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    Clock Blocking Backstabs***title changed

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    Animaaal
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    Clock Blocking Backstabs***title changed Empty Clock Blocking Backstabs***title changed

    Post by Animaaal Sun Jan 20, 2013 4:01 am



    ***EDIT***01/21/2013
    -Added Rule #3
    ***EDIT***02/01/2013
    -Removal of no more roll stab arguement.
    ***EDIT***02/01/2013
    -Removal of opinion regarding jumping off stairs and roll into backstabbing an invader.
    ***EDIT***02/01/2013
    -Changed title
    ***EDIT***02/01/2013
    -Cons edited
    ***EDIT***02/01/2013
    -Title changed again, I just wanted to say, "Clock Blocking"



    This is in General Discussion because the mechanic would also affect pve.

    1) You cannot backstab for 1/2 second (1/4sec?) after you roll.

    2) You cannot backstab someone who has blocked within the past 1/2 second (3/4sec?). Does not include spear blocking attacks etcetcetc.

    3) Holding block does not give you immunity to backstabs. Once block is held you are immune for a half second whether you hold block for an extended period of time or not. It will not reset until block is released and held again.

    Its similar to putting a constant clock on the backstab. If someone has blocked within the last 1/2 second (1/5sec?), you can't backstab em. You feel pressure, block with something and roll. No more telestabs.

    The standoffish shield vs shield blocking pivot stab would settle down, without most/some punishing planned pivot stabs being effected.

    Most lock-off senarios would also be uncompromised.

    With lag you'd have to play to the fact that it might SEEM sooner than 1/2 second since they rolled, but I believe it would be an even trade off for the reduction of telestabs. You'd also be doing a lot of , "Aaaaw man I blocked" at first from tryin to "timing block" or predict a backstab.

    It would also increase the difficulty of pve somewhat, which might not be a bad thing.

    Overall I think it would be adapted to fine. It would drastically cut down on the window of opportunity and frequency of unearned backstabs, while allowing the carefully planned backstab to be rewarded.

    Without eliminating lag, I don't see very many good options for trying to compensate. Tightening the hitbox doesn't get rid of the hitbox tail. I think this simple implementation could make backstabs feel tighter without narrowing the hitbox so much that some people seem "backstab immune" under certain lag conditions.

    CONS:
    -Dual weilding gets sorta nerfed. You can block with a talisman afterall.
    -Rollstabs would get a little tougher.
    -It would slightly slow down pvp combat. More caution. (con?)
    -I need help with ideas.....


    Now I'll step aside and watch you all tear it apart.
    ***I haven't seen a thread like this with this criteria. If there is i apologize.
    ***The times are only used as examples and are negotiable.


    Last edited by Animaaal on Fri Feb 01, 2013 7:35 pm; edited 10 times in total (Reason for editing : grammer/additions/removals/structure)
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    Post by Shakie666 Sun Jan 20, 2013 4:36 pm

    There's one snag with not being backstabable within 1/2 a second fo blocking: you could just mash L1 (or whatever the block button is on xbox) and be backstab immune. Doing that inbetween attacks would make some things almost impossible to punish.
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    Post by barrywilkins Sun Jan 20, 2013 5:07 pm

    I need some clarification here. Is the block thing after a successful block, or is it just raising your shield to block? If its just for raising it, shield turtles would be practically impossible to punish and I don't imagine seeing anything but spear turtles.
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    Post by Animaaal Mon Jan 21, 2013 11:57 am

    Thanks for your opinions, unfortunately thier based on an unfinshed idea....i uhhhh...kinda left a crucial part of the equation out.....

    ....i'm ashamed :|

    Editing.....
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    Post by Animaaal Mon Jan 21, 2013 12:15 pm

    @Shakie666

    Sorry for the edit. It doesn't change your arguement much though. Your arguement is the same with or without the edit. And yes, it would be a problem.

    @barrywilkins

    Just pushing L1 gives you the 1/2 sec or 1/4 second immunity. And yes it would give turtles another advantage.

    However, I believe the advantages of both types of immunity would outweight the disadvantages. There are a couple other arguements I'll elaborate on later.

    The idea of putting some sort of "clock" on the backstab mechanic is one I haven't heard about before. I'm really just trying to stimulate the great minds of this forum to critique this idea. Whether the final product strays completely from my "idea" is irrelevent to me. I'll edit, re-edit, or divert to an all around better idea. If a "clock" idea would actually work, it would probably be from the forum members input, not my own.

    I just know bad ideas are:

    1)Lock on immunity
    2)Damage reduction
    3)Smaller hitbox
    4)Removal
    5)Exclusive to certain weapons

    ***Sidenote***

    I believe there will be more DLC along with another patch. I'm hoping a backstab fix will be included in another patch. I think it would be a great way to "test" the final run of the backstab mechanic before the release of Dark Souls 2. Wishful thinking??? maybe.

    What I will eventually do in the next couple weeks is compile a thread linking all of the forums backstab fix ideas I can find. Something similar to what Lunarfrog was doing with a recent poll. I would like to include main ideas of each fix, a poll regarding the compilations and a "final" opinion.

    I wish I could just say, "Here's how to remove lag completely". Since there's no way to do that (with or without servers), I guess I could put in some work and make an organized effort to clearly state the entire opinion of this forums ideas for fixing the mechanic. Whether it comes to fruition or not is irrelevent.

    This forum has given me a lot of entertainment, and I'm new, so I think I should put in some work.

    Thanks for your reads guys.
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    Post by Animaaal Tue Jan 29, 2013 10:49 pm

    No one huh? Not even a troll?
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    Post by Ashran Tue Jan 29, 2013 11:25 pm

    I find this too complicated. Why messing with the gameplay when you can just adjust some values and add a few features?
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    Post by Animaaal Tue Jan 29, 2013 11:34 pm

    Ashran wrote:I find this too complicated. Why messing with the gameplay when you can just adjust some values and add a few features?

    Thank you for your input happy

    I'm glad you asked. I believe this would be cost effective. It would be a fairly simple code to write and apply. I believe a breakout move would better serve pvp...tie it to resistance??? But it would be more of an undertaking than FROM is willing to commit to, especially right now.

    However, this would help dilute the occurance of vacuum stabs.

    First ask why do they happen? Then ask what does your opponent see on their screen now if you tap block before rolling?...immunity.

    Besides all that...its only a 1/2 or 1/4 second. Would it really change things that much? I'm undecided at the present moment.
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    Post by Animaaal Fri Feb 01, 2013 6:19 pm

    ***misquote

    Made edits into op.


    Last edited by Animaaal on Fri Feb 01, 2013 7:08 pm; edited 1 time in total (Reason for editing : deleted accidental quote)

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