Hilt spam glitched animation

Users who are viewing this thread

That looks like animation is stopping right when it starts because the hilt collides. That shouldn't be dealing damage.
 
It is the random stun duration + its a passive block. So the stun duration is just rly short paired with lucky rng. (seems they removed the rng part; at least on attacker) Im not entirely sure if they even finished the combat stun calculation.

quick maths:
base stun for attacker = 0.1
additional amount of stun for the attacker if the attack gets active blocked = 0.1
 
Last edited:
Isnt that just 2 fast attacks from the perfect angle? Guess its time to increase attacker stun again...

It is. Alyss is just using the exact same technique you would use to hilt spam in warband, but here it is much more effective. In warband, the sword would pull all the way back before you could start your second attack. Basically the attack animation included the "wind up" which is not the case here. It should be a pretty easy fix if it gets addressed.

Edit: After watching the original video some more, I think the real reason may be that the hitbox of the hilt is being counted as part of the blade. The hilt needs its own hitbox that glances, while the blade itself needs normal damage. You can tell that it thinks the hilt is part of the blade because its making the normal "ching* noise when the hilt hits the block. A better solution might be to make the hilt not even have a mesh so that it goes right through the blocking blade, but then the actual sword part would get blocked once the hilt is already through. This would balance hilt spam and make it much slower and less spammable, while still being effective enough to justify putting work into better movement and positioning.
 
Last edited:
It is. Alyss is just using the exact same technique you would use to hilt spam in warband, but here it is much more effective. In warband, the sword would pull all the way back before you could start your second attack. Basically the attack animation included the "wind up" which is not the case here. It should be a pretty easy fix if it gets addressed.

Edit: After watching the original video some more, I think the real reason may be that the hitbox of the hilt is being counted as part of the blade. The hilt needs its own hitbox that glances, while the blade itself needs normal damage. You can tell that it thinks the hilt is part of the blade because its making the normal "ching* noise when the hilt hits the block. A better solution might be to make the hilt not even have a mesh so that it goes right through the blocking blade, but then the actual sword part would get blocked once the hilt is already through. This would balance hilt spam and make it much slower and less spammable, while still being effective enough to justify putting work into better movement and positioning.
he is hitting with the blade though?
 
he is hitting with the blade though?
Im referring to the hits actually causing a glitch. You can see that some of the hits are registering as hits despite nothing but the actual hilt making contact with the opponents blade.

You can tell its hitting the hilt because the swing animation never even starts and the entirety of the blade stays behind the attackers head lol.
 
I think a lot of it is just attacks being able to hit anywhere in the animation without glancing.
+1 the swing animation just starts again, which makes it look like its floating. That and the small attacker stun. Another problem thats caused by this were unreadable feints.
 
Last edited:
Back
Top Bottom