Azherae wrote: » Are you for, or against, 'blockstun'?
LordPax wrote: » ....plus, from playing tank in NW, amongst others, active blocking means you spend 60%+ of the time as a "raid tank" just holding right click and hoping your stamina doesn't deplete; not very fun gameplay
Strevi wrote: » LordPax wrote: » ....plus, from playing tank in NW, amongst others, active blocking means you spend 60%+ of the time as a "raid tank" just holding right click and hoping your stamina doesn't deplete; not very fun gameplay We need a toggle for that.
Are you for, or against, 'blockstun'? If you are in support of Active Block, do you want 'blockstun', 'long recovery from block animations', or 'flicker-block'? Please add any opinions on whether or not most characters should be able to move while in block stance.
maouw wrote: » I prefer blockstun - it makes attacks that connect feel more like they have weight (on top of hit stop etc.) - though I'd prefer if this only happens under "heavy attacks" and full flicker-block under "light attacks" (I'm not sure if Ashes is gonna differentiate between heavy/light (?)) - is this a bad mix in terms of implementation? I feel like on the net-code side of things - heavy attacks usually have greater wind-up so that gives you room to resolve whether or not a blockstun occurs, right? Regarding abusing netcode flicker-strike - I have no personal experience here so a few questions: - Is it frustrating when opponents do this, or do players accept it as part of the mechanics of combat? - Does it effectively function as a true feint? I feel like half of the game is already about pre-empting your opponent's thinking, so wondering how much of a difference it makes?
Asgerr wrote: » I personally want an active block like the Lancer or the Berserker had in Tera + some long cooldown party wide block like Passage of Arms in FFXIV. However, I want a percentage of automatic block/parry chance for mobs basic attacks. One way to balance this could be that by blocking you send shield skills (a bash, a pushback etc) into a cooldown, forcing you to be sparse with them depending on the encounter.
Azherae wrote: » Asgerr wrote: » I personally want an active block like the Lancer or the Berserker had in Tera + some long cooldown party wide block like Passage of Arms in FFXIV. However, I want a percentage of automatic block/parry chance for mobs basic attacks. One way to balance this could be that by blocking you send shield skills (a bash, a pushback etc) into a cooldown, forcing you to be sparse with them depending on the encounter. We might be able to Active Block with any weapon, though, and then shield skills would matter less, any opinion there? Also, since some may be unfamiliar with exactly how different classes block in Tera, can you clarify? I never played Berserker but afaik their Block is just infinite, or was for a while. Lancer, I'm familiar with, but I don't want to make any assumptions since the game changed, and either I (technically my friend) or you, might have played at different times. My familiarity is mostly with Brawler when it comes to blocking. Is Berserker block similarly animation-cancelable consistently? I don't know if you can move right after releasing block or not.
Asgerr wrote: » Azherae wrote: » Asgerr wrote: » I personally want an active block like the Lancer or the Berserker had in Tera + some long cooldown party wide block like Passage of Arms in FFXIV. However, I want a percentage of automatic block/parry chance for mobs basic attacks. One way to balance this could be that by blocking you send shield skills (a bash, a pushback etc) into a cooldown, forcing you to be sparse with them depending on the encounter. We might be able to Active Block with any weapon, though, and then shield skills would matter less, any opinion there? Also, since some may be unfamiliar with exactly how different classes block in Tera, can you clarify? I never played Berserker but afaik their Block is just infinite, or was for a while. Lancer, I'm familiar with, but I don't want to make any assumptions since the game changed, and either I (technically my friend) or you, might have played at different times. My familiarity is mostly with Brawler when it comes to blocking. Is Berserker block similarly animation-cancelable consistently? I don't know if you can move right after releasing block or not. Both Lancers and Berserkers had infinite block. You couldn't move whilst blocking and it was active only as long as you held the right mouse button down. It also of course only blocked attacks from the front, so you'll have videos of people getting hit from behind the shield by larger bosses. This created a bit of an issue with certain people as character hitbox mattered a lot, leaving people to being forced to pick certain races if they wanted to minmax being a tank. I'm pretty sure Lancer could animation cancel with blocks as did Berserkers. Here's a video about block cancelling (in french but should be clear enough):https://www.youtube.com/watch?v=8n-kmmed1zQ&ab_channel=Tsunakiel In later iterations, blocking would drain your MP with every attack blocked (with stronger attacks draining more of it), potentially leaving you unable to use skills for a time. You also make a fair point regarding shield skills when you have active block for all weapon classes. However I would then posit that perhaps that should be changed to a dodge roll like Slayers or Warriors (when they weren't tanks) had in Tera. Basically melee DPS get a roll with short I-Frames and tanks (Lancer and Berserkers) get an active block.