My current Halloween look. Nothing too overboard, but i like it.
After playing quite a few rounds of pvp (enough to actually get one of the outfits + extra) i still think the PVP in this game is under the top 3 least enjoyable PVP modes in any mmorpg i have played in the last 20 years. Not even joking.
It really is just extremely bad and that wouldn't be a problem if they didn't gate sg and other rewards behind it. This game could have had amazing PVP if you look at the combat overall. There was almost no way they could f up, but still it happened. In a weird way it is actually impressive that they managed to butcher it this hard.
I love PVP and like to see it in any game i play ... that said though i gotta agree with the PVE crowd here ... if you can't make it AT LEAST decent just don't implement it at all.
Well after seeing some beautiful screenshots on reddit i figured i would put my own hand on trying some. Now i installed the gshader which already helps, but i can't help to notice that the screenshots from the JP servers look sharper in general and less blocky/pixalated.
Now after some digging it seems they have had a "tier 6" graphical update to the game, which i think might be the cause of this apart from photoshopping etc.
Now the question is do we already have this "tier 6" upgrade (which i don't think looking at the screenshots of the desert at tier 5 & 6) or is there something else i am missing here ?
Sorta start to feel guilty asking all these questions but i can't find it on google anywhere. So i went from my controller back to keyboard just because it's easier to look around with, but the the back palette switch is annoying to say the very least on keyboard.
Isn't there any way to make them just activate on a single button press instead of holding a shift key and then using the skill ? This would make switching weapons and using skills allot easier. Like have them behave like normal 1,2,3,4,5,6 instead of 1,2,3 and shift +1,2,3.
With all the control options we have i can't find any way to actually switch this around.
@AndrlCh Hmm ok well that explains allot i have been wondering this for quite some time. Guess i will have to play around in the practice mode for a bit to see how this exactly works and when it resets. Thanks for all the answers think i'm gonna try taking the ring off and try to play around with the elemental burst and the status fighter tree.
@AndrlCh Thanks for the information
That said there are a few other things i'm sorta confused about now. Does every PA "weapon action" you do as bouncer after having a full bar of focus release the elemental burst ? Since i have been using the ring that makes sure you keep your element as i thought that kept the damage higher.
Is that the reason why it's never proccing the elemental burst ? And i constantly need to reapply my element if i remove the ring ?
@AndrlCh Well i'm trying to make my bouncer work with the fighter and thought since i could change the element on my weapon on the fly that it would work very well with the fighters skill tree. Mainly the part that goes into status ailments.
Apparently you need weapons though with multiple augments on it which in turn would lower my complete damage again so its probably not worth investing points into it.
Think i might try to pair it with a braver instead since the precision stance on there actually works with elemental weaknesses or so it says.
So i'm trying to sorta creating a build with some synergy and i'm sorta stuck in the fighter tree with the status ailments. How much chance in general do you have at proccing status ailments from your weapon ? And does this also work on bosses even if you don't see the effect ? (atleast i haven't seen a boss getting frozen solid).
Hitboxes are moves that are being thrown out and collide with hurtboxes. If a hitbox hits a hurtbox it does damage. It might be easier to see a picture of it so here is one of streetfighter.
You will see that the kick is the hitbox and his own body is a hurtbox.
I-frames can be used to dodge hitboxes as the_flail already mentioned they are "frames" in which you are "invulnerable" so you take no damage, no knockback no anything it will just be as the hitbox never even hit you (it did but as you are invulnerable it will do nothing).
Now some moves can have lingering hitboxes or the moves drags the hitbox along for that long that it might be difficult to actually use i-frames against them depending on how long your i-frame is. A good example of a very long i-frame is the bouncers backwards dash that is done by doing wave dash and then using the weapon action.
It's a huge i-frame which will pretty much let you dodge anything the game can throw at you.
Edit: This video is about brawlhalla and some of the weird hitboxes that game has, but it shows fairly well what hitboxes are. The yellow circle around the characters are the hurtboxes.