Krisee
Sergeant

No problem man. Thanks a lot Nin3.Hey!
Thank you for the thread and research. I'll go a bit into detail about what's going on and about 2 things that will change about this in the future.
About blocking
First of all let's lay down what a perfect block is, it's a last second block, that reduces the stun you get and increases your opponent's stun slightly, but by nature is obviously a bit more risky to perform. Additionally there are also heavy attacks, from your opponent, which are attacks that were held and not released instantly on their ready, those attacks deal more damage and stun.
But back to the topic. For a perfect block to work, your weapon needs to be exactly at or just about to reach the physical blocking location, so the end of the blocking animation (keep that in mind).
With our new logical blocking system, that was introduced a while back, we reduced the block delay. In practice this means, even if your weapon is not at the physical blocking location yet, the logical system might decide that your block was successful. So being able to block might not necessarily mean that your weapon has to be exactly physically in the position to do so.
Now you might notice that those systems collide here. Before we introduced the system, the earliest you could block was a “perfect block” and after that time window, everything would be a normal block. Now with the logical blocking system, we extended the period you are able to block, so you can block earlier. But those blocks don't count as perfect blocks, even though visually and timing wise they look very similar.
Obviously, just like your video shows, this leads to some confusion, since practically your input is the same, but by the fraction of a second, you sometimes perform those “early blocks” instead of “perfect blocks” resulting in an extended stun period.
We will work on a way to resolve this. Probably we will just count all early blocks as perfect blocks in the future, and “teleport” the defenders weapon to the physical perfect block position.
About spears
So with spears we have 2 bugs currently that are causing these weird behaviours. Both bugs are purely visual.
- The first one is a very old one, that we will hopefully get around fixing soon. It's actually not spear related, but about thrust attacks (but obviously this affects spears more than other weapons). After a successful thrust, usually you will get an attacker stun, where you are not able to ready your weapon instantly again, but are free to block, we are all used to it by now. Sadly atm we allow players to go into an attack ready early than they are supposed to. But since the stun is still active, we don't allow them to attack. This makes it seem like you are stuck in your ready animation and throws off your timings. Thanks for @Aprikosenmann for reporting it, check this gif that visualizes it.
- The second thing is that, after you switch from a weapon to your spear and instantly attack, you end up with this sped up attack animation like shown in your video. It seems like it's playing a wrong animation there which is causing this problem, we are looking into fixing it.
I am pretty sure this covers all the problems brought up. Thanks for the reports again!
Looking forward to the patch