@galactic-geek
We are here talking about that it is to easy to negate the block, it is not reliable and all you have done is go:
It's not just about blocking. I find that most pirates who tend to fail at blocking tend to neglect their feet - as in, they don't move. They may look at their opponent to keep them centered and to defend, but unless they're also moving, it's only a matter of time before defeat.
Focus on footwork, as it's not just about blocking in a conversation about blocking?
Want to minimize impact? Use your feet and move (away) like I've been saying. If you're good enough, you may even force them to miss, creating a delay for them and an opening for you.
Just dodge them...
There's a reason it's a defensive dodge, that guess what - requires you to block. You can't expect blocking to be your only real defensive option, nor should you rely upon it as such.
Don't rely on blocking.
Due to the server, network, and hit-reg issues, I don't think this would be feasible until such gets fixed. Even if it was implemented, it might make combat a bit more boring because nobody would hit anyone most of the time. On the plus side, it would force pirates to think more. Also, because you're less likely to hit your opponent, damage values may have to go up to compensate (meaning fewer hits to kill).
Blame the servers... who decided the block didn't connect.
I do believe that he managed to flank and get a fair hit in.
It was a flank...
the frame you showed shows a swing aimed down, while the block is aimed up.
Is this a flank? Aiming a swing at their knees while in front of them is something you consider a flank or did you change your story after I provided a picture? You don't need to see it in slow motion or you know provide your own analysis, just defend the system as is? Nothing to be improved upon, all this behavior is grand and dandy.
The block covers a wide area, but I don't think that it's as wide as you think it is.
Maybe this is the problem to begin with? It is funny that the two counter arguments you bring up are exactly the two main areas I believe that Rare should look at:
- Priority within the hit registration system
- The collision box of the block and its size, especially vertically; the ease you can swing above or below is remarkable.
My entire point is that camera movement makes it to easy to avoid a block and makes blocking unreliable, keep in mind I abuse this fact often enough in combat... but I believe it is broken... yet I don't understand how big it is right?
Just to illustrate my point even more:
Attack initiated, pretty much the frame before the other picture - players are leveled, he swivels his camera a little downward and from the right to the left to extend his swing? The player is always within the width of the sword, no jump, no real elevation difference, no staring blatantly into the sky... it should block the attack. One should not need to stare pixel perfect at the happy place of their opponent to block an attack, a tiny bit up or down should not make it that you can completely ignore a block.
It is funny that you claim I have to PROVE it? I gave a full analysis of my interpretation of the situation, with pictures, explanations of movements, my personal experience with how easy it is to avoid and yet here you are being all smug, refusing to do the same and claiming you provided something?
On top of that you love throwing out there that the people that disagree with you, just don't really understand and know the game... regardless of the fact that I would have thought you by now would know me to some degree or the fact that you are talking to well known veteran players on the forums. Frankly it is a bit insulting for you to even go, maybe you just don't know the blocking area... Where exactly are you providing anything other than a rebuttal and a clear reliance on dodge jumps, because:
As for the sword flip, I rarely ever see that when I block - my sword usually stays in place
This means you rarely/never block more than a single hit, as it happens if your sword was facing the other direction than the blow, which happens 100% of the time if you block 2 hits in a row. I personally would actually like to be able to reliably block the 2nd swing and the third... for the knock back, instead of always needing to dodge jump after a single one. You know... use my entire set of tools rather than just the one you favor above all.
I will truly stop responding to your remarks unless you actually bring forth your own input rather than just a rebuttal on mine, I have showcased and explained how blocking is not reliable. You can believe that the blocking system is perfect, maybe it is time for you to prove that? There is an uptrend in complaints about the blocking and being hit through it, veteran players even that agree and make posts; with visual aids, explanations and breakdowns... maybe you should prove us wrong, since you ask for others to prove you wrong have the common curtesy to do it yourself.