cRPG

cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: a_bear_irl on April 14, 2012, 07:19:51 am

Title: increase kick risk
Post by: a_bear_irl on April 14, 2012, 07:19:51 am
as everyone who's played on NA duel in the past ~2 weeks will attest, lots of players have figured out that there is essentially no reason not to kick every time the opponent comes even kinda-sorta in range. unless you kick at a very bad time (someone circling you) or your opponent anticipates you're going to kick and stabs (and the downblock interrupt is very short), there's no reason not to kick, you basically trade half a second of immobility for a chance at a free hit. i think that kicking should be more risky - ie trying and missing should be penalized. in addition to this getting kicked is pretty annoying and the only way to really counter it is S key (ask badplayer how fun that is)

i don't know the risk should be increased, though - longer immobility if you miss, maybe, or a small window of no-blocks?
Title: Re: increase kick risk
Post by: Muki on April 14, 2012, 07:22:35 am
It's already hard enough to get the kick off it would be the player fault if he gets kicked
Title: Re: increase kick risk
Post by: Digglez on April 14, 2012, 09:36:25 am
no blocking after a kick, just like shielders have it already
Title: Re: increase kick risk
Post by: BlackMilk on April 14, 2012, 09:44:07 am
use your stab
Title: Re: increase kick risk
Post by: Smoothrich on April 14, 2012, 09:59:58 am
i just spam kicks whenever i'm one of the last alive so everyone spectating me thinks i'm pro but the secret is people in this game are very predictable due to the slow speeds and kicking is very low risk/high reward, at least for non shield characters

i used to think it was skillful but as i've gotten better at kicking i think its OP as well, too easy to land, too much of a benefit, too easy to block if you miss your kick and not get punished
Title: Re: increase kick risk
Post by: Vibe on April 14, 2012, 10:03:40 am
no block for everybody, just like shielders?
Title: Re: increase kick risk
Post by: Rhygar666 on April 14, 2012, 10:11:37 am
no block for everybody, just like shielders?
+1
sucks as a shielder all the noobs start kicking like retards cuz they know they cant get that much damage if theyre hit.
Title: Re: increase kick risk
Post by: Ronin on April 14, 2012, 10:17:49 am
Do you know when you kick you can not block thrust attacks?
Title: Re: increase kick risk
Post by: Xant on April 14, 2012, 01:50:19 pm
For a very short period of time. You have to anticipate the kick for it to work. Kicks are a bit too non-risky in cRPG because thrusts everywhere have been neutered. In Native kicking is plenty risky.
Title: Re: increase kick risk
Post by: Ronin on April 14, 2012, 02:13:08 pm
It's not that overpowered. Simply if your opponent is using kick, go for thrust attacks. If your opponent is using thrust attacks, go for chamber. If your opponent is using chamber blocks (parry&riposte), go for holding your swing. If your opponent is holding their swing, there is nothing you can do. OH MY GOD HOLDING SWING IS OVERPOWERED! NERF NERF NERF!

Seriously though, if you are concerned of kicks; simply change your playstyle a bit. Use German Greatsword, Great sword if you're twohander; or use tridentlike weapons. And try to get not too close. It's not darn overpowered. It's just you are underpowered.

Edit: I forgot to mention espada eslavona. These weapons are useful against armor if you know how to use them. And even more useful against low armored opponents.

2nd Edit: I forgot to mention it is much riskier than in native, that to trying to kick a character with a high athletics. Well it's less risky against a character with high STR for sure. But since many people complain STR is way more powerful than AGI, you can't complain for that.
Title: Re: increase kick risk
Post by: Teeth on April 14, 2012, 02:21:28 pm
The thing is, people kick only when you are very close range, when the 2h stab is quite hard too use properly. Even if you can do that, you will still have to anticipate the kick, cause the kick is faster than the 2h stab and sadly most people are not psychics. Same for 1h, the polearm stab is easier to use at facehug range.

The kick is too easy to use and too low risk for the free hit it gives you. Should be completely no block for all classes.
Title: Re: increase kick risk
Post by: Memento_Mori on April 14, 2012, 02:37:53 pm
the 2h stab is quite hard too use properly.

lol.  :lol:


and on topic, when most people try kicks it just lets you get a free hit since you can circle them as they're immobile. On my main I use a katana which is pretty susceptible to kicks even though it's a 2h but you can usually tell when someone is lining up a kick or you can judge by the terrain, it's not impossible to counter and spamming kicks is in no way effective unless you're against people not paying any attention.

IMO they're fine, I guess the no blocking after a kick would be fair since it happens to shielders.
Title: Re: increase kick risk
Post by: Teeth on April 14, 2012, 02:45:51 pm
Nice pulling my quote out of context there.

it just lets you get a free hit since you can circle them as they're immobile. On my main I use a katana
Speak for yourself. Ever compared the sidestepping and acceleration speed when using a katana and when using a greatsword?
Title: Re: increase kick risk
Post by: Ronin on April 14, 2012, 03:15:53 pm
Katana is an example of a short weapon, which is a target most likely for kicks. And if you have a greatsword, simply use it's length and keep your distance. It is based on your argument actually. Just go and play. Pay attention to avoid enemy kicks. It's not THAT hard to do.
Title: Re: increase kick risk
Post by: Coward on April 14, 2012, 03:25:59 pm
Kicking is usefull for countering shielders when they want to facehug you and there's no mercy for shield users.
Title: Re: increase kick risk
Post by: Teeth on April 14, 2012, 03:42:31 pm
Katana is an example of a short weapon, which is a target most likely for kicks. And if you have a greatsword, simply use it's length and keep your distance. It is based on your argument actually. Just go and play. Pay attention to avoid enemy kicks. It's not THAT hard to do.
Not my point, he says that people kicking mostly grants him a free hit because he can move around. Which does not go for everyone, katana is simply one of the best weapons for high maneuverability and acceleration so he should not expect his ability to move around when someone kicks, to apply for everyone.
Title: Re: increase kick risk
Post by: Vibe on April 14, 2012, 03:42:38 pm
2h stab is not that hard to use close range
Title: Re: increase kick risk
Post by: BlindGuy on April 14, 2012, 03:48:29 pm
If your opponent kicks, step around and kill him. If you are getting kicked twice by same person, you have failed, not the mechanics of the game. You must remember, more powerful than all the weapons, is STILL your brain. Use it. Opponent who kicks, dont step into him, unless it is ONLY to bait the kick, run across him, past the foot, overhead from behind, dead enemy. Stab from behind, dead enemy. Kicks are not risk free, only risk free vs players who stack too much strengh to move around, and in that case you are a nub for trying to rely on 1hitting with your strengh build, remember: Agility is the really powerful stat, theres a reason it got massively nerfed, huh?

Goons and noobs build strengh, pros build agi: You will survive a lot longer by not getting hit than you will with a few extra hitpoints.
Title: Re: increase kick risk
Post by: Memento_Mori on April 14, 2012, 03:49:31 pm
Not my point, he says that people kicking mostly grants him a free hit because he can move around. Which does not go for everyone, katana is simply one of the best weapons for high maneuverability and acceleration so he should not expect his ability to move around when someone kicks, to apply for everyone.

Which character are you playing that cannot "move around"
editeditedit


woops I misunderstood, this is about the free hit thing. It doesn't always grant me a free hit lots of times it's blocked because I don't move far enough from their block radius thingy in time. My point was that it's easy to not get kicked and it grants you a free attack, I should have worded it differently it's not a guarantee hit every time or anything special like that.

editspellingedit
Title: Re: increase kick risk
Post by: haxKingdom on April 14, 2012, 03:49:36 pm
kicking is harder than it sounds. once you kick your attack will fail if you just click, instead of you have to start by holding an attack, kick, then hold for another second while ur char gets on his feet And then if ur opponents block isnt fast enough can the attack go through. not to mention getting the actual kick to impact is a deed in itself.
Title: Re: increase kick risk
Post by: Smoothrich on April 14, 2012, 04:04:03 pm
i dunno i'm pretty decent at kicking now, its really fucking easy and OP, anyone who is good at kicks will say its OP, stop trolling the thread saying its pro
Title: Re: increase kick risk
Post by: BlindGuy on April 14, 2012, 04:07:22 pm
i dunno i'm pretty decent at kicking now, its really fucking easy and OP, anyone who is good at kicks will say its OP, stop trolling the thread saying its pro

OP vs noobs, sure. No offence mate, but dont you play on NA?
Title: Re: increase kick risk
Post by: Vibe on April 14, 2012, 04:22:01 pm
OP vs noobs, sure. No offence mate, but dont you play on NA?

and how do you think duels with good players end?
Title: Re: increase kick risk
Post by: enigmatic_stranger on April 14, 2012, 04:42:32 pm
It is not very difficult to keep distance all the time. Remember duels before 1.130 warband patch :wink:
Title: Re: increase kick risk
Post by: BlindGuy on April 14, 2012, 05:20:23 pm
and how do you think duels with good players end?

Between well matched decent players, most duels end with one guy's hand slipping at an inorportune moment....or a bounce when from same exact positioning vs same armour, the last 10 times it was a solid hit...


EDIT: Not to mention random lags when too many players spawn at once on duel servers.
Title: Re: increase kick risk
Post by: Lactose_the_intolerant on April 14, 2012, 05:22:17 pm
its not because you guys have become all pro kickers that you should penalise the rest of us
Title: Re: increase kick risk
Post by: Teeth on April 14, 2012, 05:36:41 pm
Between well matched decent players, most duels end with one guy's hand slipping at an inorportune moment....or a bounce when from same exact positioning vs same armour, the last 10 times it was a solid hit...


EDIT: Not to mention random lags when too many players spawn at once on duel servers.
Nope, kicks or boredom.
Title: Re: increase kick risk
Post by: Tears of Destiny on April 14, 2012, 05:39:40 pm
Maybe if the NA crowd was not a bunch of STR builds you would have the athletics to not get kicked so often like the EU crowd.

Food for thought.


In all seriousness to get kicked you have to set yourself up. If the opponent is paying attention and has a real amount of athletics and a weapon with actual reach, he should rarely be kicked. Kicks should be as easy as they are now because they are your way of punishing the opponent for making a mistake in footwork.
Title: Re: increase kick risk
Post by: BlindGuy on April 14, 2012, 05:40:53 pm
Maybe if the NA crowd was not a bunch of STR builds you would have the athletics to not get kicked so often like the EU crowd.

Food for thought.



You could post this, or you could read where I wrote this, above :D

NA still have much to learn...
Title: Re: increase kick risk
Post by: Tears of Destiny on April 14, 2012, 05:42:12 pm

You could post this, or you could read where I wrote this, above :D

Apologies, I have a habit of not reading your posts.  :wink:

The majority of c-RPG fighting is done in Battle or Strat or Siege, not in duels where you are always fighting one on one. I don't see kicks happening often enough to think that this of all things needs a "nerf" or change. Again, to gain optimum damage a player should be hitting at just the tip of the weapon, and the vast majority of weapons have reach enough to never close in and face hug. Why not leave kicks as is to punish them for making mistakes?

