Improving Swordplay

  • I see a lot of people complaining about the sword being OP, of which I can kinda get behind. The sword vortex that stuns players on the first hit can get quickly get annoying. The sword is meant for short range attacks (with the addition of sword dashing which is 100% a good feature) but it forces nearby players into a pool of death. To make the combat fairer to both players, I propose that the stun is only activated on the 2nd sweep of the sword. This would allow players to prepare themselves for incoming attacks with the cutlass and strategize their actions to avoid getting stun-locked. Having the initial swing being a free slash of damage could allow for better team play as a single properly registered sword swipe could lead a fleeing enemy prime prey for a keen eye of reach user. This is just my thoughts on an adjustment to swordplay and how it could be slightly improved.

    P.S.
    I don't think damage should be dealt if someone is blocking, that's the purpose of blocking (preventing stun-locking and gang sword attacks)

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  • @bradderzthe4th Finally. Somebody with some logic.

  • Defiantly necessary

  • i disagree - you have three ways to counter this:

    • Shooting is not canceled, you can blunder someone while slashing at you.

    • block with the cutlass

    • keep at distance, evade...

    the cutlass is in a good spot now and competetive again.
    We should not do anything, except increase ttk in general and prolong the switch between two guns as to me this is still to quick and in the right sitution you can deal 100+ damage in about a second.

  • [mod edit]

  • @bugaboo-bill Completely wrong. Your strategies are very unreliable and most of the time it is a 50/50 chance is the blunderbuss actually does knockback the enemy or if the block works. It is because of how buggy this game is. Also, the stun effect from the sword makes this harder.

  • @coolguy56562 reported for beeing personal and offtopic and for sure for beeing wrong.
    even if you were right, what does it add to the discussion?
    Nothing but your salt Mr Coolguy

  • @jctc758 sagte in Improving Swordplay:

    @bugaboo-bill Completely wrong. Your strategies are very unreliable and most of the time it is a 50/50 chance is the blunderbuss actually does knockback the enemy or if the block works. It is because of how buggy this game is. Also, the stun effect from the sword makes this harder.

    my experience are different, but who i am to tell you.
    Let me share my opinion, you shared yours.

    Its not helpfull to say wrong or right only.
    In m experience i can block, dodge or counter 9/10 sword attacks succesfully.

  • The problem is 95% of the community used two guns because they thought this was a new shooter.

    You can’t be stun locked when you block with your own cutlass. If you get ganged up on with multiple cutlass hits guess what? Same thing happens when you get shot by two players with guns.

    Sounds to me like to many players think one shoe fits all. Learn to adapt to situations.

  • @k1lroyw4sh3r3 95% of the community? Are you sure about that. When was the last time you did PvP? It is more like 5%.

  • @bugaboo-bill Same, if it is only one guy. 90% of the time I win the battle. But it is different when you have a full galleon crew full of sword spammers chasing you around the ship.

  • @jctc758
    While I disagree with Bill on some stuff, I swear people forget that they can block. I can at least reliable get a block on the second swing, and almost always on the third. What works well for me is blocking that second swing while using the block + Half Step to disengage from the trade. That works a majority of the time for me.

    But it is different when you have a full galleon crew full of sword spammers chasing you around the ship.

    I love it when people go full lawn-mower, them forgetting they have a side-arm is great for me in those situations.

  • @coolguy56562 As the purpose of your post is to incite unrest within the community which is against the Forum Rules it has been edited.

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  • @bradderzthe4th I have been recently thinking it would be cool, and very piratey, if you could kick while defending - as a counter attack. Perhaps something that had to be precisely timed so it can be used fairly.

    Could also be a useful surprise attack on an unwitting foe.

  • @jctc758 sagte in Improving Swordplay:

    @bugaboo-bill Same, if it is only one guy. 90% of the time I win the battle. But it is different when you have a full galleon crew full of sword spammers chasing you around the ship.

    what do you expect? to block 4 swashbluckers at once?
    serious? You are outnumbered, surrounded and what is it you want? bunnyhopping and eating and ignoring the swashbucklers like before?

  • @corkblisters sagte in Improving Swordplay:

    @bradderzthe4th I have been recently thinking it would be cool, and very piratey, if you could kick while defending - as a counter attack. Perhaps something that had to be precisely timed so it can be used fairly.

    Could also be a useful surprise attack on an unwitting foe.

    you know that timed blocking repells the attacker?
    I think a kick to repell would add to the cutlass combat and having someone standing at the ladder kicking butt would also be funny XD.

  • @bugaboo-bill said in Improving Swordplay:

    @corkblisters sagte in Improving Swordplay:

    @bradderzthe4th I have been recently thinking it would be cool, and very piratey, if you could kick while defending - as a counter attack. Perhaps something that had to be precisely timed so it can be used fairly.

