Hekko
Master Knight
Alright, there's a ton of myths flying about regarding the patch, and the implications thereof. So instead of just approaching it from the basis of "there was a patch, something happened that I disliked, must have been the patch!" lets approach it from the angle of; "These things changed, what impact have they had".
So to start it off here are the patchnotes:
So these are the changes that have an implication for melee.
What are the implications of these changes?
The upstab is no longer the end-all-be-all attack for melee. That's litteraly the main implication. The speed change is 0.15 seconds as far as I know, and that's 0.15 seconds of readying time, not time for the attack animation to to move forward from ready. So it's not big enough to break attack priority, if you see someone doing an up attack you still have to block instead of doing a downstab. If someone blocks your downstab you still have to block their upstab. So the speed change isn't really making that big a difference for attack priority.
There is of course some negative implications for some playstyles. Feintspamming mindlessly is less efficient. But on the other hand, that had a way to high risk-reward ratio previously. Less blockable up-chambers means that you cannot hide from being chambered by only doing up-attacks, which again is something good.
Some say swords have become murdering machines now because of the change... That's not entirely true is it. Better chambers is a plus against sword. The lower up-attack speed is certainly not something that is an improvement, but the downstab is still useful, and the upstab is not really useless either, most of the time I hold my upstabs longer than 0.15 seconds against sword users anyway, so the effect disappears into that.
So, I of all people would be a hypocrite if I say that complaining is bad since I have done so much of it myself, nevertheless, I feel that my complaints have been solidly grounded in mechanics and actual changes in the game, not errors of perception.
So to start it off here are the patchnotes:
- Reduced the length of the bayonet slightly.
- Made the readying animation for the upper stab slower.
- Upper stab chamber attacks are now not blockable anymore just like the lower stab.
- Fixed a bug that made upper stabs unblockable when in crouch-mode
So these are the changes that have an implication for melee.
What are the implications of these changes?
The upstab is no longer the end-all-be-all attack for melee. That's litteraly the main implication. The speed change is 0.15 seconds as far as I know, and that's 0.15 seconds of readying time, not time for the attack animation to to move forward from ready. So it's not big enough to break attack priority, if you see someone doing an up attack you still have to block instead of doing a downstab. If someone blocks your downstab you still have to block their upstab. So the speed change isn't really making that big a difference for attack priority.
There is of course some negative implications for some playstyles. Feintspamming mindlessly is less efficient. But on the other hand, that had a way to high risk-reward ratio previously. Less blockable up-chambers means that you cannot hide from being chambered by only doing up-attacks, which again is something good.
Some say swords have become murdering machines now because of the change... That's not entirely true is it. Better chambers is a plus against sword. The lower up-attack speed is certainly not something that is an improvement, but the downstab is still useful, and the upstab is not really useless either, most of the time I hold my upstabs longer than 0.15 seconds against sword users anyway, so the effect disappears into that.
So, I of all people would be a hypocrite if I say that complaining is bad since I have done so much of it myself, nevertheless, I feel that my complaints have been solidly grounded in mechanics and actual changes in the game, not errors of perception.