Most people just block after all attacks which leads to non intended luck parries
Harder to do intentionally than a dodge, yet offers a worse reward
Blocking is inconsistent and slows with lag and ping
Nothing in the game teaches you how/when to parry
Potential solutions:
Parrying is disabled 0.5sec after attacking (blocking still works)
It now gives a 5 second buff based on your build (magic = energy efficiency, strength = agility, weapons = attack speed, spirit = regeneration). This makes it good to land without explicitly punishing the enemy.
Blocking is client sided?
Add a tutorial quest called âCombatâ or something, where an NPC in Munera asks you to: Block attacks, Parry attacks, Dodge attacks with the new I-frames gimmick
Iâll just quickly point out that if the quest was in Munera then that gives players a chance to ambush them, and unless this is a high level quest, theyâd probably get jumped by a high or max level player.
Granted that thereâs already a quest in Munera, but I donât think adding more there would be the best idea.
It can be on the client-side, but you would need a bunch of sanity checks on the server to prevent cheating, but even then itâd still be weird as the server versus client see difference things.
I do agree with this suggestion overall, Blocking/Parrying need more love put into it, as it is technically a core part of a playerâs defensive kit despite some folk never using it[1]
Same
Why does vetex insist so hard on a parry based boss in a game that doesnât even tell you that the block button exists, when i first learned it existed i was stuck on calvus and someone had told me
I reallt donât like differentiating buffs arbitrarily between stats rather than just⌠one simple unified buff thatâs easy to change and balance. All stat builds benefit from the same stats anyway. Just dump some basic slight defense or attack speed buff and roll with it.
And the rest, I donât really have that much opinion.
I donât think the cooldown after attacks is necessarily bad, though might be a little unfun to current players used to it. So kind of neutral and whatever.
I have no idea what making blocking âclient sidedâ exactly entails. Frankly I feel like most people regularly throw client side as a buzzword and donât understand all the implications, me included.
Tutorial is good, though frankly should be much earlier. Plus itâs odd to have a forced tutorial quest on an island you arenât naturally brought to through the storyline.
Now I might be wrong but the problem with client sided stuff is that if you make the attacks client sided, then the players may get hit by attacks that donât land on their screen, but they also get more responsive gameplay since on their screen theyâll hit a player and that player takes damage.
Take this with a grain of salt as Iâm not entirely sure if this is correct or not.
Dodging is replicated like any character movement, thatâs just how Roblox works.
That would make the timing off as well, as the animation could play before the block activates, or it fails to do the blocking entirely but the animation would still play.
The current implementation is good, itâs not good trying to find a solution for a non-issue.
The issue AO is running into is heavy client<->server latency due to mis-use of Remote-Events/Functions, as seen by turning with the ship being really delayed and attacks being delayed when the server is running like shit.