That ONLY happens when you hit the weapon and the trace does not hit the player mesh.
I don't see why this would hurt the player?
Talking about weapon balance right now is way to early.
We have a few pre-made weapons and armors, copied from MO1, using these to try and achieve any type of new long term balance is not viable.
Most of these points above are examples of weapons which in MO1 has a good place in the system, and are being used without being "the only choice" or a preferred meta.
The dynamic of combat will be very different when all weapon/armor types and materials are available in crafting.
Hey Herius,
Your old friend here.
You WILL fix this.
problems:
1. Ping meme, I probably wasn't the only one who was surprised when it was said that high ping players had an advantage in MO 1. Sure there were some weird situations but that's just untrue that the community saw it as a major problem. Whatever you're doing with this swing delay is creating unstoppable statues, maybe don't remove it entirely but either add 100ms on to people with 10 ping or do
@Valoran's solution or something for the love of christ. People with 10 ping swinging and parrying simultaneously is far uglier than any spin move.
2. Regular Mouse Block and Keyboard block have no requirement to time correctly just hit right click at any point in the swing animations
3. All physics were removed on weapons, the suggestion was to remove it on COUNTER hits not make it so you can't make mistakes and that someone with 10 ping can charge one right in your face against your counter hit.
4. In Mortal Online you nearly always RAN AWAY from the parry as to not get counter hit. Its been naturally balanced for a decade, turn caps and accel nerfs are a game breaking crutch for a play style that is created by ping meme. It needs no help from development.
5. Just get rid of blocks entirely at this point...360 parry was a negative because you could parry while running in a teamfight. That isn't even remotely proportional to how bad it is without 360 parry.