I'm aware that some player raised their concern regarding assassin class heroes lack of capability to breach through turtle playstyle. That's include every vanguard/heavy/hybrid heroes whosoever can keep their guard up. This makes turtle playstyle always in a advantage that he/she could parry/block opponents attack and punish them.
To balance this, I have some suggestion to it. It may sounds ridiculous and may spoil the fun, but this will improve over all balance for players.
1)Blocks shouldn't interrupts light attack = One block to rule them all, light attack is too fragile now and block shouldn't interrupts combos to counter turtle playstyle.
(Of course, superior blocks remain unchanged)
2)Blocking attack drains stamina. = In real life, blocking direct attack is real tiring and stamina should be drained to prevent over turtle gameplay. (Stamina draining for shield wielding heroes may lesser)
3)Heavy attack break exhausted target's guard. = Not unbalance nor fall on the ground. Blocking heavy attack when you're exhausted will simply guardbreak you, prevent you from blocking the next incoming attack(provided the next attack is fast enough to hit you. That's the reason some heroes's combo has H>L>H right?) However parry/dodge/counter-guardbreak will still be allowed. Now player will be more aware on stamina management.
4)Exhaustion punishment may seems to be heavy if above setting are real. Then we may need to look into improve stamina regeneration during exhaustion.
I don't need your git gut comment, but feel free to leave any suggestion below.
Lawbringer ride his halberd after block/dodge all of your attack/bashes can be quite pissing xD
I think its way more annoying from the point of for example an Conqueror ( which i like to play) to play against assassin turtles ^^
If you drain stamina by normal blocking Conq would be the greatest trash ever in this game.
But i understand the problems with turtleling. Yesterday i played against an very defensive raider ( RAAIIIDEEER) . Annoying as **** ( sry ) I won ( but got called hacker for this ) He must be very convinced of his defensive playstyle^^
I would like to hear Ubis opinion on this problem. But maybe tonight we get some infos ( Wardens Den should be then !? )
Good ideas,
but you are not the first suggesting those things. Also here are my ideas![]()
At first let us sum up the defenc options:
All Heroes: Block on Light, Block on Heavy, Parry, Dodge
Hero Specific: Full Stance Block, Superior Block, Deflect
Advantages:
All Blocks: Drain Stamina from the attacker.
Lightblock: The interruption of light hits, prevents from lightspamming and opens the enemy for a brief moment and sets the battle to neutral stance.
Heavyblock: Has an disadvantage, it's chip dmg but currently it is to low to be of use.
Parry: Drains nearly no stamina from the user and a HOLE LOT of the enemy, can parry everything and give you the best punish in the game (GB) or a Heavy/Light
Full stance block: interrupts all attacks and def from all sides (therefore it drains stamina overtime.
Superior Block: Interrupts all and opens up the enemy
Deflect: Doesn't stop the attack, but you can get an GB (with Zerker and orochi) and a counterattack (with PK and orochi)
Current Defence Meta:
1. Parry and Punish (and Parry is currently a better option that deflect)
2. Spam
3. Unbalanced Stamina household on blocks.
So what you are suggesting:
1. Take away the interrupt for light attacks on block = Welcome Era of the Lightspam ( interrupt of lights are not that of a problem for chains)
2. Stamina drain on block? + no light interrupt? welcome to lightspam Era where you never will have stamina. Thats also a No Go.
But i agree with you, that it isn't fair, that you can easy regenerate stamina when you blocking.
A better way, i suggested is that your Stamina stops or regains much slower when you are under attack/blocking.
3. No please no, do you know how overpowerd that sounds? Being out of stamina is allready hard enought
A better way for this is to just increase chip dmg.
You look at the wrong things, defence works quite well, it only needs some adjustments.
The main problem here is Parry, it's currently the main defence + a top counterattack.
I will not explain how to fix parry in here. If you are interessted you can read it in my topic, which i linked at the beginning.
And btw. I do think, that Superior block needs a small fix, i know it is hero specific (Kensei, Conqu, Warlord). But still it is very powerfull.
Superior Block is the biggest problem for assassins, because no assassin has an unblockable to open up a Conqu, and Warlord.
Maybe Unable Superior Block when exhausted?