Gamebreaking mechanics at high-level-play: Defensive Invulnerability
After playing the beta, both theory and practice support the thesis that the following mechanic will possibly (and at ultra-high-level very probably) lead to potentially breaking the 1v1 Duel bracket. ALL other brackets do not have this issue.
Defensive Invulnerability. Should a player chose to only Parry, Dodge and Block, he will become invulnerable to any damage, if playing perfectly. Since every possible scenario in which a player can receive damage is telegraphed (and well within margins of human reaction time), it is possible for a player to never receive damage, should he chose to never attack.
How:
1) Basic attacks are telegraphed and can be blocked or parried.
2) Guardbreaks are telegraphed and can be counter-guardbroken.
two points many people are missing:
3) Feints are telegraphed and can be told apart from regular heavy attacks. With enough practice a player can tell when another player performs an actual heavy attack or a feint. This is due to the fact that the red reticule starts to blink when an attack is parriable - it does not do this when a player is feinting. And yes, it is very possible to get this right every time - many players already get this right the majority of time and the game is barely a weekend old. Imagine pro-players after weeks or months of practice.
4) Falling for a feint is cancellable in time to block an attack. EVEN if a player falls for a feint, the startup of the heavy attack that was supposed to be a parry is cancellable in time to perform a block or parry on the followup attack of the enemy.
Scenario: Player A feints a heavy attack. Player B falls for the feint and presses heavy attack himself, wanting to parry. Player A cancels his heavy attack and follows up with light attack. Player B sees the very noticeable cancel-animation and reacts in time to block the light attack. Even is the light attack comes from a different direction.
3) and 4) are too easy to perform on a regular basis. The mechanic that was supposed to make "not attacking" not viable (feinting) is too weak. At the absolute least, it should be impossible to perform 4 - this might allow enough room for mistakes to accumulate and damage to be dealt.
However - if somebody doesnt even attempt to parry and only tries to block, aiming to achieve a tie, he will have a VERY easy time doing this. Should a player get a 1 point lead in a match, he can chose to only block and evade any unblockables and the remaining matches will end in a tie.
Possible solutions:
0) Heavies shouldn't be cancelled into feints so early in the animation. It shouldn't be possible to prevent feinting a parry into a block. The cancel should happen at least a couple of frames later.
1) Increase chip-damage from blocked heavy attacks significantly to punish repeated blocking without aggression. The player with more health at the end of the round wins to prevent ties. Simple fix for pure defense-only. Possibly introduce accumulating stamina-drain after repeated blocks to the same player to prevent still possible griefing and encourage active play even more.
Also makes feints more believable.
2) Remove guaranteed GB after parry - possibly the most frustrating way to reward parries and the only truly uncounterable mechanic in the game. At high-level play the biggest source of frustration. At low-level and mid-level play essentially the same as regular GB, which is just as hard to counter for a new player as getting a parry is. Biggest source of the strength of defence - most reliable and risk-free source of damage is tied to a defensive move (the parry).
3) To compensate for 2, because parrying should be rewarded highly (for gameplay-reasons), make next attack after parrying unblockable. This would actually result in the kinds of exchanges that are fun to have and fun to watch, parries going back and forth until someone messes up or runs out of stamina. It would also increase the importance of stamina, since you cant back out of these exchanges to regen it, without risking to get GB from your dodge. If the importance of stamina would be increased, such as regeneration lowered or counter guardbreaking while fatigued impossible, the stamina drain from parrying and the higher chipdamage from heavyattacks might already be enough reason to still encourage parrying, even without the unblockable attack suggested here.
4) Lower the stamina-cost of feints. A move that encourages high-level play and a varied offense, while not hurting the new-player experience in any way and is not frustrating in any way should not be punished this severely. A move that encourages activity in a game that currently favors defence should not be punished this severely.
These, to my eye, don't hurt the new-player experience in any way and only affect high-level gameplay in a positive way, encouraging an exchange of blows.
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