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6/30/2016 3:53:24 PM
112

Crazy theory on Frontstab/backstab issue.

Hello all! As a Bladedancer main, even after the update to fix frontstab, I still get yellow number frontstabs and white number backstabs. The patch notes states that the angles were fixed, but Just thinking on the pooper today, I had an idea that may be presenting some issue. Now, I'm not a programmer, so I may just be crazy, and feel free to tell me if this is implausable, but how about this: The problem is not related to hit detection angles at all. Blink strike is actually NOT a "extended reach" melee, but actually a short teleport into melee range, then a normal range melee to follow up. (Thereby allowing you to melee from "extended range" but not actually making the melee longer. Contrast to Warlock Thunderstrike, and ACTUALLY longer range melee) Now what do I think this might mean? It means we may actually be backstabbing from the front and frontstabbing from the back if this brief teleport were to overlap our hitboxes. This would be much easier to explain with pictures than words, but here goes. If I were to teleport into your hitbox as you face me head on, and my blink strike carries me past the centerpoint of your hitbox, then executes a melee, then the contact point of my melee may actually be on the rear angle of your hitbox. Conversely, the same could happen if that midpoint is passed from behind, meaning that a stab starting from the rear would pass through the person, hitting from a front angle. Is this possibly the problem that we're dealing with? Would a change to blink strike's programming to prevent it from ignoring collisions solve the frontstab/failed backstab issue? Thanks!

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  • Edited by WakoWack: 7/1/2016 4:25:05 PM
    I think it is mostly a question of effects. Blink jump acts as a fainted manoeuver dazzling your opponent (on his/her screen). If your coming from the back, there would be no true reason to use blink melee, except for gaining a little range, to your advantage. As for myself, I prefer trying to tick 'em off so they turn around and battle... Although the attack (to prevent frustration) should garanty landing damages as soon as you have targeted and pressed "RB", the hitbox then serves as reference for the level of success of the melee hit. Meaning that if I sent melee to a gardian facing me, I am sure to deal him at least little damage in situations where he runs out of hitbox AND (my favourite) overkill if I calculated correctly space notions... I would expect the player to know what distance is required to perform, in optimal range, the so-called blink. Concerning backstabbing, I would tell you not to forget another human is actually controlling your target. It is totally fair for them to get the chance to avoid the attack, either by running/sprinting or turning around to hit you in a rush. Lets compare to elements: When your enemy has void shield and you strike it with arc element, you don't mind dealing fewer damages. So, because of the angle of the melee attack, the player should consider having failed his pursuit by rushing into backstabbing, without allowing the opponent to engage in an adequate fight. Therefore, blink strike needs some sort of target lock. An interesting alternative could imply an extended hitbox which contains more presice scale of potential damages. Yours truly, I hope my ideas, one day, will come in handy.

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