Sword Combat Balancing - In Depth Review/Feedback

  • @galactic-geek said in Sword Combat Balancing - In Depth Review/Feedback:

    @ji6ran ...but you keep moving at angles that are hard for anyone to follow or block effectively so the recovery of the slash is a moot point because its effectiveness is in scoring continuous successful hits, not its speed of attack. Your feint doesn't do diddly if the opponent holds their block because your feint is too quick for them to even adjust. With the running slash, you don't have to rely on locking them down either.

    Also, the sword dodge has 2 properties that most pirates aren't aware of, even if they know how to do it:

    1. You can use it to pass through an opponent's space.
    2. There is no cooldown time on it, like with the sword charge - many simply think it does because they hold down their block for too long mid-move.

    My apologies if I didn't understand this correctly. As far as the 2 properties go that you pointed out, that's been known for a while, since launch. People are just too lazy and incompetent to actually learn it xD. Also I still do not understand the point you are trying to make, again my apologies for not understanding correctly.

  • Okay, I think I see why you're confused. I'm not talking about a sword dodge with a sword slash follow up. I'm talking about pressing and holding block while moving in any direction and then tapping attack. This is a running sword slash - basically, as I tried to explain earlier, you're almost doing a sword dodge, but rather than block+move+jump, you're doing block+move+tap attack all at the same time. This looks very similar to a regular attack, but has a very slight "ice-skating" feel to it, and the animation of the move from 3rd-person looks slightly different too. The benefit of it is that you move faster in whatever direction you chose than if you just did a normal attack. Sadly, this was nerfed heavily with the sword's speed boost, but it is still a tiny bit faster than a normal attack even now. The best part, though, is that it also provides additional reach by giving you a longer-reaching slash (a wider arc when moving diagonally), and can be comboable like a standard attack (though the subsequent attacks in the combo are at normal speed). I always used 1 running slash to bypass an opponent's block, then I would do it again to cross up my opponent as they were turning around and hit them from behind again. Rinse and repeat. I tested this versus turning in place at max sensitivity - the running sword slash is faster. In essence, it's the middle ground between a normal attack and a charge - it lacks the damage of the latter, but it also doesn't have a cool-down period

  • I agree on the new stun now having players double gun being a bad thing, but I completely disagree about Stow/Unstow mechanic having been removed as a bad thing.

    That mechanic was woefully unintentional and shouldnt have been in the game. It created players that vortexed defending players and made swords one sided to the attacking person. It did introduce a certain depth, but its a very exploitative kind of depth. This was not "skill", because the skill in this game reaches beyond just sword play. So being able to figure out an exploit shouldn't make one more skilled.

    You kept mentioning what the attacking person has gotten from this exploit when it was around, but you forget how its like to be on the receiving end of it.

    Such as the function of blocking against this. And that is why I think taking away the Stow/Unstow was a good thing. The dynamic of the sword is no longer broken from the exploit, nor as exploit intensive as it was, its still dumb and button mashy, but at least it is clearer now.

    I even predicted that if this was going to even be a discussion in my post here: https://www.seaofthieves.com/forum/topic/104676/how-sword-combat-got-abandoned-and-how-they-missed-the-mark-on-combat-changes

    Without any Insider Testing, they released Switching from Sword Any time...

    This has helped the frustrated players who did not get to switch away from the sword, and also gave others a Win button.

    On the very first day, as soon as I spawned in the tavern, on simply reading the patch notes, I found out that you can now do the Shovel Trick with the sword. This granted exploiters a Vortex that combos into infinite strikes, as well as Macro or Practiced techniques where you Strike Twice, Block-Hop through your opponent and behind them to repeat the cycle.

    This is also still present.

    With the added fix from the section above, I bet you this will be the new "exploit"/"Feature" discussion that you guys will have.

    Post was made oddly close to when they added updates to the sword :/

  • @Crafek yup I get what you mean about being on the receiving end of the vortex, and of course there have been times where I’ve been on the receiving end too, however due to much practice on my movement alone I was able to get out of it pretty easily (and no, I’m not using any “movement exploits”). But of course, and this goes for every game, everyone’s skill level is different when it comes to things such as movement and defensive plays.

    This is why I edited the main thread with an alternative to X cancelling, which you’ll see at the bottom of my original post. Let me know what you think of that alternative, and let’s have a discussion on that! The Stow/Unstow animation cancelling being brought back has 0 chance, however an alternative explaining why we DID utilize it may propose a better solution and hopefully add a new depth to the sword combat and how it is right now. And I also concur, removing the stun cooldown to how it is now is absolutely not the way to go.

  • @ji6ran said in Sword Combat Balancing - In Depth Review/Feedback:

    If you were to try and move again after your first/second slash (by moving, I specifically mean sprinting), you are unable to do so until the animation for your sword swing has completely ended, with another second wait in between (and time really matters here, an example of how much time matters is the 0.5 second stun reduced to 0.2 seconds, making it almost nonexistent. Every delay matters).

    It seems that the current delay implementation prevents any user input initialized during the delay from taking place after the delay, which results in what many people are referring to as "clunky". You're never quite sure if what you are doing, whether that be sprinting or starting a lunge, is going to activate or not.

    Simply allowing inputs that are started before the delay ends to activate immediately once the delay is over will eliminate a lot of the problems with the current implementation while keeping the delays in tact. If you start a sprint after slashing once or twice, you'd sprint immediately once you are able to; this would also let you change tactic if needed before the slash animation ends if you decide to block instead of sprint for example.

