March 2020
March 2020
@Bab0osh I use Kylo regularly and am a lvl 293 with him and I can tell you 100% right now I’m seeing his 3rd strike NOT bypass blocks for saber users. ... the only time this is happening is if the opponent poorly times a dodge during Frenzy and the last strike lands; otherwise the opponent can simply block or block + backwards dodge and Frenzy didn’t break or bypass.
Also, Frenzy leaps REGULARLY launch Kylo into the air either on the initial or 2nd leap (its intermittent) which, again, makes the ability useless.
Im playing on console so I don’t know what platform you’re using but I can tell you that on console it IS an issue right now.
That aside; by adding an “ability” restriction to Frenzy on the affected opponent what you essentially gain is a limit of risk to use the ability. The ability can and always will be able to be evaded; even IF the 3rd strike issue is resolved a properly timed evade will always be available to avoid that strike; that being said, that results in an a significant potential for zero damage dealt. I can live with that, however, the risk of use of abilities on Kylo while Frenzy is active opens up too much liability. Frenzy isn’t controllable so being Pushed, Unleashed, Mighted, Shoulder charged, Dash Strike, Defensive Rush, AO Pushed ... every one of those abilities can be triggered during Frenzy to not only damage but knock back Kylo and essentially use Kylos own ability to turn the fight back against him ... I do this all the time to players using him.
The minor tweak would remove that use liability and would at least mean that if the ability didn’t yield damage at least Kylo isn’t at risk of damage exposure himself by simply using it.
March 2020
@Bab0osh ... Re: Bosk & Palp ... I should clarify that my suggestion to make them heavier isn’t just with regard to their jump height but also their duration.
Both Bosk and Palp have a “float” ability. In the case of Palp he has exceptional and immediate evade as well as immediate crowd control recovery (similar to Boba) which makes it exceptionally difficult for saber users to register his hit box .... similarly with Bosk his in air height and duration and speed can keep him perpetually out of saber strike distance; that combined with his strong proximity abilities is imbalanced.
March 2020
I invite you to read my post @Bab0osh , where did I say you're against? I said I don't agree and nobody I know or seen agree with what you've wrote in this thread and when your first post is "I’m sorry but I don’t agree with this report."
Then you make some points about how the older dodge + attack to the back mechanic was too easy to proceed , it needs more skill and how it was frustrating the best way to play was unskilled. Another post you actually write "Change the current dodge + attack mechanics: no." (Which looked like you're meaning no to changing back to the way it was)
These points are what I was saying people I know , including myself don't agree with. I'll tell you why, and these points are for saber combat only in HvV. So if you're a Heroes v Villains player you should agree the game mode itself is revolved around super cheap mechanics, especially saber combat mainly rewarded by spamming a saber , spamming block and spamming abilities which is usually rewarded due to poor input server lag (causing failed blocks and dodges etc) and even more cheap was how grouped teams chained all of these against solo players or people not very good at the game. So the game mode itself is based on cheap play and this is the main reason why people including myself preferred the easier mechanic to dodge + attack to the back. Why after 2 and a half years should we now learn a new method? It won't change the way the game mode itself is played by almost every player I've seen on the enemy team or else i would agree with everything you've said especially if saber combat was left uninterrupted.
March 2020
March 2020
March 2020
March 2020
@Bab0osh I’m on Xbox and my console is hardwired to my gateway with a consistent strong connection; my ping didn’t exceed 18ms. That isn’t the issue.
Frenzy is far from OP. These “tips” people give aren’t realistic. If you play that much then you realize that in the fluidity of gameplay you encounter opponents whom you don’t know which abilities they many have in cool down. This “notion” that a squad of random players will regularly stick together isn’t what really happens ... regardless, what I’m getting at is if you approach an opponent initially and engage them you don’t know what abilities they do or don’t have in cool down.
to take your advice I would have to sacrifice opportunities to use Frenzy until I could confirm that their abilities have been used, are in cool down, and can’t be used against me. ... I’m sorry but that’s poor quality. This amounts to an ability with a great degree of inter-gameplay condition; far more than any other ability in the game.
the fact that frenzy can be evaded with absolutely zero damage dealt makes the ability FAR from OP ... very far.
