Fencing is more low target engagements, balance horde engagements, and block is negate and bieg damage counter though I feel like the windows for partying have tightened quite a bit.
@@johnwhite8847wrong. It starts instantly as opposed to balanced, which has a 10f delay. This is why you can always parry an attack, no matter how late you are. Issue was that they forgot to keep the parry window the same (as meant to be since patch 3.0)as balanced so the entire animation was a parry window, and it was not intended.
With these changes fencing is useless now. There is no bonus to not use balances now. Stupid ass change. Can’t parry behind you, parry just stops working after like 4 in a row, the window between parries is reduced as well. They made fencing obsolete and broke the parry system all together
@@user-cg2gk1yw7wtheyre talking about input delays, yes. The duration of fencing parry was actually bugged to be way longer than it was meant to be. They talked about this in patch 3.0 but somehow it was accidentally reverted sometimes after that till 5.0
@@user-cg2gk1yw7wit’s a lot of things. Saber broke it with stupid decisions. Just do balanced until they fix or revert it. Fencing is pointless and actually a handicap now.
It’s bullshit now, if you have 5 warriors on you and you literally can’t fucking dodge away because of all that god damn gaunts (that would get crushed by the weight of a rolling space marine btw) and you get fucking stunned locked and cannot parry then. This isn’t a get good thing, it’s horse shit and it needs fixed.
Yes you can. In fact, that is the one situation where fencing is the only option that will allow you to survive. Balanced cant react fast enough, and unless youre a god at block weapons you have even a lower chance of breaking out of that situation.
I guess what I'd like out of "parry," is that when I push the button, a parry is performed. Right now it feels like I push the button and i have to "time" my weapon's parry preperation time with the enemy attack animation, and that feels bad. I'd like to push "Parry" when I see the strike landing, and it work. The wind up time feels bad.
I dont mind the timing to much but the fact that on lower/higher difficulties the speed of some attack especially bosses changes is so ridiculous. They intentionally throw your timing off in an online coop game against bots… like who is this for?
@kurtisdeakin thier have changed it two times and it was a minor bug it only affected people that panic spam parry and no one sweats of dark soul. Ps dark soul parry is 4 times harder
The strongest reason i believe it is bugged is when you get the perfect parry/block sound, animations, and [for bulwark] dropping your electric zone-- but enemy doesnt get staggered, no gun strike, and you take damage. ... if i had missed the window, then why play the animation and sound-- but especially why proc the perfect parry shock drop for bulwark?
This was always a problem with bulwark, because the parry is tied to a block. This introduces input delay and causes the timing for bulwark parry to be different.
The problem with parry window adjustments on fencing, coupled with the AOE is this impacts Bulwark the most. 3-4 of the Bulwark perks rely on perfect parrying and while some got adjusted to accommodate for blocks, parry is still THE way to go for Bulwark based on how the class was designed. It’s like if they opted to decrease dodge windows which greatly hurts Assaults. I do notice a difference, but what’s worse is I feel the AOE and damage trade off for Balance isn’t worth me missing parries more. It’s not even a “get gud” situation, when you’re swarmed and getting hit 3-5 times all at once from multiple enemies, if you miss that first attack, you’re done. Trying out Balanced weapons a bunch and I got plenty of parries off (about half of what I usually get on Fencing) and the AOE and damage felt negligible. What’s worse is Bulwark gets a specific AOE attack for perfect parrying and it felt like it did nothing. Balance weapons felt no better than Fencing, but the AOE range on Fencing was notable. Something isn’t right here.
so when 12 minor enemies are all jumping at me I have to time my parry with the first one in a giant clutter of enemies and spell effects on my screen? This can't be intended.
My issue is when im fighting a majoris i used to be able to keep mobs off my back by just continuing to fight the majoris. Now i can be winning my fight against the majoris but still get punished from behind.
Regarding the directional parry, like target needs to be in front of you, I went into Ruthless and tested this with Fencing and Balanced and it's not true I faced my character 180 degrees away from the enemy and still parried it like usual
@@BrentCox2B I read on reddit that the camera needs to face the enemy not the character. I don't know if that is true because i have not tested it myself yet but folks on reddit said it works that way now.
@joshualap401 hmm that would be a little harder to test since you'd have to wait for the little minoris head jumping at you pops up on your screen because you cant see them until the last second but I'll try and test it when i get off work
The worst thing for me is that I cant use q instead of another button for parry anymore, i cant change it to q because there seems to be bug when you do that.
I noticed this too. But I also noticed the client side dodge windows. My suspicion is that we've gotten so used to parrying with an element of lag or desync, that now that it's client side it's just... different. But also, I've switched to the balance version of weapons due to the extra damage element. I've found that a good 50ish % of the time I get a block, meaning in have to parry earlier. I also noticed the actual indicator doesn't take into account the distance of travel, so you have to use your eyes and time things properly for when you would have taken the hit. I main assault and run Arial grace and commitment, it's something I noticed a long time ago, you only get the commitment proc if your jump pack dash saved you from getting hit.. this is very easy to test with CSM flamers when they do their 360 radius attack.. when the dodge indicator shows up you can instantly use your jump pack dash and won't get a commitment proc.. but if you stand in it and dash out right before the attack goes off it's basically garrunteed proc, some thing for ravager when the explode out of the ground. Basically, you now have to use your eyes and actually parry with timing of when the attacker actually gets to you. Overall everything seems much more smooth and consistent now that everything is client side, it's just our muscle memory is off due to no longer having to account for lag.
A one v one dueling weapon in a horde game mmh. "Makes sense" regardless of anything I think it was a bad change. I've always believed that the issue was always the other block types. Fencing was supposed to be an easy parry with less damage. Balanced was a harder timed parry but more damage. Block was the worst until now was useless there used to be zero reason to use it. The more they go down this road it feels like there trying to make fencing usless compared to the others. Maby I'm reaching alittle there but for the past few pat is they have nerfed fencing
Yeah it's a little bit of a reach. They're most likely just having bugs and issues with those types of weapons. But they're trying to get people to use all of the weapons, not just have everyone depend on the fencing and balanced ones. I feel like the fencing weapons are really like training wheels, so you can learn the parry system easier. I don't think they're making them useless, fencing weapons usually always have done the least damage out of the others. Because they're meant to be the easier ones to use.
i didnt even know they change dodge window based on difficulty, if true that is the most questionable balancing decision ive ever heard of, like... why?
I’ve noticed alot of parrying glitches since the patch. Sometime ill get the blue indicator and ill parry however, the enemy wont hit me and the parry doesn’t work, its weird. Plus mob parrying should not have been nerfed man thats just stupid for higher difficulties
Same with gun parrying now. I feel like I'll have a swarm of grunts on me and a few whips and bone swords on me, I can't parry the whips for some reason, get dragged in and loose like all my armor, so I try to gun strike some grunts to get some back, but during the gun strike I get hit by either the grunts or bone swords, and hit out the gun strike. Then I just loose large amounts of health, and it feels like gun strikes aren't worth performing anymore as you end up just taking more damage even after performing it??
