I'm trying to collate data to get a better understanding of how and why dodge is currently being tweaked in the WoM beta. Could someone help me fill in the information here?
Here are the information I could find right now:
In the "Big Balance" Patch 1.3:
Dodge time window increased to 1.5 seconds for normal enemy attacks. Heavy cleaves and most elite enemy attacks changed to 3 seconds.
WoM Beta Patch 1
Shorter dodge windows scaled with difficulty.
Dodge windows scales from veteran to cataclysm from 0 start delay and 1.5s duration to 0.25 delay and 0.25 duration (time after dodge is complete for enemies to start tracking players again).
Message from Game Designer Mats regarding movement and dodge (posted before WoM Beta Patch 4 notes below)
a: The time you will continue to count as dodging for any enemy in an attack when your dodge ends has been changed. it was 1.5s, it is now 0.75-0.25s. Basically, you will no longer get free dodges on attacks that started after you started your dodge.
b: The time in the beginning of an attack animation that will still update enemy rotation regardless of dodging is set to 0.25s. It was 0 before.
Bonus info: There has been a change to running attacks, where they previously stopped moving immediately when a target dodged, they currently continue moving towards targets last known direction. This means that backwards dodging from a running attack is a worse idea than before. feedback please.
WoM Beta Patch 4
The extra time added after a dodge is finished during which enemies will still think you’re dodging has been set to 0.5s for Champion, Legend and Cataclysm difficulties. Running attacks have the same value set to 0.75 across the boardЗагрузка...
My questions are:
What are the dodge time window values in the version prior to the "Big Balance" Patch 1.3?
In the Patch 1.3 notes, normal enemy attacks have a different dodge time window compared to Heavy cleaves and most elite enemy attacks (1.5 vs 3). In the current WoM beta, there are no separate values specified for these different attacks. Are the dodge time window now the same for normal enemy attacks, heavy cleaves and elite enemy attacks in the current WoM beta?
WoM Beta Patch 1 notes mentions a dodge window delay: '0 start delay to 0.25 delay', depending on difficulty. Is this the "time in the beginning of an attack animation that will still update enemy rotation regardless of dodging" as mentioned in the "Message from Game Designer Mats" post? And is this value '0' (zero) in the current live and the version prior to Patch 1.3?
In the "Bonus info" from the "Message from Game Designer Mats" post, it was mentioned that there has been a change to enemy running attacks. Is this the first time this was changed in VM2 patch history? How did this work in Vermintide 1?
In Vermintide 1:
- What are the dodge window times and "time in the beginning of an attack animation that will still update enemy rotation" values?
- Are there differences between the dodge window times for the different enemy attacks like in VM2 Patch 1.3 or running attacks like mentioned in WoM Beta Patch 4?
Source: Original link
© Post "Comparing dodge changes across the different game versions" for game Warhammer: Vermintide.
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