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Both of those players were probably just messing around and they could have done that move far less if they were playing more carefully in my opinion.
Now having said that, your absolutely right about it outclassing the other two ground sword moves. Unlike the hammer -which all of its three moves have specific purposes- the sword down light pretty much covers all your ground options be it defensive or aggressive.
Of course these are all just from my point of view and I could be completely wrong.
For the most part I agree with Magma (as I should, since I'm the one that said the quote he mentioned in his post lol). I tend to play swords as well, and even I end up doing the same thing, just fishing for a downlight most of the time.
A lot of people have asked for more combo style moves like this. With the games style it is going to be pretty hard to do. Either you're going to get one more (like the setups on DQuick) or you're going to give combo potential to a lot of moves that makes your opponent feel helpless.
Solution?
Because of this I personally think that no move should be a guaranteed combo move due to the style of the game. The DQuick of the sword needs to have less to it like it did before when it was hugely nerfed and people said it sucked. This needs to be true for the majority of "setup moves" in the game. Most are like that but the sword and hammer are a bit easier to do with the sword being the easiest.
However, to help the ability to actually combo something I think the dodge cooldown on the ground needs to be increased. The majority of combos happen in the air. Why is this? because the air dodge cooldown is essentially 3 seconds. Players get essentially 1 chance to escape the combo. If they don't then you get your combo of moves. Increasing ground cooldown would have a similar effect on this as well. The main problem with this is certain signatures that essentially can ignore dodges due to their length.
powerful, combos are just too good to not go for every time. Why should half the weapons in the game get 40+ dmg hit confirms? Not to mention that most combos start off of DLights which are arguably the among the safest moves in the game.
This is essentially how katars functioned before this patch and I think it was a good model for how combos should work in this game. Katars have no true combos, yet you could still chain multiple attacks together if you play well or your opponent makes a mistake.
Katar NLight>(wait for dodge)>Nlight/Dlight/Nair/Recovery was a great setup for pseudo combos. If you predicted the dodge correctly you got 2-3 more attacks. If they didn't dodge you missed your chance and perhaps even got punished for standing there waiting for the dodge to happen. This type of play is much more engaging and rewarding than spamming Dlight hoping to start a combo all match.
Guns are another example of a weapon that has no true combos, but has good attack chains and setups if played correctly. Dair>Nlight>Sair is a good example.
I would like to see more of these combos that are a reward for outplaying / out thinking your opponent rather than being rewarded for landing a specific move.
The only problem is that the new dodge mechanic takes people too far away too fast, even if you predict the direction of the dodge chances are you can't get there in time. Even if you do get there, the nonexistent recovery frames on dodges mean you will probably only get there in time to be punished for trying to punish. Essentially, while the new dodge has made it much easier to approach, its also made the game a "true combo or bust" meta.
Dodging also effects this passively to a great degree as explained in my previous post. One of the big things in the meta has been ground tapping. As soon as you have tapped the ground your air cooldown is sent down to your ground cooldown. If you never leave the ground you have that approximate 1 second CD as well. This makes it harder to combo moves together as dodges are continually spammed into your combo opportunities.
not every weapon has a combo move. Only a few really do. This is something that was discussed by the community in depth back when the Sword DQ got it's initial nerf to keep it from connecting 95% of the time. Hammer and sword are two of the best weapons for this with sword still being supperior on percent of moves you can connect. One thing I noticed last night is that the katar actually now has 2 moves that can be "easily" combo'd out of. With the addition of the third hit to what is now the NQuick it stuns and pushes the opponent up. I had a player hitting me with this into the A+B recovery (something else added recently). you can actually land it fairly easily. This means that the Katar now has 2 "setup moves" whilst some ot her weapons have no moves or 1 move that is hard to connect with on the second hit.
For me I'm not asking that every weapon has a setup or 2. Some weapons should be meant to be a hard hitting 1 attack style weapon. The guns were this for a while but people asked for it to be nerfed into the ground. The DQ on the guns is a great example. It isn't easily combo heavy, The hits are its own combo, it did a lot of damage, never really landed every hit, and was punishable with how long it took. People asked repeatedly for it to lose it's damage. Now it does pretty basic damage when you land all 3 hits and doesn't really combo into anything. It's good at keeping people away but when compared to the multi-hit damage that the sword DQ into other moves can do it's lacking.
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TLDR?
Ground dodge cooldown extension promotes other moves and weapons to combo much easier. You get your chance to dodge and if you fail you get combo'd. This is how Air dodging works. Why not make ground dodging similar.
more weapons need more guaranteed combos. These weapons should be more combo centered and do less damage per move
Some weapons don't need guaranteed combos and should be more 1 shot or combo on one tap (how guns used to be). These weapons should be more 1 tap centered and do more damage per move.
Maybe it is just me, but when I fought someone who was only doing this attack to start the same combo, I did not know what to do. I was trying different things and before losing the match, without thinking about it, I was also using the Down Light attack with the sword.
That fight showed me that I don't really know in detail what element makes the combo strong, but this entire combo/move is in my opinion too powerful and should be on the list of the things to think about.