Last but not least: Making kicks harder/more risky will only make duels even longer... Last i checked the community was complaining that they already took too long (and now you want to make it even harder to kill someone?).
Title: Re: increase kick risk
Post by: BADPLAYERold on April 14, 2012, 06:14:13 pm
kicks are probably abit easy to use but i really wouldnt like them changed, melee combat is slow enough as it is and people can block almost anything you throw at them if they really try, alot of the time the only reason duels dont last 10minutes is a few well placed kicks.
though if melee speed was increased or something too i dont think kicks would need to be nerfed since then they wouldnt be the most reliable way to land hits on people.


up combat speed 2012
Title: Re: increase kick risk
Post by: Smoothrich on April 14, 2012, 06:14:56 pm
I don't know why you people are trying to explain to us how to avoid a kick, I know how to play and I think most people trying to discuss balance are good "all around players" who have tried different builds and classes.

The point is the moment someone steps an inch in a predictable way, even if they are mid attack (since you can block while kicking) I could land a kick and get a free hit.

I like the kicking mechanic but the fact that you can block with ease if you miss and the enemy sidesteps makes it too low risk/high reward.  Removing the blocking while kicking (like shielders have it) would be good.

The fact that you see people not using kicks/using kicks poorly is because it's never really caught on with pubbies like hiltslash spam and pike waggling, not because it isn't powerful. 
Title: Re: increase kick risk
Post by: Teeth on April 14, 2012, 06:58:11 pm
Last but not least: Making kicks harder/more risky will only make duels even longer... Last i checked the community was complaining that they already took too long (and now you want to make it even harder to kill someone?).
Maybe something else needs to change so we don't actually need a mechanic that disables blocking for a short time to end duels.
Title: Re: increase kick risk
Post by: BADPLAYERold on April 14, 2012, 07:00:35 pm
Maybe something else needs to change so we don't actually need a mechanic that disables blocking for a short time to end duels.
up combat speed 2012
Title: Re: increase kick risk
Post by: Jarlek on April 14, 2012, 08:56:35 pm
Maybe something else needs to change so we don't actually need a mechanic that disables blocking for a short time to end duels.
Mallet? That's what I use when they don't stop blocking.

But yeah, too low risk for using kicks when you don't have a shield.
Title: Re: increase kick risk
Post by: Gricks on April 14, 2012, 11:04:42 pm
As a shielder-keep your distance? Another retarded argument. Shielders cannot kick nearly as effectively as anyone else. Facehugging shouldn't be an advantage for people with long weapons.

Most people S-key shielders anyways, so you end up running at them so you stay in range. The good players take advantage of that fact-stop and kick you. It is pretty hard to avoid sometimes.
Title: Re: increase kick risk
Post by: Leshma on April 16, 2012, 01:32:41 pm
If shielders want to be able to block while kicking, they just have to put that shield on their back when they are fighting 2H/polearms/non-gay-1H.

I do agree that shields should be buffed in a way where no archer would be able to kill them but vs. trained melee fighters who aren't using autoblock, shields are already too strong imho.

I'm probably gonna respec to 1H and I'm not gonna use shield, that's for pussies.
Title: Re: increase kick risk
Post by: Xant on April 16, 2012, 01:52:24 pm
shields are already too strong imho.

Shields are terrible for fighting anyone decent in 1v1. You already have a short weapon but what a shield does is 1) make it obvious when you're blocking and attacking 2) increase the kick hitbox, so you're easier to kick, which is already the worst enemy of any 1her
Title: Re: increase kick risk
Post by: Vibe on April 16, 2012, 02:01:22 pm
Shields are terrible for fighting anyone decent in 1v1. You already have a short weapon but what a shield does is 1) make it obvious when you're blocking and attacking 2) increase the kick hitbox, so you're easier to kick, which is already the worst enemy of any 1her

Not to mention it slows you down as well.
Title: Re: increase kick risk
Post by: rustyspoon on April 16, 2012, 02:13:13 pm
Shields are terrible for fighting anyone decent in 1v1. You already have a short weapon but what a shield does is 1) make it obvious when you're blocking and attacking 2) increase the kick hitbox, so you're easier to kick, which is already the worst enemy of any 1her

And unless you're using a 100 speed shield, you block slower. HOORAY SHIELDS!
Title: Re: increase kick risk
Post by: kinngrimm on April 16, 2012, 03:48:37 pm
Any shielders shield with shield skill below 8 and either not very much hp like on Huscarl/Board or not very high armor like on Kngihtly heater/Elit Cav, will break fairly easily. With MW Axes or German Poleaxes sometimes in 2 hits if the shield is MW 3-4 hits.
Thats right, shields were build to break within a few strikes and if they don't it is called hax ask the journal of your ancestors.

You call shielders autoblock and blocknubs, while we are the dudes running after the 2h/poelarm packpeddal spammer, those who secure themselves in weapon reach and over all slow combat mechanics so they just block everything.

The suggestion to get kicks a bit more risky for all sounds fair to me. It has gotten fairly regular that kicks are being used, duels as on battles/siege against shielders, sure, but also on regular base against every other class.
Title: Re: increase kick risk
Post by: Ronin on April 16, 2012, 04:52:35 pm
And it is a lie that shielders can not kick. If the shielder does know what he's doing he can still utilize the kick in the right situation. Sometimes it is even possible to block with the shield when you're kicking.
Title: Re: increase kick risk
Post by: MrShine on April 16, 2012, 05:01:53 pm
I am the first person to admit that I am completely horrible at kicking.  Having said that, there are plenty of counters to kicks (thrust, circling, losing the initiative) and I don't think it really needs to be nerfed much further.  Once I know someone is a "kicker" I can adjust my playstyle accordingly, it's just the times where you get caught with your pants down where it gets ya.

And it is a lie that shielders can not kick. If the shielder does know what he's doing he can still utilize the kick in the right situation. Sometimes it is even possible to block with the shield when you're kicking.

Shielder's can kick sure, but they have the additional disadvantage of not being able to block immediately after a failed kick, so it's way riskier for them.  No one is saying that shielders literally can't kick.. :P

Title: Re: increase kick risk
Post by: Son Of Odin on April 16, 2012, 05:05:17 pm
Nooo don't nerf kick :(. It's a direct buff to kinngrimm and his durable shields that can only be countered with kick to the balls and slash to the face! :mrgreen:
Title: Re: increase kick risk
Post by: rufio on April 16, 2012, 05:14:11 pm
yes kinngrimm complains about kicks but i bet if he puts his shield on his back he wont be able to use kicks enyways. but ye not to target kinngrimm specificaly, where dous this kickin spree come from ? i srsly see it very sporadicly, and in group battle kicking gives you huge disadvantedges, in 1 on 1 maybe not so much, but it can still get you killed. tbh kickin is at a right place atm

*edit: i also block half the attacks after being kicked
Title: Re: increase kick risk
Post by: Ronin on April 16, 2012, 05:37:11 pm
*edit: i also block half the attacks after being kicked
Maybe that's because your enemy is a noob or trying use long maul with 1 wpf in poles or somethin :D

Seriously though, kick is so fine. If you're get kicked it's your fault. Also note down that kicking is hardly a behavior of an offensive playstyle. It's a defensive move, one of the counter attacks to be more precise. It's not that experience players force you to be kicked when you're defending. It is you attacking without caution and get kicked.
Title: Re: increase kick risk
Post by: Leshma on April 16, 2012, 05:59:30 pm
You call shielders autoblock and blocknubs, while we are the dudes running after the 2h/poelarm packpeddal spammer, those who secure themselves in weapon reach and over all slow combat mechanics so they just block everything.

I would gladly facehug you but you dance all over the place and have one digit ping which means I have serious troubles blocking your attacks. You start your attack, I try to block it but I'm already hit due to ping difference...
Title: Re: increase kick risk
Post by: Ronin on April 16, 2012, 06:04:45 pm
I try to block it but I'm already hit due to ping difference...
You said it yourself. It's ping difference, not game balance.
Title: Re: increase kick risk
Post by: CrazyCracka420 on April 16, 2012, 06:29:34 pm
I think there's plenty of risk involved in a kick, you're stationary while you kick.  The problem is that people can still manually block while they are 'stationary' in a kick pose.  That's the real problem IMO.  Manual blocking should be like shield blocking, you shouldn't be able to block when you kick.
Title: Re: increase kick risk
Post by: Son Of Odin on April 16, 2012, 06:37:37 pm
Manual blocking should be like shield blocking, you shouldn't be able to block when you kick.

And that makes perfect sense when you also think about the realism aspect of this subject? Imo manual blocking while kicking would be easier in RL than kicking and blocking with a shield. (I know this is GBD- subforum but just saying)
Title: Re: increase kick risk
Post by: rufio on April 16, 2012, 06:44:17 pm
kickin is fine as it is, shielders have the advantedge they can eazymode block multiple enemys at a time, so ye they cant use kicking with a shield  as efficiently bohoo
Title: Re: increase kick risk
Post by: CrazyCracka420 on April 16, 2012, 06:49:05 pm
And that makes perfect sense when you also think about the realism aspect of this subject? Imo manual blocking while kicking would be easier in RL than kicking and blocking with a shield. (I know this is GBD- subforum but just saying)

i totally agree, you would also be grappling, and throwing, punching, etc.  Lot easier than a shield, but with a shield you would either bash or push someone with it.  So that is also missing from the game.

I'm just speaking from a balance perspective, it seems pretty hokey to be kicking and then when someone swings you can still block it while your character is stuck in the kick pose.  If they had some sort of shield bash or push I'd drop my suggestion to remove manual blocking while kicking.

kickin is fine as it is, shielders have the advantedge they can eazymode block multiple enemys at a time, so ye they cant use kicking with a shield  as efficiently bohoo

But against one person they are at a disadvantage when that person can attempt to kick a shielder who's shield is up, and if they miss they can still block the attack from the shielder.  You appear to be biased in the matter, try to take a step back, or at minimum play devil's advocate.
Title: Re: increase kick risk
Post by: Kato on April 16, 2012, 07:01:59 pm
I think there's plenty of risk involved in a kick, you're stationary while you kick.  The problem is that people can still block while they are 'stationary' in a kick pose.  That's the real problem IMO.  Manual blocking should be like shield blocking, you shouldn't be able to block when you kick.

You cant block thrust.
Its a game of anticipation. Kicker need to anticipate a movement for succesful kick and then dont messed up folowing hit.
Oponent need to anticipate a kick and then he has insta win move - stab. (+ some other options with enough agility)
Its a good counter and its nicely balanced now.

3direct spammy weapons are in disadvantage here, but they are lame anyway, no need to consider them in balance discussion. :)
Title: Re: increase kick risk
Post by: CrazyCracka420 on April 16, 2012, 07:20:27 pm
Good point, just fuck over anyone who's stab either sucks or is non-existent.  Brilliant logic. 

Maybe go back and read my request to leave personal bias out of the discussion, and try to play devil's advocate...

IMO, they should have a shield bash (or allow to use shield when kicking) or take out the ability to manually block while your character is temporarily frozen in a kick pose.  Seems like a good balance to me.  Otherwise in a 1v1 vs someone with a spamitar, you literally have nothing to lose by trying to kick (as long as you're halfway decent at manually blocking).

Title: Re: increase kick risk
Post by: rufio on April 16, 2012, 07:30:35 pm
a shielder in a one on one can always put his shield on his back if he thinks he will be in disadvantedge on the kick issue..
Title: Re: increase kick risk
Post by: CrazyCracka420 on April 16, 2012, 08:16:00 pm
a shielder in a one on one can always put his shield on his back if he thinks he will be in disadvantedge on the kick issue..