    The simplest example is the spyglass; if I pull out my spyglass and want to zoom in but my zoom action is not activated until I wait for the animation of pulling out the spyglass to end that's a frustrating user experience. Even if my timing on the animation is not exact, I expect that I will zoom in with the spyglass automatically because I have started that action. The same thing happens with the sword actions. I expect to attack or block or start a lunge, even if I'm not timed exactly with the ending of the previous animation, so when it doesn't happen then there is disconnect between player and avatar which creates the clunky feeling.

    Adding the ability to queue up or execute the next action once the previous one ends should make the combat feel a lot more responsive without the need to implement sub-rules like you've suggested which can end up being messy. Like you said, the delay is not going to be removed for a number of reasons but there are ways to improve the responsiveness of combat under the current guidelines.

  • Agree 100%!
    Cutlass at this state is so broken, and hopefully are wish list will be granted this soon! (:

  • @d3adst1ck said in Sword Combat Balancing - In Depth Review/Feedback:

    @ji6ran said in Sword Combat Balancing - In Depth Review/Feedback:

    If you were to try and move again after your first/second slash (by moving, I specifically mean sprinting), you are unable to do so until the animation for your sword swing has completely ended, with another second wait in between (and time really matters here, an example of how much time matters is the 0.5 second stun reduced to 0.2 seconds, making it almost nonexistent. Every delay matters).

    It seems that the current delay implementation prevents any user input initialized during the delay from taking place after the delay, which results in what many people are referring to as "clunky". You're never quite sure if what you are doing, whether that be sprinting or starting a lunge, is going to activate or not.

    Simply allowing inputs that are started before the delay ends to activate immediately once the delay is over will eliminate a lot of the problems with the current implementation while keeping the delays in tact. If you start a sprint after slashing once or twice, you'd sprint immediately once you are able to; this would also let you change tactic if needed before the slash animation ends if you decide to block instead of sprint for example.

    The simplest example is the spyglass; if I pull out my spyglass and want to zoom in but my zoom action is not activated until I wait for the animation of pulling out the spyglass to end that's a frustrating user experience. Even if my timing on the animation is not exact, I expect that I will zoom in with the spyglass automatically because I have started that action. The same thing happens with the sword actions. I expect to attack or block or start a lunge, even if I'm not timed exactly with the ending of the previous animation, so when it doesn't happen then there is disconnect between player and avatar which creates the clunky feeling.

    Adding the ability to queue up or execute the next action once the previous one ends should make the combat feel a lot more responsive without the need to implement sub-rules like you've suggested which can end up being messy. Like you said, the delay is not going to be removed for a number of reasons but there are ways to improve the responsiveness of combat under the current guidelines.

    I like this suggestion.

  • Double gun rules. They will have to nerf guns into the ground to make swords viable. This game should have been about swords and clunky guns, instead its the other way around.

  • @droper666 said in Sword Combat Balancing - In Depth Review/Feedback:

    Double gun rules. They will have to nerf guns into the ground to make swords viable. This game should have been about swords and clunky guns, instead its the other way around.

    Aside from the clunky combat, if Rare is ever planning on having a competitive scene EVER, they need to fix the balancing of weapons firstly, because even now double gun is ruling. During the Cutthroats NAL Arena Tournament, one of the players that were streaming boarded a boat, got all the way to the anchor, lowered it, and killed off a couple of the players. Why? He’s double gunning, and the players using swords against him to try to stop him weren’t able to stun lock him at all. Sure, go ahead and remove the Stow/Unstow animation cancel; sure, go ahead and make combat even clunkier than it already was, but removing the stun just completely changed the game for everyone. Not to mention that the delay added to counteract X cancelling just caused more players AND streamers to switch over to double guns.

    Adding delays to everything is not the answer Rare. Combat was perfect over a year ago when slashes slowed you down, because then it required skill to actually use the sword rather than making brain dead plays like spamming your attack key. It’s actually so laughable on how terrible combat is now.

  • Unintentional game mechanics and frame cancelling are fundamental aspects in nearly all games that are played at a high level of skill. This is true across many genres, including fighting games, FPS, and MOBAs. SoT is no exception to this, only the developers are actively trying to remove these "exploits" and driving away the most loyal, dedicated players this game has.

    When the anniversary update came out, I only played arena and met some of the most skilled players that play this game. It was the first time I died to someone using animation cancelling to quick swap guns, the first time I saw someone bunny hop out of a sword dash, and it's when I first encountered ji6ran and died to his lockdown. These encounters didn't drive me away from the game, but made me want to learn what they were doing so I could learn how to defend against these tactics and use them myself. It takes a lot of practice and skill to implement these moves, but executing them and making plays you couldn't before added a whole new level of enjoyment and personal progression to the game.

    With this update, not only are these mechanics that many of us have practiced gone, there are additional bugs with guns that make the game unbearable to play for many. The discords I'm in now show people that used to exclusively play SoT on other games. I've spoken to a lot of these players and the game at this point is almost a joke. A really sad, disappointing joke where something we all love is being ruined by the people who created it. I know there are still some players who love what Rare is doing, but to the vast majority of players who play this game competitively, the past few updates have been laughably bad. I honestly feel dread every time this game is updated because it consistently comes with several ridiculous bugs and undesirable content like the misguided sword reworks and putting fire in the arena. It seems the developers don't even play the game at all. I wish we could just roll back everything to the anniversary update, but keep the fort of the damned.

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