Some damage off parry can be fine, but the risk of parry should be the same as the reward.Originally Posted by Grozni. Go to original post
I can agree with only being able to parry after being parried. That would be a benefit. The stagger however would not allow this, so to get the same effect, what if after a parry your attacks had very heavy chip damage through blocks? That can be tweaked and balanced for all classes. I'd say you should be able to GBC and Parry after a parry but all attacks do heavy chip damage.
But currently the game revolves around chasing that parry and I'd like that to change, so parry wasn't the main damage tool. With a change to block, that would of course in itself shift the balance a bit away from parry as the center combat.
But currently the game revolves around chasing that parry and I'd like that to change, so parry wasn't the main damage tool. With a change to block, that would of course in itself shift the balance a bit away from parry as the center combat.
Hmm.. well, this game is the best out there regarding weapon to weapon combat. 1st game of this genre was way back in the '90s, and name is Weaponlord. Only game i can think of, that pulled off remotely as good weapon to weapon combat, is SoulCalibur.
Now, For Honor brings this weapon to weapon combat to a HIGHEST level possible so far. I think game SHOULD revolve around parry! As it's the most satisfaction you can get out of this game, catching that stray attack, with a (risky) move, and punish it! Feels so good doesnt it! But, parry as it is now, isnt a risky move at all, and i think it's the first step to change, and see how it plays off.
As for "stagger wont alllow it" - why wouldnt it? Stagger can be there to prevent block and move, but not counter parry. And after being parried, why not add the "stun" (remove HUD) effect as well, to make it even more challenging to get out of it? Coz, if you get parried, and can only counter parry, you can ofc, easy defend against incomming "punish" thus making defense again more powerful.
Game NEEDS this weapon to weapon punishes, or it becomes stale. It needs to be both tactical AND reactional. Precognitive, adoptive, fast, changable, like a breeze! We all want rewarding experience, level playfield, and expressing creativity in out play styles, not forcing players to use that one "OP" superfast move. I think we agree on this.
Yes I think we agree on that part.Originally Posted by Grozni. Go to original post
I don't mind damage after parry, giving the defender an edge. The problem is the automatic safe damage after parry. It changes gameplay to become passive, or other stuff to just be a means to an end - setting up the parry. I agree that parry should be important. It's awesome and fun to do. I just want more player interaktion after a parry as well. I like your stun idea after a parry instead of automatic damage. That allows player interaktion after the parry but puts great pressure on the former aggressor.
What would be awesome, would be parry into parry interactions, where feints can suddenly play a part in that as well. If you get parried, then you parry your opponents counter, but instead of attacking you do a feint to a GB. Nothing automatic, but putting player interaktion into parry follow ups as well.
Just want to add that I also agree that this game is the best attempt at a melee game, that isn't just a fighter game. The game has so much potential and the only reason I bother posting here is because I see that potential. I have played chivalry, warband and a lot of other games like that. I have been waiting for a game like this for years.
With a few changes - the game would be as close to perfect as anyone can expect from something man made.
Another great feedback! You fully understand what we all want from this game. A FLUENT action.. without those windows of inability to act, or do anything at all in your defense. Yes yes and yes! We want subtle changes to hit For Honor one at a time, and get our "as perfect as it gets", game
Stun in this game is greatly designed, with exact thoughts you put earlier - you can act! Even though your HUD is gone, you can still defend yourself. A great concept, i'd say, parry would benefit from this too.
My full parry (rework) idea would be:
- when parried, get stunned, cant dodge or attack or move, can only counter parry. (requires parry to be set on different button, either dedicated, or light attack, so its possible to bait it out).
Back and forth is healthy gameplay. This is obvious to me, yet so many developers put in so many none-interractive designs in their games.
Anyway, i think classes can have their parry a bit different. Or something else.
Examples
Raider:
When he parry, he stuns the opponent(The for honor stun. The player can act 100%, but the hud is gone).
Warden:
When he parry, his next heavy attack is much faster and unparryable(an animation when an attack is unparryable would be needed)
Kensei:
When he parry, he starts a "parry combo chain", so right after he parries he can start it. Its 2-4 attacks or something.
Perhaps to add to this, IF the opponent blocks them all, The chain continues for the defender...and it goes on and on(if they choose to). But might need heavy animation work for ubisoft so maybe its unreasonable.. The cool thing could be that the tempo goes up and up if it continues so it potentially becomes chaotic.
Shugoki(the "wrestler" guy, i think this is him)
When he parry, some sort of "mini game" occurs. Shugoki gets an attempt to guardbreak the opponent 2times.
Normal guardbreak(same button)
Secondary guardbreak(feint button)
To defend against the "feint guardbreak", its just as when you break a normal guardbreak but in this attempt you press feint button instead.
All guardbreaks are defendable btw.
Assassins:
Parry and feint is removed, instead:
They can switch attack stance when they do attacks or combos. So instead of interrupting their attack when they feint, they instead switches stance with that attack(so it goes rather quick but still defendable).
When they deflect, they make somthing unique for them, lets take PK as example:
Defect->Switches position to the back of enemy and has frame advantage(opponent can still defend), but to defend against that position switch you need to press "s"(backwards button) and "alt" (target switching). Ubisoft would need to fix so that would work(dont think it works now in game)
I thought about the inability to dodge in my first idea for parry - but the problem is that attacks that are unblockable and unparryable would mean free hits. If you limited it to dodging backwards being disabled, then it might workOriginally Posted by Grozni. Go to original postIf you can only dodge to the sides, you can be baited into a dodge by feint. There can be no push back when you parry someone, so you can follow up quickly. You can even make it so that if people try to dodge backwards after a parry, they simply fall down.
But yes, fluent exchanges of blows, not interrupted by an inability to act. I am fine with GB disabling people, because you can counter it.
Originally Posted by Mr_Gallows Go to original post
Still curios about what ubisoft is doing regarding this problem
Inspired by Maaci
parry idea's and Klingenlied "inability to act", a new idea for Guardbreak arises!
I edited the main post, but who's lazy to go back, here it is:
- Guardbreak should open up opponent's defences thus making him unable to block for 5sec. Guardbreak can now only be followed by throw. (he can still dodge, attack, parry and do other actions, except block)
Great ideaOriginally Posted by Grozni. Go to original post
+1