I can’t speak to PS but on Xbox; the 3rd strike doesn’t bypass or break blocks and I have video of this. It was posted here and nothing was done about it. I don’t know if the issue is specific to Xbox but other players here have agreed that the 3rd strike doesn’t hit as it should.
All of that being said Frenzy is far from OP .... you have VERY limited opportunity to use it, it’s still broken (at least for Xbox), and even if it does get fixed it doesn’t deal high damage, AND will always be able to be 100% evaded.
that’s incredibly poor logic. And so is the requirement for the manual camera reorientation!
You “can” combine frenzy with freeze to try and guarantee a hit but that’s garbage also because that means you have to stack and burn two abilities together just to get a single hit! If that’s the case damage output should be increased or the cool down times reduced. Combining Freeze and frenzy is further poor because Freeze can (and usually does) have a far larger AOE than Frenzy so having to run to close distance until Frenzy is available you risk having Freeze wear off; what happens is your opponent is already in block by the time the first lap lands.
When you compare the opportunity of use and effectiveness of Frenzy to the abilities of every other character you come up short! Nobody else has abilities that require such a narrow window and extensive set of circumstances in order to use AND, for an ability with a damage output that’s in-line with a regular ol saber strike.
not OP bud, far from it. Do you know how many times I’ve saved Frenzy to use against a Luke, Annakin, or Obi who’s at a sliver of health and legit zero damage was done? ... And that’s after multiple uses as Frenzy has a short cool down. The block break issue is a big deal and it’s not working on Xbox and if that would get fixed I think it would be an improvement, however, I still maintain that because of:
the way the gameplay transpires in HvV / HS
the very limited scope of use of Frenzy
its limited damage output
for those 3 reasons the addition i recommended of opponent ability restriction is valid. The only thing that does is prevents Kylo from being injured during the ability ... and speaking of injured ... the damage reduction during frenzy is a joke.
March 2020
March 2020
@Bab0osh I do use Kylo often and could probably write the book on best practices; and have game recordings available on my game feed to show it.
i don’t use Freeze + Frenzy; I was using that as an example.
I have no idea why the 3rd strike doesn’t bypass blocks on Xbox; I know that it’s supposed to.
My issue with it (bug aside) is that if you look at every other character they’ve been given modifications to minimize vulnerability when using abilities that might expose them: Obi gets reduction and knock back resistance during push; Vader gets the same during choke (and can now block during), Grevious has knockback resistance during UA... Kylos Frenzy got nothing.
My defense against Kylos works about as well as Lysol .. a well timed dodge + crowd control ability; not only do I get zero damage taken but I damage Kylo and control him. That’s a big exposure! I melt even high level Kylos with this.
By only allowing the ability to be used “by surprise” it drastically limits the proper chances of use and, IMO, the potential REALISTIC damage output is too low to justify the ability as balanced or good.
Kylos 6th card is rarely worth it for me; because of the 3rd hit bug rarely does Fenzy ever do any damage ... I actually have to run the card which enables Kylo to leap further for Fenzy; without it the AOE is so small the ability is almost useless because of the high mobility environment the Devs have turned this game into. The dodge factor has become so prevalent opponents are in out of the AOE before it can be triggered.
The 3rd strike issue is major because at least if that worked the risk could somewhat be justified in that there’s a realistic potential of damage deal but as is now, it’s moot. ... I started to believe the Devs removed that aspect and never put it in the notes.
There are a slew of other strange “bugs”, at least in the Xbox version .. take a look at the clips below. The game clearly “recognizes” the ability usage but applies no affect nor refunds the ability. This happens often. I have posted this various times in these forums to no feedback and no response.