I suppose that is true...
Title: Re: increase kick risk
Post by: kinngrimm on April 17, 2012, 06:47:07 am
a shielder in a one on one can always put his shield on his back if he thinks he will be in disadvantedge on the kick issue..
so why do shielders use shields? is it because of arrows? is it because they aren't able or aren't interested to manual block? Is it the RPG element to be a shielder? Any of these questions can be answered with yes in my opinion and are viable, so for me to not use a shield is not an option and will never be. I am a shielder ffs

So biased or not, we all are subjective, with me as shielder and also using a weapon without a thrust attack and a very short weapon of 64 weapon length, i definitly have a problem with kickslashes perhaps more then others may have as i need to facehug to hit at all. So i will tell people from now on to learn to play including kickslashes when they come again QQ about my build, my internet connection, my forcefield shield, my not seeable steelpick and whatever else may caused there death it could never be that someone accepts defeat bcs well i beat the shit out of you... dudes just learn to play, you know kickslash and while you train with me or none shielders never let the goal out of your sight that someday perhaps ... now i lost my train of thought well whatever, 7 o'clock in the morning gn8 lads.
Title: Re: increase kick risk
Post by: Vibe on April 17, 2012, 07:11:59 am
Tbh I only have shield skill because of all the ranged spam, because having a shield if you're already a good blocker is nerfing yourself.
Title: Re: increase kick risk
Post by: rufio on April 17, 2012, 07:44:58 am
denpends on your playstyle and what role you take in teamplay
Title: Re: increase kick risk
Post by: kinngrimm on April 17, 2012, 04:03:44 pm
denpends on your playstyle and what role you take in teamplay
True and not only myself but many others have choosen to be a fulltime shielder.
Only because of Shieldbreaking weapons i got myself more and more shieldskill so that i could survive perhaps not only 2-4 hits of an MW Great Axe or German polearm of a stregth build but perhaps 4-8 hits, in that time i would need to kill that dude and as agi build i need more then 1 hit often 4-7 hits which aren't blocked, sometimes even more if i face a tincan.
So a good 2h/polearm may block indefintely a good shielder who solely depends on his shield  which but has an expiry date. What is a special weapon or attribute against only one class other then shieldbreaking, name one?  To that comes an disadvantage through shorter weapons against other special attributes of longer weapons as chrushtrough/polestagger/knockdown. As Xant said the shield tells you clearly the intention of the user there is that too.
And we can't block while trying to kick :) well i could go on here with other examples but i hope you get the point.
There are only a few shielder who can work around all this crap and that not at all times.

So what i would like to have now at once is the situation in a couple of months, when the trend comes to its peek and some may say then, i told you.
You know like i told you ranged is getting more and more or
i told you cav is getting more and more
do something about it to regulate imbalances.
When people who are now against it will say i can't stand it anymore  :lol: please do sth about all this kickslashes.
(Yes i am exaggerating  :wink: i should become a politician )
Title: Re: increase kick risk
Post by: Son Of Odin on April 17, 2012, 04:25:14 pm
No kinngrimm you already are powerful enough :D.

+ It's super hard trying to kick you because you are so fast runner. Your shield is durable enough in 1 vs 1 situation against my axe and you play extremely offensively in that situation (makes sense). Overhead + left slash feint combo gets me often during the time I'm trying to hack your shield to pieces. Even if I know to expect it from you as I do from every good shielder, I still fail against this "secret" combo of onehanders because it is simply hard to block if you don't pay enough attention.

I have been practising kicking in duelserver for couple months now and I still miss atleast half of them so I wouldn't say they are easy (atleast a dumbfuck like myself can't have a successful kick every time). Not to speak about kick slash. That slash part fails for couple reasons. Sometimes after my kick the opponent gets teleported couple meters away so my axe hits only air. Secondly if I kicked someone with noticeably faster weapon than my slow axe, they are able to block it half of the time I land a kick on them.

Kicks also have really simple counter. Some players never walk straight towards the enemy. So they are not kickable most of the time. They walk towards you and slightly right or left and then kicking is not an option.

Regards
Dolan
visitors can't see pics , please register or login
Title: Re: increase kick risk
Post by: kinngrimm on April 17, 2012, 06:07:14 pm
@odin
on duel or on battle, those who mastered the kickslash wait till you are comming at them or are already engaged into the fight. When you see a slight rythem/pattern emerge or are able to extrapolate out of the sorroundings some rules like "he is now at the wall, he cant move to that site the chances are high to succeed with kick" or "he just made a left right feint once and now he did again he will most likely do it a third time therefor i know where he will be and where to kick" or "he has a dude on right which i have attacked before that one is cautious now not with open strike therefor he doesn't have an attack open therefor i can kick one of the dudes with not too much risk" or the simplest of them all " i am going backwards, the other dude is following me ..."

strafing left or right can avoid only those where you also are out of reach of the kickslash already and not move closer to attack.
High athlethics does matter only in terms of timing not in terms of the effect. Someone Like Hearst who himself has a reasonable ath or just are able to tiem well like cicero don't have a problem at all with the opponets ath in terms of kickslashes.
Title: Re: increase kick risk
Post by: BlindGuy on April 18, 2012, 05:35:19 am
strafing left or right can avoid only those where you also are out of reach of the kickslash already and not move closer to attack.
High athlethics does matter only in terms of timing not in terms of the effect. Someone Like Hearst who himself has a reasonable ath or just are able to tiem well like cicero don't have a problem at all with the opponets ath in terms of kickslashes.

sooo....what your saying is, better players than you kick you, and your butthurt? or...what?
Title: Re: increase kick risk
Post by: Fartface on April 18, 2012, 09:31:53 am
@odin
on duel or on battle, those who mastered the kickslash wait till you are comming at them or are already engaged into the fight. When you see a slight rythem/pattern emerge or are able to extrapolate out of the sorroundings some rules like "he is now at the wall, he cant move to that site the chances are high to succeed with kick" or "he just made a left right feint once and now he did again he will most likely do it a third time therefor i know where he will be and where to kick" or "he has a dude on right which i have attacked before that one is cautious now not with open strike therefor he doesn't have an attack open therefor i can kick one of the dudes with not too much risk" or the simplest of them all " i am going backwards, the other dude is following me ..."

strafing left or right can avoid only those where you also are out of reach of the kickslash already and not move closer to attack.
High athlethics does matter only in terms of timing not in terms of the effect. Someone Like Hearst who himself has a reasonable ath or just are able to tiem well like cicero don't have a problem at all with the opponets ath in terms of kickslashes.
But even though you are good in predicting my kickslashes ( I saw yesterday at duel server) , I still had like 50% succes rate and even 95% of the kickslashed that failed i just blocked your right or left swingand we continioud like before. It realy has an risk<reward situation .
Title: Re: increase kick risk
Post by: Spawny on April 18, 2012, 01:54:04 pm
Well, last week or so I was trying to improve my manual blocking a bit on the duel server. I usualy do that by fighting without my shield.
My main weapon is a broad one handed battle axe.

So...

I have 2 choices:
1. Stay back to avoid being kicked and I have to block 2-3 times for every attack I can make (read: an attack with my enemy in my range) and I get kicked as soon as I get close enough to hit. (Backpeddling 2h/polearm).
2. Stay out of his reach and run in the opposite direction.

When doing option 1, it's VERY hard to prevent getting kicked while also avoiding being kickslashed or outranged. Players who (ab)use the reach of their weapon will just hit me, run back a bit as I try to hit them and hit me. If I chase too much, I get predictable and get kicked. If I don't, I just get killed eventually by missing blocks.

Option 2, well, you get the point.

So, if after reading this, you feel the urge to type L2P or something, please type out what you think I can do to improve instead or help me out a bit on the duelserver tonight (around 22:00 CET +1).
I personally think that kicking should not be a counter for shielders. We allready have mauls, axes and cavalry for that. Adding every other form of melee to the counter list would make shielders only (minorly) useful to protect against range (shields can be penetrated by bolts, you can be shot over/under/around the shield).
Title: Re: increase kick risk
Post by: Vibe on April 18, 2012, 02:00:41 pm
Well, last week or so I was trying to improve my manual blocking a bit on the duel server. I usualy do that by fighting without my shield.
My main weapon is a broad one handed battle axe.

So...

I have 2 choices:
1. Stay back to avoid being kicked and I have to block 2-3 times for every attack I can make (read: an attack with my enemy in my range) and I get kicked as soon as I get close enough to hit. (Backpeddling 2h/polearm).
2. Stay out of his reach and run in the opposite direction.

When doing option 1, it's VERY hard to prevent getting kicked while also avoiding being kickslashed or outranged. Players who (ab)use the reach of their weapon will just hit me, run back a bit as I try to hit them and hit me. If I chase too much, I get predictable and get kicked. If I don't, I just get killed eventually by missing blocks.

Option 2, well, you get the point.

So, if after reading this, you feel the urge to type L2P or something, please type out what you think I can do to improve instead or help me out a bit on the duelserver tonight (around 22:00 CET +1).
I personally think that kicking should not be a counter for shielders. We allready have mauls, axes and cavalry for that. Adding every other form of melee to the counter list would make shielders only (minorly) useful to protect against range (shields can be penetrated by bolts, you can be shot over/under/around the shield).

Welcome to 1h dueling :D
Title: Re: increase kick risk
Post by: Jarlek on April 18, 2012, 02:48:23 pm
Didn't you know Spawny? 1h is OP and eazymode!  :rolleyes:
Title: Re: increase kick risk
Post by: kinngrimm on April 18, 2012, 02:49:00 pm
But even though you are good in predicting my kickslashes ( I saw yesterday at duel server) , I still had like 50% success rate and even 95% of the kickslashed that failed i just blocked your right or left swing and we continioud like before. It really has an risk<reward situation .
So at the time someone has your profound ability  :wink: to kickslash, he then has with every second of them a definite strike which hits the target. As a 2h you often kill me in 2 strickes as polearm in one as polestagger makes me immobile for even a little longer.
Your risk to not block 5%, doesn't sound any different to your normal blocks ^^ perhaps even less, as i am the dude who just got lucky by 50% perhaps is a bit carefull now to get close to you at all.

Over all, i see this as a trend and i also see that the overall skill level is climbing , which isn't a bad thing, with that in mind but there are may things turn out to be imbalanced which before weren'T used regularly and therefor couldn't be judged with that perspective.
Title: Re: increase kick risk
Post by: Gurnisson on April 18, 2012, 03:00:54 pm
I personally think that kicking should not be a counter for shielders. We allready have mauls, axes and cavalry for that.

Cav is not a true counter, neither is mauls. I find mauls easiest to kill with a one-hander, by far. Cav can be dodged easily, a shielder can get a spear or throwing to counter them too. Axes I can agree on, they're a true counter to shields. Remove blocking from kicking for all that I care, kicking will still be good vs. players with short reach as it should be, but you have to be more skilled which is an improvement. :)
Title: Re: increase kick risk
Post by: Vodner on April 18, 2012, 03:02:21 pm
Quote
Well, last week or so I was trying to improve my manual blocking a bit on the duel server. I usualy do that by fighting without my shield.
My main weapon is a broad one handed battle axe.