    Could also be a useful surprise attack on an unwitting foe.

    you know that timed blocking repells the attacker?

    I did not know this! Thanks. :)

    I am pants at combat!

  • @bugaboo-bill
    First, sometimes blunderbuss will go through the enemy (in my experiences and will have you sword spammed.
    Second, blocking will not work if someone jumps over you or around you and hits you at a particular part of the body which you can't predict.
    Lastly, keeping a distance is a struggle on small distances like a sloop, or when you get surprised attacked.

  • @coolguy56562 sagte in Improving Swordplay:

    @bugaboo-bill
    First, sometimes blunderbuss will go through the enemy (in my experiences and will have you sword spammed.

    same for sword, can be also delayed and missed due to hitreg/ lag etc...

    Second, blocking will not work if someone jumps over you or around you and hits you at a particular part of the body which you can't predict.

    sure, if you turn with him you can block, if you cannot predict the opponent outplaying and hitting you, he doesnt deserve to make damage/ kill you. Not?

    Lastly, keeping a distance is a struggle on small distances like a sloop, or when you get surprised attacked.

    On Sloops you should mostly fight with a cutlass and the blunder for close quarter combat.
    When you got surprised then what?

    To be able to block 4 players at once like @JCTC758 wrote or to be able to kill although you got outplayed or surprised or you werent able to predict an attack baffles me.
    This sounds as if you want some combatmechanics that make sure you allways win, no matter if others movement, choice of weapon for the situation is just better or you were surprised or couldn't predict an attack.

  • @bugaboo-bill Just out of my own interest. What is your weapon combo? How much PvP/arena do you do? Do you play on xbox or PC?

  • @jctc758 sagte in Improving Swordplay:

    @bugaboo-bill Just out of my own interest. What is your weapon combo? How much PvP/arena do you do? Do you play on xbox or PC?

    PC, no Arena, im sandbox PvPer since UO, my weapon combo is based on sitation and allways changes. Mostly Cutlass and a gun that please the situation, the island, the outpost etc...
    Barely DG, because it has to many letdowns for me, even before the damage buff of the cutlass.
    This way it was intended (situational usage) and from beginning, but many exploits , starting with the cutlass made Rare to nerf cutlass the most, then DG got more prominent. It was allways possible and it had allways some situations were it was good to use.
    But then it got the way to go for almost every situation. Rare started fixing/ nerfing the animation breaks and whatnot.
    Sidenote in the very beginning there was a shared ammo pool. 5 shots for both guns.
    And im not really sure, but iirc we also had one release where you could not preload your gun, so drawing a gun, need you to load/reload. I want that back forever to make the usage of guns more of a tactic decision, but thats only me. I also promote a 50% chance to missfire for wet guns. Unlikely to happen i know, but just to say.

    BTW my competetive FPS days are long gone, i played CS 1.6 competetively when i was around 20yo :)

    edit: I fully understand Arena players have other demands for the FPS gameplay. But as i allways said SOT is not a FPS and Arena is not the main game!!!
    I was against Arena because of exactly these discrepancies i could forsee, playing videogames since 1985 you know.

  • @bugaboo-bill Thank you. So now I know that we get into very different situations. I play a lot of arena and am on xbox. I have heard that sword spamming is not a very large problem on PC servers but it is on xbox. I have litteraly gotten into arena servers where litteraly EVERYBODY (no exaggeration) is a sword spammer. Most people I don't even know what other weapon they use. Because of the nature of a controller, it is so much harder to dodge or get away from sword spammers. If you were to ever get the chance to play SoT on xbox, go to arena and see for yourself. THEN you will understand what I have been trying to say.

  • @jctc758 sagte in Improving Swordplay:

    @bugaboo-bill Thank you. So now I know that we get into very different situations. I play a lot of arena and am on xbox. I have heard that sword spamming is not a very large problem on PC servers but it is on xbox. I have litteraly gotten into arena servers where litteraly EVERYBODY (no exaggeration) is a sword spammer. Most people I don't even know what other weapon they use. Because of the nature of a controller, it is so much harder to dodge or get away from sword spammers. If you were to ever get the chance to play SoT on xbox, go to arena and see for yourself. THEN you will understand what I have been trying to say.

