Originally Posted by
kweassa1917
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My suggestions are...
1. stamina cost to dodge
2. increased block damage (or 'chip damage' as some call it)
-- blocking light damage will receive 30% of base light attack damage
-- blocking heavy damage will receive 30% of base heavy attack damage
3-1. implement "block meter" in a similar fashion to the stamina meter
-- blocking attacks depletes block meter
-- block meter starts replenshing 3 seconds after last block
-- when block meter is fully depleted = blocking a heavy attack will crush through your guard (= "Guard Crush") and you will be staggered
-- when block meter is fully depleted = light attacks can still be blocked, but it will cost stamina
-- when block meter is fully depleted + stamina exhausted = blocking a light attack will crush through your guard (= "Guard Crush") and you will be staggered
-- when staggered = you cannot CGB, you cannot block, you cannot parry
-- when staggered = will be vulnerable for approximately 1 heavy attack to land
3-2. if adding in a separate 'block meter' system/mechanic is not an option, then make blocks cost stamina
-- blocking attacks will cost 50~75% stamina of incoming attack blocked (if someone uses 20 stamina attack, blocking it will cost 10~15)
-- if stamina is exhausted, block damage is doubled
4. changes to parry
-- parrying an attack will restore 75% of your blockmeter(3-1) / 75% of your stamina(3-2)
-- opponents will recover fast enough so no heavy attack is guaranteed in any situation
-- light attacks are still guaranteed -- first light attack within 3 seconds of a successful parry will daze
-- for 5 seconds after being parried, opponent will suffer 60% higher damage to blockmeter(3-1)/stamina(3-2) when blocking
-- GBs are still guaranteed after a successful parry
5. changes to GB
-- no heavy attack is guaranteed in any GB
-- new functions of light attack, heavy attack, directional input assigned
-- GB+light attack = special (...and cool...) attack moves of mild damage (higher than light attacks, lower than top heavy attack)
-- GB+heavy attack = knockdown move. Will inflict mild stamina damage and knock opponent down. But no heavy attacks guaranteed.
-- GB+directional input = directional push/pull action, as we have currently
-- A GB+light will be countered by light attack button, GB+heavy will be countered by heavy button, GB+direction will be countered by same direction input
The base idea is to:
(1) get rid of guaranteed damage coming from defensive actions
(2) implement a resource(stamina) cost to defensive actions
(3) and set a higher penalty for just being on the defensive.
Some people may think this will result in just an attack-spam slug fest, but it won't. Everyone knows what they were like when they first started FH, how a mindless attack spamming only gets you bloodied by opponent's stopping hits, as well as exhausted. The stamina cost of attacking is still pretty high in FH and that part is not touched.
What I envision is a fight happening is where people can more freely attempt bold attacks without having to fear every single attempt inevitably leading to big loss in HP due to being parried and/or GBd => guaranteed heavy attack. Each attack you force the enemy to block passively will damage him more than before, not penalizingly high, but enough to start becoming an issue.
Forcing a block upon the opponent will mean something, as it will put him at risk of either his guard getting "crushed" and being staggered (suggestion 3-1), or alternately, his stamina being depleted real fast and falling into exhaustion(suggestion 3-2), where he will continuously be depleted of stamina and unable to escape exhaustion (blocking = stamina cost), and receive double block damage which means even with a successful block you receive 60% of incoming damage. This is essentially a representation of being "overwhelmed by the opponent's powerful offense". If this happens your only chance of escape will be to succeed in a parry to turn the tables around to pop out of exhaustion state, gain back the initiative.
As per the suggestion, in the end none of your defensive moves will reward you with damage. Only minor damage with certain utilities are available even if you succeed in a parry, and basically, any real damage will come as a result of aggressive attack actions, swinging and hitting the enemy, or battering on his guard/shield to smash through his defenses -- not as a reward of a defensive action. A successful defensive action will provide you with the ideal opportunity to turn the tables around and let you push in the offensive -- not give you freebie damage by itself alone.
You are being pushed back and battered by the enemy, your blockmeter or stamina is getting low, the 'chip damage' is starting to mount. You need to escape, but should you risk losing even more stamina by dodging out? Or should you try a parry?
When you succeed in a parry you are also given a choice.
(1) Land an immediate, guaranteed light damage and daze the opponent for further damaging combo possibilities.
(2) Use a heavy attack, which is not guaranteed to hit, but possibly will be blocked. The opponent receives 60% higher block meter or stamina, which means it is a risky move but can yield a potentially very high reward by overwhelming the enemy into exhaustion.
(3) or, as a 3rd option, use a GB, which is guaranteed.
But even if you use GB, this also will not give you any guaranteed damage, but put you into a state of a mindgame which the opponent has a chance to counter and escape from. GBs will now be changed to be more like "grapple" moves in other fighting games, so you are given a choice of:
(1) mild/medium damage attack moves = yields immediate damage, but no further advantages
(2) knockdown move = doesn't guarantee any damage except lights, but its utility will shine in team environments as a disabler move.
(3) directional input = same as we have.
So using a GB after a parry will not be an automatic decision, but rather one of the three choices given to you which you may choose upon the situation/tactics, rather than just automatically do it because it simply gives you a freebie heavy attack damage. But beware -- if you go into a GB, like other fighting games, the opponent is given a chance to break away from it by countering your light move with his light, heavy knockdown with his heavy, and position change with his own directional input.
Basically something like this is what I'd like to see in FH.