// EDIT: There have been a lot of educational replies under this post, so when you guys read over this original post, read the replies as well, as it includes more information that I have not edited in here
//
Who am I?
Hello. I made a thread about balancing sword a while back when the first changes were iterated. That post was locked ( it can be found here: https://www.seaofthieves.com/community/forums/topic/105319/sword-combat-balancing-in-depth-review-feedback/1 ) so now I'll be discussing the new sword and its flaws. For those of you who don't know, my old GT was Ji6ran. I was, and still am, known by both the PvP community and a good amount of content creators for my high-level swordplay. I pretty much came up with the sword tricks meta back when X-cancelling was around, and then even before that when slashes slowed you down. If you have some doubt, here are some sample clips (with the new sword, since I know some of you will say X-Cancelling didn't take skill and was an exploit).
(This next clip also shows what's wrong with blocking at 0:29)
https://streamable.com/0g9zdz
If you guys need anymore clips of me on new sword to prove my point, I'll be more than happy to display more clips. Anyways, onto the current state of the sword. This post will just cover what I, in my personal opinion (which I'm sure many others share), see the flaws in the current state of the sword, and possible suggestions to fix it.
Unrealistic Range
Let's first talk about the range. Back when sword was first changed to remove the Stow/Unstow exploit, the weapon became a little bit clunky. We had gotten used to it, just as we have every other combat update (good or bad), but at some point in time, the range was also buffed. I understand that Rare tries to test their changes in a controlled environment, however, live play is not controlled. Factors such as server latency, client latency, FPS, incoming/outgoing packets, etc. come into play. It could be plausible that the range in a controlled environment is perfectly fine, but like I said, live SoT is not controlled because of the different factors that come into play.
Right now, the sword slash/lunge both have an insane amount of range. Here's an example of how the sword lunge range is broken, where the sword lunge animation has already ended, I'm relatively out of range, but the lunge still hits me (the first lunge, not the second):
https://streamable.com/5ofde3
Another example would be the range on the slashes, in the very first clip I linked displaying my own sword skills, you can look at 0:33 where I slash, my slash animation has finished, but yet it still connected with the player who's fighting me (not the best example, but an example nonetheless). I'm sure people have also seen the bell example on a sloop, which displays how broken the range is. This causes the combat to be a bit clunky and doesn't really display true skill between two sword players. It more-so shows who can get lucky with their hit landing based on the insane range. Another issue you can see is that even though his lunge landed, he still managed to get the stun affect. This shows that the lunge was not intentionally supposed to hit, but somehow landed and registered server-side. If this was back on old sword where the hit registration felt better, then he wouldn't have hit that lunge. And even if he managed to somehow hit it, he wouldn't have gotten stunned for it.
However, that issue of receiving a stun affect even after hitting a lunge can be fixed if the range gets reduced on the sword. 2 birds 1 stone.
Suggestions for fixing this issue (Sword Range)
Simply reducing the range is an easy fix, but I presume that all the changes Rare makes with "improving hit registration" affects the sword as well. If the hit registration issues keep getting worked on, it'll be hard to find a balance between realistic sword hits and bullets landing on players. Reducing the range would actually benefit the sword long-term because hit registration is something that will continue to be worked on. I assume the better this gets, the more 10 feet sword we'll get. This is open for discussion for everyone, because I'm sure there can be even more better suggestions on how to deal with this simply than just reducing the range and having it be dependent on hit registration.
Blocking
Currently, another problem is the blocking in this game. Due to the animations that Rare added with unsheathing your sword, the clunky-ness has increased. I'm sure there have been moments where you're sure you're blocking, and it shows that you are as well, but it simply doesn't block, even if the enemy is directly in front of you. This problem has been around for a while where blocking will just not work, but it got especially worse when Rare removed the Stow/Unstow exploit (thanks to the animation they added). An example of this, as I mentioned before, is in the 2nd clip I showed.
Suggestions for fixing this issue (blocking radius potentially & hit registration)
I believe increasing the blocking radius just a little bit may help, but again, it all comes back to hit registration. In the second clip I posted, you can see that ImCreepingDeath blocked the attack, he even said it blocked for him, and you could hear the blocking sound from my perspective, but it still killed him. This issue is a weird one and I think it goes back to the insane range on the sword currently. Here's a quick diagram of how (from my perspective) the issues connect with each other:
The main problem lies in hit registration, but the range with the current sword could also be causing the inconsistent blocking. The biggest problem may be the inconsistency between client-side versus server-side. If this were to be more accurately represented, then there wouldn't be any complaints about "blocks not working." Currently, they don't appear to work due to hit reg, the range, but also mainly because the client may show a false representation of the blocking state. It may show client-side it's blocking, but server-side it's not. Or, it may show server-side it's blocking, but client-side it's not. Working on aligning the accuracy of the client-side versus server-side may fix this issue.
// EDIT:
Breaking Combos
Another problem that I had forgot to mention was being able to slash through someone's combo. For example, if I get the first slash on someone and start comboing, they shouldn't be able to spam their attack button and break my combo. The only way they'd break out of it is if they waited for my 3 slashes to end, hopped out of it from blocking, or if they timed their block perfectly to slash me immediately after. Right now, it just seems like you can slash someone from spamming your attack key and break their combo, which at that point it becomes a ping battle. Not really a great way to engage with swords. I'm guessing this could be possible due to the stun being reduced from 0.5s to 0.2s, but again, network/host-client connectivity comes into play for this.
If I manage to get any clips of this as an example I'll post them, but this is also widely known as an issue.
//
// EDIT 2
(Copied and Pasted from my reply under this thread)
Another Example of inconsistent server-client communication (unrealistic range)
Here’s a clip of me doing a 1v2 (you could say I’m showing off) but you’ll notice at one point in the video I rewind and slow it down. When I block those attacks, notice how far away the 2nd person is in the back (time stamp is 0:12).
There’s also another unrealistic hit you’ll see at 0:21 when I block another attack. These are server-client inconsistencies, but it’s as we’ve said, the server registers on a first come first serve basis. These hits registering aren’t supposed to register on the client side. My suggestion for reducing the range is only to improve the consistency between what the client sees and what the server registers.
https://streamable.com/8g8dzy
Here is also the exact same clip, but from one of the other players' perspective. You can line up the two to see what I'm talking about with the range at the given timestamp (though I suppose I'm kind of showing off here too xD)
https://streamable.com/gqep3c
//
Conclusion
I personally believe the biggest problem lies within the hit registration and the range of the sword. The hit registration will continue to be worked on which we know, but it'll be hard to find a balance between bullets landing and having a normal length sword. It's why I believe that reducing the current range of the sword, can fix a lot of the issues we're seeing right now with the current sword. It will at least show more skill in using it, rather than getting a lucky hit because of the insane range on it. I also believe that stun is in a good place currently, and shouldn't be getting touched. The only reason people are fighting to try and get stun removed, is BECAUSE of the insane range on the sword right now.
These are my thoughts on it, if anything comes to mind I'll edit this original post or drop it in the comments. Please do drop your thoughts on this, would love to get more feedback on this.