Id say the only aspect of this games mechanics I do not like is Guard-break. It seem unbalanced for the reason I mention above. If I nail you with it I have many easy options that take little to no effort to perform which can take you from 100 to 0 health in seconds.
The guard-break itself is spam-able and unearned. It takes no effort, there are not requirements either for such a brutally effective attack. Alternately, to stop a guard break you have to have lightning reflexes be very strategic with your technique.
You can say well both players have it so its balanced, this is only true if both players are the exact same unit. As soon as they are not a lot of factors will dictate how balanced or not it is.
How to fix it:
Guard break should be earned by having your attacks blocked as a general rule. There should be no indicator and it should take X number of your attacks being blocked to earn it. If you sit there and play defensively you earn nothing and have to keep track of how many attacks you have blocked to know if a gb might be coming. I think blocking is not really that skillful in this game and should be seen as a stalling strategy. There may be champions on the slower side that have less requirements for GB or keep it for free with a cool down. GB expire if you do not use it. I also think this mechanic would make revenge mode way better as well rather than a gb gang bang it is now.
Originally Posted by WW_tillsimon Go to original post
I am aware of this. This means faster units with faster light attacks have an intrinsic advantage over their opponents guard-break attempts while their opponent has a much higher skill cap requirement which is required to constantly counter guard break with gb. Also gb spamming by multiple opponents makes 1 v MULTI impossibly high.
Guard break is mostly fine really. If you ask me, the only real problem with Guard Break is it's priority over dodging. You should absolutely be able to dodge away from a GB, as more often than not the animation for the GB isn't even starting until you should already be out of range, then it pulls you back in.
Its not what it does that is the problem, its the GB requires a very low skill cap use vs counter. This is the imbalance I do not like and why I think usage should be earned rather than free at least you are requiring some action for its use and limits spamming. Imagine you had to press a light attack at a exact right time to block every light attack , this would turn the game into a light attack spam fest in which the quickest light attacker will almost always win. This would not be fun at all and pretty much every fight would end being light attack fests, again easy to spam hard to counter.Originally Posted by iCeDmeTeL Go to original post
Attack and block are both fairly similar in skill requirement they mirror well. GB and counter GB are two totally different skill caps and the easier one will end you, while the counter which is much harder may give you a free shot if you are good enough.
Turtling in this game is more of a waiting for the right like waiting to gb or charge both of which are much harder counter than an attack. Just swinging back is not hard to block so not really that useful other than to potential stop a gb.
So it is a known issue that GBC sux and has about a 2 millisecond window to be performed?Originally Posted by Tazimuss Go to original post