Originally Posted by
Vingrask
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You know, the ones where nothing happens because one or both players rely so much on defense that they can even parry lights consistently? Without even know the own hero! I'm sick of this, and for sure I'm not the only one who like to improve and be competitive and think that this gameplay is disgusting. I stop playing yesterday because that. Today I played against 2 enemies and both did that, I logout and will play anything else or just drop my playtime and do other stuff.
When will you address this, Ubi?
Everytime I face one of those players (what happen more day after day) all my will is drained. I just want end the match and logout. I've practice a lot on my mixups to see everything being blocked without cost no matter how much I feint and how many combinations of it I try, just to see the enemy guess right and parry a light when it is safe or obvious. And I'm not the kind of player who like just stare each other waiting for an "opportunity". Winning or losing, I want the fights to be fun, challenging indeed. I want lose for smart enemies who know their heroes and learned good mixups. Not for a guy who can switch heroes 5 times and still screw all my effort doing nothing but turtle and use 1~2 moves randomly that require only 1 button.
Damn, I don't want to play the game at all after that. It's like build a house over sand.
Increase the chip damage.
Make block cost stamina.
Fix the low risk - high reward for parry and give a specific follow up for every hero, or just make it change the attacker.
Take SF for example (because it is the most known fighting game). Keeping in mind that the games are different, but the idea is the same:
A fireball is used. You have three options here: block and get the chip damage; jump and avoid all damage; parry and get a suspended damage which recovery. Now let's analize the situations:
- block is the safest way to deal with it: even the enemy having the position advantage while you block, you can still defend yourself from possibles mixups, at the cost of a chip damage, what can cost you a match in long term;
- jump may give the enemy an advantage since he can predict your movement and take the lead, so even denying the damage you put yourself in a dangerous spot (like dodge today, if the enemy feint, you are screwd);
- parry deny the damage temporarily but give you the oportunity to position yourself and counter attack a possible mixup; depending the situation you can take the lead and do a surprise attack, but if the enemy hit you, the remaining parried damage is taken;
Those scenarios show how both sides, the attacker and defender, have ways to deal with it, and the parry just open the fight for a possible change of offensive.
But what we have on FH?
- block cost nothing and there is no drawback for it, because positioning here against the hiper strong defense means nothing; in fact the attacker who is punished with the drained stamina;
- dodge is dangerous in both games if the enemy is prepared to punish you and are expecting you to jump/dodge;
-parry cost nothing, is easy accomplished (can even be feinted!) and punish the attacker very hard; there is no momentum change, because the defender didn't need to take the lead, needing just back to defensive stance and repeat;
Defense can't be so strong, except if the heroes had theirs own and demand "defense mixups" or something to give both sides a fair chance. The today's situation is ridiculous: or I met someone who know nothing from the game and I feel really bad for fight them; or I met someone who do not have a single competent mixup but can deny all my hard earned skill with 1~2 core features. It's very very rare find an equal match, where there is a balance between attack with good mixups and defend just because we want that.
So, please, can you give us a light on that matter?