Half the time my parry button just straight up does nothing, and then when it actually works I can parry one attack but if I get hit by the whip dudes that need a follow up parry I'm screwed.
Im on ps5 and on other channels I've said the same. To activate and deactivate the iron halo you now have to come to a complete stop. Makes your heavy way more vulnerable and throws off your gameplay when dealing with hordes.
Assault jump also seems broken. I often to a jump dash instead of a true jump when I HOLD q. This basically never happened before patch. Now I waste up to 25% of my jump charges.
Yeah, this is putting the fencing parry window in line with what they said they wanted it to be in patch 4.0. Same Window, starts immediately. I'm guessing the idea is that if you're slow to react, you would still get parries in scenarios where it would've been a block, not to mention when swarmed with minoris, you can instantly parry and get a clean way out. However... I have to agree with you, I just don't agree with Saber on this one. Fencing weapons sacrifice a significant amount of damage as it is, so making parries easier SHOULD be the benefit. As it stands now, fencing doesn't actually make it easier to parry, just makes it more of a reaction tool. So they either give it the same (or equivalent) stats to balanced, or straight up revert the parry window to the pre-patch state. Because as it is right now, they're just worse stat-wise to their balanced counterparts, with no real benefit
Bro, the parries are broken. It’s acknowledged. Not to mention, a lot of players are coming out stating this. Before the patch I could parry every parry that came up. Now, not so much. It’s broken.
I didn't feel much difference from previous fencing weapon and it still works well. Devs have kept messing around with fencing parry windows every time they update and we've needed to play a lot to adjust. It's stressful for players especially who don't have much time to play. They should not touch fencing forever and just buff balance and block.
I'll miss the old fencing parry but I figured this change was coming after having a couple no health damage runs as Assault (of all classes) on substantial lol
They confirmed it was a bug. I also mentioned in this video that it shouldn't have been nerfed if it was. I just pointing out you can still parry. Relax.
I started using block weapons after the patch and I think the niche point is that they are more viable for actual attack strikes with non-negligible damage and the 3 block 1 AEO attack dynamic is a nice topping but it does not get triggered often enough. For armor on gun-strike; On Assault for example, I try to move out of the mob circle, sprint attack a minoris and then gun strike. It is not as often as fence parry but I think the dynamic is that you should avoid being surrounded as mentioned in the video. Nice video. Good to see push back on instinctive reactions.
I have parry bound on Q and it works only on bulwark. On tactical it does not work while standnig still and on assault jet pack is triggered. I dunnno how they messed that up. Bulwark with chainsword feels the same as previous patch though.
I am having the exact same issue as you, on my PS5. Thought it was my controller at first. Crazy thing is in the test area (back room) in the battle barge I can reload/interact file without having to sprint. In ops mode I have to sprint to reload or grab items. With assault it uses up my Jet Pack unauthentically
Aside from technical issues like the input delay, theres a lot of misinformation that need to be addressed. 1) Fencing parry on day 1 acted just like it did pre 5.0. It had instant start up and the active window lasted for the whole animation. 2) as mentioned in patch 3.0, this was not meant to be, and for a short while fencing parry had the same window as balanced weapons. 3)in some unknown patch, this was accidentally reverted and had been kept this way until patch 5.0 So what did they actually do to fencing? First of all, fencings strength has always been (and intended to be) the ability to parry an attack on reaction, instead of prediction. You can wait to press the button until the moment an attack is about to hit you, and you will be able to parry the attack. You cant do this with balanced weapons, which has a delay before the parry window is active. For people who are saying they have to relearn 'hours' of gameplay - im sorry to say, but youve been playing using a weapon thats overperforming because of a bug. In fact, its in the same state as the GL - you werent good at the game, your gear carried your ass. The game isnt easy, you were just using a bugged weapon. This is sabers fault for keeping info so tightly guarded, and the playerbase was lulled into this sense of false skillfullness. For people who DID understand how fencing parry works, this was hardly a nerf because what its strong at doing is untouched.
Si algo no está roto no lo arregles. Sí la intención es decantar a la gente por armas de equilibrio y bloqueo creo que lo van a conseguir. Lo importante son los fallos que hay en serie X y no se habla de ellos. Es imposible recoger ningún item, ni munición...blindaje...etc. No aparece ni la señal de pulsar Y. La única manera es acercarse corriendo y pulsar Y. Un problema cuando son granadas
Fencing and balanced should have the same parry window. Fencing should just do more damage with less cleave. Block can stay the way it is, maybe a few invulnerability frames and more knockback after a perfect block as it has issues in the 1vx.
Saying get good cuz it's how parry is meant to be is so dumb especially cuz it's proven to be a bug. It's definitely not game breaking and 80% is still parryable, but those small times in lethal you get surrounded and you cant roll away and you parry and the sound goes off but you still get hit then stun locked isn't fun.
I would like to notice that your gameplay in the background shows you being absolutely melted in the FIRST encounter of the mission. This means a lot of things have gone wrong, not just parry. Like the fact that you run up to a BioWarrior with your shield up..... he shoots at you and your shield seems to be made of chocolate. You take a whole salvo on your chest. Pun intended considering how this Update has ppl revert from Lethal to Substantial despite having EVERYTHING maxed out.
As a Bulwark player, I feel like this patch noticeably diminished my use factor for my party. Consider that Saber built Bulwark with 3-4 perks with perfect parry in mind. Even though with the new blocking changes they only adjusted 2 of those perks to accommodate perfect blocks. I can competently use Balanced weapons and it feels like there is no significant difference from Fencing (in terms of AOE and damage) to warrant using it by comparison, especially when I do not land as many parries as Fencing. People keep saying “well fencing weapons are meant to be dueling, one on one, weapons” when the game is built to never solely go that way. No mission in this game permits for much smaller 1v1 encounters. It’s a variety. If this was Saber’s intent, it was a bad one. Trying both Balance and Fencing weapons on Lethal and Ruthless, Fencing is still preferred since the enemy encounters are very unforgiving. I do have timing down on Balanced weapons but if the damage trade off isn’t that noticeable, why would I sacrifice sorely needed defensive options for a negligible damage boost? Maybe the window shouldn’t have been adjusted and they should have only buffed damage to Blocking and Balanced. I would also note that Blocking power sword ONLY gets a cleaving bonus compared to the fencing weapon based on stats
Right now I've swapped over to balance, the biggest problem was how slow balance is compared to fencing. One feels like you're swinging the hammer from space marine 1, and the other is basically the chain sword from space marine 1.
it was a stupid game design decision in the first place to make 3 types of weapons based on how well they can parry, now they are trying to make more mechanics around it to make it work
I’ve seen a parry be hit at a perfect time, and I didn’t parry. There were 2 majoris on me, I went to parry, I missed one, got chunked and died. I’m testing more now, but it appears to be slightly broken
That stuff about parries not popping off might have something to do with the controls scheme being hella bugged with the update. For me, the game now refuses to unbind ability use from the Q key, which was my parry key. When using the default controls scheme it's smooth. When I bind parry to Q again, the character just won't parry and spends ability instead. Somehow, that only happened when I switched to Assault after a couple hours of grinding Bulwark, when my usual Q parry worked but felt inconsistent.
gun strike always registers...your targets are just being killed by others beforehand, or you are surrounded and being hit while gun striking. too many people forget to do a hop away or to knock everything away before gun striking.
