What is needed, is to remake system so that if during DB preparation it has registered light attack connect, it would insta stun enemy. Also it would require some work, like at least separate animation into 2 steps: 1) After you use DB, you take a guarding pose for amount of time (part of animation before the kick happens), 2) After registered light attack connect to PC, you cast a kick (if no light attack registered, then you just skip second part and return to default position). In a best possible way, I would like to see second step being reworked into some hot CQC action, like catch and counterattack, or throwing opponent to the ground, but of course it will take time and money, so if this gonna happen anytime ever, it won't happen soon. This way: 1) You won't be able to escape successful DB 2) You won't be able to spam DB and stun the guys, you shouldn't be able to stun
Tbh, i would love melee system to just no rps at all, just simple mashing attack like space marine did. Way easier to balance and keep in check. But if you really are a masochist and want rps to stay 1st click parry, 2nd click dbash. Done.
If you're whining about how people can roll out of the way of the kick/headbutt after they clang on you that is intended design. I'm not sure if this is even their design goal anymore as this was Brent's words but bE wants melee to not be death after one mistake. You're supposed to be able to mess up the RPS at least once before you get screwed. The way to get a guaranteed stun on someone is to anticipate the attack and have it wound up before they strike so they clang and instantly get kicked. Doing it in reaction to a fast attack opens you up to counters but it's possible they aren't paying attention and get stunned. There are times though the kick/headbutt "connects" with the enemy and they roll away which is definitely not supposed to happen. That is caused by lag which people should be used to by now with this game.
Me too. Client side vfx triggering when the server doesn't register the hit. It's hard to merge. That's exactly how it's meant to work Bash used to take longer to cast, you had time to react and evade if you hit it early. The Bash is too quick atm but it needs to be because average kill time is much shorter. Killed twitch skill. It's almost instant playing on the EU server for me.
So its meant to work that i can spam knife lights clang against a dbash then roll away AND shoot the guy before his animation finishes?
So effectively, they want the person on offense to win all the time? They want light-attack spam to be the only thing in an active fight? Seriously, if you out-play/anticipate your opponent, you should get rewarded for it. Getting countered once isn't getting killed unless it's already stacked against you.