script :
Hello guys, the new season of Naraka is here, and among many changes, this one line in the patch notes will redefine how we do combos. So, what exactly is happening ?
As you know until know, juggle combos used to be ping dependant. Higher pings could juggle more easily and have access to some extended combos that lower pings could not. For example, above around 50ms, you could execute consecutive sliding uppercuts with katana until your stamina was empty. Below 50ms you could hardly do two slide uppercuts in a row. What was causing that is the netcode of the game basically launching and juggling the opponent when the server recieved the information of a hit independantly of the client input. It’s a bit like ping was the power to skip time. Don’t worry if you don’t fully understand what I said. Just remember that high ping could do more juggles than low ping. And now, it’s over. Now, when the server gets the information of a hit in a juggling combo, the opponent is getting rolled back where he was supposed to be if he was launched as client side, meaning if you had 0 ping. In other words, juggling combos are now the same for everyone, and it’s like everyone had 0 ping. So, it’s resulting in lot of tighter timings and all of the combos that were only possible at mid - high ping, are not possible to do at all anymore. The higher your ping is, the more you will feel affected by this change.
Now that we understand what is happening to combos, is this a good or a bad change ?
Well, I feel like this should have been how combos work since the beginning of the game. Juggling combos should be consistent for everyone. It’s healthier for the game and better for the fairness between players. To my knowledge that’s how it works for other fighting games. Consistent combos makes it easier for people to learn them since the tutorials they follow will show exactly what they can do. In the past, we could say that everyone was playing a different game depending on their ping. So, I believe it’s a good change. However, it cuts entirely some combos, even at lower ping that were tight mechanically. For example, this Shayol combo, and the following heavensteps that I freshly found were barely possible on my 30 ping, now they are not doable anymore. So even some combos that were doable at a fairly low ping, are now cut, and this is, well, this is kind of sad. If you think it is a bad change, I will say again that in my opinion, that’s how it should have been since launch.
One more issue remains unfortunately, it’s that combos are still fps dependant. Higher fps makes combos easier, and lower fps struggle to do some combos like the normal heavenstep. (That is still doable btw). So i’m kinda worried for players that don’t have high fps because now combos will feel extremely strict for them. Anyway, that’s all I had for today guys, What do you think about this change ? tell me in the comments how this affects your gameplay, and if you think it’s a good or bad change for the game.
Thank you for your time, Have a great day.
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If you are interested in joining an active community, here is the discord server of the team I founded (VS) :
#narakabladepoint #naraka #永劫无间 #narakabladepointgameplay
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