The Immortals, I do agree that there's an imbalance. I do not like how swinging left-to-right is bound to Ctrl. Also I would very much like it if we could rebind the controls. Her thrusts are faster than any of Blade's swings and even if I block her, I can't follow up at all and she's fully recovered enough to block or attack the second I swing. Also, this is probably a skill issue but as Blade, I can't seem to do anything against a Spike in a duel. Whether I go left or right feels so random and I've died a number of times because I Block Dashed into a wall. I guess that last part is fine, but the time it takes to even charge his arrows in the first place hampers him a lot for me.īlade is overall fun for me but I don't like how his Block Dash is so uncontrollable. Takes too long to charge his arrows, aiming is a pain, and he can only kill on a fully charged arrow. I get that a really good Arch wrecks, but he just feels so bad to play with. Granted, I've only played 2 of the soldiers so it's probably not much of an opinion.Īrch for example, just feels unplayable. I'm having a really good time overall, but it does have its problems. feels terrible and imbalanced.Įdit: i think smokes fame data needs to be adjusted, not calling for nerfs to be clear. To add insult to injury he can on REACTION melee AFTER you have initiated smoke blast and still attack you before hand. the q alone is a crazy gap close, thats not even taking accelerate pursuit into account. along with that, his q disables air dash, and if you happen to stagger immune through it, it just roots you in place. the startup frames on the dash, or ANY of your defenses are nowhere near as fast as his attacks. His insane frame data is the main issue, if he touches you its a guaranteed death unless he misses. its a bit crazy to me that the dev team didn't notice players could attack you back before your animations even finish. i'm given recovery frames so i cant even dash away after that. the same with smoke blast, if i push them away they can melee me before they even hit the floor. To add to that, if i melee a blade, they can attack me before my attack animation even finishes. But I feel some timing could be adjusted. Makes you pick and choose when to become the Immortals as well as preventing the battle from being too one sided. I really appreciate that it's not a permanent transformation as well. I'm glad that the Immortals seem just as killable as regular classes. I sometimes forgot to change forms because I was just enjoying myself as the regular classes. That meter should degrade over time or a little upon death. Idk that we should be able to keep a transformation in our pocket the entire match. And if a full squad changes forms, there's really nothing to be done against that except hope you have enough immortals of your own. Some Immortals definitely feel stronger than others( fuckin horse guy). I feel the "floatiness" lends itself to the fantasy aspect of the game. I think this game has a great unique feel. Someone has to be on the receiving end of the ass whoopin. Easy to get rolled when you don't play with your squad. Skirmish matches are a mess of blades and abilities flying. The implementation of the Immortals as kind of an ultimate move, and rolling cannons available when you're pushed back to your final foothold make changing from defense to offense flow nicely. There was a lot of opportunity to push back. Having said that, I felt that I didn't get steam rolled as regularly like in other games. Kinda to be expected for this kind of game. The classes are each unique in feel and play style.ġv1 combat is decent, but like Chivalry, anymore than like 2v1 is just a cluster of blades. It's got some Chivalry 2 vibes with how you can control the direction of your attacks to some extent.
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