first off, using gimmicky one-hit-kills to balance out character's weaknesses is a terrible idea. I'd hate to think that was genuinely the thought process the devs had in mind, and i doubt it is.Originally Posted by madmartlet Go to original post
second, the dueling spots are not at all random at all. I don't know where you got that idea from.
And the mix between open environments and tight spaces is not the issue. I recognize that even without death spots like ledges or fire, the ability to make use of walls is hugely important for characters like the raider. It's important that that be catered to, definitely.
I've gotten significantly better than I was when I first made this post, am quickly getting more adept at countering guardbreaks, and rarely get hit with charges anymore. Death spots are still ****. Saying git gud wont make the duels fought with the focus more on the ledge than the fight any less obnoxious, which is half, if not most of, the problem.Originally Posted by NephthysIV Go to original post
No one was crying that ledges were too hard. They just make the fights stupid. Try to not be too pretentious mr pro.
Guard breaks can be countered, Raider rush is dodgeable.
However, Berzerker's deflect and any other character's parry gives a guaranteed guard break which leads to a guaranteed throw ( already the biggest issue in the game, defense is the best option ). Combine this with ledges and it's guaranteed kill.
So I'd argue the problem is more with the combat system that needs to be fixed rather than environemental kills. If the system is well balanced and everything in it is counterable, environemental kills will feel a lot less cheap and more like something that increases the stakes of an intense battle and rewards situational awareness. Also more mind games and mixups when near a ledge or spikes.
I think you can steal counter a berserker's throw if you counter the second guard break, although don't take my word for that.Originally Posted by tvant Go to original post
I personally disagree with removing environmental deaths from 1v1. They still require skill to pull off and they are part of the pure combat. Every character has strengths and weaknesses some classes prefer wide spaces others tighter and moving to a ground where you have the advantage is considered strategic. The environmental hazards is just an extension of that.
Moreover I think you problem isn't the environment but rather participating in battles focused on it. What I mean by that is that you can easily counter guard break if you know it is coming and rather than continuing with a guard break of yours, you can dodge to position yourself better and get some free hits of the opponent. If he continues to guard break you can proceed accordingly. Also guard break is weaker than most people think. A light attack can get through it.
As far as fighting with honor on 1v1 goes. Different people consider different things unhonorable and you can just shun upon everything you find difficult to deal with. What you should do is train to become better rather than asking for features to be removed.
Having said all that I still can't understand why players on 1v1 can use revenge mode as it was added for outnumbered situations. Still either revenge mode needs to be changed so that it only activates on those situations or remain the same, so it can be triggered in 1v1s and subsequently on duels.