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Melee and dodging

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2 months ago
Oct 12, 2024, 8:23:02 AM

With the approaching update I wanted to put this out there again. Can we please have the ability to dodge our of melee animations like we can with parry? With the current iteration it's all too common to have things like starting a heavy attack only to have a lictor pop out with its unparryable or even just a whip warrior during that attack animation. A lot of our attack animations are slower than the enemy attack animations, which means that we are completely locked in to either the attack or parrying the unparryable and still getting hit.


I've had similar things happen with parries where the red icon shows up right after you start the parry and you end up getting hit by the unparryable during the animation lock. Thankfully this is less common. 


It's unforeseeable, unavoidable damage. There is no counter to it other than just not playing. This is bad design. 

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2 months ago
Oct 12, 2024, 3:04:14 PM

I agree, we should be able to dodge cancel out of attacks. There are a lot of situations where the animation for an unblockable attack by a mob is shorter than the animation of some of our character's various melee attacks, so you can be mid combo on one mob and another starts an unblockable attack (the k sons aoe circular fire attack for example), and you eat it because you cannot do anything until your attack animation ends. It would make combat flow better.

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2 months ago
Oct 13, 2024, 11:51:31 PM

Gwynn wrote:

With the approaching update I wanted to put this out there again. Can we please have the ability to dodge our of melee animations like we can with parry? With the current iteration it's all too common to have things like starting a heavy attack only to have a lictor pop out with its unparryable or even just a whip warrior during that attack animation. A lot of our attack animations are slower than the enemy attack animations, which means that we are completely locked in to either the attack or parrying the unparryable and still getting hit.


I've had similar things happen with parries where the red icon shows up right after you start the parry and you end up getting hit by the unparryable during the animation lock. Thankfully this is less common. 


It's unforeseeable, unavoidable damage. There is no counter to it other than just not playing. This is bad design. 

I dunno but close combat in Space Marine 1 is so much better

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2 months ago
Oct 14, 2024, 1:34:35 AM

Devoured_Carcass wrote:

I agree, we should be able to dodge cancel out of attacks. There are a lot of situations where the animation for an unblockable attack by a mob is shorter than the animation of some of our character's various melee attacks, so you can be mid combo on one mob and another starts an unblockable attack (the k sons aoe circular fire attack for example), and you eat it because you cannot do anything until your attack animation ends. It would make combat flow better.

particularly if the 'power attack' element of a combo was locked in; being able to dodge cancel light attacks whilst having to commit to those kill securing finishers could add a little more escape potential to melee vs Bulwark and Assault.

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2 months ago
Oct 14, 2024, 3:33:44 PM

Being locked in on heavy attacks is a big problem for the operations part because outside of the fast weapons most of the unparryable attacks from enemies are faster than the heavy attacks. So once they're started you can easily get screwed into a chain knockdown fit that you have no real control over. It can be even more frustrating than raveners nonstop running away as soon as they pop their heads out of the ground because they don't like being the mole that's getting whacked. At least that makes sense. 

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2 months ago
Oct 15, 2024, 2:32:38 AM

Gwynn wrote:

Being locked in on heavy attacks is a big problem for the operations part because outside of the fast weapons most of the unparryable attacks from enemies are faster than the heavy attacks. So once they're started you can easily get screwed into a chain knockdown fit that you have no real control over. It can be even more frustrating than raveners nonstop running away as soon as they pop their heads out of the ground because they don't like being the mole that's getting whacked. At least that makes sense. 

Ah I see.  I've only done PvP really since finishing the campaign.  That said, PvE is simpler to fix

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