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Was there a change in blocking?

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RickAvory
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Was there a change in blocking?

Post by RickAvory » Sun Mar 03, 2019 9:43 pm

I few mates have mentioned to me how blocking is a lot quicker now, allowing for opponents to block every punch that goes there way. This seems to happen to every player no matter the ping. Was there a change at all that may have caused this?
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Post by Pricey » Mon Mar 04, 2019 12:11 am

See here. Between the Beta and Steam release version, an extra frame was added to the block animation, unless something was changed recently. I don’t recall seeing anything to do with this in any of the update changelogs.
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Post by RickAvory » Mon Mar 04, 2019 12:35 am

Pricey wrote:
Mon Mar 04, 2019 12:11 am
See here. Between the Beta and Steam release version, an extra frame was added to the block animation, unless something was changed recently. I don’t recall seeing anything to do with this in any of the update changelogs.
I haven’t noticed it either, however a few others said they have noticed it happen a few weeks ago. Posted those for a friend
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Post by Del Poncho » Mon Mar 04, 2019 11:08 am

Pricey wrote:
Mon Mar 04, 2019 12:11 am
See here. Between the Beta and Steam release version, an extra frame was added to the block animation, unless something was changed recently. I don’t recall seeing anything to do with this in any of the update changelogs.
It's important to point that the extra frame is just visual. The block timings haven't changed.
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Post by Evilsack » Tue Mar 05, 2019 6:59 pm

there was a change in melee. and it's annoying. the skill ceiling is as low as ever. it frustrates me. it infuriates me. that's sfd for you. good god.
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Post by Gurt » Tue Mar 05, 2019 7:05 pm

Recent updates have not change blocking.

Locking this topic before it turns into another "Pre-alpha melee vs melee now" topic which has been brought up several times already. To quote myself:
Gurt wrote:We have no further plans to change the melee combat.

Majority of the changes (if not all) we have done up to the release of the game compared to the PRE-ALPHA (a game that is a work-in-progress and not representative of the final version of the game) when it comes to melee has been to address different issues and game-play exploits we never intended in earlier versions of the game. (Dolphin-diving, shotgun-kick-combos, abort-roll-abuse, etc...) Some changes have been subtle but necessary according to us to combat certain (advanced) exploitable melee-combo-patters we never intended. Play testing and feedback throughout the pre-alpha, alpha and beta has helped us make the decisions up to this point.
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