The block power in CO looks really simple: just tap the power at the right time, and avoid damage, knockback, holds, whatever. However, if you use it that way, you'll find that it doesn't actually work. That's because there's actually two timings that matter for blocking:
start of activation and
end of activation.
If you are blocking at the start of activation, your block will be counted for:
- Whether the attack knocks you back.
- Whether any blockable status effects are applied. This includes holds and roots.
- Whether any on-hit effects of your block are applied.
- Whether any other effects that are contingent on the target blocking are applied.
If you are blocking at the end of activation, your block will be counted for:
- Damage resolution.
- Certain NPC roots and holds will be suspended until you stop blocking.
What this means is that powers with nasty secondary effects need to be blocked early. For powers that have nasty secondary effects but low or no damage you can actually release your block before the power completes. Teleiosaurus has a number of powers where this matters:
- Mighty Roar (orange): block early to avoid being held. If you block late, you will be held when you release block.
- Spine Burst (green): block early to avoid genetic decay debuff (DoT), late to avoid toxic damage. Note that the damage from the DoT cannot be blocked.
- Stomp (yellow): block early to avoid knockback, late to avoid damage.
See also
Steam's Block Page.
Note: Critter powers, like player powers, can have charge time and maintain time, as well as an activation time. Shtick tells (Boom, Foom, Freem, Bam) appear at the start of charging, but the checks mentioned above occur at the end of charging.
Note 2: the game renders power animations, including block, locally, and thus it appears that block happens instantly when you hit the block key, but it actually resolves block server-side; thus, a successful block requires beating the indicated time by your latency (you can use /netstat 1 or /netgraph 1 to see your latency).
Comments
Epic Stronghold
Block timing explained
It comes up in so many Cosmics fights when players are saying in Zone, "My block didn't work."
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
For example, let's consider Gravitar's Force Snap power - she snaps her fingers, knocking a target (usually the tank) into the air. If you want to not be knocked by that, you have to be blocking for about a second prior to when she uses it; blocking immediately beforehand will reduce damage, but won't reduce the knock effect.
For another example, Teleiosaurus' Mighty Roar: assuming a low latency connection, you need to be blocking at about the time her second foot gets lifted off the ground - which is a bit after the power starts activating, but well before it completes. Any later than that and you'll be held - with no indication of whether or not you're held until you stop blocking. (Advice: if you're not sure whether or not you missed the timer, keep holding block through the next big AoE attack or two - or until there's a dps check.)
Powers basically have three periods:
Charge time: during this time, the critter will play a charging animation. If you start blocking during this time period (and continue for long enough), you will accomplish an early block.
Activation time: during this time, the critter will play an activation animation. If you start blocking during this time period (and continue for long enough), you will accomplish a late block.
Maintain time: during this time, the critter will play a maintain animation. Maintains, unlike clicks, appear to resolve all of their effect simultaneously.
Certain powers lack charge time (e.g. Force Snap), and thus do not give you any cue that would allow an early block (if the critter's attack rotations are reliable enough, you can guess). Many powers lack maintain times. The fingersnap is activation animation, not charge animation; by the time the snap occurs, start of activation has already happened. The pawing the ground is a charge animation.
Epic Stronghold
Block timing explained
Latency, packet loss, server distance and the ropey game client usually accounts for that.
The problem with block activation time being so key to block's efficacy is that the power's worth is more often determined by technicalities than by the player's skill. As there's no EU server for CO, anyone in Europe who's looking to block those charge-activation effects needs to start doing so around 1/4- 1/2 a second before anyone in the USA (or more, depending on how badly the game traffic is being routed through your ISP). Game performance also declines the longer you play and in multi-player environments, so in Rampages and Cosmics you can end up being killed by an attack that that the game client registers but hasn't actually rendered (yet). Fun!
There is also an issue where basic Block's activation time is significantly greater than any of the Block Replacer powers (and seems to increase as you level), which means the only way of getting an efficient block effect outside of the USA is to be systematic about it and just block, all the time....
Epic Stronghold
Block timing explained
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Getting a minimum score to reap rewards is easy if you're there for the entire fight, and even easier if your character isn't defeated. If your connection has latency issues, or if CO has a memory leak on your computer, etc., just take that into account.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
Also, great thread!
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Epic Stronghold
Block timing explained
I find that the block power lighting up on my power tray is a fairly accurate measure of whether or not my block is active.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
The powers I know off:
- Illumination
- Ball Lightning
- Hydra
- Dust Devil
- Particle Mine
- Mini Mines
- Strafing Run
Epic Stronghold
Block timing explained
Disable - This crowd control effect is no longer available to players but still exists in game. 'Disabled!' Crowd Control, prevents a player from accessing any of their powers for the duration of the effect. Players can break out of this effect through "Z-mashing" or waiting it out, or through incoming damage from other NPCs. Players under the effects of 'Disabled!' can still move freely using their normal movement speed but cannot access super powers or travel powers. (Enemies which use this include the Supreme Serpent and The Sovereign Sons).