So...

I have 2 choices:
1. Stay back to avoid being kicked and I have to block 2-3 times for every attack I can make (read: an attack with my enemy in my range) and I get kicked as soon as I get close enough to hit. (Backpeddling 2h/polearm).
2. Stay out of his reach and run in the opposite direction.

When doing option 1, it's VERY hard to prevent getting kicked while also avoiding being kickslashed or outranged. Players who (ab)use the reach of their weapon will just hit me, run back a bit as I try to hit them and hit me. If I chase too much, I get predictable and get kicked. If I don't, I just get killed eventually by missing blocks.

Option 2, well, you get the point.
Use a longer weapon. Dueling a competent, fast opponent with a short 1h is an exercise in frustration (even if you have decent ath yourself). You can win, but you'll have to play pretty much perfectly - your opponent won't be nearly as taxed.

Try an ACS, NCS, KAS, or LEE (LEE is a fantastic dueling weapon).
Title: Re: increase kick risk
Post by: San on April 18, 2012, 03:11:41 pm
The thing that annoys me is blocking range. Can't count how many times someone failed to kick me, and I try to hit their side or back and they just magically blocked it anyways. All that work avoiding and trying to punish to waste..
Title: Re: increase kick risk
Post by: BlindGuy on April 18, 2012, 03:19:23 pm
Welcome to 1h dueling :D

this.


You must attack like a crazed mechanical ham slicer and constantly drive them back while ALWAYS trying to stay left or right of the bloody kick.
Title: Re: increase kick risk
Post by: Akynos on April 18, 2012, 03:38:16 pm
I played 1H just long enough to have seen what is the impact of kicking.

First of all, I see you all consider kicking in duel.Where is battle gone? And siege? For me, shielder is not a 1vs1 class. It's a team-play class. You are at the front of the group, you push the enemy, you break his position, you take the spam of four enemies at the same time, and at the right moment, slash ! You decapitate your enemy with a fast left swing slash.

Kicks? ha. I have RARELY been kicked on battle or siege as a 1h. Why? way too dangerous. No one is willing to stay still to risk a kick in a melee. Heck, not even in melee, even in 1vs1 battle, only the top do that.

On duel, it's different. No multi, insta respawn, you take the risks. And no, kicking is not risk free. How many times have I missed a kick in duel, got circled and slashed? Not even talking about polestun in some cases which meant 2 free hits in addition.

Sure, you can block as a 2h, but kicking is an offensive tool. It's like complaining that if you miss your hit, you should be stunned because '' the weight of your weapon is too high for you to chamber again, the enemy should be able to have a free hit''.

As for shielders who get kicked, well, you are at a disadvantage there, true. But you can take ranged head on, you can take the hits of three guys at a time, you have no chance of block misdirection. So what compensates for these three advantages? Short reach, increased weight and no block after kick.
Seems fair to me :)

Title: Re: increase kick risk
Post by: Xant on April 18, 2012, 04:29:47 pm
Use a longer weapon. Dueling a competent, fast opponent with a short 1h is an exercise in frustration (even if you have decent ath yourself). You can win, but you'll have to play pretty much perfectly - your opponent won't be nearly as taxed.

Try an ACS, NCS, KAS, or LEE (LEE is a fantastic dueling weapon).

It still depends on your opponent. I find that Arabian's the only 1h long enough to really be completely viable - i.e the right slash is long enough to reach most people who try to backpedal and sneak in another hit. Even then someone with enough agi and a long polearm/2h will be able to attack 2-3 times per your attack quite often.
Title: Re: increase kick risk
Post by: Ronin on April 18, 2012, 04:50:32 pm
I played 1H just long enough to have seen what is the impact of kicking.

First of all, I see you all consider kicking in duel.Where is battle gone? And siege? For me, shielder is not a 1vs1 class. It's a team-play class. You are at the front of the group, you push the enemy, you break his position, you take the spam of four enemies at the same time, and at the right moment, slash ! You decapitate your enemy with a fast left swing slash.

Kicks? ha. I have RARELY been kicked on battle or siege as a 1h. Why? way too dangerous. No one is willing to stay still to risk a kick in a melee. Heck, not even in melee, even in 1vs1 battle, only the top do that.

On duel, it's different. No multi, insta respawn, you take the risks. And no, kicking is not risk free. How many times have I missed a kick in duel, got circled and slashed? Not even talking about polestagger in some cases which meant 2 free hits in addition.

Sure, you can block as a 2h, but kicking is an offensive tool. It's like complaining that if you miss your hit, you should be stunned because '' the weight of your weapon is too high for you to chamber again, the enemy should be able to have a free hit''.

As for shielders who get kicked, well, you are at a disadvantage there, true. But you can take ranged head on, you can take the hits of three guys at a time, you have no chance of block misdirection. So what compensates for these three advantages? Short reach, increased weight and no block after kick.
Seems fair to me :)
Exactly my thoughts.

Besides let's do not forget if a shielder is concerned of getting kicked in duels, he may actually try to use the thrust attack before complaining here. Assuming you have a sword, or stablike weapon. In my opinion, axes, maces and picks make weak duelling weapons that they have short reach and no thrust attack already. So use them in crowded servers more often.
Title: Re: increase kick risk
Post by: Spawny on April 18, 2012, 06:20:49 pm
Exactly my thoughts.

Besides let's do not forget if a shielder is concerned of getting kicked in duels, he may actually try to use the thrust attack before complaining here. Assuming you have a sword, or stablike weapon. In my opinion, axes, maces and picks make weak duelling weapons that they have short reach and no thrust attack already. So use them in crowded servers more often.

Have you ever tried stabbing someone with a 1h and get blocked? The blockstun is huge...

Welcome to 1h dueling :D

Yup, 1h dueling keeping me frustrated since may 2010.

Kicks? ha. I have RARELY been kicked on battle or siege as a 1h. Why? way too dangerous. No one is willing to stay still to risk a kick in a melee. Heck, not even in melee, even in 1vs1 battle, only the top do that.

I bet you haven't been alive at the end of a round much, as 1v1 duels happen quite often then. As soon as you block a few hits, the enemy realizes you're not a noob and the "duel mode" starts.
Title: Re: increase kick risk
Post by: Gurnisson on April 18, 2012, 06:28:21 pm
Have you ever tried stabbing someone with a 1h and get blocked? The blockstun is huge...

And it's still the least frustrating one. Slow polearms and two-handers have worse stun than the one-handers which are in average a lot faster.
Title: Re: increase kick risk
Post by: Leshma on April 18, 2012, 06:35:19 pm
Even then someone with enough agi and a long polearm/2h will be able to attack 2-3 times per your attack quite often.

Mostly because of stun (if you're using it without shield). If you don't want your one handed weapon stunned by greatswords, use Military Cleaver (best 1H weapon imho).
Title: Re: increase kick risk
Post by: Vibe on April 18, 2012, 06:54:37 pm
Military Cleaver is damaging, but it's also slow, short and has a big ass model that is easy to block.
Title: Re: increase kick risk
Post by: BlindGuy on April 18, 2012, 06:59:31 pm
Military Cleaver is damaging, but it's also slow, short and has a big ass model that is easy to block.

We all love big ass models, dont we?
Title: Re: increase kick risk
Post by: Ujin on April 18, 2012, 07:09:47 pm
as a shielder who likes to kick from time to time, i think it should stay as it is.


p.s. fix the 1h stab instead, ty =)
Title: Re: increase kick risk
Post by: Gurnisson on April 18, 2012, 07:11:09 pm
p.s. fix the 1h stab instead, ty =)

Don't fix what ain't broken
Title: Re: increase kick risk
Post by: Ujin on April 18, 2012, 07:13:32 pm
Don't fix what ain't broken
you could say it ain't broken, but i still wish it glanced a bit less when i don't really control it enough :D
Title: Re: increase kick risk
Post by: Vexus on April 18, 2012, 07:23:45 pm
1h stab needs some fix, even with my loomed long espada 31 pierce I sometimes glance too.
Title: Re: increase kick risk
Post by: Son Of Odin on April 18, 2012, 07:50:06 pm
Kato made 1h character and I've been trying to beat him in duels ever since.

If he has even a little bit of trying in his playing he is winning me every time (if I don't get really lucky and get one hit in and chainpolestun + kick him to death :D.) He just blocks my every attack. No matter what I do he is going to win if he keeps his cool and just blocks my attacks. No chambers or anything fancy. He can hit me before I am able to block after my strike, even if I'm going for the block as fast as I can. I can't kick him without polestunning him first.

1h without shield is op in duels...
Title: Re: increase kick risk
Post by: Fartface on April 19, 2012, 11:47:35 am
Nah man I dont get hit by 5% of the strikes coming, ADHD just provides with way to fast reflexes.
Only chance you get is to hit me from the side when kickslashing so you got like a 0.5 second to do that , and most of the time you wont even get to my side as I will generaly always kickslash in the right dirrection . They have to make you stay immobile for a bit longer after a kick right now It's just to easy and to low risk.
Title: Re: increase kick risk
Post by: Vibe on April 19, 2012, 11:59:19 am
Don't fix what ain't broken

1h stab glances pretty much every time unless you execute it nearly perfectly. It's ridiculous that I have to spin 1h as much as I have to spin 2h (or even more) for the stab to succeed, if the positioning isn't perfect. I thought short range would help with that, it doesn't.
Title: Re: increase kick risk
Post by: Xant on April 19, 2012, 12:49:01 pm
Mostly because of stun (if you're using it without shield). If you don't want your one handed weapon stunned by greatswords, use Military Cleaver (best 1H weapon imho).
Not in duels. One of the worse 1hs to use in a duel. Three attack directions, very short. No-go. Good in battle though.
Title: Re: increase kick risk
Post by: BlackMilk on April 19, 2012, 05:14:13 pm
1h stab glances pretty much every time unless you execute it nearly perfectly. It's ridiculous that I have to spin 1h as much as I have to spin 2h (or even more) for the stab to succeed, if the positioning isn't perfect. I thought short range would help with that, it doesn't.
thats the complete opposite of what I'm experiencing at the moment. I'm using a MW Langes with 5 ps and I have yet to glance with a stab
Title: Re: increase kick risk
Post by: Rumblood on April 19, 2012, 08:45:41 pm
thats the complete opposite of what I'm experiencing at the moment. I'm using a MW Langes with 5 ps and I have yet to glance with a stab

Try stabbing more than that one time  :rolleyes:
Title: Re: increase kick risk
Post by: BlackMilk on April 19, 2012, 09:09:01 pm
badumtss
Title: Re: increase kick risk
Post by: BlindGuy on April 20, 2012, 02:44:28 am
thats the complete opposite of what I'm experiencing at the moment. I'm using a MW Langes with 5 ps and I have yet to glance with a stab

I ram my MW shortsword up to the hilt into plate armour all the time, but I have to step back and then lunge as they charge in with their swing. All 1handers glance a LOT, with any PS, if you dont set yourself and your enemy up just right. And when you do, if they are smart: your gonna stab them but your gonna catch a foot in the face at the same time.
Title: Re: increase kick risk
Post by: EyeBeat on June 22, 2012, 02:21:51 pm
Bumping this because it really needs to be looked at.

