September 5, 2019

7 Min Read

Testing Grounds Patch Notes 2.12.3

BUG FIXES

FIGHTERS

Centurion (TESTING GROUNDS)

  • [Bug Fix] Fixed an issue that allowed the Centurion to abuse "Eagle's Talon"

Fight improvements to Centurion, Gladiator and Warlord. Full details below in the patch notes:

FIGHTERS

Centurion

Charged Heavy Opener

  • Maximum charged strike now does 30 damage (from 25)
  • Charge portion is now between 300ms to 500ms (from 200ms to 600ms)
  • Guard Break Invulnerability now begins 300ms before the strike
  • Maximum charged hit recovery duration for a bound opponent is now 766ms (from 1300ms)
  • Minimum charged knockback has been reduced
  • Can no longer soft-feint to Guard Break when Out of Stamina

Charged Heavy Finisher

  • Maximum charged strike can now be feinted
  • Maximum charged strike can now soft-feint into Guard Break
  • Maximum charged hit recovery duration for a bound opponent is now 766ms (was 1300ms)
  • Can no longer soft-feint into Guard Break when Out of Stamina

Jab

  • Can be now exited with Cancel, starting at 300ms until 300ms before a strike
  • Maximum punch now moves further forward
  • Charge portion is now 800ms (from 600ms)
  • No longer binds an opponent who is in Revenge Activation

Jab Combo

  • Maximum punch now moves further forward
  • Charge portion is now 800ms (from 600ms)
  • No longer binds an opponent who is in Revenge Activation

Eagle’s Talon

  • Now does 45 damage (from 35)

Zone Attack

  • 2nd strike can now be Feinted at 200ms
  • 3rd strike can now be Feinted at 300ms
  • Feints cost 10 Stamina
  • Each strike now costs 20 Stamina (from 60/0/0)
  • Damage is now 17/17/17 (from 25/25/25)
  • Increased forward movement by 1m
  • All now cause Medium Hit Reaction (was Heavy Hit Reaction)

Light Attacks

  • Light Attack Opener damage is now 17 (from 15)
  • 2nd Light Attack Strikes are all now 500ms (from 600ms)
  • 3rd Light Attack Strikes are all now 500ms (from 700ms)
  • 2nd and 3rd chained Light Attacks damage is now 17 (from 12)
  • Recoveries from any Light Attack are now all 100ms later
  • [Bug Fix] Out Of Lock attacks should now have the same recovery timings

Parry Counter

  • Heavy Finishers will no longer be guaranteed
  • Legion Kick can also be dodged
  • A new link allows a guaranteed 2nd Lights in chains
  • The Parry Counter will also push the opponent less far away to allow for better Heavy Finisher mix-up

Quick Throw

  • Removed entirely
  • Replaced by the same “Jab” as after a Heavy attack

Throw

  • Centurion’s Kick and Heavy Finisher now are launched 200ms later
  • Opponent’s Unbalance now starts 100ms earlier
  • [Bug Fix] Centurion no longer has Super Armor during the end of the Throw (like other characters)

Lion’s Roar

  • [Bug Fix] Improved synchronization between the two fighters

Developer comments: Centurion has generally been very fun to play as, in that the Charged Heavies and Charged Jabs feel extremely powerful. However, they’re not particularly effective in 1v1s against opponents who don’t parry (unless it’s absolutely safe to do so, such as against fully Charged Heavy Finisher). This makes it very hard for a Centurion to initiate combat.

Centurion also has the difficulty that the Charged Heavy into Charged Jab into Eagle’s Talon endures a lot of criticism as being an uninteractive cut scene for the victim (since all hits are guaranteed).

The changes here are meant to allow Centurion to strike successfully more often, and feel as powerful doing it as Centurion players have felt so far. These changes also allow the opponent clear points at which they can stop the chain if they correctly predict the Centurion’s offense (and Dodge the Jab for example). The results here intend to create a much more interactive and dynamic flow of the fight.

Effectively – the cut scene is removed. Charged Punches no longer guarantee any Jab – the opponent can Dodge. Instead, Centurion can Feint the Jab, and can Feint the Charged Heavies – even during the Finisher’s Unblockable portion.

Quick Throw has been replaced by the same Jab, because the Quick Throw didn’t threaten the opponent – the opponent could block the Light or Counter Guard Break the Quick Throw – there was no reason to Dodge and risk getting grabbed. Now, with the Jab option instead, Centurion can threaten opponents after any strike.

Gladiator

Light Attacks

  • 2nd Chained Top Light Attack is now 433ms (from 600ms)
  • 3rd Chained Top Light Attack is now 433ms (from 600ms)
  • 4th Chained Top Light Attack is now 433ms (from 600ms)
  • 2nd Chained Side Light Attacks in chain are now 466ms (from 600ms)
  • 3rd Chained Side Light Attacks in chain are now 466ms (from 600ms)
  • 4th Chained Side Light Attacks in chain are now 466ms (from 600ms)

Fuscina Ictus

  • Fuscina Ictus is now 600ms when the target is Out of Stamina (from 800ms)

Skewer

  • Added forward movement to the Skewer during the strike, and the feint

Stance Change

  • Guard now last 1100ms (from 600ms)

Developer comments: We want to give Gladiator faster tools to improve Gladiator’s 1v1 abilities. Accelerating the Light Attacks and the Out of Stamina Fuscina Ictus should make those moves more usable, and the improved forward movement on the Skewer should allow for it to work in Feint into Guard Break mix-ups. The Stance Change increase now standardizes this timing to all other Assassins’ timings, and should help in group fight situations.

Warlord

Light Attacks

  • Warlord Light Attack are now Enhanced. (They do not stop when Normal Blocked)
  • Warlord's Light Attacks now have increased range
  • Top Light Attack Opener now deal 18 damage (from 17)
  • Side Light Attack Openers now deal 15 damage (from 13)
  • Top Light Finisher now deal 18 damage (from 20)
  • Top Light Finisher still has Medium Hit Reaction (to still allow ledging like before).

Heavy Attack Finisher

  • Armor on Heavy Finisher now starts at 300ms (from 400ms)

Block and Stab

  • Adjusted Tracking on Stab from Full Block Stance

Developer comments: Warlord’s improvements to the Light Attacks should help allow Warlord to use these attacks in mid-chain, and help Warlord keep the offensive momentum more often.

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