Wish we got to try the old kick (flinch) with the new kicks fixed mechanics (hand hits, turn cap changes) before just changing the kick completely. Old kick was strong enough to deter facehugging from happening in the first place, new kicks are more used to stop facehugging after its happened. The question is how we want the game to play.
Also I feel like flinch is just awkward as the only time you can get a reliable kick in is when you already have initiative, so one of the "strengths" of the new kick isn't really a strength at all. Maybe it will all make more sense when perks are added and stamina has more of a place in the game.
When you morph a stab currently the resulting strike is limited to the side that the stab was. With the addition of morphs being able to chamber this mechanic feels outdated and clunky. The game has taught us by its game play that stab angles are mostly irrelevant, only being useful in making your stab drags work slightly better. No one is paying attention to their stab angles especially not when they're needed most: Chamber fights. A slash morph is beaten by a morph of your own. Stab morphs require a ftp unless you want to risk the morph which just feels like a gamble, when it works it feels great and when it doesn't you feel robbed especially if you use binds and the attack gets morphed to the opposite side of the bind you pressed. Speaking of binds, players that play with only binds are robbed by this mechanic currently as you cannot bind stab angles forcing them to use 240 when perhaps they don't want to.
It just does not make sense to make stab angle relevant for a single niche scenario.
Also people say that chambering isnt rewarding enough for the difficulty and this just isn't true. Chambers are incredibly strong and beat out most other things right now. If you chamber someone you get to block their attack for free and have a highly acceled attack to return that can even be feinted or morphed. If they feint you get a free hit or forced ftp. You can beat slash morphs with your own morph, although stab morphs generally require you to ftp. If you fall for a drag you fall for a drag, whether you parry attempt or chamber attempt is the only difference and an attempted chamber is still superior as many drags are missed, giving you more free hits. The chamber window may be smaller than the parry window, but that just means you are forced to react at the last second which you should be doing anyways, in this sense parries are just building bad habits.
Imagine how good we would all be if chiv had chambering. All of us with 1000+ of hrs of experience would have us chambering whatever attack we wanted, whenever we wanted.
Been seeing a lot of complaints about chambering lately and I'm worried that they will be made to be too easy. Chambering slashes and drags isn't as hard as people think, the game has only been out a few weeks and not many people have really tried to learn them. All that's needed is some animation touch ups and I think chambering will be in an excellent spot.
Horizontal slashes are definitely a big part of what is making the windup animations hard to read. I think when a player is looking straight ahead the animations are fine. Its when torso movement is added to attacks that things start to look funky. The windups for a lookdown horizontal looks very similar to an OH, same goes for a lookup horizontal and an uppercut. Combos also seem to become harder to distinguish than first attacks, the windups become less prominent. It feels like the only way to determine what the angle of some of these attacks are is to pay attention to the hand position but I feel like there needs to be more of a tell than that, as checking the hands becomes unreasonable as skill rises.
I will be streaming for a few hours after release before I go to work @ https://www.twitch.tv/JunipersKnot. Will also upload some videos on the days after.
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