This specifically:

The thing that annoys me is blocking range. Can't count how many times someone failed to kick me, and I try to hit their side or back and they just magically blocked it anyways. All that work avoiding and trying to punish to waste..
Title: Re: increase kick risk
Post by: Smoothrich on June 22, 2012, 02:56:02 pm
san and eyebeat, steel pick and scimitar (no thrust left swing spam weapons), kickers cant block thrusts + counter face hugging shielders = balance issue, or proper counter??  u decide
Title: Re: increase kick risk
Post by: San on June 22, 2012, 04:52:29 pm
It helps balance things out, although I do assume kicking was implemented to help longer reach weapons perform better up close when most of them already do. I'm not sure kicking is an exact counter since it can be avoided and in ridiculous cases jumped over.

What I mentioned was that if you successfully dodge and go to the enemy's side/close to their back, they'll still block it, even though their character was seemingly standing still. Spin overheads work better instead of side swings.

Allowing shielders to block while kicking/shield bash or whatever could make shielder duels interesting
Title: Re: increase kick risk
Post by: Artyem on June 22, 2012, 07:43:06 pm
What blows is walking around a corner, getting shot in the chest by King Harv just to watch him walk over and slow-mo kick you (he's in full plate so his kick looks like he's in the matrix) and while your stunned from the crossbow bolt and the kick he pulls out his danish greatsword and lops your headoff before you can even think about attacking back.
Title: Re: increase kick risk
Post by: EyeBeat on June 22, 2012, 09:54:16 pm
What I mentioned was that if you successfully dodge and go to the enemy's side/close to their back, they'll still block it, even though their character was seemingly standing still.

Just have to keep reiterating this since it is hard for people like smooth to understand.  He does not understand we are talking about kicks that fail to land and not actually getting kicked.
Title: Re: increase kick risk
Post by: Smoothrich on June 22, 2012, 10:18:42 pm
and if you had a stab, you could hit them during that.  but you both use weapons without stabs, so you get owned

also a shield bash mechanic that allowed shielders to actually attack WHILE still blocking seems OP to me, manual blocking while kicking is limited to 3 directions and you can't pivot, some shield bash troll mechanic would just encourage face hugging strength build shielders even more, which cmp wants to discourage so I can't imagine this being too likely (or fun/balanced)
Title: Re: increase kick risk
Post by: Lactose_the_intolerant on June 23, 2012, 12:37:33 am
no block after kick.
You can kick and block which results in you holding your weapon up blocking a fuckmassive weapon, all that just standing on one foot
Title: Re: increase kick risk
Post by: Smoothrich on June 23, 2012, 12:57:39 am
no block after kick.
You can kick and block which results in you holding your weapon up blocking a fuckmassive weapon, all that just standing on one foot

just so you guys know, kick changes will go through eventually, you won't be able to block, but you will be able to pivot more
Title: Re: increase kick risk
Post by: NuberT on June 23, 2012, 01:00:07 am
buff chambers !  :mrgreen:
Title: Re: increase kick risk
Post by: Strider on June 23, 2012, 01:50:55 am
Theres no reason to change it. Some things are better off kept the same...
Title: Re: increase kick risk
Post by: Vingnir the Wanderer on June 23, 2012, 01:56:58 am
Should make the kick animation slower, so if your fast enough, you can just take the f*ckers foot off at the ankle.... lol

but seriously, I dunno, I hate when I (very defensive shielder) am doing my job by taking front and blocking for people, am coming through a doorway, get blocked by my own guys behind me into 'being too close to avoid it' and get kicked and then smacked to death by some guy whose weapon shouldnt even be able to do anything in a doorway (but perhaps stab, although at kick distance, with a polearm thats arguably not likely).  But I'm just complaining, I'm not saying I shouldnt be at that disadvantage because of the impatient numbskull behind me...

Kicks ARE OP - compared to rl, but they seem to be a good counter.  And shielders can get good with them  - the only reason you dont see me using them is I've run outta buttons on my keyboard that make it super fast to reach comfortably and consistently - But, if I put it where my jump button was, or pst button, etc, I'd be able to pull it off pretty regularly. It seems no harder to me as a shielder to use, than using timing to hit people just barely in range with your right-to-left swing etc, or some other moves that you get good at after a while. 

How bout if you counter kick while the guy is in a kick animation you knock him onto the floor like he got hit with a mace? lol  Just joking, but that thar would be funny  :D

I tend towards sticking with what works, even though I'm a shielder, i'd say keep it in all likelyhood

Title: Re: increase kick risk
Post by: Smoothrich on June 23, 2012, 02:35:07 am

How bout if you counter kick while the guy is in a kick animation you knock him onto the floor like he got hit with a mace? lol  Just joking, but that thar would be funny  :D


An active counter to kicks is being thought about and might be implemented in the future too as far as I know, would add more dynamic gameplay. 

Hopefully in a more advanced medieval melee combat engine they expand on the whole "grappling" thing too instead of just kicking, since grappling was a gigantic part of fighting.  Such as active maneuvers to lock up someones sword arm, inflict polestagger like effects but because of concussive head trauma with your gauntlets or hilt or something, take people down, maybe more expanded abilities when using a dagger as your active weapon such as pulling it out after a knock down for a critical hit (and not cheesy as shit like the gears of war rip off in war of the roses).

How sweet would the game be if the big group clashes were still reach games, shield walls, pikes, skirmishers, and 2 handers guarding the flanks like it typically is in big clashes, but once the battles turned into chaotic 1 vs 1s in isolated pockets, it became more effective to use daggers and grapple moves and you saw plated knights being taken down by faster characters or two plate my old friends looking more like wrestlers then helicopters. 
Title: Re: increase kick risk
Post by: Vingnir the Wanderer on June 23, 2012, 03:38:28 am
Would be sweet to see, i agree.  :)
Title: Re: increase kick risk
Post by: FRANK_THE_TANK on June 23, 2012, 04:57:15 am
as everyone who's played on NA duel in the past ~2 weeks will attest, lots of players have figured out that there is essentially no reason not to kick every time the opponent comes even kinda-sorta in range. unless you kick at a very bad time (someone circling you) or your opponent anticipates you're going to kick and stabs (and the downblock interrupt is very short), there's no reason not to kick, you basically trade half a second of immobility for a chance at a free hit. i think that kicking should be more risky - ie trying and missing should be penalized. in addition to this getting kicked is pretty annoying and the only way to really counter it is S key (ask badplayer how fun that is)

i don't know the risk should be increased, though - longer immobility if you miss, maybe, or a small window of no-blocks?

If you do want to nerf kicking the simplest thing to do is make blocking non-functional during a kick.
Title: Re: increase kick risk
Post by: Matey on June 26, 2012, 12:47:35 pm
im late to the party here... but as a shielder who loves to facehug... i have prolly been kicked more than anyone else! ive gotten quite good at dodging it but when i fight someone who is good at kicking it means i have to avoid face hugs or try to do a lot of strafing, this means i either have to play more defensively than i already do and fight outside my optimal range which risks getting outreached if i miss a swing, or i have to move in specific ways in order to counter the kick which means the opponent can more easily predict my movements and attacks... or just force me into a position where they can kick me again. The penalty for the person doing the kicking is extremely minor, when I was inexperienced with kickers, I used to try to attack them just after their kick at which point they could release an attack and hit me before I could hit them, when I got better at it I would start swinging during their kick in which case they just casually block the attack. I realize that thrusts work on kicks sometimes... but the window of opportunity is very very small and you usually just get blocked, i also die a lot when I glance on a thrust, so that isn't great for me. I would love to see blocking removed during the kick animation, even if its still a fairly short window, it needs to have increased risk. I don't think it needs to be nerfed to the point where no one will bother using it, but missing a kick should be dangerous, just like missing a chamber, or trying to castor, or holding a swing... all other offensive moves carry some measure of risk, and while people who dont know how to kick at all are likely to get murdered, those who spend a bit of time figuring it out dont really risk anything when they kick.

TL:DR I agree, kicking needs to be a bit riskier and I think disabling block during the kick animation or at least for a bit of it, would be a decent way to do it.

p.s. Smoothrich! you are a filthy hippy. I use a long espada and thrusting when people kick is really not that effective, especially since I have to move all weird or s key in order to avoid getting hit in the first place, so I'm usually not in a good position to throw a thrust, especially when i cant just spin my character and make it connect.
Title: Re: increase kick risk
Post by: Spa_geh_tea on June 26, 2012, 06:12:03 pm
In light of folks not helping short armed shielders against this crappy dilemma.

Here is tip to make your shielder kicks more effective, and your shielder gameplay more aggressive. Nothing is sexier in crpg then an agressive man with protection ;)

Attack-kick-attack.

The initial attacks get your enemy blocking; they are less likely to change char position or direction quickly. Now you can easily guess their direction and lead them into your kick. Then hit them again so they know you mean business.

What enemies will do is block-kick-block. Because they are inferior beings, unwillingly to get their hands covered in livers on the front line.
Title: Re: increase kick risk
Post by: Dexxtaa on June 26, 2012, 07:00:16 pm
In light of folks not helping short armed shielders against this crappy dilemma.

Here is tip to make your shielder kicks more effective, and your shielder gameplay more aggressive. Nothing is sexier in crpg then an agressive man with protection ;)

Attack-kick-attack.

The initial attacks get your enemy blocking; they are less likely to change char position or direction quickly. Now you can easily guess their direction and lead them into your kick. Then hit them again so they know you mean business.

What enemies will do is block-kick-block. Because they are inferior beings, unwillingly to get their hands covered in livers on the front line.

I love inferior beings though.
Title: Re: increase kick risk
Post by: EyeBeat on June 27, 2012, 02:22:38 pm
p.s. Smoothrich! you are a filthy hippy. I use a long espada and thrusting when people kick is really not that effective, especially since I have to move all weird or s key in order to avoid getting hit in the first place, so I'm usually not in a good position to throw a thrust, especially when i cant just spin my character and make it connect.

Don't get mad at Smooth.  He was only against it because I was lobbying for it.

Hopefully some more risk is put into kicking in the future.  Or just redesign it completely.
Title: Re: increase kick risk
Post by: //saxon on June 27, 2012, 02:26:58 pm
just add shield bash
Title: Re: increase kick risk
Post by: Smoothrich on June 27, 2012, 02:55:51 pm
Don't get mad at Smooth.  He was only against it because I was lobbying for it.

Hopefully some more risk is put into kicking in the future.  Or just redesign it completely.

Haha, not quite.  I agree that removing blocking is good (as long as it gets turning back into it), which would just be a rebalancing to kicking instead of a nerf.  Also, it puts shielders and non shielders on the same level.  If you complain about not being able to face hug with impunity, well.. it's designed to counter that.  And I bet you fast shielders get way more kills in people's faces spamming left and overhead (heh) swings then you do get killed by someone landing a kick.  It's not like I haven't done a few gens of shielder myself and know how they play.

