Im getting used to autoswing, but action queuing is giving me cancer
The speed given from successful combat actions leads to awkward situations where sometimes an extra jab, block, or shove is given unintentionally. with fights being this fast paced it is sometimes easy to throw in an extra action accidentally during the animation of a different action. but once the first action ends you're already inputting different commands, yet the second action follows through.
Imagine: I spam a few jabs. In that spam my enemy starts charging up. I block during my spam, but im locked in my swing (fair enough). the charge hits me as my last jab follows through. I predict he will block so i press my shove key. My character ends up putting up his block (which is worsened by the anti-block bait delay), which was queued during my jabs. I end up getting shoved/jabbed/charged since my block was queued in my jab spam.
It can be argued that playing slower and managing my action inputs would prevent this, and you'd be right. However, The combat speed is so fast that sometimes quick predictions and spams are the best decision in a fight. This means that relying on raw input (meaning no action queue time) is somewhat necessary in a fighting game. Being able to change up combos, and Xaviant even quipped a combo system in the patch notes, is paramount to success in a duel.
edit: tfw jab back is a thing
Posted Apr 26, 2017, 6:21 PM UTC · edited