Yes Blocking, Parrying and Deflecting should cost stamina
No Blocking parrying and Deflecting shouldent cost stamina
Curious to see what the community says about this as its an idea that sprung in my head. that may balance the defensive meta within the game. My Idea is simple as follows. Should defense aka Blocking Parrying deflecting Cost stamina for successful blocks and parries / deflects. or should it remain unchanged. please vote and leave your thoughts
Parrying costs stamina - Rolling costs stamina - Can't roll when exhausted - Now can't parry while exhausted - Exhausted = Unblockable spam and instant loss.
One Shugoki headbutt at anything short of 100% stamina is now an instant, unavoidable death. Because he hit you with a Light attack. Which, I might add, is hilarious easy with hyper-armour.
I think it will decrease the fun even more. Youll be even more afraid to attack because after attacking you will have less stamina left and you have to worry about stamina even for standard block.Originally Posted by Azrakel2 Go to original post
I would prefer a tiny increase in block damage and perhaps a tighter window for the parry to make parry more difficult in the midst of a battle.
The issue is parry giving free damage. Parry is easier than deflect and yet more rewarding.
There is another point to be made when compairing parry and deflect,
Deflect works perfectly and parry does not.
Block and parry has a seamless transition. If you just learn to parry late you will block most of the time if you fail the parry.
Deflect does not have a seamless transition. To dodge you need to do it early and to deflect you must do it late. If your timing is somewhere in between, then you will be hit. You cannot just deflect late and get a dodge if you fail.
In terms of the mechanics of parry and deflect they are both fine.
Then the rewards for parry and deflect. Both have different rewards across different characters, but generally parry seems to be better. That is completely broken. Deflect is fine with the rewards currently in the game, but parry is not.
So to fix parry, the reward you get from a parry must be balanced. It could be done in many ways, but my simple suggestion is that parry become purely defensive, draining just the stamina from the attacker and allowing a counterattack, with a slight speed boost for heavy attacks perhaps, so the one being parried cannot attack again without getting hit, but can defend perfectly fine.
With parry not giving access to free damage, something must be done to tip the scale slightly in favor of offence. I thinke even if you didn't do that fights would be better, although very long. To balance offence you can take several approaches. Many people like heavy chip damage from heavy attacks, that can only be negated by a parry. This makes light and heavy attacks more even and is a decent solution. Also with the change to parry it will be purely defensive, so no free stuff.
The next thing people Seem to hate is spamming. Mostly light attacks I guess, because spamming heavy attacks isn't a big issue. The light attack spam can be easily fixed. Make all guard changes on all characters 100% responsive and then remove the damage flinch from light attacks, so you're not locked in victim mode. Increasing stamina drain for consecutive attacks not in a combo is also an option.
I think GB is fine the way it is now. It counters dodge, which is good and with the added chip damage on heavy attack unless you parry, we will not have to rely so much on GB. The following play could be a result, heavy->feint, parry attempt->feint, dodge to try a counter leading to GB that can still be countered. That would be more viable, because baiting for a parry attempt on a feint will no longer be a viable offensive tool, which will balance feint.
Thise are just some suggestions, and they can be tweaked of course, but the main goal should be to open up gameplay a bit.
Once that basic gameplay works, some of the safe mixups needs to be balanced a bit, but generally small fixed will solve all those issues.
I agree.Originally Posted by Mr_Gallows Go to original post
Except on GB.
Like it is now, is a joke,to counter and is not even usable agaisnt good players.
wHAT I PROPOSE IS TO ADD A SORT OF SUPER ARMOR BAR VS GUARBREAKS, who will fill after each GB, when filled you are immune to all GB for x seconds. Ofc GBC needs to be way much harder.
Parryies should not give a free attack, but they can help you to continue comboes, should give you a little stamina, should remove some stamina for the blocked guy, and thats all.
Block won't be able to fully block a heavy attack damage but some damage will pass, that damage needs to be adjusted for each class.
Thats just my thoughts may be wrong, as i sadi, something must changed, because a lot of people are start to get bored of this cancer boring meta