Anyways like I said, it's gonna be changed soon enough so you can't block anymore, but you can pivot while you kick.  Sounds like a good change to me, more risk and more skill involved.  Kicking is a good move, and its definitely underused by the vast majority of players.  The only real abuse of kick was when I saw people like Beeper and BigSandwich use war spears to proc sideswing polestaggers and combo polestagger/kickstun/thrusts to just tear people apart.  Skillful, but kind of silly.
Title: Re: increase kick risk
Post by: Vex. on June 28, 2012, 01:39:23 am
Oh come on, so shielders will get a buff?
And giving shielders another advantage, like they dont have enough already? Blocks ranged, blocks 50 hits at the same time by pressing one button.
By fucking up the kick allows these agi shielders to facehug you and then they can just spam leftswing at you until u are dead, yey so much for nerfing the kick...
The kick is fine, just learn how to counter them.. And if u cant do that your not good enough!
Title: Re: increase kick risk
Post by: Para on July 01, 2012, 12:47:25 pm
You can jump over kicks to dodge them. I seem to be the only one ever doing this, I'm not even sure if most people are even aware of this.

As a shielder that blocks chokepoints in siege, jumping over kicks in invaluable. You can usually get a counter attack off as you jump over their kick, and you usually hit their face with any swing you throw out there while you are in mid-air. Just learn who likes to kick and their positioning/timing habits and you can dodge most of their kicks with a jump. They especially helps you if you are ever cornered by a player and you know a kick is coming.

It can get you killed though, since there is a huge mobility delay after you land from a jump.
Title: Re: increase kick risk
Post by: kinngrimm on August 12, 2012, 12:29:13 am
Haha, not quite.  I agree that removing blocking is good (as long as it gets turning back into it), which would just be a rebalancing to kicking instead of a nerf.  Also, it puts shielders and non shielders on the same level.  If you complain about not being able to face hug with impunity, well.. it's designed to counter that.  And I bet you fast shielders get way more kills in people's faces spamming left and overhead (heh) swings then you do get killed by someone landing a kick.  It's not like I haven't done a few gens of shielder myself and know how they play.

Anyways like I said, it's gonna be changed soon enough so you can't block anymore, but you can pivot while you kick.  Sounds like a good change to me, more risk and more skill involved.  Kicking is a good move, and its definitely underused by the vast majority of players.  The only real abuse of kick was when I saw people like Beeper and BigSandwich use war spears to proc sideswing polestaggers and combo polestagger/kickstun/thrusts to just tear people apart.  Skillful, but kind of silly.
as mattey said there needs to be a higher risk, for this special move, which renders anyone but someone on horseback utterly defenceless
... after i was away for about a month, within a week i identified at least 10 more people who regularly use kickslash now.
Smooth i have seen such ganksquads on EU too, kick, polestagger kick ... when you meet them you are done
Also you made it sound like devs are doing sth about it, true?
Title: Re: increase kick risk
Post by: Son Of Odin on August 12, 2012, 12:34:28 am
Smooth i have seen such ganksquads on EU too, kick, polestagger kick ... when you meet them you are done

Didn't yet notice that the polestagger is gone kinny? ;)
Title: Re: increase kick risk
Post by: kinngrimm on August 12, 2012, 08:01:46 pm
Didn't yet notice that the polestagger is gone kinny? ;)
nope, shit i am back about 10 days but nope didnt notice and refering i was more to my experiences before my latest absence.
So no polestagger at all anymore or only on some polearms and others not?

note to myself: read the latest change log


edit: i read back 2 months of change log there wasn't anything in there about polestagger, so must have been either before which i don't believe or it isn't in the change log which can happen or you pulling a stunt on me ^^ or sth else
Title: Re: increase kick risk
Post by: Son Of Odin on August 12, 2012, 08:05:14 pm
nope, shit i am back about 10 days but nope didnt notice and refering i was more to my experiences before my latest absence.
So no polestagger at all anymore or only on some polearms and others not?

note to myself: read the latest change log

No polestagger whatsoever. None, nada, inte, ikke. Not even in spears or pike. Good change imo. I don't get called a polestun abuser anymore and can still hit people twice if I manage to land an overhead first  :wink:(which is difficult nowadays tho because of the turn limit on overhead & stab)
Title: Re: increase kick risk
Post by: kinngrimm on August 12, 2012, 08:08:07 pm
well i noticed the turn restrictions often enough to not to try any quick stunts at people , espiaclly overhead is failing a lot. Before i left for about a month it was introduced and i had like every 4th or 5th strike a hit now it is like every 3rd or 4th, still adjusting hopefully i get it down to 1st to 2nd ^^. Needs carefull timing.
Title: Re: increase kick risk
Post by: Son Of Odin on August 12, 2012, 08:17:43 pm
It's really gone, trust me. Yeah overheads require careful aiming now...
Title: Re: increase kick risk
Post by: kinngrimm on August 12, 2012, 08:27:51 pm
btw. earlier i was asking Smooth about if there is really something to be done about the kicks, i realise after reading again, that that question also could have been mistaken refering to the polestager which wasn't my intention. Still good news on the polestagger issue will.
Title: Re: increase kick risk
Post by: Smoothrich on August 12, 2012, 08:31:43 pm
btw. earlier i was asking Smooth about if there is really something to be done about the kicks, i realise after reading again, that that question also could have been mistaken refering to the polestager which wasn't my intention. Still good news on the polestagger issue will.

The idea is there to rebalance kicks so you can no longer block, but can turn while kicking.  Not sure if/when it will be implemented, but its been discussed by the devs.  Not a bad change really, as long as turning isn't too good.  I like kicking personally, use it sometimes myself but it feels cheap to pull off or get done to you unless you miss it.  In which case, you can usually block!  A bit dumb but still a very fun ability.
Title: Re: increase kick risk
Post by: Matey on August 12, 2012, 09:02:55 pm
i worry about the turning ability... i remember way back when people could turn with kicks and some people didnt really miss their kicks, ever. but i think you could block and turn so it was extra awful.
Title: Re: increase kick risk
Post by: kinngrimm on August 12, 2012, 09:15:00 pm
The idea is there to rebalance kicks so you can no longer block, but can turn while kicking.  Not sure if/when it will be implemented, but its been discussed by the devs.  Not a bad change really, as long as turning isn't too good.  I like kicking personally, use it sometimes myself but it feels cheap to pull off or get done to you unless you miss it.  In which case, you can usually block!  A bit dumb but still a very fun ability.
Sounds like a plan, still i also worry like Mattey about the turning ability, if they make it as difficult like turning and then overheading someone with a onehand weapon ^^ it shouldn't be a problem. If there is an uncertainty factor included like the more you turn, the more unlikely you will be able to hit and also that when you turn into one direction and then switch the direction the uncertainty would increase with a few percentages. I don't know if messing with the timing of the kicks itself would be something beneficial there though. Smooth You said earlier i believe in this thread that after you figured out the timing it was all easy, but imagine if the timing would depend also on other factors which aren't that obivous at first i think people wouldn't use it then at all anymore which also i wouldn't like to see, as the efect of getting skillfully hit is also good for the man who got kicked :) somehow curing him from overconvidence ^^

offtopic, are overheads with other weapon types also that difficult now or only the 1h?
Title: Re: increase kick risk
Post by: Paul on August 13, 2012, 11:04:48 pm
Thinking about adding this:

(click to show/hide)
Title: Re: increase kick risk
Post by: Jarlek on August 14, 2012, 02:33:52 am
Thinking about adding this:

(click to show/hide)
Yes!
Title: Re: increase kick risk
Post by: Vibe on August 14, 2012, 07:37:00 am
Thinking about adding this:

(click to show/hide)

chambering kicks...

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Title: Re: increase kick risk
Post by: Toodles on August 14, 2012, 12:54:33 pm
Thinking about adding this:

(click to show/hide)

Hooray! Now you need only implement chambering arrows and I'll be a satisfied man.
Title: Re: increase kick risk
Post by: kinngrimm on August 14, 2012, 07:30:34 pm
Thinking about adding this:

(click to show/hide)
i do like the concept of chambering kicks, still it feels like missing the point of making it tougher to kick in the first place.
We would need to see how this plays out ingame, but i predict even more kicking ...(if thats a good or bad thing anyone for his own has to see)

To the anticipational thingy, you get kicked in the first place because you didn't anticipate, so this doesn't make a higher risk factor. Still blocking even when missed attacks.
Title: Re: increase kick risk
Post by: Paul on August 15, 2012, 12:02:48 am
It makes you able to punish predictable kicks no matter what weapon you wield. That is a big improvement.
Title: Re: increase kick risk
Post by: Matey on August 15, 2012, 01:00:14 am
ehh maybe. right now you can supposedly beat kickers by thrusting if you can predict it!! but its pretty unreliable, so i doubt chambering kicks will be any more reliable.
Title: Re: increase kick risk
Post by: Jarlek on August 15, 2012, 02:50:50 am
Chamberkicks + general kick nerf? y/y?
Title: Re: increase kick risk
Post by: Paul on August 15, 2012, 10:14:23 am
ehh maybe. right now you can supposedly beat kickers by thrusting if you can predict it!! but its pretty unreliable, so i doubt chambering kicks will be any more reliable.

It makes you able to punish predictable kicks no matter what weapon you wield. That is a big improvement.
Title: Re: increase kick risk
Post by: Matey on August 15, 2012, 10:58:17 am
you say its a big improvement, but even weapons that can thrust still have a brutal time vs kicks... would i have to aim this kick chamber? or could i just hit the button regardless of where im standing if i think im about to get kicked? i guess if it works that way then maybe... otherwise it seems pretty weak.
Title: Re: increase kick risk
Post by: DaveUKR on August 15, 2012, 11:37:57 am
About kicks and thrusts.

1) Currently it's way easy to use kicks. It took a couple of days for me (last year) to get used to them and kick pretty much everyone but then I've changed my build with more crossbow wpf and less melee wpf so kick didn't give me that big advantage (most of the kicks didn't give me enough time to land a hit with my low wpf and short weapon so my enemies blocked attacks) and I've stopped using them here and there. But still it's a fact that it's easy to get used to kicks.

2) Thrusts can counter kicks sometimes. It is true, but not all weapons have thrusts plus there is not a big window of time you can use a thrust. And this thrust stun... Hearst abuses kicks and thrust stun much more than everyone else. If he misses a kick and I make a thrust, it's more likely that he will block it and I will get hit by swing of his sword while being stunned, that's why I prefer to evade kicks and make side swings from behind. But this works 1/4 of the times and only because I have high athletics.

3) You already can't block while kicking in beta client so the issue is mostly solved.

Title: Re: increase kick risk
Post by: Felix on August 15, 2012, 11:43:18 am
Chamber kicks? I say, add low kicks and high kicks.  :mrgreen:

(click to show/hide)
Title: Re: increase kick risk
Post by: DaveUKR on August 15, 2012, 11:52:07 am
Maybe it's better not to add chamber kicks but add a knockdown chance for those who get hit while kicking? That would be more reliable.
Title: Re: increase kick risk
Post by: Knitler on August 15, 2012, 12:39:59 pm
About kicks and thrusts.

1) Currently it's way easy to use kicks. It took a couple of days for me (last year) to get used to them and kick pretty much everyone but then I've changed my build with more crossbow wpf and less melee wpf so kick didn't give me that big advantage (most of the kicks didn't give me enough time to land a hit with my low wpf and short weapon so my enemies blocked attacks) and I've stopped using them here and there. But still it's a fact that it's easy to get used to kicks.