I’ve been noticing a pretty major issue with my parries where I legit press the button and it doesn’t do the block/parry at all. I was surprised to learn that this wasn’t what the video was about. Maybe it’s a problem with the weapon I was using? Im trying out the block weapons and that could be where the problem is isolated to. I’m also playing on mouse and keyboard with customized keybindings so maybe that’s causing it? I haven’t really done a ton of testing to be sure, but I also noticed that pressing my block button on the assault class was sometimes doing a jumpjet dodge instead of the parry (I rebound parry to q which is the default for ability use) so maybe there’s an issue where the game isn’t always registering the keybindings you set
You can parry things from off screen and behind you, listen to the sounds of combat and you can hear when to parry for most attack. I don't mean the 'parry sound' you can also hear the jump and whip and heavy slice from tyranids and you can even hear the sound of the armor creak before they punch, shoulder bash, or kick you from the traitor astartes. Balance has ALWAYS been superior to fencing. Too many people have been hugging the thighs of the broken and busted huge parry windows of old fencing.
shorter parry window is not really what i dislike, what i dislike is that when i miss a parry i cannot parry the follow up attack or at least thtats what it seems, so when i misplay i just get comboed. didnt happen before
Just change parry back it was grate it worked and it was fun. If the fun is gone the game is dead and we move on and never come back i could parry a 20 minor hord and kill them all felt so good like a god
I feel that parry windows shouldn't be as extreme considering this isn't a souls game. There's too much going on to focus on the exact moment to parry when you have to parry a single guy with 40 others at the same time
Im not sure how widespread this is but ive had quite a few times since the patch where id drop my banner but no buffs to armor or health would come from it.
Here’s how I think it should work: parry weapons should only parry, block weapons should only block, balanced weapons should do both under the usual circumstances, that would make every weapon viable in there specific builds.
Just tried assault and yeh it's ruined now. I just switched it off and that's probably the last time I play it. Shame I liked it quite a lot. A friend was going to buy it at Christmas but ive told him not to bother now. Thats how much i dislike what theyidone wih the parry
So because they made the parry window a tad bit smaller….your friend shouldn’t bother getting the game with the fun story and enjoyable gameplay. If your friend listens to you, he’s r€tard€d. 😂
I’ve been playing a lot with fencing and in this new patch for some reason balanced parry’s are more consistent the parries on fencing were extremely inconsistent but balanced worked out a lot better
change doesn't affect me i just use double parry window perk and balanced knife now with Vanguard, Still a parry demon but i still get gun strike after a block (Always play on Lethal)
I'll play the game again when they fix it, not playing the game in this state and spamming a fencing weapon is fine that's why we pick this weapon game is broken
I seriously don’t get the complaints. One person replied it was irritating parrying didn’t work when surrounded by 3-4 whip tyranids…that’s like saying it’s irritating that the game punishes bad decision making and doesn’t have an auto shield button.
Let’s face it - before this adjustment, Fencing was the only viable choice at higher difficulty Also, this introduces a risk / reward element that allows a more tailored playstyle Maybe a Vanguard running his perfect parry perk would previously have chosen a balance weapon. Very isolated case Otherwise choosing anything but Fencing on higher difficulty pre-patch gave up strong (often buffed) gun strike damage and frame advantage. You can parry/gun strike your way past Extremis without getting in any other damage if you’re not mobbed in a swarm. Not only does this give a legitimate reason to use Block and Balance weapons, but allows each class and each weapon to take on a more unique tactical approach Combined with upcoming weapon and class perk expansion/adjustment, we should see much more dynamism within each class in terms of interpretation Right now the Sniper can either be a long range shooter or a close-range guerilla - but most classes have optimized perk trees and fixed roles Changed like this allow for more expressive gameplay
I dropped the game now with this change, none of what you said about expressive gameplay is actually the case. It makes no sense to pick blocking still, all other classes dont benefit from this but suffer and buffing blocking by actually letting you absorb the damage at least for a moment with cooldown would have been a better choice. This is just bad parrying, worse parrying, standing around. Bad change, rework please
@ you’re just unwilling to learn a new mechanic. The windows haven’t changed that dramatically And in the context of upcoming class perk and weapon perk changes •which have been formally announced• , it does lead to dramatically more expressive gameplay If you just don’t like the game, or are struggling with nuances of it, those are different matters which are separate from this change It came out within the last 48 hours. Serious players will adjust
@ I have beaten every operation on lethal with every class and still do after the patch, it‘s not hard it feels off. Unlike action games, this parry function doesn’t feel good, it get‘s in the way of the gameplay flow and they have already announced they will rework it. Get real, this is bad and needs to go.
@gnusch3109 I’m not saying it can’t use some tweaking, but the core concept is excellent Give a little time for them to fine tune it Theres a lot of free support and the game is popular. If you have put in the work to beat every mission on Lethal you must have around 200 hours in. It’s not speculation that they’ll continue to work to improve the game, and it’s smart to be patient with their effort to do so Again - pre patch you had Relic fencing options as your melee weapon dictated by class options. End of story. They’re working to make the other weapons relevant, and to give more risk/reward options.
@@docholaday6119 I love this game, close to 150 hours and I agree with most of your statements and will be optimistic for the future of this game. However this single small change to the fencing mechanic rubs me the wrong way, it sacrificed something overpowered but fun with something balanced that just feels bad to use in this game. The devs of this game have earned much of my respect, really they did but the last patch and now this one come with one step forward and two steps back (followed by one more step forward after reworking the changes ;) ) Still I really hope they change it back, many of my friends recently picked up the game and are equally frustrated because they already disliked the parry system in the campaign and were quite happy with the fencing options, not anymore and I can only agree with them. I know they will find a solution to this in no time it just seems a bit odd like they can’t quite stick the landing recently in a lot of areas that desperately need attention to focus on the volkite pistol or some exclusive chapter armor. Not sure how I would feel about that if I wasn’t such a big fan of the game, helldivers for example drove me away because they never added anything substantially new to the game, unlike this one with free opperation maps but more of these updates and I dont think this will remain the game I grew to love recently
They nerfed the shit out of fensing weapons parry window without mentioning it in the patch notes. I switched to Balanced and the extra damage with the block fall back if you miss the parry is better than fensing. Fensing is basically dog shit now.
you're wrong in your assessment but your right in your direction, fencing needed a nerf because it could turn you into an unkillable god, but the parry is now actually broken, by my findings i've observed that with Tactical - sawblade - melta, you can only parry when sprinting forward, staying still and attempting a parry does not trigger any parry animation if its a hit or miss dosen't matter, but sprinting forward, then tapping parry then dispalys animation, and puts through the parry, you're wrong, there are unintended bugs at work, but your desire to have parry put in balance is correct.
