Mordhau
 Shara
Knight
  • Likes received 6
  • Date joined 1 May
  • Last seen 25 Oct

Private Message

Knight 11 6
  • 12 Oct
 Shara

@Monsteri said:

@Shara said:
Wouldn't that make accellerated riposte overheads even less readable?

How come? You'd have more of the enemy in view as he does the acceleration, not less.

As the character model wouldn't go into "blowjobmode", but the strike manipulation would remain the same, just the outside model would appear different. Since the angle of the view has been altered you'd bend down in a subtle way and still get an accellerated overhead.

Given that you'd be capped at the very most by 90° looking down, you'd look alot less "blowjobby".

Knight 11 6
  • 12 Oct
 Shara

Wouldn't that make accellerated riposte overheads even less readable?

Knight 11 6
  • 10 Oct
 Shara

@Jax said:
double parry is present

It is, I was under the same impression that I wasn't able to parry into another parry in 1vX situations.

Knight 11 6
 Shara

I really like this idea.

An addition to this that I came up with would be to counter the comboing on the shield - have the shield the option to "chamber" in a forgiving 45° angle.
Instead of having that chamber initiating a counter attack it would act as a regular parry to interrupt the comboing on the shield user.

Could work controls wise: Holding RMB and clicking LMB on the fitting angle to deflect the strike.

Knight 11 6
 Shara

@marox said:bolded text
It's not like a riposte, there's no need to do it right away, it simply means you won't be locked out of parrying again like you would with a parry that hasn't blocked anything. You can trigger the new parry at any time after you've blocked, you can wait for the animation to start dropping the parry, then parry as it is doing that.

So that means there's no open window to be attacked?

Even when stabbed by two people (as long as you have stamina that is).

I honestly was under the impression that it's not possible to parry everyone in a 1vX.

Knight 11 6
  • 3 Oct
 Shara

@marox said:
You can parry after a successful parry right away, you can also parry the moment your hit lands, even in release.

So you mean you can "keep" the parry up, if RMB is pressed again, right as a strike is deflected? - I always see that my character lowers the weapon, leaving him vulnearable for a second before I parry again. If that's true, I might have gotten the wrong impression, since some hits sometimes go straight through the parry.

I guess I'll try parry->parry like it's a riposte then next time ingame.

Knight 11 6
  • 2 Oct
 Shara

The active parry is only as strong as it is on larger weapons, since the active parry states that you deflect incoming strikes into early phases of release, thus having the windup AND early-release deflect on let's say a zweihänder.

With smaller weapons however, the active parry is hardly noticable. So I think having the parry-lockout removed as soon as you get a successful parry would help immensely dealing with 2 enemies at once, with smaller weapons that is.

Knight 11 6
  • 2 Oct
 Shara

Hello everyone,

I've noticed it quite a lot in 1vX situations that you can not parry 2 slightly different timed attacks from 2 persons at all.
Since stabs are so fast you'll end up getting stab spammed and die.

So I'd like to suggest that a successful parry should allow you to parry again, making it possible to defend yourself against 2 enemies. Whether or not you're able to counter attack, at least you're able to survive, maybe even long enough for backup to arrive.

This wouldn't even change anything in 1v1 situations, since you don't want to parry instantly again.

Knight 11 6
  • 26 Sep
 Shara

@Sir Zombie said:
But drags are meant to counter chambers

From what I gathered morphs take that role. And Morphs weren't able to chamber until now, and that alwas forced you to feint into parry.

Knight 11 6
  • 26 Sep
 Shara

I had a thought about making chambers the natural counter to drags.
Since they're sometimes very inconsistent to chamber when dragged and eventually accellerated again, I thought they could be brought in line by doubling the chamber requirements for a successful chamber when an attack would hit you in the last third or quarter of the swing.

This means if an attack travels to far, it's more consistent to chamber by doubling the timing required and doubling the required directional degrees.

Knight 11 6
  • 10 Sep
 Shara

Interesting.