wait, all spinning stabs were nerfed?
All stabs and all overheads. Polestagger removed was a great thing though.
Polestagger still exists on NA. We don't have the dead bodies absorbing hits thing, either. This thread is very convoluted. All we got from the new system was the stab/overhead turning reduction, so far.
Saul, you're telling me that one of the ways to get a kill is to abuse a mechanic that specifically gives one weapon class an advantage over all the others? The 1h couldn't do it, waiting too long ends in a glance. Polearms couldn't do it. It's not even in the animation. But oh god forbid we balance the precious 2h heroes and their swords of justice.
Clearly the answer is to remove a large amount of the advantage manual dexterity(in real life) can give you while playing the game for all melee classes. This is a universal handicap on motor skills.
You can't say its an overall nerf to melee skill. It makes things easier for some players (those blocking a thrust) and harder for other (those performing a thrust). So its a wash. Harder for some, easier for others. That's what a nerf is! Spin stabs were nerfed, so those using them will have to increase their skill to remain competitive.
At what point does "having to increase their skill to remain competitive" become "unable to compete with parity" and "having to switch weapons to remain viable" I wonder?
Yeah, you can say it's an overall nerf to melee skill. Yes, it will take some practice to compensate for the loss of the range of motion, but like I said: It's
literally a handicap on motor skills, a reduction of precision while using your mouse. What's more is that it removes much of the viability of weapons that are only capable of attacking in the two directions that got nerfed. I wouldn't say that people not using those weapons automatically deserved to be at least half less affected by such an otherwise
universal nerf, especially not on some basis of "they can increase their skill so it's okay!"
I'm not entirely against the change, but having it be universal to weapon classes is bad. How bad? Faster weapons didn't seem to be able to turn as far during the stab or overhead because of how quickly the animation ended. For an overall faster-speed weapon class like 1handers, that's extremely bad. You now have to aim so much more beforehand when using weapons that should be giving you an advantage in animation speed that it has become a severe disparity that I don't think serves to make the game better.
I will now quote myself on my thoughts before this thread on the spinstabs, because I think I summed it up okay:
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Now, of course, spinstab still has its issues. I don't feel you should ever be able to swing twice and succeed if the other person blocked your first attack, assuming they start attacking, unless there are extreme circumstances involved (they're using a much slower weapon than you, teamplay/not 1on1, glancing on walls), but that also applies to hiltslash and I guess crushthrough. Blocking then jumping and turning into a person and landing a hit after you've just dinged against somebody's block is ridiculous. Stabbing through teammates is ridiculous. Stabbing over and around walls is usually ridiculous.
What's not ridiculous is using a spin to land a hit on someone just because they're close to you and your weapon is over 150 length (within reason). This mechanic can be stopped so easily, you just have to watch for it and block down. It's a problem when you don't block it, but I will say that it's highly exacerbated by the immediacy of the active hitbox. Spinning to decrease the time between the start of your swing and the time you can viably hit someone with it is bad, but you should not be helpless when someone is in your face just because you chose a weapon that only has two attack directions.
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I do know that I do a lot of last minute corrections during the attack animation on every thrust I put forth, mostly to avoid teammates with them. The speed at which I can turn will greatly affect the amount of times I can viably thrust without teamhitting. So, that'd be a nerf for teamplay as well.
You have taken away spin stabs, one directional thrust weapons are now boned.
I wouldn't say that. They're honestly better off than up/down only weapons, because the only two single direction attack weapons in the game(barring hoplite weapons, which are arguably
the worst off because of this nerf) are so long. They're still alright for team situation, they're just much worse in a 1vs1 situation, now. The shorter up/down weapons were already worse for teamwork and are now
also much worse in a 1v1 situation, which they were quite viable for previously.