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Evade and Sprint attacks, patch 23

Discussion in 'General Discussion' started by Chainsaw138, Sep 16, 2016.

  1. -VI- Tyr Grymvarg Chainsaw138 Steam Early Access

    Something seems to be a bit buggy about these attacks in this patch, dbash seems to be working just fine (apart from the ability to stunlock someone using it), as well as the rock paper scissors system (hooray!) Sprint attack however, only seems to work fifty percent of the time, the other 50 my character comes to a stop, then initiates a fast attack, and I'm not talking about trying to use it during a duel, I mean using it as a way to initiate a duel as the first attack after sprinting a decent distance in a straight line.

    Evade attack, now this is the biggy for me, in the previous patches your character would roll, then immediate lunge out of the roll with a click of the RMB, this patch however, my character performs the roll, I click RMB, my character stands up, dusts himself off, then initiates a fast attack, that's if I'm lucky enough not to have been dispatched by my opponent during the dusting off phase. Again, I'm not talking about trying to cheese circle evade backstab or anything, but it now feels so clunky trying to cover ground between me and an adversary, and 9 times out of 10 results with me dying while my opponent backpedals while firing a pistol in my face as I climb to my feet after the roll.

    I've currently only tried this patch as LSM, but will try and replicate this with all factions, and attempt to put a video together tonight.

    @BrentEllison I know there were problems where the evade attack was beating a dbash before, is this the attempt at fixing that issue? Because melee has never felt more clunky to me, and where I used to feel reasonably agile as a ground assault, I now feel like a devastator without the gun.

    And before anyone else tells me to play JPA or Raptor if I want to feel agile, my concern is fluid gameplay, I dont want to be a ninja.

    TL : DR

    Evade attack doesnt exist anymore, sprint attack is a roll of the dice. Why?
    Njord-Halfhand likes this.
  2. Nic NicholaiPestot Well-Known Member

    I just went and tested this in the garrison to remove lag as a factor and I can confirm your observations.

    The transition from dodging to melee attack now has a significant delay built into it.

    The transition from dodging to shooting still has zero delay built into it. There is a significant firing bloom still, but this matters very little at near-melee ranges.

    This is....bad. It would explain how the melee now feels worse even though the hit detection has gotten better.


    Edit: I just went and tested this with the melee classes from all factions in the garrison.

    Orks, LSM, CSM classes all have the delay

    Striking scorpions have the delay

    Howling Banshees and Warlocks DO NOT have the delay.


    Methinks we have a problem.
  3. Fistikuffz da Harassa Lawro Well-Known Member

    Hm now that you put it like that, I kind of understand what I don't like about the current melee. I've only spent about 45 mins in the new patch yesterday and couldn't figure out why I'm getting that "off" feeling when trying to chop someone. The hit detection is actually improved, but the transition times you mentioned are the main reason imo that we're having problems.

    Swap transition times for melee and ranged. Reduce it to a minimum for melee, increase it for ranged (like in patch 21 and before). The current rock-paper-scissors, stun durations, clang durability and even melee ranges would be ok if this change was made.

    Ok also change knife clang superiority and speed, and also reduce backpedal speed by 10-20%,
    Njord-Halfhand likes this.
  4. KhaosR KhaosR Curator

    From your testing seem it is bugged, hopefully the banshees and warlock are the ones that are ok.
    Chainsaw138 likes this.
  5. -VI- Tyr Grymvarg Chainsaw138 Steam Early Access

    Ah thanks for checking the other factions out man, wasn't looking forward to having my dreams crushed after work! Its strange how the banshee and warlock seem to be the only ones not affected by this awkward delay. I really hope it gets fixed asap, it does seem to be the main thing breaking melee for me this patch, the other being the speed differences between tiers seeming too great, for instance a fast attack from a fist cant interrupt a strong attack from a sword, but even that I can live with as it just promotes a different play style for the different tiers. I cant see any logical reason for the evade attack being practically non existent for the majority of classes, so it has to be a bug.
    ArtemK likes this.
  6. -VI- Tyr Grymvarg Chainsaw138 Steam Early Access

    I second that, bring back the fluidity of melee!
  7. -VI- Tyr Grymvarg Chainsaw138 Steam Early Access

    @Oveur can you clarify whether this is a bug or working as intended?
    Njord-Halfhand likes this.
  8. Yup, it's pretty bad. I can't roll/lung attack after people running from me anymore. Quite annoying.
    Njord-Halfhand likes this.
  9. -VI- Tyr Grymvarg Chainsaw138 Steam Early Access

    Ha! Just replied to you in another thread regarding this
  10. GreyNight ArtemK Arkhona Vanguard

    @BrentEllison

    I will say that yesterdays removing of evade attacks was probably the hardest nerf melee suffered through the entire course of Alpha, with second-strong being removing of mitigation buff.

    Its strange, how you guys never made any historical relations to current melee state and patch 16, since both systems have (semi)working RPS with significant stagger times. Except that melee lost both lifeleech, backstab and now evade attacks since that time.

    As short-sighted as it can be.
    Njord-Halfhand likes this.

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