2) Thrusts can counter kicks sometimes. It is true, but not all weapons have thrusts plus there is not a big window of time you can use a thrust. And this thrust stun... Hearst abuses kicks and thrust stun much more than everyone else. If he misses a kick and I make a thrust, it's more likely that he will block it and I will get hit by swing of his sword while being stunned, that's why I prefer to evade kicks and make side swings from behind. But this works 1/4 of the times and only because I have high athletics.

3) You already can't block while kicking in beta client so the issue is mostly solved.

Why i get nerfed every update?
Title: Re: increase kick risk
Post by: Leshma on August 15, 2012, 01:02:20 pm
Best would be to make it high risk/high reward move. If you successfully kick someone and then hit him, you'll deal so much damage enough to kill anyone. On the other hand, if your target avoid kick you shouldn't be able to block at all, and if he hits you, you're going to die instantly. This will lead to a lot less kicking, actually people will use kick only in narrow spaces like it should be used.
Title: Re: increase kick risk
Post by: Zlisch_The_Butcher on August 15, 2012, 01:34:49 pm
TBH anticipating a kick ain't that hard, I love jumping over kicks then watching as the guy thinks I'll be stunned and tries to swing at me.
Title: Re: increase kick risk
Post by: EyeBeat on August 15, 2012, 02:42:40 pm
Besides sometimes I get a kick landed on me even after my hit lands on them first.

Please figure this out.

The chamber kicks with kicks is kind of a bad idea.  Make it so if you manual block during a kick you have a 50/50 chance of being knocked down.
Title: Re: increase kick risk
Post by: Paul on August 15, 2012, 03:08:22 pm
Why is chamberkick a bad idea? And why is RNG better?
Title: Re: increase kick risk
Post by: Vodner on August 15, 2012, 03:13:31 pm
Why is chamberkick a bad idea? And why is RNG better?
The issue I have with chamberkicking (if it really is impossible to pull off reflexively), is that predicting kicks is only really an option in a duel setting, where you have time to learn the style of an opponent over the course of several fights. At least, that has been my experience with it.

Any sort of chance based system would be awful, though.
Title: Re: increase kick risk
Post by: Paul on August 15, 2012, 03:25:33 pm
It's not impossible to do it via reflex. It's just kinda hard in a fight. It needs a mix of reaction and anticipation, so it will allow to punish those who add a kick at the end of each attack sequence while an occational well timed kick stays dangerous. As it should be.
Title: Re: increase kick risk
Post by: Zlisch_The_Butcher on August 15, 2012, 03:32:53 pm
The issue I have with chamberkicking (if it really is impossible to pull off reflexively), is that predicting kicks is only really an option in a duel setting, where you have time to learn the style of an opponent over the course of several fights. At least, that has been my experience with it.
Well, if you predict wrong you'd still probably kick your opponent. Chamber kicking sounds like an awesome feature and I'd love for it to be added, also, seeing as I often jump over kicks in duels with people I've never battled against before I'd hardly say anticipating a kick is 100% impossible, just slightly hard.
Title: Re: increase kick risk
Post by: Son Of Odin on August 15, 2012, 03:34:23 pm
Hmm was kicking changed somehow "recently"? Maybe its just me not dueling enough nowadays but I could have sworn kicking after swings was changed. I have to wait till the end of the swing animation to start the following kick.
Title: Re: increase kick risk
Post by: Knitler on August 15, 2012, 04:05:17 pm
Besides sometimes I get a kick landed on me even after my hit lands on them first.

Please figure this out.

The chamber kicks with kicks is kind of a bad idea.  Make it so if you manual block during a kick you have a 50/50 chance of being knocked down.

Yes youre right i hate it when i kick but at the same time i get slashed in my head so its a Status-Quo situation where i got dmg. Either i hit first and stun him or he hits me first and theres no kick - i just get dmg.
Title: Re: increase kick risk
Post by: DaveUKR on August 15, 2012, 04:15:06 pm
It's not impossible to do it via reflex. It's just kinda hard in a fight. It needs a mix of reaction and anticipation, so it will allow to punish those who add a kick at the end of each attack sequence while an occational well timed kick stays dangerous. As it should be.

Can you implement it so we can test it before discussing? you know, this should be tested before.
Title: Re: increase kick risk
Post by: Paul on August 15, 2012, 04:16:23 pm
I already tested it with Tydeus and Kafein.
Title: Re: increase kick risk
Post by: DaveUKR on August 15, 2012, 04:19:00 pm
I already tested it with Tydeus and Kafein.

And they say nothing  :| Can you organize one more test? So more players can try it?
Title: Re: increase kick risk
Post by: Lech on August 15, 2012, 04:35:18 pm
Kick countered by kick don't sound like a bad idea until one use shield and can't block while kicking and the second person use greatsword and can block while kicking, which is common.

So it's just really good for 1h without shield or for short 2h/polearms.

There is no point kicking with shield - high risk, medium reward (1h don't hit hard, injustice).
Title: Re: increase kick risk
Post by: DaveUKR on August 15, 2012, 05:10:35 pm
I've tested Urist's chamber kick. My feedback:

1) It works fine
2) Knockdown is pretty much long, you have time to think, even maulers will have time to attack
3) You get kicked no matter what, even if you chamber.

What I suggest:
1) Make it so that you don't get kicked when you chamber it
2) Make knockdown time significantly shorter
3) Make kick's reach a little bit bigger

What will get changed after patch:
1) You won't be able to block while kicking
2) Shielders will get a significant buff against twohanders/polearm users
3) Kick heroes will qq
Title: Re: increase kick risk
Post by: Knitler on August 15, 2012, 06:00:48 pm
I've tested Urist's chamber kick. My feedback:

1) It works fine
2) Knockdown is pretty much long, you have time to think, even maulers will have time to attack
3) You get kicked no matter what, even if you chamber.

What I suggest:
1) Make it so that you don't get kicked when you chamber it
2) Make knockdown time significantly shorter
3) Make kick's reach a little bit bigger

What will get changed after patch:
1) You won't be able to block while kicking
2) Shielders will get a significant buff against twohanders/polearm users
3) Kick heroes will qq

QQ

But its always so when you have a game which youre good in and something gets edit you will QQ ^^
Title: Re: increase kick risk
Post by: Paul on August 15, 2012, 06:19:02 pm
Noone knows when the new client with the noblock kicks goes live, could be quite some time. My kickchamber though will be in the next cRPG patch, independed from that.

I can't prevent the kick knockback from happening(hardcoded), so the knockdown has to be a bit longer.
Title: Re: increase kick risk
Post by: Vodner on August 15, 2012, 07:51:09 pm
If it's a mix of reaction/anticipation similar to chambering with weapons, then this should be fantastic.
Title: Re: increase kick risk
Post by: Matey on August 15, 2012, 07:59:58 pm
honestly i dont think a lot needs to be done to balance kicking... theres only 2 things needed to make it balanced IMO
1. remove blocking while kicking (and not just for 0.1 second vulnerability to thrusts as it is now) - if you miss the kick, you should get hit.
2. make the kick stagger last like 0.1-2 seconds longer so that its more valuable to kick someone.

the problem right now isnt with people who know how to kick being rewarded... the problem is guys just kicking all the fucking time because there is so little reason not to.

go with my changes and it rewards those who really know kicking, but punishes those who are just throwing them around.
Title: Re: increase kick risk
Post by: kinngrimm on August 16, 2012, 01:04:22 pm
Noone knows when the new client with the noblock kicks goes live...
on what all does it depend?
Title: Re: increase kick risk
Post by: Son Of Odin on August 16, 2012, 04:52:33 pm
A question for the new client users. Can you chamber block while you are kicking? I've never tried to pull that off while kicking but I might have a reason to learn how to do it now :D.
Title: Re: increase kick risk
Post by: Silveredge on August 16, 2012, 07:04:23 pm
Just to clarify, you're saying the person that presses kick when he registers the startup frames of the enemy player's kick, knocks the other player down?  So the 2nd player who pressed the kick button benefits?  That would seem correct.  However, did you test if it works regardless if you hit the other player with the kick or not?  Or is it more like a counter-throw press in a fighting game, where you wouldnt have to even hit the other player directly with the kick?  Is it as long as the feet touch (lol @ "it's not gay" innuendos), or does the kick have to actually hit the other player's body as well?  If you just have to press the button without hitting the other player with the kick, I think it would lead to killing kick completely.

Also I am of the opinion that kicks don't need to be changed at all.  I can hover out of kick range for the duration of a duel, not seeing how getting kicked isn't the player's fault in the first place.  And if you have a point blank short weapon, that's the whole point, you take on that aspect of the weapon's weakness.  People who spam kick get hit, they can't turn with you and they can't block thrusts.  I'm pretty sure shields block frontal side attacks and overheads.  It just reduces the side coverage of the shield during the kick animation, so you can sneak in attacks around the shield since they can't turn with you.  I could be wrong, shielder's don't kick very often, they just fiercely hold right click.  But I do remember hitting the shield after a shielder threw out a random kick while cornered.  God forbid the only thing that can open up a right clicked shield(kick), actually gets used on them.

EDIT:  It's not like every peasant out there is kicking people like a pro, how often do you see a good kick executed on battle?  When I started getting kicked by top players a long time ago, I realized that I was "W" warrioring way too hard and modified my playstyle to lessen the chance of being kicked.  As long as you're concious of it in the fight it's not that big of a deal.  I didn't cry nerf this, nerf that on the forums, I found a way to deal with it, just like I dealt with numerous nerfs to my build.
Title: Re: increase kick risk
Post by: DaveUKR on August 16, 2012, 09:04:42 pm
Just to clarify, you're saying the person that presses kick when he registers the startup frames of the enemy player's kick, knocks the other player down? So the 2nd player who pressed the kick button benefits?
Yes, Player A who kicks gets on the ground, Player B who chamberkicks gets kicked but still has enough time to attack Player A.

However, did you test if it works regardless if you hit the other player with the kick or not? Or is it more like a counter-throw press in a fighting game, where you wouldnt have to even hit the other player directly with the kick?
If Player B misses the kick - he just gets kicked and Player A doesn't fall on the ground.
Title: Re: increase kick risk
Post by: Matey on August 16, 2012, 09:26:31 pm
I'm a jerk who only ever uses big gay 2handed weapons and so I don't see why kicking is scary (P.S. I NEVER used the 1 slot 2 handed mace, and especially not for long periods of time)

It's scary cause it means that a player with more reach than you can just fight you from outside your range and the only way to get close enough to hit the guy is to run forward at which point they just stop holding S and kick you. It's also scary cause it totally fucks over a lot of footwork options when dealing with kickers, also, the "cant block thrusts" thing is still a load of shit because you literally have to start thrusting BEFORE the kick even happens, so if they notice you are thrusting they just chamber your thrusts or laugh as your shitty 1h thrust glances or misses and then cut you in half.
Title: Re: increase kick risk
Post by: Silveredge on August 16, 2012, 10:17:44 pm
Quote from: Silveredge on Today at 10:04:23 am
I'm a jerk who only ever uses big gay 2handed weapons and so I don't see why kicking is scary (P.S. I NEVER used the 1 slot 2 handed mace, and especially not for long periods of time)

Well at least you acknowledged that I used a 70 reach weapon, which would imply that I actually know about dealing with kickers.  When Miley started kicking the shit out of me with my mace I altered my footwork and caught on very quickly to start looking for the kick.  I stopped getting kicked all over the place and went back to beating people senseless.  I miss the mace sometimes.

