#Teammates should not be able to provide riposte or counters to other teammates

29 messages · Page 1 of 1 (latest)

wise lark
#

Title.

Reasoning is essentially that it:

  1. makes combat less consistent, as you aren't going to know when a teammate is going to hit you most of the time

  2. is extremely exploitable. A high level play we need to practice doing more, for example, is intentionally accelling into a teammate's block in a 2v2 or 2v1 to give the "focused" player active parry at a lower or no stamina cost, offering an essentially free disengage if you see your teammate is low stamina.
    This also has obvious offensive implications/benefits outside of a low stamina scenario due to timing mixups.

  3. generally feels bad as someone trying to attack the player who just "got active parry out of nowhere" or as someone attempting to defend against neutral timings because you saw someone running outside of the middle of their team and don't know they're actually doing a riposte heavy, for example.

#

@worn gull

worn gull
#

This is facts. 2v2 tourney coming up and I’m going to be using this as much as I can.

sharp yacht
#

This was also somewhat of a problem in CMW, combined with being able to attack through allies with no hitstop made for some really ugly looking coordinated play.

wise lark
#

there's also at least one extremely important incentive for removing this mechanic, being that removing this mechanic further disincentivizes players clustering too aggressively

#

that'd be a good combination with making hitstop on walls and players more aggressive and more consistent

#

which is another thing to make a separate specific thread about

worn gull
#

I know that this is far out case, but with enough coordination in some choke point, a team could essentially create a continuous wave of active parry by initiating slashes such that the teammate next to them can counter or riposte them and that they don’t hitstop on the teammate.

wise lark
#

who needs engineers when you have the parry wall

wise lark
#

it was already going to be the worst map in the game but imagine people doing that in the tunnel after two petards blow

worn gull
wise lark
#

so probably depends on the drag

surreal jasper
#

will active parry get a big nerf once the parry box becomes smaller or are these 2 different things

wise lark
#

iirc they try to match the active parry box to the parry box but they were technically not the same?

worn gull
#

Anyways countering is pretty hard facing multiple enemies with feinting and multiple swings coming in at once

wise lark
#

I don't think it's the wrong decision, just that it's limiting

worn gull
wise lark
#

zombo was in the editor messing with server-side tracer visualization and it's grody at 30 tick

vernal bronze
#

Fully agree. Would make reading movements in teamfights much easier.

My only concern is that the game is held together with elmer’s glue and staples, so it’s possible there’s some bizarre reason it’s not possible to implement this. We shall see.

wispy radish
#

oh dio i had no idea you could still do this, i tend to say away from teammates

worn gull