They should have done the buffs to balanced and block and left the fencing ones alone it is definitely bugged the window is so small now that if their more then one enemy you're 100% going to get hit and most likely by multiple hits even though you only got hit 1 time the buffs to block and balanced worked good enough but the fencing type is bugged very much as of right now
They have a good idea, but definitely need more tweaking. Im just glad the dev team is as creative as they are. Just buffing damage across the board would make the game stale. Block damage is goof now, just needs a bit more survivability, it doesnt get armor regend but maybe more aoe will help.
This video and some comments have confirmation bias for wanting this "stealth change" I put stealth change in quotation because about to be 3 hours from this comment Saber on their discord confirmed it was a bug aka not intentional and very well is happening (so not on the players misinputs) so instead of jumping on the "players are stupid" train wait and see if the devs confirmed this suspicious because if it is a bug who looks like the ass at the end of the day.
This is my opinion and you can agree with me or not, but the devs want you to use the other melee weapons like block. Block is so much better, you have to stop spamming the buttons
Nah, it's definitely broken, bad take in the video. Also plasma weapons have no headshot multiplier. Get your facts straight before you publish video content mocking the same community that you produce content for.
Well when you see the parry animation but dint get the perfect parry, I can understand. But hitting the parry button and ur marine just stand there like "LIFE SUCKS, PLS KILL ME", something is wrong. Especially my vanguard who have a fencing chainsword with a 50% parry perk.
When are they going to fix the terrible dodge system with special in a decapitation mission when it uses that stupid pulse thing that just cannot be dodged
They really needed to not nerf fencing and just buff the others. This is really stupid melee is already underpowered in this game. And changing the timing of something everybody knows is not a good way to adjust your game.
I am so p1ssed of by this..i had no problems playing all difficulties..now its unplayable its makes no fun anymore..chaos enemys spamming unblockable attaks and then they nerf the few i CAN block absoluty garbage..hope they fix it soon...
I'm on the same boat as you. we just have to time our parries better instead of spamming the parry button. It was ridiculous to just stand in the middle of a horde and be invinncible.
Honestly I didn’t see much a problem definitely shorter windows but just play a few games and you’ll get use to it quick.Finally did the new operation with assault and bulwark on lethal and prolly is the easiest one lol
The patch broke a lot of things. Things bound to Q can only be utilized while sprinting. There is a camera glitch that makes it so you cant look around and you have to alt tab to fix it. There are waaaay too many Majoris on Lethal now. Also, the new mission kinda sucks, but it's cool they brought Imurah's theme back. If only the fight wasnt shit because of the ungodly amount of adds. Also, also, STOP RUNNING AWAY WITH THE FUCKING CUP! YOU'RE KILLING US!
The timing is a bit off on blue prompt attacks but it really is different on non prompt attacks. Nothing better than eating a full combo or trying to parry bosses to death while using the old timings. Also the time between hits and decreased attack timing on shielded zoan is bogus it is still the same. Unless these are bugged like certain perks this update is way worse than the old one.
whats the point in Fencing and Balance weapons if they keep getting closer and closer in performance?
Fencing perfect parry window is still much bigger than balanced but now you can't parry attacks from behind your marine.
Fencing is more low target engagements, balance horde engagements, and block is negate and bieg damage counter though I feel like the windows for partying have tightened quite a bit.
@@johnwhite8847wrong. It starts instantly as opposed to balanced, which has a 10f delay. This is why you can always parry an attack, no matter how late you are. Issue was that they forgot to keep the parry window the same (as meant to be since patch 3.0)as balanced so the entire animation was a parry window, and it was not intended.
With these changes fencing is useless now. There is no bonus to not use balances now. Stupid ass change. Can’t parry behind you, parry just stops working after like 4 in a row, the window between parries is reduced as well. They made fencing obsolete and broke the parry system all together
Back to DarkTide it is. Bye SM2.
They officially acknowledged on their official Discord that there was an issue with parrying for fencing weapons (mostly)
Nice! I am looking forward to the fix lol!
@Yeertski Yeah, same, tho tbh I didn't actually notice the issue. I thought the parry window was just shorter lol
@@user-cg2gk1yw7wtheyre talking about input delays, yes. The duration of fencing parry was actually bugged to be way longer than it was meant to be. They talked about this in patch 3.0 but somehow it was accidentally reverted sometimes after that till 5.0
Why do people defend this company again?
@@user-cg2gk1yw7wit’s a lot of things. Saber broke it with stupid decisions. Just do balanced until they fix or revert it. Fencing is pointless and actually a handicap now.
It’s bullshit now, if you have 5 warriors on you and you literally can’t fucking dodge away because of all that god damn gaunts (that would get crushed by the weight of a rolling space marine btw) and you get fucking stunned locked and cannot parry then.
This isn’t a get good thing, it’s horse shit and it needs fixed.
Yes you can. In fact, that is the one situation where fencing is the only option that will allow you to survive. Balanced cant react fast enough, and unless youre a god at block weapons you have even a lower chance of breaking out of that situation.
I got solo'd by a Lictor IMMEDIATELY post patch, felt fucking great...
That's always been the case????
@@sturmmagnunstein1008 No! You can't!
@@kurtisdeakin 100% skill issue. Just create some space with your melee nibba
I guess what I'd like out of "parry," is that when I push the button, a parry is performed. Right now it feels like I push the button and i have to "time" my weapon's parry preperation time with the enemy attack animation, and that feels bad.
I'd like to push "Parry" when I see the strike landing, and it work. The wind up time feels bad.
I dont mind the timing to much but the fact that on lower/higher difficulties the speed of some attack especially bosses changes is so ridiculous.
They intentionally throw your timing off in an online coop game against bots… like who is this for?
@@chioxin just got to get good
@@tennebnoswad4383 Kinda hard when they keep breaking patching and changing things. Go sweat in dark souls.
@kurtisdeakin thier have changed it two times and it was a minor bug it only affected people that panic spam parry and no one sweats of dark soul. Ps dark soul parry is 4 times harder
The strongest reason i believe it is bugged is when you get the perfect parry/block sound, animations, and [for bulwark] dropping your electric zone-- but enemy doesnt get staggered, no gun strike, and you take damage.
... if i had missed the window, then why play the animation and sound-- but especially why proc the perfect parry shock drop for bulwark?
Good point!
This happened before the patch.
Eh, never noticed it happen on my bulwark before the patch-- only after 🤷♂️ (not saying it didn't, just perhaps the patch made it more prevalent)
This was always a problem with bulwark, because the parry is tied to a block. This introduces input delay and causes the timing for bulwark parry to be different.
