Mark my words this game will end up like the division with everything watered down and every patch something is over powered. But thats not the issue here, people are gonna cheese this game the best way they can for instance people would hesitate to gank you because of the old revenge mechanic this has changed, instead people are more ambitious to gank.
Dont get me wrong I love seeing 2 or 3 players coming at me for a fight because that simply makes the fight easier for me. However since the revenge nerf more skill is required to take on 2 or 3 people which is fine. But mark my words once high end fighters learn how to survive from this change and hence will become more deadly then people will complain again. This means that low level player is gonna complain more, it means the ganking friends are gonna say revenge needs more nerfing. Water it down water it down.... My advice to ubisoft which wont count as my post is nothing more then iinsignificant is the following. Which is also somehow arrogrant as I have no idea what it requires to implent what I suggest.
(1) Place stamina cost on unblockable attacks and/or shield spam that is consecutively repeated.
(2) Set matchmaking to bring single players together first and in so doing set matchmaking to pair up people in parties with other people in parties after x amount of time add that party to the normal queue.
(3) Apply a very minor stamina cost for been in a non active combat stance when only one player is registered as been in a combat stance also if another player enters the range to trigger their combat stance then the stamina cost does not apply. The stamina cost will apply if only one player is attacking after x amount of time or x amount of parried or blocked attacks in which case the defender will begin to lose stamina while in a non active combat stance. This will force people to fight instead of the ill just wait and block meta.
(4) Apply x amount of revenge gain when you recieve the same combo triggered damage three times in a row.
(5) Apply revenge duration extension for each enemy that strikes you in 1vs3 situations. So if only two players are attacking you, your gear based time for revenge will apply. If another player applys any attack that hits you in any form revenge time gain will apply.
(6) Just let us see the numbers of people in our region/state or country and where they are currently playing and also add a quick match option that goes through first too last preference of game type.
If you wanna attack me because your element of cheese is your way to survive then consider that if not everybdoy has a even chance where cheese is not applied then the game will die, Im sure fighting ai will be more fun then the thrill of pvp.
i think the dev is dead...Originally Posted by Tozens.Avenger Go to original post
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Some of these I like, some of these are a bit too complicated. I think the best way to fix the defensive meta is by giving every character and not just Warden a vortex. Suggested Nerfs and Buffs from me:
General: Change Debuff Resistance and Stamina Cost Reduction on Gear. Rework Revenge so that every opponent parried by the initial activation or a parry during revenge mode is exhausted until revenge ends and is knocked down as if he was exhausted. Make Revenge Mode Attack and Defense add up to normal Attack and Defense again, but at a much smaller rate. Remove the knockdown on the bashes in revenge mode. Remove Revenge in 1v1. Make Guardbreaks after Parry if you are exhausted uncounterable. Remove Flicker Bug for zones, demon's embrace and long arm and anything that could have it. Remove Unparryable Glitch/Exploit. Make GB feint an actual feature by being able to feint GB with the normal feint button. Remove uninterruptability for revenge mode. Make dodging backwards impossible and instead make it an automatic roll. Dodging backwards would therefore cost stamina and be impossible when exhausted.
Warden: Reduce Speed of Zone attack. Blocked/Dodged Zone attack shouldn't give a guaranteed GB. Higher Stamina cost for shoulderbashing. Thick Blood should only halve the damage bleed/fire does.
Conqueror: Increase Damage. Increase speed of all block shield bash. Make fully charged attack unblockable. Add the ability to cancel shieldbash into GB. Switch the superior block property from the heavy attack to the light attack.
Peacekeeper: Reduce Speed of first hit of Zone attack. Second light should only come out if the first one is a successfull hit. Light Cancel for heavy attack should be unblockable.
Lawbringer: Increase Stamina by 20%. Make Long Arm faster and parryable. Make Blind Justice feintable and a combo starter. Remove the semi-guaranteed light after bashing off block or after a heavy. Add a guaranteed light after bashing with the normal bash. Add a guaranteed heavy after bashing someone into a wall with the normal bash and a guaranteed light after bashing someone into a wall with a bash off block or after a heavy. Whiffing a bash should still initiate comboes.
Raider: Honestly I think the Raider is in a pretty good spot considering all these changes. His unblockable should be uninterruptible though.
Warlord: Remove guaranteed GB after blocking Zone.
Berserker: His uninterruptible attacks should be unblockable instead, but the first attack actually has to hit and not whiff.
Valkyrie: Make Leg Sweep feintable, maybe slow it down a bit.
Kensei: Give him the ability to soft cancel the zone attack into a top heavy finisher. Speed up Top Heavy Finisher.
Shugoki: Give the charge startup frames. Make it impossible to GB through an attack.
Orochi: Slow down Zone attack. Speed up side lights. Make Storm Rush unblockable. Remove second guaranteed light after top light.
Nobushi: Not sure about this. I tried giving every other character some unblockable to play mindgames with and force the opponent to do something (basically raise everyone to Warden niveau), but I don't really know what to do with Nobushi. I know she is in a pretty bad spot right now concerning offensive game and I think one thing that she should be rewarded for is being at perfect range. One thing I'm considering is the ability to soft cancel the kick into a sidewinder.
Once all of that is done all characters have some option to open up turtles with some sort of 50/50 that also changes depending on the matchup (some characters have more ways to deal with a combo than others) and after that you can see about balancing damage, health and stamina.
(1)
I think buffing/nerfing all characters to warden niveau while keeping their original specialties is a way better option to fix this game than punishing spam with higher stamina cost. I still can't do jack **** as a lawbringer against a conqueror that only turtles and shieldbashes, even if the bash drained half his stamina. No way for me to punish him for being out of stamina.
(4)
2v1 or 3v1 is too chaotic to pull this off reliably im afraid. One warlord headbutts you from the side, a warden shoulderbashes while a Valkyrie spams different light comboes. This would be totally unrecognized by your suggested system and I feel like my revenge change is a way better option to discourage people from 2v1.
Yes to the rest.