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  1. #1
    Hatchery Founder Ganak's Avatar
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    Default Shield Blocking Made More Responsive

    "Shield blocking has been made more responsive following attacks."



    Potentially a very nice improvement for the S&B crowd. I am curious about this and I don't believe it has been talked about in any detail.
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  2. #2
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    Not much to say, honestly. We'll have to wait and test it out.
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  3. #3
    Uber Completionist Lithic's Avatar
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    Hopefully it means you can block when you see a mob animation, and still have time to swing a few times in between.
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  4. #4
    Developer Eladrin's Avatar
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    Instead of needing to wait until the "follow through" completes, you'll be able to abort into shield block earlier. It's still not as instantaneous as I would like, but we're going to continue working on improving the feel and utility of shield blocking.

  5. #5
    Community Member Aeneas's Avatar
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    That is awesome.
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  6. #6
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    Quote Originally Posted by Eladrin View Post
    Instead of needing to wait until the "follow through" completes, you'll be able to abort into shield block earlier. It's still not as instantaneous as I would like, but we're going to continue working on improving the feel and utility of shield blocking.
    Sounds great!

    On a related topic, I got two questions:
    • Would you happen to have any more good news for S&B users?
    • Will the same tech being applied to Smite Evil, Intimidate and the like in the near future? I know that delay annoys you to no end too.
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  7. #7
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    It's much appreciated, even if you're not S&B. Going into block mode prevents Minotaur knockdown, Giant knockdown, and some other things...was getting pretty ticked off in Gwylan's Stand last night...it takes FOREVER to go into block mode...those Minotaurs would spend five seconds rubbing their feet on the ground getting ready to charge and I still couldn't get into block mode fast enough if I had just been attacking.

  8. #8
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    Quote Originally Posted by rimble View Post
    [...] those Minotaurs would spend five seconds rubbing their feet on the ground getting ready to charge and I still couldn't get into block mode fast enough if I had just been attacking.
    I usually jump over them as they come.
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  9. #9

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    Quote Originally Posted by Eladrin View Post
    Instead of needing to wait until the "follow through" completes, you'll be able to abort into shield block earlier. It's still not as instantaneous as I would like, but we're going to continue working on improving the feel and utility of shield blocking.
    I



    LOVE




    YOU!


    Seriously, this is something that I have wanted in DDO since I have started playing. It would make shield use more skill-based. I can't wait to play with this.
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  10. #10
    Developer Eladrin's Avatar
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    Quote Originally Posted by Borror0 View Post
    Sounds great!

    On a related topic, I got two questions:
    • Would you happen to have any more good news for S&B users?
    • Will the same tech being applied to Smite Evil, Intimidate and the like in the near future? I know that delay annoys you to no end too.
    Codog got some magic in very late in the cycle to improve "active attack" response times, but I don't think it made it in for Mod 9.

    It's much appreciated, even if you're not S&B. Going into block mode prevents Minotaur knockdown, Giant knockdown, and some other things...was getting pretty ticked off in Gwylan's Stand last night...it takes FOREVER to go into block mode...those Minotaurs would spend five seconds rubbing their feet on the ground getting ready to charge and I still couldn't get into block mode fast enough if I had just been attacking.
    It should be much easier to react to these things, but like I said before, still not perfect. Still working on it.

    Minotaurs got a couple of mental fixes as well, as they were one of the creatures I was testing this with and some of their behavioral quirks annoyed me. Tumbling out of their way works well now too - they no longer "track" while their looking down.

  11. #11
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    Quote Originally Posted by Borror0 View Post
    I usually jump over them as they come.
    Said character has no "ups".

  12. #12
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    Quote Originally Posted by Eladrin View Post
    Minotaurs got a couple of mental fixes as well, as they were one of the creatures I was testing this with and some of their behavioral quirks annoyed me. Tumbling out of their way works well now too - they no longer "track" while their looking down.
    No kidding! Probably not a big deal, but every little tweak makes the game more refined.

  13. #13
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    Quote Originally Posted by Eladrin View Post
    Codog got some magic in very late in the cycle to improve "active attack" response times, but I don't think it made it in for Mod 9.
    Either way, this is good news. Thank Codog for me when you go feed him.

    Still on the sane topic, I have heard that Quickdraw lowers the delay for the activation of Intimidate. Is this true and is this intended?
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  14. #14
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    Quote Originally Posted by rimble View Post
    Said character has no "ups".
    I could not imagine playing a character without a good jump skill. I would go insane.
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  15. #15
    Community Member moorewr's Avatar
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    Quote Originally Posted by Borror0 View Post
    I could not imagine playing a character without a good jump skill. I would go insane.
    QFT - I didn't realize the need to keep jump high on my first character - a cleric of course, so in plate he could barely hop. Oh the frustration...
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  16. #16
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    Quote Originally Posted by Eladrin View Post
    Instead of needing to wait until the "follow through" completes, you'll be able to abort into shield block earlier. It's still not as instantaneous as I would like, but we're going to continue working on improving the feel and utility of shield blocking.
    Be warned that if you improve it too much, it could call for a nerf to the amount of blocking DR (possibly compensated by a small increase to the +2 AC)

    Some monsters less than once per second, and it would be improper for a player to have DR 30 against them just because he's using a button rhythm.

  17. #17

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    Quote Originally Posted by Eladrin View Post
    Minotaurs got a couple of mental fixes as well, as they were one of the creatures I was testing this with and some of their behavioral quirks annoyed me.
    I think you should use Air Elementals to test with
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  18. #18
    Community Member PhoenixFire31's Avatar
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    Quote Originally Posted by Eladrin View Post
    Codog got some magic in very late in the cycle to improve "active attack" response times, but I don't think it made it in for Mod 9.


    It should be much easier to react to these things, but like I said before, still not perfect. Still working on it.

    Minotaurs got a couple of mental fixes as well, as they were one of the creatures I was testing this with and some of their behavioral quirks annoyed me. Tumbling out of their way works well now too - they no longer "track" while their looking down.
    No more heat seeking minotaurs?! YIPPIE!!!!!
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  19. #19
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Deathseeker View Post
    I think you should use Air Elementals to test with
    YES! YES! YES! YES!

    Then, maybe we'll get some changes made to them...
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  20. #20
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    Quote Originally Posted by Eladrin View Post
    Instead of needing to wait until the "follow through" completes, you'll be able to abort into shield block earlier. It's still not as instantaneous as I would like, but we're going to continue working on improving the feel and utility of shield blocking.
    why does shield blocking in pvp allow full dr even if they are behind you but in gameplay if they are not directly infront of you or if they cleave and their weapon goes behind you the DR does not work?
    Quote Originally Posted by MadFloyd View Post
    Fernando has yet to even suggest a nerf of anything.
    Oh and by the way (referring to your sig), we aren't nerfing the Torc.

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