The problem with parry window adjustments on fencing, coupled with the AOE is this impacts Bulwark the most. 3-4 of the Bulwark
perks rely on perfect parrying and while some got adjusted to accommodate for blocks, parry is still THE way to go for Bulwark based on how the class was designed. It’s like if they opted to decrease dodge windows which greatly hurts Assaults.
I do notice a difference, but what’s worse is I feel the AOE and damage trade off for Balance isn’t worth me missing parries more. It’s not even a “get gud” situation, when you’re swarmed and getting hit 3-5 times all at once from multiple enemies, if you miss that first attack, you’re done. Trying out Balanced weapons a bunch and I got plenty of parries off (about half of what I usually get on Fencing) and the AOE and damage felt negligible. What’s worse is Bulwark gets a specific AOE attack for perfect parrying and it felt like it did nothing. Balance weapons felt no better than Fencing, but the AOE range on Fencing was notable. Something isn’t right here.
so when 12 minor enemies are all jumping at me I have to time my parry with the first one in a giant clutter of enemies and spell effects on my screen? This can't be intended.
It's a broken duelling system in a horde mode game. Melee is fucked
Yes, parrying on fencing is horrible now, stopped playing until its fixed
You can no one else will because there not a wimp
Play heavy😁
@@tennebnoswad4383Chill. I’m doing the same. Shit is not fun. You can’t parry multiple enemies.
@rodrequizerhodman6630 you can parry multiple enemies you just have be good I have done it multiple times
I went back to DarkTide, it's sooo much better. And the Bolter actually feels like a Bolter and not a watergun.
My issue is when im fighting a majoris i used to be able to keep mobs off my back by just continuing to fight the majoris. Now i can be winning my fight against the majoris but still get punished from behind.
Exactly!
i thought i was taking crazy pills 🤣
Dude I miss the time when my fencing weapon would ALWAYS hit the parry no matter when I parry
Regarding the directional parry, like target needs to be in front of you, I went into Ruthless and tested this with Fencing and Balanced and it's not true
I faced my character 180 degrees away from the enemy and still parried it like usual
Working on a Parry guide for patch 5.0
@@BrentCox2B I read on reddit that the camera needs to face the enemy not the character. I don't know if that is true because i have not tested it myself yet but folks on reddit said it works that way now.
@joshualap401 hmm that would be a little harder to test since you'd have to wait for the little minoris head jumping at you pops up on your screen because you cant see them until the last second but I'll try and test it when i get off work
Parry has a 360 hitbox, yes. Its never mattered which direction you face.
Now, if there are multiple enemies, you can’t parry if you are not facing them at enemy.
Just relearn HOURS of muscle memory guys! Don't you have HOURS to relearn a button press?
Took me two runs to get used to it... Stop whining, and learn to parry. Fencing was broken, now it's better, rather than auto win
@@Soul-HunterVIII would you like a cookie? Lol
@@Soul-HunterVIII key indicator you’re wrong is you assume it’s whining. Of that’s your go to, you immediately failed.
Exactly.
@@greyknight627that makes no type of sense. Lame ass comeback
The worst thing for me is that I cant use q instead of another button for parry anymore, i cant change it to q because there seems to be bug when you do that.
I noticed this too. But I also noticed the client side dodge windows. My suspicion is that we've gotten so used to parrying with an element of lag or desync, that now that it's client side it's just... different. But also, I've switched to the balance version of weapons due to the extra damage element. I've found that a good 50ish % of the time I get a block, meaning in have to parry earlier. I also noticed the actual indicator doesn't take into account the distance of travel, so you have to use your eyes and time things properly for when you would have taken the hit. I main assault and run Arial grace and commitment, it's something I noticed a long time ago, you only get the commitment proc if your jump pack dash saved you from getting hit.. this is very easy to test with CSM flamers when they do their 360 radius attack.. when the dodge indicator shows up you can instantly use your jump pack dash and won't get a commitment proc.. but if you stand in it and dash out right before the attack goes off it's basically garrunteed proc, some thing for ravager when the explode out of the ground. Basically, you now have to use your eyes and actually parry with timing of when the attacker actually gets to you. Overall everything seems much more smooth and consistent now that everything is client side, it's just our muscle memory is off due to no longer having to account for lag.
A one v one dueling weapon in a horde game mmh. "Makes sense" regardless of anything I think it was a bad change. I've always believed that the issue was always the other block types. Fencing was supposed to be an easy parry with less damage. Balanced was a harder timed parry but more damage. Block was the worst until now was useless there used to be zero reason to use it. The more they go down this road it feels like there trying to make fencing usless compared to the others. Maby I'm reaching alittle there but for the past few pat is they have nerfed fencing
I hope Fencing doesn't get nerfed at all. It really doesn't need it and doesn't compare to the Grenade Launcher lol!
Yeah it's a little bit of a reach. They're most likely just having bugs and issues with those types of weapons. But they're trying to get people to use all of the weapons, not just have everyone depend on the fencing and balanced ones. I feel like the fencing weapons are really like training wheels, so you can learn the parry system easier. I don't think they're making them useless, fencing weapons usually always have done the least damage out of the others. Because they're meant to be the easier ones to use.
i didnt even know they change dodge window based on difficulty, if true that is the most questionable balancing decision ive ever heard of, like... why?
I’ve noticed alot of parrying glitches since the patch. Sometime ill get the blue indicator and ill parry however, the enemy wont hit me and the parry doesn’t work, its weird. Plus mob parrying should not have been nerfed man thats just stupid for higher difficulties
Same with gun parrying now. I feel like I'll have a swarm of grunts on me and a few whips and bone swords on me, I can't parry the whips for some reason, get dragged in and loose like all my armor, so I try to gun strike some grunts to get some back, but during the gun strike I get hit by either the grunts or bone swords, and hit out the gun strike. Then I just loose large amounts of health, and it feels like gun strikes aren't worth performing anymore as you end up just taking more damage even after performing it??
Half the time my parry button just straight up does nothing, and then when it actually works I can parry one attack but if I get hit by the whip dudes that need a follow up parry I'm screwed.
Exactly, it's not a question of smaller parry windows, your character doesn't do ANYTHING. Like the parry button doesn't work
This is a result of having a parry key that's different than the default. I experienced the same thing because I use "Q"
@devinnewman2397 A lot of us use Q. They'll fix it
not only parrying is broken, my Heavy`s shield doesn`t pop when I`m pressing my ab button! I have only 5 classes to play! hot gix asap!
When keybindings got reset, ability by defo is Q key even if you try rebind it it still was on key Q
@@aga1nsty0u I changed my keybingins multiple times and it still didn`t work. In fact all other abilities work fine.
Im on ps5 and on other channels I've said the same. To activate and deactivate the iron halo you now have to come to a complete stop. Makes your heavy way more vulnerable and throws off your gameplay when dealing with hordes.
