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Block weapons: on the right track, but still need work

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an hour ago
Dec 12, 2024, 12:34:17 AM

Ive had a chance to try out the block weapon changes and I wanted to share some criticisms.


First, I like the concept of the changes. The changes to damage output makes sense. The additional retaliation charge feature is a great idea, but it needs something else to make it work as well as parry.


We now have 3 methods of defense, parry, dodge, and block. There is also stealth, jetpack dodge, and shield block, but since those are class specific, they are outside the scope of this discussion.


Parry is by far the most useful.

  • interrupts actions
  • clears space
  • stuns enemies
  • damages enemies
  • makes enemies vulnerable
  • triggers gunstrikes
  • restores armour. 
  • Timing is forgiving making this the preferred defense for most players.
  • Can be used against almost any attack.
  • Single parry can deflect multiple incoming attacks
  • Satisfying clang feedback sound.

Dodge is useful, but has some limitations.

  • Perfect dodge triggers gunstrikes
  • iFrames keep players from taking damage
  • Generates perk buffs
  • Perfect dodge only works against majoris or higher
  • Does not interrupt action
  • Distance is sometimes insufficient to avoid attacks
  • Satisfying feedback (slow mo, whoosh sound)

Block now has some advantages that make it workable, but still lacks versatility.

  • Can build up a charge that restores armour
  • Charge can be generated from any enemy type
  • Can block any incoming melee damage (except unblockables)
  • Interrupts actions
  • Perfect blocks are a little finicky
  • Feedback is a bit underwhelming.
  • Misses are pretty unforgiving.
  • Seems to apply to only a few incoming attacks


Parry still has a huge advantage over the others in that it works on multiple incoming attacks from just about every enemy.


Dodge is free to any class, but could serve as an alternate to parry. Dodge could gain some additional functionality if it could work against every enemy type. Minoris enemies do not trigger perfect dodges. Some ranged attacks could be made to be perfect dodged and minoris attacks could be made to trigger perfect dodges. This could augment some of the limitations that block weapons have.


Block has a very limited usefulness given its small window of effectiveness. Base stats do make up for some of this, but it isn't enough. Perfect block could have a larger window of effectiveness, making it a little easier to build up charge. It could also be made to work more like parry where it can block multiple incoming attacks. Block weapons could also more reliably generate gunstrikes from heavy attacks.  Right now it can be difficult to regenerate armour using block weapons. I think the feedback could also use a bit of work. A more substantial thump or visual effect would help train a player to better land perfect blocks.


I do like where block weapons are going, it's just not quite there yet. I feel like a couple small tweaks to block and dodge would make using block weapons much more consistent. I would also like to point out that I am far from one of the best players in the game so skill definitely plays a part, however, I think my perspective as an average player is useful to help make changes.


Thanks for reading.


Feel free to add to anything here, or argue against my assessment.

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an hour ago
Dec 12, 2024, 12:46:41 AM

Agreed! I get what they are trying to do. However it does not work because you can’t actually block on this game. The block works just like the Parry system, which it shouldn’t. This new mechanic would work if you could actually block and not have a timing method with it. Parries make sense to have timing incorporated, but blocking should be just that, blocking. One should be able to hold block and block for as long as you are holding block. This way makes a helluva lot more sense. You press block and if you miss it (because of bad pings or just timing) you are screwed. There needs to be a real block in which you can hold down block and be able to block for more than split second. The block should not have the same mechanic as the Parry. If you can’t actually block with “block” weapons, what is the point? If you keep this system, then the block should be able to stun them in the first block. A Parry or gunstrike gives you seconds to stun or out maneuver them. Blocks just keeps you in harms way. This really sucks when there are multiple swarms. This needs to be fixed ASAP. This new update make balanced weapons viable, but blocking weapons are still grade A crap in my humble opinion. 

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10 minutes ago
Dec 12, 2024, 1:24:40 AM

Just going to keep shamelessly plugging but I think they should apply block weapon property to the Bulwark's shield in some way. That alone would make block weapons just by existing serve a purpose but let's address block weapons on other classes: 


I think when using a block weapon instead of a press you should be able to hold your weapon up to block incoming melee attacks, just holding the button results in the normal block pushback animation from majoris but you can just tank minoris. Going into this "block stance" at the time you would currently hit the parry button for a perfect block will still result in a perfect block however holding the button to continue into "block stance" results in a perfect block state lasting longer (let's say 2 seconds) while holding block stance. This would mean after perfectly blocking attack you are immune to blockable melee damage for noticeable period and while in that state incoming blockable melee attacks generate charges as if you had perfectly blocked them. If a fourth charge would be gained it detonates and rests to one charge.


I think that would address the lack of stratifying feedback and the narrow blocking window after getting animation locked. Missing becomes less unforgiving since players ideally would be holding block so a missed perfect block would result in entering the regular "block stance" instead of eating the attack (as happens currently). Slightly increasing the perfect block window (we are talking like 0.1 increase tops) on block weapons while allowing them on balanced weapons (with smaller window) but not fencing weapons (obviously) would make them the literally opposite of fencing weapons like they always should have been.


For more satisfying gameplay allow the exiting of the "block stance" to also have a "perfect block window" that plays a short weapon bash animation of some sort which can be followed up with holding the button again to re-enter "perfect block stance" thus you can potentially chain long melee blockable invulnerability windows at the cost of mobility. Allow any non-fencing weapon to have this "block stance" feature and simply give the block weapon type the largest perfect block window. This would also give Heavy a much needed defensive tool since his primary weapon is a "balanced" parry and with this change would have access to the "perfect block stance" in a pinch with enough skill.

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