Disclaimer: Before you brand me as a troll or something else evil, please read through the post throughly and give the things I mention a bit of though. Some of the post is a satire of the spinning discussion, some are actual real observations about how feinting works with bayonets ingame at the moment and some of it is written for the lulz of the author, I will leave it up to the reader to decide what is what.
1 What is feinting?
Feinting is as we all know it a way to change attack direction mid-attack in order to fool the enemy into blocking the wrong way, or if being really clever to fool the enemy by NOT changing attack direction despite going through the process of changing it. This effect is very easy to achieve and the technique is quite simple, you tap the right mousbutton directly after releasing a stab and then send away a new stab. Doesn't get simpler.
2 Why feinting is unrealistic
If you have played the game and fought against a feinter you know what I am talking about right here. They keep changing attack directions at lightspeed and ultimatly you think that they are either dancing some wierd dance at a rave under the influence of something else than lemonade, or that they are having a seizure of some other kind. If you realisticly were to do something like that you would not be able to do it at that speed. If you contrary to all belief were able to do it you would still probably end up either dropping the musket, hurting yourself, and when you actually go for the stab it would probably lack any power behind it what so ever. Yet ingame it almost always onehits, you never drop your musket or hurt yourself or your comrades in arms.
3 Feinting is an exploit
By feinting you are abusing the mechanic which enables you to block in the middle of a stab if you notice that you have misstimed your attack, clearly it wasn't intended to be used as something that could pass of as dancemoves at a rave, the same applies to headbanging as well!4 Why feinting is too powerful
Feinting at the moment is arguably THE most powerful way to fight, yet still all you need to know in order to perform effective feinting is to know how to do it, no timing and no risk involved, no trying to figure out your enemies next moves.
Feinting also relies upon the ridicolously vague, confusing and fast animations of attacks. If someone feints with a sword it's quite easy to follow the feint and know what attack direction it will come from, but with the bayonet there are various hiccups in the animations which give the animation an extra jump as if to move up when moving down etc. And a weapon of this magnitude is at the disposal of anybody who find out you can stop stabs a bit into the stab.
This fast speed also means that some counters that used to work in MM are useless, the "implied" chamber is quite useless now, because the enemy simply changes attack-direction and hits you before you can hit them with your attempted chamber. Which adds further safety to the feinter and ensures feinting as an end-all-be-all playstyle.
So ultimatly the only thing you can do against a feinter is to block, and even that is dodgey at best due to the nature of feinting.5 Potential fixes to feinting
- Increase the time it takes to start a new attack after canceling the previous one six times, i.e. make the duration between feints six times longer
- Make it so that you can only poke/thud/stub/whif a player if you have changed attackdirection the last 2 seconds
- Make it so that you drop your musket if you feint too quickly
- Make it so that you do damage to yourself if you feint too often
- Make it so that your attack cannot be canceled after release
- Make it so that you cannot release an attack for a certain time after having changed attack direction.
- Smoothen the animations and slow them down a bit so that implied chambers are something that works against a feintspammer
Before you go on and report me to moderators, please reread and think about the stuff you have read and read the disclaimer again.