"Run Away!" LMAO.. Good times..
Anyway, while reading these last cpl posts I had a vision.. A very bad vision.
So I come running out of a doorway and angle right and smack right into 2 Vikings, I immediately think of the door that's behind me and turn for a run pass the door to set a defense, except I forget I angled right and run smack into a wall. Worse yet my sensitivity is just low enough that I can't spin around fast enough and I'm slayed by the 2 Vikings before I can lock on and get a guard up..
Remember this vision and keep in mind of the surroundings and never reveal your back to your adversary, unless you can be sure of escaping. Still best to keep them in front though.
You can hit the guy to interrupt his attack. But unless you stay between him and your friend so that he can't even target your friend, I don't think you'll be able to parry the attack.Originally Posted by Kamzgdx Go to original post
Originally Posted by Solid_Altair Go to original postSolid is right in his assessment imo... On this note I'd like to add a suggestion. I'd like to see a feat, passive would be most efficient, that would lock an opponent on to you after first hit. If that opponent wished they could release and relock onto to previous fighter, but I doubt that would be the case. Maybe make it class only feat. Thanks for listening!Originally Posted by Kamzgdx Go to original post
Like a TAUNT ability, now this is a great idea.Originally Posted by Havemercy87 Go to original post
EVen if it's just a split second forcing the player to re-lock, it could easily be the difference between surviving/dying in a fight.
I am reminded of the trailer with this topic.
Remember that the player came out to see a teammate fighting two opponents... he took on one, and was nearly killed - but his teammate blocked the opponent's final strike with his shield.
Here's my question - do the health bars slowly fill back up?
The guy that was down on the ground in the trailer managed to get back up and finish off his opponent.
He seemed to be in the "other player press any button to do a fatality" mode, before his partner blocked the attack.
This would definitely make teamwork much more excellent.... and maybe promote running away at some points (unfortunately).
Exactly! I don't imagine a player going back to the original when he has another player on him, but you never know.Originally Posted by Kamzgdx Go to original post
I don't know about refilling over time by itself of course, but in the first gameplay demo I noticed the warden has a health Boost feat. I imagine that this will be a universal feat.Originally Posted by Deadshot. Go to original post
Ah...brilliant. That makes some good sense.
I was thinking of trying to determine what all four of the feats were. Really sad to see NO footage for the Vikings.
Regardless.... looks like the fourth one is the "arrow storm" for everyone.
The second one looked like the "shuriken throw" for the samurai.
Anybody else catch the others?
This post may need to be moved to a different thread. I think I'm off topic now. Sorry.
I liked the taunt idea.
How about a taunt where you have to actually hit the guy (not just attack him). But as a compensation, you'd last longer. He'd only be able to attack you.
I don't think taunts would be OP, because 2v1 situations you have the fight pretty much won anyways. Their application would be very specific (rare), so it's OK if they have an intense effect.
Yes, you would have to land a strike on that person and it would then force them to lock on you.Originally Posted by Solid_Altair Go to original post
I don't think it would be that rare actually. I would use it alot, basically whenever I seen a teammate on the bad end of a 1v2. Granted I can reach them in time.