Assault jump also seems broken. I often to a jump dash instead of a true jump when I HOLD q. This basically never happened before patch. Now I waste up to 25% of my jump charges.
@@tbth1546 Thanks, but this is bs. I`m pretty sure it is a bug
Yeah, this is putting the fencing parry window in line with what they said they wanted it to be in patch 4.0. Same Window, starts immediately. I'm guessing the idea is that if you're slow to react, you would still get parries in scenarios where it would've been a block, not to mention when swarmed with minoris, you can instantly parry and get a clean way out.
However... I have to agree with you, I just don't agree with Saber on this one. Fencing weapons sacrifice a significant amount of damage as it is, so making parries easier SHOULD be the benefit. As it stands now, fencing doesn't actually make it easier to parry, just makes it more of a reaction tool. So they either give it the same (or equivalent) stats to balanced, or straight up revert the parry window to the pre-patch state. Because as it is right now, they're just worse stat-wise to their balanced counterparts, with no real benefit
Bro, the parries are broken. It’s acknowledged. Not to mention, a lot of players are coming out stating this. Before the patch I could parry every parry that came up. Now, not so much. It’s broken.
If i spam melee with the assault class in activated the jump pack.
Have you guys had this too?
I didn't feel much difference from previous fencing weapon and it still works well.
Devs have kept messing around with fencing parry windows every time they update and we've needed to play a lot to adjust.
It's stressful for players especially who don't have much time to play.
They should not touch fencing forever and just buff balance and block.
I'll miss the old fencing parry but I figured this change was coming after having a couple no health damage runs as Assault (of all classes) on substantial lol
Git gud is a shit answer dude. Its nerfed and it should not have been. Dont shill for them its sad.
They confirmed it was a bug. I also mentioned in this video that it shouldn't have been nerfed if it was. I just pointing out you can still parry. Relax.
I died twice to lash-whip warriors on substantial yesterday.
Gonna be practicing on average later to get the rhythm back
I started using block weapons after the patch and I think the niche point is that they are more viable for actual attack strikes with non-negligible damage and the 3 block 1 AEO attack dynamic is a nice topping but it does not get triggered often enough.
For armor on gun-strike; On Assault for example, I try to move out of the mob circle, sprint attack a minoris and then gun strike. It is not as often as fence parry but I think the dynamic is that you should avoid being surrounded as mentioned in the video.
Nice video. Good to see push back on instinctive reactions.
They did say it was currently bugged, as the button doesn't DO anything either. Not just mistimed but actually does NOTHING
I have parry bound on Q and it works only on bulwark. On tactical it does not work while standnig still and on assault jet pack is triggered. I dunnno how they messed that up. Bulwark with chainsword feels the same as previous patch though.
I am having the exact same issue as you, on my PS5. Thought it was my controller at first. Crazy thing is in the test area (back room) in the battle barge I can reload/interact file without having to sprint. In ops mode I have to sprint to reload or grab items. With assault it uses up my Jet Pack unauthentically
Aside from technical issues like the input delay, theres a lot of misinformation that need to be addressed.
1) Fencing parry on day 1 acted just like it did pre 5.0. It had instant start up and the active window lasted for the whole animation.
2) as mentioned in patch 3.0, this was not meant to be, and for a short while fencing parry had the same window as balanced weapons.
3)in some unknown patch, this was accidentally reverted and had been kept this way until patch 5.0
So what did they actually do to fencing? First of all, fencings strength has always been (and intended to be) the ability to parry an attack on reaction, instead of prediction. You can wait to press the button until the moment an attack is about to hit you, and you will be able to parry the attack. You cant do this with balanced weapons, which has a delay before the parry window is active.
For people who are saying they have to relearn 'hours' of gameplay - im sorry to say, but youve been playing using a weapon thats overperforming because of a bug. In fact, its in the same state as the GL - you werent good at the game, your gear carried your ass. The game isnt easy, you were just using a bugged weapon.
This is sabers fault for keeping info so tightly guarded, and the playerbase was lulled into this sense of false skillfullness. For people who DID understand how fencing parry works, this was hardly a nerf because what its strong at doing is untouched.
Si algo no está roto no lo arregles.
Sí la intención es decantar a la gente por armas de equilibrio y bloqueo creo que lo van a conseguir.
Lo importante son los fallos que hay en serie X y no se habla de ellos. Es imposible recoger ningún item, ni munición...blindaje...etc.
No aparece ni la señal de pulsar Y. La única manera es acercarse corriendo y pulsar Y. Un problema cuando son granadas
You simply can’t fight two lictors or two ravengers at the same time you don’t have enough frames anymore.
Fencing and balanced should have the same parry window. Fencing should just do more damage with less cleave. Block can stay the way it is, maybe a few invulnerability frames and more knockback after a perfect block as it has issues in the 1vx.
Saying get good cuz it's how parry is meant to be is so dumb especially cuz it's proven to be a bug. It's definitely not game breaking and 80% is still parryable, but those small times in lethal you get surrounded and you cant roll away and you parry and the sound goes off but you still get hit then stun locked isn't fun.
I just parry mobs. I barely attacked when I get swarmed. I only attack to draw an attack from the mob.
Havent tried it yet but if the window is smaller they need to fix the lag. Cant parry if the connection is bad to be able to parry.
There is no lag on parry now, it is client side. You have to relearn the muscle memory and stop relying on the lag from the connection.
Heavy now has to come to a complete stop to activate and deactivate the iron halo. They need to fix this asap.
I would like to notice that your gameplay in the background shows you being absolutely melted in the FIRST encounter of the mission. This means a lot of things have gone wrong, not just parry. Like the fact that you run up to a BioWarrior with your shield up..... he shoots at you and your shield seems to be made of chocolate. You take a whole salvo on your chest. Pun intended considering how this Update has ppl revert from Lethal to Substantial despite having EVERYTHING maxed out.
As a Bulwark player, I feel like this patch noticeably diminished my use factor for my party. Consider that Saber built Bulwark with 3-4 perks with perfect parry in mind. Even though with the new blocking changes they only adjusted 2 of those perks to accommodate perfect blocks.
I can competently use Balanced weapons and it feels like there is no significant difference from Fencing (in terms of AOE and damage) to warrant using it by comparison, especially when I do not land as many parries as Fencing.
People keep saying “well fencing weapons are meant to be dueling, one on one, weapons” when the game is built to never solely go that way. No mission in this game permits for much smaller 1v1 encounters. It’s a variety. If this was Saber’s intent, it was a bad one. Trying both Balance and Fencing weapons on Lethal and Ruthless, Fencing is still preferred since the enemy encounters are very unforgiving. I do have timing down on Balanced weapons but if the damage trade off isn’t that noticeable, why would I sacrifice sorely needed defensive options for a negligible damage boost?
