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Testing a new skill for the tutorial boss... this one you're supposed to be able to trigger a special (as in more damaging) parry at the very last second or risk getting crushed underneath... I've only done it 1/9 tries with the previous/faster jump attack trigger.
@ZethHolyblade seems fine but I'm not that experienced like your are, heh. I was just curious. I guess you could trace things with game text to see if dummy units are alive if locations are still there (by creating something in them) and so on.
But the problem is when the effect/ability starts again while the trigger has not ended yet.
@deepstrasz ohh, I'm not that experienced. Game messages do help a lot hehe.
About the last part you mentioned, there are many ways to bypass the ability issue besides cooldown.
Pausing the unit is one, disabling or removing the ability is another (I prefer the former), and even less common or less conventional like temporarely changing ownership, hiding the unit then replacing with a dummy, and even lowering mana.
I'll improve the way the trigger works, because I did recover the damage taken but... I still got pushed away, a lot
As of now this is how the trigger is running...
- When get hit by a Boss' basic attack, you may parry it but it's not a 100% success rate (since my skill level is low).
- If the parry triggers, there is a high chance for the boss to get mildly stunned or pushed backwards and then counterattack you... in this case with a jump attack.
- The jump attack can be parried but is hard as well. When you succeed... boss may get stun locked.
I've succeeded twice, but the first one was the coolest
- Parried the boss' basic attack
- Boss escaped and countermeasured my parry with his jump attack
- I parried his jump attack, barely.
- Boss did not get stun-locked, but triggered a second (jumping) counter-attack
- The jumping attack could not hit me because the previous one had pushed me away.
I think that jump attack should be deflected the same way as you would deflect a... projectile attack
Except the enemy's projectile is the enemy himself
He deals damage in the very moment that he lands, and if your parry is active in that moment - you deflect it.
In the video above it seems like he lands first, and only then he begins the actual attack sequence (During which his attack may be parried)
@xISLx True. The video shows that either because the descending animation is too fast or the asigned waiting time is a few centi-seconds too long, but I've already adjusted accordingly.
If your character takes damage, while the parrying flag is on... which depends on the parrying chance and frame duration (0.35 seconds in the example but can be much higher), then it runs as it's own trigger... which is why I recovered 500 hp immediately and still got pushed away.
This tells me I'll have to take another approach which is including the parry inside the jump attack trigger itself... which is fine in a certain way I guess, since a low-hp character would still die otherwise despite suceeding... frustrating the player specially when you know that unlike the regular parry's 0.90s activation window and varying frame duration (0.25-0.95sec), the special one has a fixed 0.20s (defend) activation window and 0.25 frame...
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