting the correct direction gives small stamina regen (Current Forsaken regen or slightly lower). Then give it a stagger like I-Frame retreat when pushed back, and a…
  • Good suggestions and I agree. I would like the parry to start faster and have longer delay. I like to parry but with certain fast decks I cant get the parry off even if I know exactly which attacks are coming. I'm more than happy to pay the price…
  • I feel like the issue lies with the way the heal ability works more so than the health you gain on kill.
  • Completely agree. Every style has an optimal stat placement, and making any changes to it isn't worth it as your style will more or less dictate what moves are useful anyways. As of right now there's no incentive to specialize in certain types of at…
  • I honestly think that Windfall only needs its jump frames increased. As of right now their duck and side dodges are really powerful with the current stamina draining. Most of the time (even against very good Windfall players) I rarely see them jump …
  • I honestly think the Aesthetics of the attacks should depend on the style you pick, and the functions should be based on the move. For example Jumped light kick will always be a light kick where you jump, but if your style is Kahlt you'll move more …
  • It'd be nice to see the bosses with more than one deck have one of each deck (Bare Fist, Wargloves, Sword) be a mix of each existing deck they have. Bosses with smaller decks like Silan would more than likely have to be beefed up quite a bit for tha…
  • However, the current servers don't need to be close to you to match you with a player since the game itself plays peer-to-peer. As long as there are players near you playing the game, then you can play against each other without issue. If there i…
  • I actually find that the exact opposite is the case. The stamina penalty barely effects regen most of the time. You run out of stamina more often by being either too aggressive, or blocking a guard break. In regards to my damage proportional to my o…
  • Both moves can be dodged and parried not sure they need a nerf at all. WWDP can be avoided by WF by pressing up to jump dodge and parried very easily! Every move can be dodged or parried, and any predictable player will be parried over and over reg…
  • If you cant stand some things in the game then don't play the fucking game Learn how to play the game and stop being a little bitch It's not that I can't stand the things, the issue lies with how these attacks lower the deck variety and viability of…
  • and separate masks and hats. I wanna mix and match muh fashion.
  • Thank you so much for your feedback and suggestions! A connection quality filter sounds like a really interesting idea and something we'll definitely keep in mind when working on future updates. In regards to recommended bandwidth for 3v3 play, we …
  • I am a sad panda... Hope they change it at some point.
  • I'm glad someone else brought this up! The whirlwind double punch can't be dodged, and it's hard to interrupt because it's a double hit and comes too fast from too long of a range, so the only way I've found to neutralize it is just to block -- whic…
  • WWDP undoubtedly needs a nerf, everyone uses it because it beats 80% of the moves in the game that most players open with. Just this morning I tested the 2 deck variants I made against the same players (one using WWDP and JLK, with the other using S…
  • Most of the time I end up having to limit my aggression to avoid a cheap kill that I don't want to get. This causes a weakness in my ability to fight. If I decide to use the ledge, the fight becomes too easy and my opponent has much fewer ways of co…
  • I can understand why making a school is locked as a mentor should have enough experience/skill fighting to warrant the aquisition of disciples. However, I do not think that bosses should be locked behind CT level. Especially since they aren't much m…