Original Post — Direct link

Read in the patch notes that:

  • Lacerating Onslaught has new animations for the first 2 attacks.

And I don't think I saw a single post about it, so I went into the game to check it out... I guess most CB players either quit using them, or quit playing altogether? Or, again, it was such a unimportant change no one even cared to mention it even in passing words...

So, this new animation is meant to make it feel a bit better I guess?

Edit: Oh, and it does atleast scale with attack speed now, forgot to mention that. Again--- "yay" For dumping the refresh on people before Christmas break, so people had to wait this long for an attack speed fix.

It doesn't functionally change a lot. If anything... You took a bad animation and replaced it just with a... well, it still is sort of "meh". So, I mean... some improvments.. yay? But still it feels just as clunky and un-intuitive as it was before.

Guess the break will be extended further...

https://i.redd.it/6dczbiwkswd81.gif

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On a side note, and just for fun, I was just trying to think of some changes just to spitball ideas... Maybe it should have been its own suggestion post but... I really am just feeling rather "meh" with the game in generals so... here is the two-in-one post.

So one idea I had that would maybe have made it felt a little more like "Chainblades" while maintaining the wounding change.

  • What if we had our original medium ranged attacks - only, when an attack would hit it would attach to the behemoth. Swinging a pike weapon on a chain until it just lodges itself in the hide of a behemoth...
  • With one, or both chain blades attached to the behemoth, you should be able to trigger a pull to the point of attachment, and then vault away from the behemoth.
  • While vaulting, you leap into the air, you are dodging attacks like your regular special vault (which is now a DPS loss and feels bad to use) .
  • While mid air, you can "pull" the chains out. Imagine the Chainblades lodged deep in the hide of, and you rip them out. Ripping and tearing for massive wound damage, as you land ready to pull in for some light attacks combo, or another "rip and tear" combo.

Ideas, problems, executions?

It would be 1 or 2 slow setups for a very heavy wound damage, while giving CB some of the offensive-defensive synergy they used to have. And, it wouldn't be a super safe dodge mechanic, because you would need to hit the behemoth once or twice before being able to do the vaulting and ripping

Some of the backdraws would be, how would you combo this? Well, since there is basically only one combo right now... whatever, a non issue. :S

Would you be able to swing once, and then keep light attacking with one weapon? Or are you looking yourself into one action? Sort of like it is now, but with an additional step with better payoff, that also allow you to dodge and make combat just a bit more interactive?

Would the damage be enough to wound once, or would you need to repeat ripping? Or, could it be it's own little thing where it caused shorter lasting, repeatable/refreshable wounds on a Behemoth? Keep adding that wound damage to one part if you can keep hitting it with the swinging blades?

Again, just a spitball idea from a tired player. Obviously one would need to work on the concept further - but I figure I would just post it for the heck of it.

Hope someone found it atleast a little interesting as a concept.

External link →
about 2 years ago - /u/CreatureTech-PHX - Direct link

The intent of this animation was to add to the theme of speed. As many players noted, the old animation didn't feel like a fast and agile attack, something people look for in this weapon.

As others said, it also scales with attack speed which helps a lot.