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[12/04] JP Update - Gameplay updates, new boss

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Re: [12/04] JP Update - Gameplay updates, new boss

Postby Annette » 09 Dec 2014, 05:58

Hopefully some kind of block or secondary defense mechanic is introduced for staff/wand users. It's extremely unfair to expect someone to throw Evade Warp(which isn't even available for staves) on every weapon they have along with excluding them from something that has the potential to drastically change the way Onigiri is played.
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Re: [12/04] JP Update - Gameplay updates, new boss

Postby SupremeTentacle » 10 Dec 2014, 07:13

Annette wrote:Hopefully some kind of block or secondary defense mechanic is introduced for staff/wand users. It's extremely unfair to expect someone to throw Evade Warp(which isn't even available for staves) on every weapon they have along with excluding them from something that has the potential to drastically change the way Onigiri is played.


I dunno. I would say that as long as they make everything that they have transition into rolls, it shouldnt be too gimped as those also gain I-frames.
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Re: [12/04] JP Update - Gameplay updates, new boss

Postby Ryxa » 11 Dec 2014, 08:53

Annette wrote:Hopefully some kind of block or secondary defense mechanic is introduced for staff/wand users. It's extremely unfair to expect someone to throw Evade Warp(which isn't even available for staves) on every weapon they have along with excluding them from something that has the potential to drastically change the way Onigiri is played.


From what we've tried so far, either random guard breaks can still happen and they take priority over the just guard mechanic, or we're doing something wrong (Although I doubt that since the majority of our group play a ton of fighters...), therefore rolling for i-frames is the way to go. Since every class can roll, balance between the various classes is fairly irrelevant.
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Re: [12/04] JP Update - Gameplay updates, new boss

Postby SupremeTentacle » 11 Dec 2014, 08:58

More on this.

Just guard is literal shit at the moment.

Was not well implemented =|

Furthermore, there are monsters which do not sync their animations with their actual attacks, which is kinda dumb. (Wanyuudou for example, do damage about 8 frames (1/8 second) before their animation)
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Some skill card 7's, ougi, orna'd maga and other stuff too!
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Re: [12/04] JP Update - Gameplay updates, new boss

Postby Cherry » 12 Dec 2014, 11:29

Why this post not interesting for me -.- but thanks for share it , i hope it not happen in US -_-
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Re: [12/04] JP Update - Gameplay updates, new boss

Postby SupremeTentacle » 12 Dec 2014, 12:00

Cherry wrote:Why this post not interesting for me -.- but thanks for share it , i hope it not happen in US -_-


In case you haven't noticed, we got these patches by the time you made that post... (excluding the boss)
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Re: [12/04] JP Update - Gameplay updates, new boss

Postby Annette » 13 Dec 2014, 10:35

Ryxa wrote:From what we've tried so far, either random guard breaks can still happen and they take priority over the just guard mechanic, or we're doing something wrong (Although I doubt that since the majority of our group play a ton of fighters...)

If things are working as intended that's pretty disappointing.

Since every class can roll, balance between the various classes is fairly irrelevant.

My concern only partially involved balance. A well-implemented just/perfect/whatever-terminology-you-want-to-use guard system feels amazing to use and denying that type of gameplay while offering nothing in exchange feels shallow. As it stands that doesn't seem to be an issue because dodging sounds objectively better but if the new guard system is fixed or refined further it's a valid complaint.
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Re: [12/04] JP Update - Gameplay updates, new boss

Postby SupremeTentacle » 13 Dec 2014, 13:09

Annette wrote:
Ryxa wrote:From what we've tried so far, either random guard breaks can still happen and they take priority over the just guard mechanic, or we're doing something wrong (Although I doubt that since the majority of our group play a ton of fighters...)

If things are working as intended that's pretty disappointing.

Since every class can roll, balance between the various classes is fairly irrelevant.

My concern only partially involved balance. A well-implemented just/perfect/whatever-terminology-you-want-to-use guard system feels amazing to use and denying that type of gameplay while offering nothing in exchange feels shallow. As it stands that doesn't seem to be an issue because dodging sounds objectively better but if the new guard system is fixed or refined further it's a valid complaint.


Agreed.

Not really sure how to fix it though. Removing charging SP would be an issue on its own, and limiting charging SP to two weapons only is just as much of a problem.
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