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This was, for me, the most important part of the patch.

I'm still seeing the same issues as before however.


An easy way to replicate the issue is to open up the game and try this -

roll forward, as you're rolling spam a cast sign key - note the time it takes before it casts
then
roll forward, but wait until the roll animation is finished and shit a sign cast key - note the time it takes again.

Maybe it's just my game, but the latter sign cast is far faster to respond, almost instant, while the former takes 3-5 seconds. This is very counter-intuitive as many gamers are used to spamming keys during actions so they'll fire as soon as possible once the action is completed.
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Oddhermit: This was, for me, the most important part of the patch.

I'm still seeing the same issues as before however.


An easy way to replicate the issue is to open up the game and try this -

roll forward, as you're rolling spam a cast sign key - note the time it takes before it casts
then
roll forward, but wait until the roll animation is finished and shit a sign cast key - note the time it takes again.

Maybe it's just my game, but the latter sign cast is far faster to respond, almost instant, while the former takes 3-5 seconds. This is very counter-intuitive as many gamers are used to spamming keys during actions so they'll fire as soon as possible once the action is completed.
Yeah. Seems signs still work best with a pause. Blocking seems improved to me.
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Oddhermit: This was, for me, the most important part of the patch.

I'm still seeing the same issues as before however.


An easy way to replicate the issue is to open up the game and try this -

roll forward, as you're rolling spam a cast sign key - note the time it takes before it casts
then
roll forward, but wait until the roll animation is finished and shit a sign cast key - note the time it takes again.

Maybe it's just my game, but the latter sign cast is far faster to respond, almost instant, while the former takes 3-5 seconds. This is very counter-intuitive as many gamers are used to spamming keys during actions so they'll fire as soon as possible once the action is completed.
Yup, sign-casting is still clunky post 1.2
I just started playing the game again and blocking requires no vigor... for the most part. Why is it that blocking required vigor during the fight against the commander in Woe to the Vanquished quest? Is that some kind of bug?
Post edited June 03, 2011 by Wazhai
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Wazhai: I just started playing the game again and blocking requires no vigor... for the most part. Why is it that blocking required vigor during the fight against the commander in Woe to the Vanquished quest? Is that some kind of bug?
I am totally drawing a blank. Can you give me a non-spoiler reminder of which quest that is?
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Wazhai: I just started playing the game again and blocking requires no vigor... for the most part. Why is it that blocking required vigor during the fight against the commander in Woe to the Vanquished quest? Is that some kind of bug?
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hanns.g: I am totally drawing a blank. Can you give me a non-spoiler reminder of which quest that is?
It is a sidequest in the Prologue part where you have to find a way into the temple
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hanns.g: I am totally drawing a blank. Can you give me a non-spoiler reminder of which quest that is?
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vAddicatedGamer: It is a sidequest in the Prologue part where you have to find a way into the temple
O yes. Thanks.

Haven't replayed the prologue since patch, sorry. :P
Yes, that's the quest.

But now I noticed that EVERY block requires vigor, it didn't in the second and third part of the prologue. What the...?
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Wazhai: Yes, that's the quest.

But now I noticed that EVERY block requires vigor, it didn't in the second and third part of the prologue. What the...?
Maybe it is part of "balancing the difficulty in prologue" as stated in the 1.2 changelog. Haha
No, actually I loaded a save from the second part... and half of my blocks consume no vigor, the others do as before... Weird bug, seems to have not been implemented completely.
Post edited June 03, 2011 by Wazhai