So we have played a lot of different games.
And what I have seen is that assassins can just dominate other classes. There are no open window to strik them if they are good, ffs even if they know a little and how to do it.
I luv the game, I truely do. But I just cant understand why they made assassins so ****ing strong. Only thing I have seen been abel to counter it properly is warden.
And even wardens often have hard time to counter them. Lets not even get to slow classes like LB. I mean thy can just dodge everything and their defence is also super fast.
Even if you get a push it, they can probably block it. Well that just dosent seem fair
Problem:
From what I have gathered playing different classes against assassins is that after you push into him for example with a conquer, just push not ram him down to the ground.
After that you should be able to light attack assassin, but they can still block it, sometimes dodge to the side and strike you. There seems to be too many benefits going in for them.
Even after parry his attack I cant hit him with light attack, he just block or parrys it.
If there could be a window after the assassins attack is parryed or blocked to strik in with light attacks, would add lot more balance to other classes when fighting with assassins.
Also assassins probably wouldant be so offencive aswell, turning fight even more tactical.
The problem is not just assassins. If their defence was balanced to counter their offensive power, it would work. That said some attacks are too fast - they cannot be blocked on reaction.
Attacking is risky mainly because of what parry gives the defender and defending is safe because it is risk free and offers great reward.
If parry was reworked in the following way, parry would still be good, but not offer free damage and not make attacking so risky.
Parry
First there are some changes and effects for the person being parried (attacker)
1. No stagger after parry, so the person being parried can defend himself from attacks and GB
2. After being parried you cannot dodge backwards or you will fall down.
3. Stamina drain like now
4. attacking and GB disabled for a moment after being parried, so the only option is defence (including CGB)
Then there are some effects for the one doing the parry (defender)
1. The next heavy attack is faster (maybe even the next combo starting with a heavy attack coult be faster and perhaps this heavy attack could chain directly into any combo chain).
2. The next heavy attacks could have increased chip damage, but don't know if this one is needed.
3. The next heavy attack costs no stamina.
4. The next heavy attack may inflict stun if it connects,
5. No options for light attacks, I know, but heavy attacks could get a bit of love through parry.
6. Several options for rewarding parry without, disabling the other person.
With this parry system in place, we could see some quick exchanges of parry back and forth, that would keep the combat going with no pause after a parry, but instead a feeling of urgency as parries speed up the action and change timings instead of breaking up the action.
Blocking
That leaves us with the more basic part of defence - blocking.
We have two tiers of attacks - light and heavy.
To match that two tiers of block would work very well - half and full block.
Half block
Getting to half block happends instantly when you switch guard. Half block allows you to completely block light attacks. From half block you can only parry heavy attacks. Heavy attacks hitting half block may do full or reduced damage. that's balancing.
Full block
as soon as you enter half block, the direction meter begins to fill up and after a number of frames it is full and you are in full block. When in full block you can block heavy attacks. The number of frames it takes to reach full block can vary from character to character, to give more balance options. The quick characters who are good at dodging may need a few more frames to reach full block.
For this to work, heavy attacks must be balanced in terms of speed across the board. they don't have to be the same, but must land within an acceptable range for balance to feel right.