Tinkerer_Red
New member
I have a clip showing the issues with server latency and parries.
medal.tv
In the clip I knew the mirage was going to try to jump me as he had already seen me there for a little while denying souls. I expected him to get greedy and punch me so I was baiting it out of him for a free kill. However I hear him walking up, know it's coming, parry just as he starts his heavy melee, and get punched in the middle of my parry animation. Still taking damage.
Normally I'll double check if my parry was maybe a frame or two off, but this here has no excuse, even for server latency which i believe was only 30ms (given i was able to deny souls at all)
Parries should not be predicted by the server, then should be client sided with server validation so specifically this never happens. The client would send a packet saying a successful parry has occurred, then the server would check the latency, the lag compensation, and the timestamp of the packet to ensure that it was indeed a successful parry. With how the current parry implementation works its so extremely common to second guess if you actually did parry someone, and for players with a bad connection this means an entire feature set of the game is locked of from them. Which would single handedly give melee builds a relatively high "buff" simply because the victims cant actually parry in time physically due to the current implementation.
I have worked on systems like this before where it's player to player timed reactions, and this is the standard way of doing it. If you're like further proof anyone who has played TF2 or Darksouls online will know about the problems with face stabs. They should be victims side, with server validation, sometimes this means that the attacker will have a few frames of successful hit, but the animation and audio which still played for a parry would indicate it clearly. its a known risk you might be parried, its not exactly a known risk your parry might be completely meaningless opening you up to further punches, additional damage from weapons and abilities while you are standing still.

Getting punched in a parry - Clipped with Medal.tv
Watch Getting punched in a parry and millions of other Deadlock videos captured using Medal.

In the clip I knew the mirage was going to try to jump me as he had already seen me there for a little while denying souls. I expected him to get greedy and punch me so I was baiting it out of him for a free kill. However I hear him walking up, know it's coming, parry just as he starts his heavy melee, and get punched in the middle of my parry animation. Still taking damage.
Normally I'll double check if my parry was maybe a frame or two off, but this here has no excuse, even for server latency which i believe was only 30ms (given i was able to deny souls at all)
Parries should not be predicted by the server, then should be client sided with server validation so specifically this never happens. The client would send a packet saying a successful parry has occurred, then the server would check the latency, the lag compensation, and the timestamp of the packet to ensure that it was indeed a successful parry. With how the current parry implementation works its so extremely common to second guess if you actually did parry someone, and for players with a bad connection this means an entire feature set of the game is locked of from them. Which would single handedly give melee builds a relatively high "buff" simply because the victims cant actually parry in time physically due to the current implementation.
I have worked on systems like this before where it's player to player timed reactions, and this is the standard way of doing it. If you're like further proof anyone who has played TF2 or Darksouls online will know about the problems with face stabs. They should be victims side, with server validation, sometimes this means that the attacker will have a few frames of successful hit, but the animation and audio which still played for a parry would indicate it clearly. its a known risk you might be parried, its not exactly a known risk your parry might be completely meaningless opening you up to further punches, additional damage from weapons and abilities while you are standing still.