Maybe the window shouldn’t have been adjusted and they should have only buffed damage to Blocking and Balanced. I would also note that Blocking power sword ONLY gets a cleaving bonus compared to the fencing weapon based on stats
Right now I've swapped over to balance, the biggest problem was how slow balance is compared to fencing.
One feels like you're swinging the hammer from space marine 1, and the other is basically the chain sword from space marine 1.
I cannot reload or get ammo from the ammo cache either
it was a stupid game design decision in the first place to make 3 types of weapons based on how well they can parry, now they are trying to make more mechanics around it to make it work
I agree and I think I agree with all comments above this one ... they all say basically the same. Sabre did it's first major wrong move I guess
Ill push back on your pushback. I spammed no buttons and j fully agree with the comment that it feela broken
I’ve seen a parry be hit at a perfect time, and I didn’t parry. There were 2 majoris on me, I went to parry, I missed one, got chunked and died. I’m testing more now, but it appears to be slightly broken
Forget parrying, me and my friends got that bug where the camera locked in and disabled the mouse
That stuff about parries not popping off might have something to do with the controls scheme being hella bugged with the update. For me, the game now refuses to unbind ability use from the Q key, which was my parry key. When using the default controls scheme it's smooth. When I bind parry to Q again, the character just won't parry and spends ability instead. Somehow, that only happened when I switched to Assault after a couple hours of grinding Bulwark, when my usual Q parry worked but felt inconsistent.
Is saber interactive being ran by schmucks? Every patch they always fuck up something else. Nerfed parry and gun strikes hardly registers
gun strike always registers...your targets are just being killed by others beforehand, or you are surrounded and being hit while gun striking.
too many people forget to do a hop away or to knock everything away before gun striking.
I’ve been noticing a pretty major issue with my parries where I legit press the button and it doesn’t do the block/parry at all. I was surprised to learn that this wasn’t what the video was about.
Maybe it’s a problem with the weapon I was using? Im trying out the block weapons and that could be where the problem is isolated to.
I’m also playing on mouse and keyboard with customized keybindings so maybe that’s causing it?
I haven’t really done a ton of testing to be sure, but I also noticed that pressing my block button on the assault class was sometimes doing a jumpjet dodge instead of the parry (I rebound parry to q which is the default for ability use) so maybe there’s an issue where the game isn’t always registering the keybindings you set
I play on PS5 and I noticed the same thing.
You can parry things from off screen and behind you, listen to the sounds of combat and you can hear when to parry for most attack. I don't mean the 'parry sound' you can also hear the jump and whip and heavy slice from tyranids and you can even hear the sound of the armor creak before they punch, shoulder bash, or kick you from the traitor astartes.
Balance has ALWAYS been superior to fencing. Too many people have been hugging the thighs of the broken and busted huge parry windows of old fencing.
shorter parry window is not really what i dislike, what i dislike is that when i miss a parry i cannot parry the follow up attack or at least thtats what it seems, so when i misplay i just get comboed. didnt happen before
Just change parry back it was grate it worked and it was fun. If the fun is gone the game is dead and we move on and never come back i could parry a 20 minor hord and kill them all felt so good like a god
I feel that parry windows shouldn't be as extreme considering this isn't a souls game. There's too much going on to focus on the exact moment to parry when you have to parry a single guy with 40 others at the same time
Also, I think you can parry in a 360, but you have to point in the direction of the incoming damage.
Im not sure how widespread this is but ive had quite a few times since the patch where id drop my banner but no buffs to armor or health would come from it.
Here’s how I think it should work: parry weapons should only parry, block weapons should only block, balanced weapons should do both under the usual circumstances, that would make every weapon viable in there specific builds.
The party window for fencing hammer seems same as balanced now. U can totally parry things behind u.
Just tried assault and yeh it's ruined now. I just switched it off and that's probably the last time I play it. Shame I liked it quite a lot.
A friend was going to buy it at Christmas but ive told him not to bother now. Thats how much i dislike what theyidone wih the parry
Lmao what n over reaction
So because they made the parry window a tad bit smaller….your friend shouldn’t bother getting the game with the fun story and enjoyable gameplay.
If your friend listens to you, he’s r€tard€d. 😂
So because you can’t parry correctly….your friend shouldn’t bother getting the fun game with the good story and enjoyable gameplay? Sperg.
you are a big L
@@Just_Some_Clown he was getting it to play with me. I won't be playing so yes I told him not to get it
I’ve been playing a lot with fencing and in this new patch for some reason balanced parry’s are more consistent the parries on fencing were extremely inconsistent but balanced worked out a lot better
change doesn't affect me i just use double parry window perk and balanced knife now with Vanguard, Still a parry demon but i still get gun strike after a block (Always play on Lethal)
I'll play the game again when they fix it, not playing the game in this state and spamming a fencing weapon is fine that's why we pick this weapon game is broken
I seriously don’t get the complaints. One person replied it was irritating parrying didn’t work when surrounded by 3-4 whip tyranids…that’s like saying it’s irritating that the game punishes bad decision making and doesn’t have an auto shield button.
I 'm sick not being able to play after a major update, does nobody at Saber playtest patches?
Let’s face it - before this adjustment, Fencing was the only viable choice at higher difficulty
Also, this introduces a risk / reward element that allows a more tailored playstyle
Maybe a Vanguard running his perfect parry perk would previously have chosen a balance weapon. Very isolated case
Otherwise choosing anything but Fencing on higher difficulty pre-patch gave up strong (often buffed) gun strike damage and frame advantage. You can parry/gun strike your way past Extremis without getting in any other damage if you’re not mobbed in a swarm.
Not only does this give a legitimate reason to use Block and Balance weapons, but allows each class and each weapon to take on a more unique tactical approach
Combined with upcoming weapon and class perk expansion/adjustment, we should see much more dynamism within each class in terms of interpretation
Right now the Sniper can either be a long range shooter or a close-range guerilla - but most classes have optimized perk trees and fixed roles
Changed like this allow for more expressive gameplay
I dropped the game now with this change, none of what you said about expressive gameplay is actually the case.
It makes no sense to pick blocking still, all other classes dont benefit from this but suffer and buffing blocking by actually letting you absorb the damage at least for a moment with cooldown would have been a better choice.
This is just bad parrying, worse parrying, standing around.
Bad change, rework please
@ you’re just unwilling to learn a new mechanic. The windows haven’t changed that dramatically
And in the context of upcoming class perk and weapon perk changes •which have been formally announced• , it does lead to dramatically more expressive gameplay
If you just don’t like the game, or are struggling with nuances of it, those are different matters which are separate from this change
It came out within the last 48 hours. Serious players will adjust
@ I have beaten every operation on lethal with every class and still do after the patch, it‘s not hard it feels off. Unlike action games, this parry function doesn’t feel good, it get‘s in the way of the gameplay flow and they have already announced they will rework it.
Get real, this is bad and needs to go.
