And one more...
https://twitter.com/tallUNLIMITED/st...00469295075328
Lot's of details on Jazz's latest tweet to give you guys.
1. Clinch transition denial tuning
Similar to the changes made to the ground game last patch, we have a new table of denial tuning values for the clinch along with latency compensation and locked in denial direction selection. You might say, "wait a minute, I thought denial direction didn't matter in the clinch?". Well that's about to change.
The following transitions in the clinch now require correct left/right input in order to deny, and an incorrect input will get locked in.
• SC (dom or sub) – to Thai and OU
• OU (dom or sub) – to SC or DU
• DU (sub only) – needs to defend Thai or Back transitions
This should make the neutral positions more challenging defensively and make getting into a dominant positions easier - then dominant positions become deny pass (left or right) or deny break. You also have to worry about strikes and TDs more in dominant positions than in the neutral positions so there’s better balance there.
2. Takedown denial tuning
I've gone into most of the details on this in another thread, but same as with the clinch, all the various takedown denial windows have been tuned, latency compensation added plus all the awesome new outcomes.
3. Parry tuning
A hot topic for sure, here's what we did.
As you may know the parry window was quite large, at 90 ticks (or 1.33 seconds). This has been reduced at the high end to 60 ticks (or 1 second) and 30 ticks on the low end. The window changes between those numbers based on stamina, so the lower your stamina, the harder it will be to parry.
In addition, if you successfully parry and throw a counter punch, your opponents parry window will will be cut in half. And if he manages to successfully parry you and throws another counter, your parry window will be halved from that, and so on until the window is so small it may as well not exist.
This was done to make parry wars much less likely.
4. Stamina tuning
A bunch of small changes here, I'm not even familiar with all the details, but the biggest take away is we tried to find a balance between the previous patch and the one before that in terms of stamina and damage bleed through on weak block. Hopefully this time we hit the sweet spot.
5. Judging
Lot of complaints on the judging logic since we released. With the help of user feedback we identified two significant bugs in the logic which were fixed, plus some tuning on other aspects of the logic.
6. Referee standup time tuning
We had lots of complaints about the ref standing you up in mount and backmount, so we doubled the referee standup timer for all dominant positions.
I think that about covers this tweet. Stay tuned, the best is yet to come.