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报告翻译问题
Also, the latency informed during matches is false. Any test with a VPN, for example, where you know the latency from your PC to the VPN server, can prove that the latency shown during matches is false. I did a test with a 200 ms ping VPN connection and during matches the latency informed was 126 ms.
Fast attacks from players with higher latency are much harder to defend against than from players with very small latency. I play from South America, in Brazil where the server is located. Fighting players from Chile, Argentina and Bolivia (most are very easy to identify) when they use heroes with multiple very fast attack options is frustrating.
EDIT: Now with arena mode it's extremely easy to see the extent which lags affects the gameplay. Go to arena mode and select a PK as opponent and set her moveset to only use light and zone attacks. You should be able to parry any of her attacks easily. Now try that in PvP and, as we all know, the attack animation and HUD appears almost at the same time you get hit, giving you MUCH LESS time to defend and putting her at the top of dueling rank.
There's still a lot of "teleporting" and "jittery" opponents who have fast attacks that pass through blocks or on the reverse, where your attacks pass through their blocks.
At least this seems to be what Shinobi needed, his lights becomes near impossible to block if their latency is high enough :/
It continues to happen, you kill an opponent and after that they come back to life with revenge enabled.
also felt like feinting got more difficult.
the lag comp. makes no difference at all. Animations are still wonky and super fast sometimes.
also the input lag is in some situations very unhelpful for offensive gameplay
Before, most Zerker chained lights was a read to parry - now its easier reacting to those. If people are not laggin alot.
Hitting an Enemy with a light attack that does damage that suddenly turns into a light parry and resets their health was an intended feature right?