@gnusch3109 I’m not saying it can’t use some tweaking, but the core concept is excellent
Give a little time for them to fine tune it
Theres a lot of free support and the game is popular. If you have put in the work to beat every mission on Lethal you must have around 200 hours in.
It’s not speculation that they’ll continue to work to improve the game, and it’s smart to be patient with their effort to do so
Again - pre patch you had Relic fencing options as your melee weapon dictated by class options. End of story.
They’re working to make the other weapons relevant, and to give more risk/reward options.
@@docholaday6119 I love this game, close to 150 hours and I agree with most of your statements and will be optimistic for the future of this game. However this single small change to the fencing mechanic rubs me the wrong way, it sacrificed something overpowered but fun with something balanced that just feels bad to use in this game.
The devs of this game have earned much of my respect, really they did but the last patch and now this one come with one step forward and two steps back (followed by one more step forward after reworking the changes ;) )
Still I really hope they change it back, many of my friends recently picked up the game and are equally frustrated because they already disliked the parry system in the campaign and were quite happy with the fencing options, not anymore and I can only agree with them.
I know they will find a solution to this in no time it just seems a bit odd like they can’t quite stick the landing recently in a lot of areas that desperately need attention to focus on the volkite pistol or some exclusive chapter armor. Not sure how I would feel about that if I wasn’t such a big fan of the game, helldivers for example drove me away because they never added anything substantially new to the game, unlike this one with free opperation maps but more of these updates and I dont think this will remain the game I grew to love recently
I feel like they are inconsistent now. I played bulwark with balance for a few hours then fencing and fencing just feels off.
They nerfed the shit out of fensing weapons parry window without mentioning it in the patch notes. I switched to Balanced and the extra damage with the block fall back if you miss the parry is better than fensing. Fensing is basically dog shit now.
Idk why they needed to change it. Bad enough, the damage is low, but now the perry windows are harder? That makes no sense
you're wrong in your assessment but your right in your direction,
fencing needed a nerf because it could turn you into an unkillable god, but the parry is now actually broken, by my findings i've observed that with Tactical - sawblade - melta, you can only parry when sprinting forward, staying still and attempting a parry does not trigger any parry animation if its a hit or miss dosen't matter, but sprinting forward, then tapping parry then dispalys animation, and puts through the parry,
you're wrong, there are unintended bugs at work,
but your desire to have parry put in balance is correct.
If only the game had a public test build so people could give feedback before changes like these go live...
I'm done they bugged the controller layout I was using on Xbox, think it was setup E.
Don't know if this is small scale or widespread, but the McCrage skin for bolt rifle is gone for me.
Anyone on pc having weird issues switching weapons?.. it doesn't always swap weapons when I hit the keybind for it
They should have done the buffs to balanced and block and left the fencing ones alone it is definitely bugged the window is so small now that if their more then one enemy you're 100% going to get hit and most likely by multiple hits even though you only got hit 1 time the buffs to block and balanced worked good enough but the fencing type is bugged very much as of right now
Revert the parry melee combat to before the patch. It was perfect. Relearning combat every month is getting annoying
They have a good idea, but definitely need more tweaking. Im just glad the dev team is as creative as they are. Just buffing damage across the board would make the game stale. Block damage is goof now, just needs a bit more survivability, it doesnt get armor regend but maybe more aoe will help.
This is helpful for the people that think they can still go into lethal underleveled
You can parry while using a block weapon. You get the benefits of being able to parry, as well as the high damage profile from the block weapon.
Yup, I was doing it last night and was really freaking confused!
Its called perfect block and its not the same. Enemies do not get staggered if you perfect block them.
This video and some comments have confirmation bias for wanting this "stealth change" I put stealth change in quotation because about to be 3 hours from this comment Saber on their discord confirmed it was a bug aka not intentional and very well is happening (so not on the players misinputs) so instead of jumping on the "players are stupid" train wait and see if the devs confirmed this suspicious because if it is a bug who looks like the ass at the end of the day.
Bad take, Thumbs down and never watching another one of your videos.
This is my opinion and you can agree with me or not, but the devs want you to use the other melee weapons like block. Block is so much better, you have to stop spamming the buttons
something muddying the waters is a bug with altered keybinds.
Nah, it's definitely broken, bad take in the video. Also plasma weapons have no headshot multiplier. Get your facts straight before you publish video content mocking the same community that you produce content for.
Well when you see the parry animation but dint get the perfect parry, I can understand. But hitting the parry button and ur marine just stand there like "LIFE SUCKS, PLS KILL ME", something is wrong. Especially my vanguard who have a fencing chainsword with a 50% parry perk.
Assault jump button broken he make dodge instead jumping up also blockin weapon is simply not usable garbage for everyone :(
When are they going to fix the terrible dodge system with special in a decapitation mission when it uses that stupid pulse thing that just cannot be dodged
It’s actually can be dodged when the pulse is about to hit you you dodge through it like a small bunny hop.
They really needed to not nerf fencing and just buff the others. This is really stupid melee is already underpowered in this game.
And changing the timing of something everybody knows is not a good way to adjust your game.
I think people take games too seriously and get bent out of shape over small stuff. Reddit is full of complaints right now for no reason.
And also you have to announce that also button configuration is all messed up as well
I am so p1ssed of by this..i had no problems playing all difficulties..now its unplayable its makes no fun anymore..chaos enemys spamming unblockable attaks and then they nerf the few i CAN block absoluty garbage..hope they fix it soon...
Spamming the button is the point of perrying it's why u take it over balanced
Never noticed they changed it
Kann man das Spiel mit Maus und Tastatur spielen auf der ps5? Does sony give m&k support?
Honestly it’s super annoying that they keep trying to shorten it
The patch broke my keybinds.
I'm on the same boat as you. we just have to time our parries better instead of spamming the parry button. It was ridiculous to just stand in the middle of a horde and be invinncible.
Honestly I didn’t see much a problem definitely shorter windows but just play a few games and you’ll get use to it quick.Finally did the new operation with assault and bulwark on lethal and prolly is the easiest one lol
I came here to win an argument, thanks
This is extremely annoying. Leave the parry alone. Sabre will start to lose players in droves. Don’t ruin the game players have come to enjoy
You are absolutely correct I said this in another discussion.
The patch broke a lot of things.
Things bound to Q can only be utilized while sprinting.
There is a camera glitch that makes it so you cant look around and you have to alt tab to fix it.
There are waaaay too many Majoris on Lethal now.
Also, the new mission kinda sucks, but it's cool they brought Imurah's theme back. If only the fight wasnt shit because of the ungodly amount of adds.
Also, also, STOP RUNNING AWAY WITH THE FUCKING CUP! YOU'RE KILLING US!
The timing is a bit off on blue prompt attacks but it really is different on non prompt attacks.
Nothing better than eating a full combo or trying to parry bosses to death while using the old timings.
Also the time between hits and decreased attack timing on shielded zoan is bogus it is still the same.
Unless these are bugged like certain perks this update is way worse than the old one.