Feinting and parrying

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I welcome the new parrying system that requires to parry in the direction of coming attack.

However, feinting becomes real problem since NPCs feint even multiple times before attacking and it's impossible for a human player to parry it.

When looking at those attacks, the look very weak. A proper swing must travel certain distance to gain speed and "cutting power". Also, thrusts need space to be effective.

I propose the following solutions:
1) Parrying with weapons only should be much faster (weapon speed ratingh should be calculated into it, however). Also, better control scheme could be introduced so that you can quickly change the parrying direction multiple times.
2) Feinting before attack should lower the damage of the blow substantially. Only single attacks with proper backswing should do full damage. Those complicated moves NPCs sometimes do should result only in a flesh wound.
 
http://netsword.com/ubb/Forum3/HTML/000892.html

It seems a blow followed by feinting is A LOT weaker than properly executed blow. This guy think such feint-blow wouldn't even cut skin-deep.

By the way, I agree with you.
 
I saw a pretty good suggestion for the parrying - hold the button then move the mouse as many times as you need. That way you wouldn't have to keep letting go, reselecting your parry then pressing it again. Also, it would be nice if the swords were reanimated to do underarm thrusts as it feels weird to parry down when they are swinging at your head. As for weaker feints, maybe that could be implemented by making the preparation animations take a little longer but have it possible to attack from a partially ready stance for reduced damage. Kind of like charging up power attacks in other games, but a lot faster and more limited - no holding your sword in the air for several seconds to cut an elephant in half with a single swing.
 
Good idea Pope... I like that one.... you'd still have to release the parry before you could execute an attack, so you really aren't gaining an advantage...

But, if your idea is implemented, how is it different from the autoblock option that is currently available?
 
The difference is that with auto-block you just push the button and it blocks whatever attack is coming at you, where as with this system you would still have to move your mouse in the direction of the attack, but you would just hold it down as you move rather than having to start moving first then click once per block.

BTW, blocking is when you absorb the motion of the attack or redirect it in an opposing direction. Parrying is when you move with the motion of the attack, or deflect it in a non-opposing direction using the attacking energy to continue the motion. AFAIK M&B does not have a function to "parry" an attack at this point.
 
Vachir said:
BTW, blocking is when you absorb the motion of the attack or redirect it in an opposing direction. Parrying is when you move with the motion of the attack, or deflect it in a non-opposing direction using the attacking energy to continue the motion. AFAIK M&B does not have a function to "parry" an attack at this point.

I don't think your definition is generally valid:

http://dictionary.cambridge.org/define.asp?key=57682&dict=CALD

I think the words parry and block has almost identical in English (when they refer to close combat).
 
Thats a general definition - in fencing terminology putting something in the way isn't a parry.
 
Yeah, I don't think that's a very good definition. This one is better:

http://dictionary.reference.com/search?q=parry

Whether the textbook definition reflects it or not, the act of avoiding/deflecting an attack is very different than absorbing/redirecting. M&B basically only covers the latter right now, except possibly in the case of a thrust vs non-shield, as it's kind of impossible to block that type of attack in that situation.
 
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