    I fully understand. I recently played Arena to test the new mode and not only one game, but i just dislike it. To me its important to immerse and to be that pirate in an open world, i love PvP in this game as long as nobody is trashtalking and insulting and that is true for sour losers also!
    I allways said this (before xbox opt out):
    We need to make combat the way it is balanced for both input methods to avoid the crossplay opt out. Yeah its more clunky on PC and the skill some have to aim and all would be neglected, but i promote to have a fun comical pirate game in a shared world for everyone. And a low skillgap what we have with the blunder for example is the right way to realize that. I know and fully understand that dedicated PvPers playing Arena only or mostly dont want or accept that.
    Therefore i allways was against Arena, 1st because i wasn't interested that much, because im a sandbox PvPer, i played some open world sandbox PVP games with full loot and vertical progression (UO and vanilla Darkfall from Aventurine are to be mentioned) and because it attracts players with completely different demands. More pro, more competetive combat.
    I also played Chivalry a lot and successfull i'd say. I like these combat systems, Mordhau is the modern iteration of it and also mentioned in the forums here and there.
    As much as i like Chivalry or Mordhaus Combat, i wanted it a year ago, today i think its not good to have.
    Do you no why. Because we rule 9/10 fights in this game, my crew is full of experienced veterans and we are looking forward to Steam Release and we know there will be so much crying, because the game has a special learning curve.
    With more complex combat, people will have no chance and complain even more. This way there is a chance and maybe i'm unlucky with hitreg and he's not and blunders me - fine i say!
    I'm here to have fun and yes also fun PVP, and again i fully understand that Arena is something else. Rare wants to please everybody, you know how often that worked in gaming history ?! XD
    Also sandbox open PVP is much more different than Arena PvP, there is a lot more to know what can make you turn the battle around, from surroundings, to encounters, to battles of attrition etc...
    Not saying Arena is less, but here and there different tactics etc... for sure. Did anyone say powder kegs? :P

    edit: encouraged me to post this :P https://www.seaofthieves.com/forum/topic/117082/the-misunderstandings-because-of-differents-demands-of-different-playstyles-etc

  • Many people always mention that blocking with a sword is the counter to sword spamming and that to do the same back, but what they don't understand is that our problem comes when we do not ulwant to have to use the sword to have to keep ourselves alive or have to relay on lucky blunders, countering the sword with a it's own block is like 'if u can't beat them join them'. And we do not want to have that problem.

  • As an update to all of this discussion, I believe that swordplay gets dampened depending on ping of both player and enemy. I most of the time use pistol/sword and i will occasionally swap the pistol with the eye of reach, of which this new patch still hasn't fixed hit reg XD. I prefer how sword blocking used to be where it would dampen all damage, and if people struggle to counter it, use a gun. It's not difficult. There still is a definite issue with the whole stun locking. Every person's argument is based on personal experience with the weapons, but there is a large majority that feel the same as I do, including streamers and fellow Pirate Legends who have studied this game and spent hours identifying weapon mechanics.

  • @jctc758 said in Improving Swordplay:

    @bugaboo-bill Same, if it is only one guy. 90% of the time I win the battle. But it is different when you have a full galleon crew full of sword spammers chasing you around the ship.

    its a 4v1 what do you expect?

  • @coolguy56562 said in Improving Swordplay:

    Many people always mention that blocking with a sword is the counter to sword spamming and that to do the same back, but what they don't understand is that our problem comes when we do not ulwant to have to use the sword to have to keep ourselves alive or have to relay on lucky blunders, countering the sword with a it's own block is like 'if u can't beat them join them'. And we do not want to have that problem.

    yeah we felt just the same about double gunning

  • Haha everything your suggesting is what we just had. No... They changed it for a reason. Stop complaining about the mechanics and figure them out. Fine you don't like or want to use a sword. Then double gun like everyone else. Your scope of balance is tipped to the side of "I died. I'm mad. Change it." Infact if you would have played during the sword need you would have found it to be impossible to use. The only thing that made it even close to usable was controlling the fight with throwables.

  • @naynayso19 during the sword nerf*

  • @jollyolsteamed I have won 4v1s it's not impossible.

  • @jctc758 but that doesn't mean its suppose to be easy neither now does it?

  • @jctc758 true, so have I. That's also why I said to learn the mechanics. It's amazing what you can do with knowledge and prowess. Two men with frags and powder kegs can sink a boat without even drawing your weapons. The sword needed the buff to stop the opness of blunder and double gun. It's that simple. During the nerf it was an accessory for sword lunging.

  • @bugaboo-bill Thing is that you can't evade it when its range is completely broken and the stun lock makes it impossible to escape that range. If you even get slashed with the sword once, you're pretty much finished.

  • @prestoshelf3677 said in Improving Swordplay:

    @bugaboo-bill Thing is that you can't evade it when its range is completely broken and the stun lock makes it impossible to escape that range. If you even get slashed with the sword once, you're pretty much finished.

    Not if you know what you're doing.

  • @jollyolsteamed No, not necessarily.

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