Archeblade
A real gameplay problem.
Hi Codebrush, I would like to congratulate for Archebalde, I think it has the potential to become a very particulary Moba, but there is a major problem in the gameplay: absolutely all attacks break animation of the one who get the hit. And with the stun combo, character lose control for a long long time ... Why interruption is over all movements, why not just in a combo ?

Stun is a combo, it's ok. But the normal attacks causing lose control, and there is not enough counter. And finally, I wonder if the stun effects does not stack ?

Thanks reading.
Отредактировано ElYaraël; 28 апр. 2013 в 17:57
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Archeblade = position-attack, defend-counterattack, defend-position, position-position, attack-defend, attack-position, etc that's how it works i.e. Don't get hit.

By the way what I said does actually make sense and is relevant to your post, I just wanted to write in such a way as to match the mind-**** that was your google translate masacre above :)

Welcome to AB by the way :)
Отредактировано DYSEQTA; 28 апр. 2013 в 15:42
Ok, but how make counter-attack ? So we have no control of his character when he gets hit.
as I said, your aim is to NOT get hit. so you need to use positioning and blocking to out maneouver your oponent and attack when you see an opening. If you just rush in screaming "YAAAWWWWPPP" you gonna die ;)
This is not the question, and what you said is not possible for a CaC champion, you get hit = stun combo = perma stun = dead with no fun, only the balance between the characters makes the difference, not the player skill.
Отредактировано ElYaraël; 28 апр. 2013 в 18:00
It works like Street Fighter or other fighting games. If you get hit, you loose control and you have to wait for some room to counter. I like it that way.
Yes, and i love SF, but you have so many counter in Street Figter, so many possibility, you don't lose just because you get the first hit...
Отредактировано ElYaraël; 28 апр. 2013 в 17:59
Of course, compared to SF a 1on1 in Arche Blade is quite simple, not so much possibilities. But if your character (in Arche Blade) has quick attacks, you can start a counter-attack after the attack/combo of your opponent has ended. Otherwise try to get room/position and start an attack by yourself.

In some special cases i'm with you: for example maybe Elika's bullets should not interrupt your movement. This could be an interesting way to weaken this character, who makes kills very easy.
True, I just thought about Elika !
Elika has gaps in her attacks... You just likely won't stand a chance against her as characters like Tiac, Valle, or DanMei, who all have longer wind-up times in their attacks. But in a team game, some characters need to have an advantage over others, to introduce counterplay. Watch your opponent and find the opening if you're fighitng 1v1, if there are other people in the mix, pick a fight with some one else.
I know well that Elika is vulnerable. And I thnink Tiac with activated magic amor can knock out her with ease. Nevertheless kills might be to easy with her. But I know - that's another topic :)
Отредактировано Topo; 29 апр. 2013 в 1:27
Автор сообщения: the_nux
Elika has gaps in her attacks... You just likely won't stand a chance against her as characters like Tiac, >VALLE<, or DanMei, who all have longer wind-up times in their attacks.

Valle's L-R is really fast though, and more than fast enough to counter Elika if she does L L-> xxxx
Elika can butcher a group of enemies if they aren't cautious about it which is her main strength. Her weakness is usually in an encounter when an enemy dodges her initial attack and attacks from the side or back. That's my experience anyway.
A dodge move with a cooldown and reduced the effect of stun will already well ;)
Автор сообщения: W40kG Yaraël
A dodge move with a cooldown and reduced the effect of stun will already well ;)

Unfortunately, Codebrush dislikes having Cooldowns on anything as they have mentioned before.
So, dodge can consumes stamina ;)
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Дата создания: 28 апр. 2013 в 14:39
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