By the way, pretty sure its not cool to fabricate(not just edit) words for people, but it was funny.  And I'm not a 2h, I'm a crossbowman ;)  If I was a real 2h I'd be a lot faster with my attacks.
Title: Re: increase kick risk
Post by: OssumPawesome on August 28, 2012, 02:42:37 am
i dunno kicking is pretty risky
Title: Re: increase kick risk
Post by: DaveUKR on August 28, 2012, 02:34:14 pm
i dunno kicking is pretty risky
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Title: Re: increase kick risk
Post by: oprah_winfrey on August 28, 2012, 02:59:44 pm
It's scary cause it means that a player with more reach than you can just fight you from outside your range and the only way to get close enough to hit the guy is to run forward at which point they just stop holding S and kick you. It's also scary cause it totally fucks over a lot of footwork options when dealing with kickers, also, the "cant block thrusts" thing is still a load of shit because you literally have to start thrusting BEFORE the kick even happens, so if they notice you are thrusting they just chamber your thrusts or laugh as your shitty 1h thrust glances or misses and then cut you in half.

An easy way to counter someone who is just going to S-key until you walk into their kick: Dont W key into their fucking kick. If you just stand still, you will destroy their entire strategy. Mind blowing I know.
Title: Re: increase kick risk
Post by: Vex. on August 28, 2012, 03:19:55 pm
Yey, make it unable to block when you kick... yey! even more fucked up duels that lasts for 5 minutes now...
If you are gonna fuck up the kick, speed up the game, this slowmo blockwars is already boring enough...
Title: Re: increase kick risk
Post by: Zanze on August 28, 2012, 04:54:05 pm
Kick risk. I kicked Diggles the other day in a fight, I landed my hit at about the same time he initiated his kick. I stunned him as should have happened since I kicked first, but he knocked me down. It wasn't from his warhammer because I took no damage. I might've gotten my kick chambered by his kick/legsweep. I call hax. Kick-chamber OP.
Title: Re: increase kick risk
Post by: Leshma on August 28, 2012, 04:55:27 pm
Yey, make it unable to block when you kick... yey! even more fucked up duels that lasts for 5 minutes now...
If you are gonna fuck up the kick, speed up the game, this slowmo blockwars is already boring enough...

It's already done. No point crying over it.
Title: Re: increase kick risk
Post by: San on August 28, 2012, 05:33:48 pm
An easy way to counter someone who is just going to S-key until you walk into their kick: Dont W key into their fucking kick. If you just stand still, you will destroy their entire strategy. Mind blowing I know.

Doesn't work if you lack range advantage. I can only dodge kicks on a player-by-player basis, since certain players only kick when certain conditions are meant.
Title: Re: increase kick risk
Post by: IG_Saint on August 28, 2012, 05:51:58 pm
Yey, make it unable to block when you kick... yey! even more fucked up duels that lasts for 5 minutes now...
If you are gonna fuck up the kick, speed up the game, this slowmo blockwars is already boring enough...

Don't you have some kind of insane str build? 43/3 or something? People with insane str builds really don't have a right to complain that the game is too slow.
Title: Re: increase kick risk
Post by: Cyclopsided on August 28, 2012, 05:57:16 pm
with kick-chambers implemented, no other nerf to kicking is necessary.
Title: Re: increase kick risk
Post by: Auphilia on August 28, 2012, 06:00:20 pm
An easy way to counter someone who is just going to S-key until you walk into their kick: Dont W key into their fucking kick. If you just stand still, you will destroy their entire strategy. Mind blowing I know.

S-Keyers typically have longer weapons, so standing still will probably result in death.  :rolleyes:
Title: Re: increase kick risk
Post by: Lech on August 28, 2012, 06:35:45 pm
with kick-chambers implemented, no other nerf to kicking is necessary.

Tell that to shielders who don't kick. No, kick is very low risk- very high reward for both pole and 2h, and need a nerf. There is virtually no downside for person who kick all the time.
Title: Re: increase kick risk
Post by: Tears of Destiny on August 28, 2012, 06:57:59 pm
Tell that to shielders who don't kick. No, kick is very low risk- very high reward for both pole and 2h, and need a nerf. There is virtually no downside for person who kick all the time.
Chamber kicks are easy to pull off now, high risk in my opinion.
Title: Re: increase kick risk
Post by: DaveUKR on August 28, 2012, 07:24:14 pm
with kick-chambers implemented, no other nerf to kicking is necessary.
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Title: Re: increase kick risk
Post by: oprah_winfrey on August 28, 2012, 07:39:14 pm
Doesn't work if you lack range advantage. I can only dodge kicks on a player-by-player basis, since certain players only kick when certain conditions are meant.

You don't need the range advantage, you need a 1h sword with ~100 length. Your steel pick is 64 length because it deals 35 pierce masterworked, it isn't a 1v1/dueling weapon.
Title: Re: increase kick risk
Post by: Matey on August 28, 2012, 07:54:57 pm
Lol Egan. As has been mentioned, just standing still isnt going to help. I use a Long Espada, thats 103 reach, but standing still and not advancing means ill never get to throw an attack. if i dont get close for my attacks then enemies have a tendency to jump backwards while swinging which results in me hitting air and them hitting me in the face, so even with 103 reach sword i need to get pretty close, but then ill get kicked. anyways itll be interesting when people cant block while kicking, then people wont spam it as much unless they are really confident... kicking will still be strong but at least it will have some risk.
Title: Re: increase kick risk
Post by: oprah_winfrey on August 28, 2012, 07:59:26 pm
Lol Egan. As has been mentioned, just standing still isnt going to help. I use a Long Espada, thats 103 reach, but standing still and not advancing means ill never get to throw an attack. if i dont get close for my attacks then enemies have a tendency to jump backwards while swinging which results in me hitting air and them hitting me in the face, so even with 103 reach sword i need to get pretty close, but then ill get kicked. anyways itll be interesting when people cant block while kicking, then people wont spam it as much unless they are really confident... kicking will still be strong but at least it will have some risk.

Lol Matey, pretty sure a kick has less then 103 length. You can stay in range of your attack and out of range of their kick. And what I meant by standing still was that if they are just holding down S, they will just back peddle out of their range and the fight is at a standstill.
Title: Re: increase kick risk
Post by: tizzango on August 28, 2012, 08:05:44 pm
Sometimes I deliberately miss the kick to make the opponent attack, when they do I hit them with the instant-left swing (2hander)..

But don't tell anyone though, as this is my secret move.
Title: Re: increase kick risk
Post by: Matey on August 28, 2012, 08:32:36 pm
Lol Matey, pretty sure a kick has less then 103 length. You can stay in range of your attack and out of range of their kick. And what I meant by standing still was that if they are just holding down S, they will just back peddle out of their range and the fight is at a standstill.

yes a kick has less than 103 length, but the guy isnt just going to stand within my range and out of kick range and trade shots, they just keep going out my range unless i chase them at which point they can quickly dash forward for a kick
Title: Re: increase kick risk
Post by: Cyclopsided on August 28, 2012, 10:21:32 pm
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Tell that to shielders who don't kick. No, kick is very low risk- very high reward for both pole and 2h, and need a nerf. There is virtually no downside for person who kick all the time.
I really don't see the issue, when I played my 1h/shielder (right before I moved to my now shitty internet where I can't melee) I chamber kicked people trying to kick me more often than not. It is sooo easy to spot incoming kicks, also dat knockdown = <33333.
For the record, I almost never offensively kick. But I kickchamber when they try to kick me. especially as 1h.

Kick is very high risk for the user once you practice the easy chamebr timing and watch where they WANT to kick you at. Do you understand what I mean? WALK INTO WHERE THEY WANT YOU TO BE, TO BE KICKED. They will start a kick thinking they got you, then BAM you kickchamber them. That knockdown is a guaranteed kill, usually.
Do you even one-step-ahead dueling?
It's a no-brainer. Kickchambering makes shieldwalls in chokepoints viable now, no need to fear kicks breaking through lines anymore. A thing impossible became viable thanks to it, and nerfed kicks.
What more can you ask for? you want kicks ot be suicidal? If players were good, they already would be suicidal.


Adapt to it. Give the metagame time to learn new skills at dueling. Kickchambering is awareness and some practice, and possibly a bit of sneaky tricking your opponent. There should be no further kick nerf until we see the fruit of chamberkicking ripen
Title: Re: increase kick risk
Post by: San on August 29, 2012, 12:05:26 am
^Pretty much agree. It will take a while before people understand chamber kick's viability. If they removed blocking, the kicking animation needs to be faster or something, or even a well timed kick will be interrupted by an attack.
Title: Re: increase kick risk
Post by: Smoothrich on August 29, 2012, 04:05:58 am
Sometimes I deliberately miss the kick to make the opponent attack, when they do I hit them with the instant-left swing (2hander)..

But don't tell anyone though, as this is my secret move.

sssshhhut up dude
Title: Re: increase kick risk
Post by: kinngrimm on September 01, 2012, 04:40:27 pm
I don't see where chamberkicks would make shieldwalls now more viable.

During the whole sequence of getting kicked and being able to throw of a chamber kick,
the shielder still can't block shit while 2h/polearms dudes can and while others can use that timeline to smash your face.

You know 2 are kicking each other and the 3rd is using that opportunity.

No judgment on mysite to these effects just saying there is no improvement to shieldwalls out of my perspective.

On a sitenote, shieldwalls were never mostly overrun by a coordinate kick attempt from several dudes, mostly people who approach them wouldn't dare to kick then anyways,
but through crushthrough weapons or just positioning, as so often the shieldwall dudes and their allies in their back and left and right positions miss the point of counterattack, which should rarely be at the point when the enemy is already able to scratch your ba*** but at a time when there is still enough room to manouver and take opportunites out of irregular moving enemy lines.
Title: Re: increase kick risk
Post by: Leshma on September 01, 2012, 05:56:00 pm
the shielder still can't block shit while 2h/polearms dudes can

Fixed in beta client. Be patient.
Title: Re: increase kick risk
Post by: Vingnir the Wanderer on August 14, 2013, 12:08:51 am
I think it would be more realistic, and hilarious, if there was a chance to fall over while attempting to kick, based on either:

A: the amount of armor your wearing, - have you ever attempted to kick someone effectively in heavy armor?  I havent, but, i'm pretty sure, that might be a really bad idea... Ive tried to kick while carrying large armfuls of weight, in chainmail, and even with that kind of encumberance change, its generally a bad idea. Also, medieval fighters DIDNT have high grip shoes... lets be honest.

B: have you ever tried to kick someone immediately after backpedaling?  on a hill?  Both are very risky.

C. Or maybe a chance to fall over, based on how low one's wp or ag stat is or something, or even factored in with the above.

All just ideas. Blow holes in em if you want, just thinking outloud.

The reason I bring this up again, is because its such a free shot right now, I mean, if shield bash was more effective, things might be a little more even in this regard, and yes, i speak as a shielder, but man, kick is deadly to a shielder, and as mentioned earlier, very little risk at all against one (a shielder), and nearly uncounterable, in alot of situations, especially, if you dont have great ping, and are getting the info on screen a little later than your opponent. -atleast it seems that way.

Sorry if this seems like I'm digging up an old post, but I still think its a relevant conversation, tbh.