You are right, there are many options with your guard suggestion to make it work. Branch combos sounds good.
I would like to add link-combos as well, they exist in game already but more emphasize on it. You "time" them. A full and same combo could be hit in different times.
This would also allow there to be "special" moves linked to this. Making classes more unique and so on.
Something which i havent thought much about at all is feint, dodge and parry, and also the defending side. I bet some cool things could be added there as well if ubisoft decides to really "fix" their game.
Dodge for now is also free damage and it also makes it for some heroes super hard to even try and take the initiativ. Bad interaction there. Very bad.
I could probably try and come up with things more and also discuss more. But we are in the dark 100% as of now, we have no idea what ubisoft will actually do or if they actually will do anything major.
yes we are in the dark. I hope UBI won't just go down the duct tape route, because the game will become a convoluted mess of weird ****.
As for dodge - yes it's quite bad and even worse than parry because it's so easy. Dodge should be purely defensive, with deflects being the only way do get damage through defence. I still don't like deflect, but it is part if many classes, so removing it isn't realistic. The free dodge attacks however really must go. with the current system you can focus only on dodging to kill enemies, without them having other options than feint to fight it. Perhaps dodge attacks could be based on stamina damage. Honesty i don't really have a good solution to dodge right now, unless the developers are willing to remove all the side dash attacks.
But a question about dodge. What do we want it to do? Lets say dodging is only slightly harder than now, takes some stamina and doesn't lead to free attacks. That would be an easy fix, that would work, right?
What about classes that actually benefit from the dodge attacks? They must be compensated and have some special ability tied to dodge, because dodge should be in the game and it should be worth using. The risk-reward should simply have a better balance.
That would be a good start.
Okay here are some thoughts, lets see what you think about it.
- In combos, assassins should be able to use "dodge" button to trick the opponent.
In current game, feint interrupts your attack. With this method, it doesnt really interrupt it, instead it can change direction more smoothly.
Light attack, heavy attack, then light attack->uses dodge button->can now change direction of the hit pretty fast.
Can only be used in combos perhaps so never on the first move. Lets stick with that for now.
Would be harder and riskier to parry them. Fits assassin type?
- Assassins again. Able to rollover a longer distance to reset the fight. You press dodge button and holds it for a while.
Can never be used backwards, always on the sides. It should not be a to heavy distance between you and the enemy, cuz it would feel bad that you are forced to run to reach the assassin.
A hefty stamina cost, it should not be able to be abused at all, in duel 50+% in cost.
- Assassin again, able to change postion with the dodge. If you deflect an attack, isntead of free damage the assassin instead gets to the back of the enemy pretty fast.
The enemy loses target sight of him, so to defend against this you would need to press "alt"(change target button) while holding "S" button. This doesnt work right now i think but ubisoft could make it work.
If this would work, i could see myself putting this on one assassin only.
About the sidestepping attacks all assassins have now. All i can think of right now is instead putting a slower unblockable attack while doing it for perhaps one assassin.
So if you attack, and the assassin dodges and uses this attack. This is not guaranteed damage then.
I have something about feint button.
So to be able to defend against charge attacks, you need to dodge it. This is the only method.
What if, to be able to defend it you use guardbreak while it hits you and also perhaps use feint button afterwards.
This would open up room for some classes to not be able to sidestep perhaps.
This is all for now. Tell me waht you think. I will try and think more about all of this.
We are trying to fix this game by removing all free damage. Look, one way to play against an assassin right now is to play passive and defensive 95% of the time. This is very bad and none-interactive gameplay.Originally Posted by jensavig Go to original post
If you cant see this, then its no point discussing it.
Well, hello. Eventually you'll get it. Until then - thanks for quoting the main post.Originally Posted by FRAKTICA Go to original post
I believe that the no stamina dash is a huge problem its a extreme annoyance though i do like the basic concept of the ideas the man has though i will say another thing it is a 4v4 problem but still a major problem i dont know how many games i get into where the enemy team has max gear score with all revenge perks and then a orochi or a kensei light attacks you after getting revenge from a single hit and do 50 damage to you its completely ******ed and takes no skill at all i feel like i have to farm vs ai till i get prestige 3 and force myself to use revenge gear so i can attempt to counter them but right now getting revenge in a 1v1 fight from a single hit and then getting ****ed by revenge instant death from a single mistake of getting hit by a light attack from an assassin or well anyone really its stupid and takes no skill at all its just hi you hit me i have revenge now ok i instantly kill you teaches you for hitting me with a attack in a 1v1 fight its the stupidest thing and i hope the stats get overhauled and tweaked so its not just revenge 1v1 and win.Originally Posted by DJ_Masterson Go to original post
Also a fantastic change for making all the characters more viable at higher skill level allowing parry for all characters to give a free heavy attack so all characters are viable a parry should just have a built in animation when it connects and hit them for your characters heavy attack damage cause right now for most characters its a huge risk and 0 reward cause you throw them out of your attack range or your character swings too slow to hit them before they can block again this makes so little of the characters useful against skilled opponents that dont get carried by revenge i hope its a change they make cause parrying is sooo important but almost every character in the game its not worth the risk unless 100% necessary to stop a unblockable.