Thread 715095832 - /v/ [Archived: 427 hours ago]

Anonymous
7/10/2025, 10:35:39 PM No.715095832
1724530326569862
1724530326569862
md5: b9b54ae445df6016c3c25782c8e5f044🔍
>Create the most unique and dynamic fighting game since the genres inception
>completely fuck it up with power creep and fortnite emotes
Replies: >>715096201 >>715096762 >>715096824 >>715096978 >>715098929 >>715100029 >>715100224
Anonymous
7/10/2025, 10:39:36 PM No.715096201
>>715095832 (OP)
It should have had no directional indicator or at least not one to a locked-on opponent, but then the entire game is like a touch-stone case for "Devs don't fucking know how to balance their own game"
Replies: >>715096824 >>715098113
Anonymous
7/10/2025, 10:45:45 PM No.715096762
>>715095832 (OP)
I stopped playing when they started pumping out dozens of universal executions and emotes instead of unique character ones, shortly after they started releasing retarded anime ones for Orochi and co.
Plus the OC headgear turning faceless archetypes into random retards.
Anonymous
7/10/2025, 10:46:17 PM No.715096824
>>715095832 (OP)
>power creep
Sometimes
>emotes
Nothing wrong with emotes and executions.

>>715096201
Retarded take. If you had to play the game by memorizing the direction every swing came from it would have peaked at 45 players. This is a case of you not playing the game ever. The whole combat system hinges on the same psychological outplay in neutral style most fighting games use. The 3 directional block ass death to the game rather than having an all in 1 button.
Replies: >>715099251 >>715102650
Anonymous
7/10/2025, 10:47:58 PM No.715096978
l8
l8
md5: f118c0fbc9ab587604ea17a00b6b655f🔍
>>715095832 (OP)
LMAO.
When the game came out, it was literally impossible to attack without the enemy being able to react to it with a parry and punish you. A fighting game where you literally cannot attack against a good player. The gameplay unironically stopped functioning. There was no way to attack. I'm not even exaggerating, I was top 5 in global leaderboards, and in 1v1 situation you couldn't play the game, because the one who attacks first loses. The developers don't fucking understand in the slightest how to do basic PvP game design. The only exception to this was Warlord and his headbutt move (actually unreactable unblockable that deals tiny damage), and guess what the devs did? Remove that too. Yes, the only attack that made the game even playable past drunken casual tier, was seen as an issue and "nerfed". It's fucking hilarious. Peak western game dev.

I don't know how the game is today, but I'm pretty sure "power creep" or fortnite emotes are least of its' problems.
Replies: >>715099251
Anonymous
7/10/2025, 11:00:51 PM No.715098113
>>715096201
>It should have had no directional indicator or at least not one to a locked-on opponent,
Then it's literally unplayable. They've done events like this even years ago and the game fundamentally falls apart without the directional indicator. Orochi post-buff with his 233ms lights was just fucking shredding lobbies.
Replies: >>715099251 >>715102951
Anonymous
7/10/2025, 11:09:57 PM No.715098929
>>715095832 (OP)
just saw this shit still isn't free to play, which is a testament to how decrepit and out of touch ubisoft is
Replies: >>715099939
Anonymous
7/10/2025, 11:13:00 PM No.715099251
>>715096824
I played long enough to get to rep 20 at launch with Warden/Lawbringer and basically found >>715096978 to be the situation. There was literally no advantage in ever attacking, because it was so easy to defend yourself. No enemy directional indicator would have meant going for a parry would only be an option if you were absolutely sure or felt you made a great read, and just blocking an attack wouldn't have felt like a wasted chance because you successfully recognized where the attack was coming from. It would have kept a layer of ambiguity to the combat instead of just SEE FLASH = PARRY

>>715098113
I think it would have worked back with the original lights the game had
Replies: >>715102998 >>715103114
Anonymous
7/10/2025, 11:19:51 PM No.715099939
>>715098929
Pay to play keeps thirdies and bots out and also gives the company less of an excuse to use predatory monetization practices
For a ubisoft game, it has surprisingly has no pay to win and you can unlock every character through just playing the game
Anonymous
7/10/2025, 11:20:43 PM No.715100029
>>715095832 (OP)
>most unique and dynamic fighting game
Isn't it basically rock paper scissors? Chivalry 2 mogs it.
Replies: >>715102951
Anonymous
7/10/2025, 11:22:37 PM No.715100224
>>715095832 (OP)
what powercreep?
Replies: >>715100416
Anonymous
7/10/2025, 11:24:34 PM No.715100416
>>715100224
the entire outlander faction
Anonymous
7/10/2025, 11:47:15 PM No.715102650
>>715096824
>by memorizing the direction every swing came from
you can just look at the animations dummy
i played 500h of for honor and the concept is interesting, and fast attacks when you were stunned were always kinda neat

but the directional indicator is just so much easier to work around specially when it comes to networking and feedback
Replies: >>715102951
Anonymous
7/10/2025, 11:50:36 PM No.715102951
>>715098113
they are 233ms reaction speed lights, and these are exclusively his second slashes. people failing to block the other ones were just not being very good desu
not saying i defend the concept of no indicator but see >>715102650. It could totally work though, theyd just have to actually design the game and animations around it which they obviously didnt, but it still holds up surprisingly well
>>715100029
no, most attacks are reactable, the unreactable pressure comes in far more fleshed out ways than just 3 directions. unreactable normal blockable attacks are just part of the possible options for unreactable pressure

it sucks that FH's combat system is so incredible and full of potential even for a singleplayer game, but in recent years they really wasted it, it feels like ass to play now. I saw that the Dawnwalker game from ex-witcher devs was much more inspired by FH than KCD but it doesnt really look good. Probably gonna run like shit and be super broken on release like average ue5 slop
Anonymous
7/10/2025, 11:51:08 PM No.715102998
>>715099251
>rep 20
yeah you didn't play for long lmfao
Anonymous
7/10/2025, 11:52:17 PM No.715103114
>>715099251
the original lights were way too slow even without the indicator
it would only require a lot more effort towards expressive animation. as the game doesnt inherently worry about the instant-ness of the animation because of the indicator, theres a bunch of light attacks and bashes where the animation isnt all that expressive at the first 50-150ms of it