[observation] Is combat in .660 messed up in the timing?

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Urist 说:
It's not always been like that.
Like I said there was a hefty damage reduce(-90%) for too far turned swings
and "too close to target" stabs one or two patches ago.
Well I can't remember that, so either I'm very forgetful or it didn't work that well... anyway, that's somewhat how it should be.
 
kingofnoobia 说:
You are probably right, urist, that it is worse now, but it has never been working well anyway. In .650 spinning was used a lot, if the system had been working as intended, it should have made spinning a lot less effective.
I think the problem with fixing spinning is that even if you deal low damage with it, you can just spam your opponent to death. It takes longer, and there is a higher chance of doing an error, but the main issue is still there.
 
inox_ionizer 说:
I think the problem with fixing spinning is that even if you deal low damage with it, you can just spam your opponent to death. It takes longer, and there is a higher chance of doing an error, but the main issue is still there.
That is mainly because if any attack connects, even for almost no damage, you flinch. Which is ridiculous, imo. I once suggested an alternative, but it didn't get any replies (it did get viewed about 40 times or so, but no one bothered to speak their mind about it).

http://forums.taleworlds.com/index.php/topic,88622.0.html
 
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