Taken from my Crowd Control page on the Champions Online Wiki.
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PS - link this to everyone you know who says blocking is hard, this explains a lot. #DinoMom
PS2 - Thank you Panta for sharing this, this is must know info.
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To be fair, without this knowledge, blocking does seem hard/confusing/random.
I have already pointed folks in game here.
Jolly good show.
Whoever you are, be that person one hundred percent. Don't compromise on your identity.
It would be useful to have this thread as a sticky but also include a mandatory tutorial for blocking perhaps at the Ravenswood Academy site at level 6 and then once more at level 40 for endgame content.
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There are also ways of weakening a hold before it is cast on you so that the duration is greatly lessened, this can be achieved without blocking.
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The rendering accuracy of the client declines over time, and especially so in multi-player events. Even in simple events, like a Grab Alert, you'll normally find yourself being rubber-banded 2-3 seconds into the past at least once while the client(s) and server try to resynchronise themselves. Until it does that, all manner of fun can occur, especially in open-world events, where you can be regularly one-shotted by attacks which your client hasn't even started displaying (the wireframe tells from Liberated Mega-Destroids during the Mechanon event might as well have been in the post for all the relevance they had to the attack's effects).
Not counting complete wipes, death counts are not high or evenly distributed enough to justify technicalities being the primary cause. Usually 2-3 players are dying way way more. And that's attributable to a lack of familiarity with the fight....the fight itself does not require great skill.
Blah blah blah covers this, I think. It's a bad idea to adopt statistical terminology ("evenly distributed") when you don't have, or don't provide, the statistical backup. Empiricism is the order of the day here.
And that's attributable to a lack of familiarity with the fight....the fight itself does not require great skill.
Indeed so; but it's not a good thing to say that the game client is so flaky that reaction based play is unworkable. If I had one major criticism of CO it is that playing it well seems to require abandoning such old-school concepts as WYSIWYG and accepting that you have to learn the curious mechanics, which include blocking ahead of time and understanding that objects between you and an enemy have no bearing on whether an attack hits you, amongst other things...
My favorite experience was when one time I was held, defeated as a result of the hold, was rezzed almost immediately after only to recover and still be held from the previous attack (i.e. the dino hadn't done another hold). That's just insult to injury.
I didn't know about the latency commands - thank you for those. Always good to know going in whether I'm going to have timing issues.
How do you interpret the netgraph to see if you are having latency problems?
Are there any recommendations on how to read what the enemies are doing? I ask this as a person who really hasn't noticed these things until they were mentioned (game really needs to explain how it works to players). Given that I haven't noticed, something must be interfering with my ability to see these things.
How can you tell if an enemy out-of-view is doing something that needs blocking?
If the bar graph is dramatically spiky, there's something wrong and you might see intermittent freezes or even have commands vanish. Otherwise, you just need to beat timings by the indicated number of milliseconds (most charged powers are around 2s charge time, so in theory pretty large charge times are playable, but probably not very pleasant.
Epic Stronghold
Block timing explained
Epic Stronghold
Block timing explained
You sure about that? Can't recall that I've ever encountered an npc that does this.
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I have on several occassions.
The most irritating seems to be the PSI Agent at certain points.
Some NPC's can bypass blocking due to the nature of the CC they apply, or their knock back seems incredibly strong, even when blocking early, some NPCs seem to override that quite well.
It may be a case of anticipating attack patterns and blocking so far in advance you just soak up damage in order to not be knocked, but equally this does not always work.
I'd like to find out what causes this...
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TK Annihilation and Ego Weaponry.
I use TKA a great deal on 2 characters. Every so often, you can see the anim hesitate: ie starting the anim about a half sec or less, drop down, restart the anim. However, even when the anim is completely smooth (on my screen), I can be splatted by Ape or Dino if I try to block when the anim seems like it just completed and the character is in the down position. And it is ONLY when it seems the anim has completed. If I hit block somewhere before the anim completes, Block is good.
Ego Weaponry doesn't seem to hesitate, but if I attempt the third hit of the combo, but see that Ape/Dino is gonna fist pound/maw, I hit block. Often, block doesn't apply from this. To be clear, I have hit the key for the third strike, but quickly hit block. That's when I go splat.
I don't think I have any latency problems as I'm fine with all other powers and gameplay.
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Any Alert that has Psi Agents. Get their attention and sooner or later they will give you the unstoppable knock back. They are the worst violators. It is not a huge deal but if someone is blocking them and wonders why it did not matter it is because they are borked not because of block. I have been blocking them inside a full Ice Barrier and they still knocked me. There is another one too but I forget which it is until it gets me lol. I feel it might be the Dragon Lords or whatever they are called from Red Banner but I am not sure.
Psi Agents in alerts have never gotten through my blocks.
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