@egotistic_ez Well, I'm glad we see eye to eye on most issues. The only thing I don't agree with being said here is that this change to the GB doesn't affect high level play. It does, because before, it was possible for a high level player to slip up and miss the timing, or for them to get caught with a GB while they were attempting a GB which was a fair punishment situation. If people weren't standing in close quarters fishing for GB all the time, the uncounterable GB thing wouldn't even be a problem for them; but alas, people were getting punished by it, so they complained and now here we are.
I have no argument with you on the timing. Timing is nothing that bothers me. I have been gaming since I was a child, and I have played in tournament settings in many different games that required precise timing. On that same note, I realize how easy the mechanics of this game are, and I have friends who have caught on to the mechanics just as well as I have with a little help and practice. It wasn't rocket science to counter guard breaks. It was just a thing that you needed to learn, and a lot of people refused to learn it. Anyway, we are where we are now, and my suggestion of GB chip damage seems like even more of a step in the right direction now. Glad that it interests you. I made a post on it and many people are talking about it.
I said 2 frames as more of a just a random number, but you know what I mean. In some fighting games, throws are 0 frames, because you need to predict the throw in order to counter it, and if you did it "early" you would just land a throw of your own. Right now, the animation is extremely predictable, and since they made it so you cannot really hit it too early, it only makes sense that they make it something like 5 frames. I believe that is what a throw is in Street Fighter, and that works just fine with netcode. When you are close to someone you are supposed to be weary of a throw anyway, so if you are anticipating it, a 5 frame throw should be easy to counter. We would also see more, light attack -> GB mixups.
@Mr_Gallows How dare you m8 lol. Don't talk to me like I'm a person who relies on guard breaking to "pwn noobs" I destroy people in this game, I am very well versed with damn near every character, and have been playing at a high level since beta. This game is built around guard break being a key mechanic, so to say that "I'm sad" that they nerfed it is pure ignorance. Of course I'm sad that they nerfed it, because it didn't need to be touched, and it hurts a core game mechanic rather than help it. I still "pwn noobs" regardless of the terrible changes they made to this game, but all they did was give weak players who refuse to adapt a slightly better chance at not being punished for their mistakes, which is stupid.
I mean I understand if this simple game is too hard for you, but just because you want to be spoon fed and need your hand held in a game as easy as rock paper scissors, doesn't mean that people who have valid concerns about the game balance issues need to "suck it up".
I should be telling you to "suck it up" about the long *** book you wrote on completely reprogramming the game and changing the core of it. That is never going to happen, and you might as well play a new game if you think all that stuff you suggested is going to be implemented lol. UBIsoft is a company, and they work based off time and money. They don't have the time or the money to completely revamp the whole game like you suggested.
BTW we can play some friendly matches if you want, so you can see whether or not I know how to "get in" on people after this new patch. I'm very interested in your level of play based on the things you say on this forum. What system you playing on? Ps4? Or PC?
Haha i know MinaX, no offence meant. I just mean we can adapt and for many people this patch really improves the game 😄
I'm on ps4, Raider main after I took a break from Warlord (just too annoying to play).
As for my suggestions, the other idea I have is simple. Revamp parry to be defensive, remove light attack damage flinch, add more chip damage to heavy, adjust the penalty for exhausted state. Done![]()