The free guard break you get after a parry really needs to go. Few reasons.
1. It makes offense way too risky at higher levels. People are forced to play only classes with really fast attacks or unparryable abilities. If they don't, they learn real fast that most higher level players can parry quite well and punish them each time with a free heavy.
2. This really slows down the fights. Instead of us having epic clashing of swords and abilities there is always this pause from parry, guard break, heavy, back off. Endurance should be the factor in making short pauses in the fights.
3. Parry is just so easy to pull off that the free damage from it shouldn't be the focus. I would recommend giving the player who parried the initiative at least and keep the stamina loss the attacker faces.
4. I'm 100% sure this will have to happen eventually, the reason it should happen sooner rather then later is balance. If heroes are going to be balanced around the fact you get a free heavy hit from each parry it will be somewhat broken after the change and a lot of balancing work needs to be redone. I think the game could be balanced in a more fun way without this.
5. Having free damage from defense is usually not a good idea in a fighting game like this. You create environments where turtling becomes a tactic. Turtling isn't really fun for either player.
I don't mean to be offensive to anyone and I mean absolutely no disrespect but you people don't know what your talking about, parry exists so in a gank situation you can get some damage out without getting absolutely destroyed by your attackers, if anything parry could use a buff, increase the recovery frames on your opponents after parry and add more iFrames while parrying, this games exists in two modes duels and Dom/elims, if parrying needs a punish and I've said this a thousand times before its feint, feint is the mechanic that punishes parry, but it is not working as intended instead of being lazy and just nerfing parry rewards turning into a worse blockfest than it already is, try to think of new ways to make feinting a more effective mechanic,all damage as a direct result of defence must go away. Force people to attack and open themselves up.
also a little chip damage would go a long way too,
While I do agree that parry should still offer damage, it should not be as powerful as it is. I understand what you're saying, but the problem is that parrying is much too rewarding. It is far more rewarding than playing offensively, so either parry gets a nerf, or offense should get considerably stronger. When defense is more rewarding than offense, why would you do the latter?Originally Posted by nyrue Go to original post
i have been saying this for ages. you should not get a free GB off a Parry, or not get a free heavy of a GB one or the other.
but really i think remove GB off parry. and best case scenario, you get a a free light attack off a Parry. worst case, a Free light off a Heavy Parry, and Free heavy off a Light parry.
I 100% agree offense should be more rewarding, Passive defense is the problem, I can block and dodge most characters until I feel its safe to parry when I know what they're going too do, just sitting there blocking should have its own punish, maybe something like SC or just regular old chip damage, I've seen a lot of good ideas about chip in these forums get buried by other posts,Originally Posted by Pestilence1X Go to original post
they should change the stamina drain around attacking a defend, it makes no sense that you lose extra stamina if your attack is blocked, having and attack hit or blocked is the samething, it still hits something as intended. missing however would cost you more stamina, as you you would now be off balence and have t stop and pull the attack back yourself.
so really it should no extra drain on your stam for having your attacked blocked, but the guy blocking should lose a bit of stamina. unless he parrys, then the attack loses some stam.
I agree with OP, parry followed by guardbreak is too strong right now since it gives guaranteed heavy hits. I also think it's unbalanced because some characters are out of range for the guardbreak after parries (nobushi especially, Valkyrie, sometimes lawbringer, etc), so it's inconsistent and works in favor of the ranged classes.
My suggestion would be to only allow a quick free light attack after a parry, allowing characters to start combos without guaranteeing a large amount of damage.
Also, you could just make it so that parries drain a large amount of stamina. Perhaps they could drain all of your opponents stamina and leave them more vulnerable until they recharge.
I don't think any change should be made to guardbreaks, in regard to this issue, I simply think they should weaken parries by allow a guardbreak interrupt after being parried.