Currently, we are having a little problem with the defese mechanic. It's to strong. A defensive combat approach will allways be more rewarding than an offensive approach. well unless you play on console that is.(30 fps on a game that's designed for 60fps... that's another issue to talk about) If you try to attack an opponent you automatically put yourself at a risk, because the enemy can parry the attack, which will drain your stamina and give your opponent a guaranteed counter attack.
This "defense meta" is something that bothers a lot of people, and i can definitely see why. The developers said that they are looking at the Issue, and there have allready been various suggestions for the matter. Most of these suggestions are aiming for a different GB mechanic or soft feints for all attacks. In my opinion, both of these options are not really a solution that I'd like to see.
A better GB would maybe help us to break out of the defense meta, but it won't make attacking more viable, it will just throw us into another equally boring Metagame. I do NOT want a guardbreak meta.
Soft feints would maybe allow for a more effective offense, but the issue i have with that, is that it would put the faster heroes like PK or Valkyrie into a huge advantage against heroes like the Raider. (who still needs a faster guardswitch but that's again a different topic)
I have a different solution in mind. Stamina. I would remove the stamina cost's for attacks completely, and make blocking cost stamina instead. And i would change the stamina mechanic in a way that puts you at a disadvantage if you drain it completely. Granted, empty stamina makes you fall down and slows down your attacks, but that's all it does. it doesn't have any effect on blocking and parrying. That need's to change. So what would be a good way to let stamina impact your defense? Damage. If you'r stamina is emptied, you will still be able to block. but you will only prevent 50% of the incomming damage when you block.This would allow offensive players to break turtles, because if they keep on blocking without trying to make a move, they will either be spammed to death, or crushed by heavies.
So that would have an impact on blocking. what about the parry? IMO Parrying shouldn't guarantee GBs or Counterstrikes. If blocking would cause you to loose your stamina, and empty stamina would cripple your defense, I would make Parries refill your stamina, and i would make it drain 30-50% of the attackers stamina. Instead of leaving an opponent open for a counterstrike, I would give him a recovery time similar to being blocked. That would disrupt the enemies offense, but it wouldn't guarantee a direct punish, which inturn would make offensive play viable again. I think this kind of mechanic would equalize offense and defense without changing to much of the core gameplay mechanics. These changes would work with the same animations, speeds and timings.
Assassins would need a serious rework if attacks no longer consumed stamina-- as a berserker main, the thought of it makes me moist.
However.
I do think a few aspects of stamina could be changed.
Like in relation to parries. If you get parried, not only are you opened up to a load of damage, you also lose a big chunk of stamina.
Why is that?
That's double-punishing someone for daring to make an attack.
I'm not sure where you're getting this from.Originally Posted by dasorrow Go to original post
I don't think "headbutt them repeatedly", "pick them up and hug them really hard", "**** it throw them off a cliff", "render them completely defenseless by grabbing them or something" or, "hit them with your shoulder or do the grab thing instead of using your weapon" have ever been valid combat strategies in any civilization in any era.
Next to nothing in this game is anywhere close to "realistic combat simulation".
The devs didn't want a defense meta. They officially stated that they want to change it during a devstream. If they wanted the game to be this way they wouldn't try to change that. Also, there have been methods to break your opponents defense even with connected blades, so your statement about defense being stronger in real life, is kinda false.Originally Posted by dasorrow Go to original post
I don't think that they would need a rework. Rushing opponents down with fast attack combos, isn't that thei'r purpose? especially when it comes to the zerker? A parry would still interrupt them, it merely wouldn't allow for a guaranteed counter. You could block them until you find an attack that you can parry. This parry will refill your own stamina and remove a big amount of the opponents stamina. And it will stun them long enough to start your own attack. they can block or parry that in turn, and it will start to continue cycling until one messes up. but after being parried you can no longer just block, because you'r stamina will be emptied even faster because a huge bit is allready taken. The thing with assassins is that all of them have a very short range. so a single backwards dash can get you out of the combo right? I don't see a reason to let attacks cost anything with this kind of change. well maybe there should be stamina costs for unblockables, but that's about it.Originally Posted by CitizenPuddi Go to original post