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Greetings Slayers!

Welcome to the Focused Feedback thread where we present a featured topic for you to share your thoughts on in a centralized fashion. Before each Focused Feedback, we conduct a poll where you can pick from a selection of topics, and the one with the most votes will be the topic we cover. This thread is dedicated to all your feedback, and serves as a centralized hub for the developers to gather your responses.

Our topic for this week: Client-Authoritative Dodging

We are back with another cycle of Focused Feedback. And to kick things off this week, by majority vote, we will be discussing about the recent 'Client-Authoritative Dodging' implemented with Patch 1.3.0 which aimed to improve the dodging experience for players with high latency which subsequently has affected other mechanics in the process. All the questions today were prepared by Phoenix Labs developers u/PhxDibs and Alex Wallisch. 🙂

  • What do you think of the new invulnerability indicator added to dodges and certain abilities? Does it help you to understand when you can and can't dodge through attacks?
  • How do you feel about the reduced Invulnerability period when recovering from a knockdown, aka 'Mercy iFrames'? Does it feel fair?
  • Were there any specific attacks that used to be difficult to dodge through but are now easier? What about attacks that used to be easy to dodge through but are now difficult?
  • For those with ping above 100 ms, how is your experience with dodging now? Has it become more or less consistent and accurate than it was before?
  • Has the implementation of Client-Authoritative Dodging improve your overall experience with dodging? Why or why not?
  • What are your closing thoughts on Client-Authoritative Dodging in its present form?

Feel free to share your thoughts in the comment section below. Organize and format your feedback well and you may just receive a response from the devs themselves! 😎

Submissions related to the topic will be removed and redirected here. The comments will be displayed via contest mode which hides comment vote score and displays them in a randomized order to give each feedback a chance to be seen.

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over 4 years ago - /u/CreatureTech-PHX - Direct link

Thanks for all your feedback. I've been passing it along to our engineers to look over.

We're seeing a lot of feedback regarding iframes ending way sooner than the actual visual indication. What we're hearing is it's hard to understand exactly when the windows are happening (and ending). We're going to look into this and see if we can communicate it better.

Thanks again! All this feedback really helps us pinpoint the areas we can improve. Keep it coming :D

over 4 years ago - /u/PhxDibs - Direct link

Hey y'all! Thanks for the feedback.

We're gonna roll back a change we made regarding the heavy stagger animation mercy frames. Currently on live, the iframes end as soon as you could walk out of the animation. There's no good visual feedback for that moment, so as y'all have called out here right now it just feels like sometimes you have mercy frames during the standup and sometimes you don't. In the future (likely patch 1.3.3), you'll have mercy frames as long as you're in the heavy stagger standup animation. Canceling this animation into an attack will still cancel your iframes.

Since the AMA last week (or the week before... what is time), I've had folks sending me videos of issues they've seen with client auth dodge and most of them revolve around this moment.

Thanks for the feedback here and offline, we'll continue to strive to dial in the client auth dodge 'til it's feeling perf.