It's not called desync block. It's called perfect blocking and it is purposely in the game. No shield mastery required because that only effect action speed towards your next block per the description of the perk
@@austinmorgan8631 both terms are used to describe it. Not sure if there is confirmation that this is intentional, but if I see anything about this it won't stop me from using it. This can be improved using fighter shield perks actually and it makes it nearly un reactable if timed correctly. Done it myself along with the one who showed me this tech a while back
Ive been enjoying barbaric roar to be able to swap the heavy to the 3 hit hyper armor combo on demand. The jumping heavy still throws it so it's a nice swap up
@@ItsMontageTTV they really added throwing axe meta from DaD into ER 😎. I love how it helps the weaknesses of axe and it's super fun. Another respectable but fun axe in the roster is always a W
The scaling on smith weapons isn't a bug afaik. In the same way that erdsteel dagger has physical contribution from faith, smithscript weapons have physical scaling from both int and faith. This physical scaling is retained when infusing them with magic, sacred or flame art, causing these to function similarly to lightning and fire infusion, applying their scaling values to two different damage types. An argument could be made that the scaling is too high, but the formula itself is well established.
Possibly due to the fact most people Don't use daggers and currently there is worst stuff. Didn't get abused to the extent as the smithscript. Maybe when things are less broken we might see a bug fix on the erdsteel dagger's scared infusion
I'm personally 50/50. probs wasted their time but I can kinda see why they wanted to just implement a system. They where getting tired of seeing "coming soon" on the class trainer tab, so maybe in hopes to get ideas they decided to release multi class in hope to get something going, but it for sure seem to have came at the cost of a lot player's fun and broke the balance of the game in many negative ways. Do agree that they need to be more time efficient when it comes to pumping out content or ideas instead of either making ones that are seen as useless or repeating same mistakes.
@@notakai_exe Implement talents and actual cool class shit then instead of just mashing things together brainlessly to break the game for the sake of content. I mean the majority of the community was repeatedly telling them this multi-class thing was a horrible idea. They didn't listen, released it anyway, and everyone hated it. Now they're rolling it back. Like... Just go work on druid or something jesus!
depends where you look, I just pic a female character mine as my avatar the same reason why anyone else likes female characters in video games. nothing really complicated, sadly not enough money or skills in 3D modeling to make one I like but gotta start somewhere
Thankfully it wasn't just streamer rage that got this to be changed, seemed like all parts of the community where not happy about it in one way or another
I don't understand how a person can legitimately have this take. Look at the player numbers lately. Guaranteed the count will jump big when multi class goes away
Honestly not suprising this weird ass dude with a female vtuber who plays fuckin barbarian wanted it gone, probably cried himself to sleep when people could out melee him xD '
personally tried it , it works with whatever shield or blocking tool you personally enjoy using, I like the round shield because of its less ms penalty but big enough hitbox to block projectiles/ other annoying attacks. Just my personal preference but all options work which is why I love this.
its basically blocking the start animation of an attack instead of at the end of the swing which leads to low impact hits basically not hindering your counter swing whereas if you get hit by a normal attack which will mean it will have impact status on it that gives you delay on your next block/attack
That's not a riposte at all... That's just blocking with a shield and having the passive on that gives additional action speed for the next attack after a block. Longswords riposte.
@@bawat from what i later saw is that its probs based on weird delay and how they code shit. So its a weird delay bs but also timing needed to get it right 😅
Yea kinda it seem, i didnt play mordhau so idk the feel for their riposte/parry mechanics compared to here. But the explanations i looked up seem to be similar
long comment incoming i apologize. i have always figured that movement speed and high dps have always held such a foundation in the meta for over nearly a year. And this is simply because of how the combat is, how "simple" it is and honestly how clunky it can be at the same time. personally, i'm going to share a game with a simple to understand, long to master, melee AND ranged combat system that this game imho should take massive inspiration from, that i think if Ironmace simple used resources of it's ideas, could make the disparity, or even meta, be much more flavorful. Chivalry 2. not mordhau, not forhonor, Chiv 2. 1. Chiv 2 allows you to parry with any melee weapon, and even your bare hands (if its against other punches and kicks it'll work), and parrying let's your next swing come faster and give you a brief window of block frames that in Chiv 2's case increases survivability in mosh fights. all the weapons have the same block timing, but different block angles. this allows EVERY weapon to be viable to each persons playstyle/role, but still having draw backs of speed and damage between them. at the end of the day, YOU are chooses wether you prefer attack speed, or damage... not the meta, you. 2. in chiv 2, archers lose accuracy and stamina the longer they hold their bowstrings back, and have to deal with atrociously long reload times that limit their vision to load crossbows (as well as less ammo on crossbows), and in no way get movement speed while holding a sightline with these weapons ready. 3. Chiv 2 also implemented a chase mechanic, while certain subclasses are faster than others, any class has a fair shot of chasing another so long as they're within a certain distance. this doesn't mean skirmishers and archers CAN'T escape, they simply have to get more creative than "pocket my items and turn around" the solution to the speed meta is an advancement in the combat system, because once you give people more options, you're going to see much more varied gameplay scenarios. this unfortunately will not, and nothing can, solve the issue that will come with games like D&D where you have a corner of the community day and night mastering the mechanics and purposefully twisting them in every which way for an advantage in combat so they come out on top (Chiv 1 and Mordhau have the spinners for example). this game is going to have them, but ironically, following chiv 2's example will also receive the same results in how shockingly, they have also shortened the disparity between casual and elite players with the systems they have given both of them. ...and doubly unfortunate is that whenever this is brought up, the community in Dark and Darker takes a more hostile approach to any such changes....which is probably what Dungeonborne is hoping they keep doing so they can pick up on it like they were with their demo.
Couldn't agree more. IM needs to think more about how they want their players to play instead of trying to please them all. They can't. The best thing they can do is make sure every class has fun ways to play without making them broken or unplayable.
I also personally find it weird how they add things to classes but in reality its never used. Why give options if they are pointless, it feels like tease of "oooh you could use a mace or axe on fighter" but instead its just "falchion or arming!" Hope they can start making at least all the weapons viable on each class by using perks or buffing the weapon itself. Maybe not everything can be meta but at least viable enought to compate against it