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d2jsp Forums > Diablo II > Diablo 2: Resurrected > D2:R Discussion > Wsf Actually Was Intentional
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Aug 30 2021 06:33pm
Post it on bnet forum mate
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Aug 30 2021 06:56pm
I want someone to ask brevik about this just cause. Maybe on thejunglequeen's twitch, or on his twitter. Curious to see what he has to say
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Aug 30 2021 07:06pm
You can bring up any thing to justify what you believe is right, but at this point what will that do? We lost.
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Aug 30 2021 07:08pm
Quote (DHA @ Aug 30 2021 08:33pm)
Post it on bnet forum mate


logic and reason doesnt work with those kids

they need the old school beating, u have to beat the stupid out of em
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Aug 30 2021 07:12pm
Quote (Drox @ Aug 30 2021 06:08pm)
logic and reason doesnt work with those kids

they need the old school beating, u have to beat the stupid out of em


:rofl:

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Aug 30 2021 07:17pm
Good post Goomshill, ty.

Quote (Chaseduo @ Aug 31 2021 08:55am)
This sort of animation exclusivity isn't unique to Diablo 2 either. It's an issue in a lot of 3D games. For example: Wave-dashing in Smash Bros. or canceling reload in Destiny 2 by running at the right time. The devs have to decide what animations can't be interrupted and which can to make the game feel good.


Yea, like wavedashing, L-landing, etc.
It became a "hidden" feature, that adds attack and movement angles in D2 that players would not have otherwise.
Making the game more dynamic, challenging, and interesting.

And we can not just have a WSG button or skill. Having to swap weapons to achieve this effect was a balanced trade off.
WSGing is not just about spamming W. Swap casting nados or spears vs the top pvpers today is something that takes a lot of skill.


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Aug 30 2021 07:36pm
Quote (Goomshill @ Aug 30 2021 05:52pm)
When Diablo II was first created in classic 1.00, animations for characters were tied to their weapon classes. Each animation carries a Wclass for the equipped weapon class, which has different animations in different poses, many with different frame lengths
When LoD was added in 1.08, the developers had a problem adding weapon switches: Animations couldn't be swapped between directly. If you switch from a barbarian's A2-1HS with 16 frames / 256 speed / 8 action frame, to a barbarian's A2-2HT with 19 frames / 256 speed / 9 action frame, how does that work? If you swapped on frame #8, would you hit twice in one attack? Even if they rescaled animation timers proportionally each switch, you'd still have different action frames.
Well, the developers just came up with the easiest solution: Any time you switch weapons, it interrupts and resets your animation state. And to prevent this from being abused to speed up attacks / casting by resetting animations during your backswing, they made it so you couldn't weapon switch during attacks/casts, but allowed it only during idle states or disabled states.
When the classic games team tweaked how animations were handled serverside in some kind of attempt to mess with TMC mods or whatever in 1.13 in 2018, they briefly disabled WSG. But then you know what they did? They recreated WSG on top of the new system, adding back both its animation interrupting and desync. Most people agreed that the 'new WSG' was actually more reliable and powerful than the old one.

WSG is a misnomer. WSG isn't a glitch. Its actually WSF: Weapon Switch Feature.


my personal opinion is that 1.14 wsg (wsf) is to strong. Go back to 1.13 wsg (wsf)
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Aug 30 2021 07:59pm
Quote (Drox @ 30 Aug 2021 17:15)
you're special


The specialist lol
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