Yes, makes all these changes.
No, the game is fine in it's current state.
Make most of these changes.
Make only a few of these changes.
I'd rather not see the turtle meta solution being a stamina penalty for blocking.
This because some heros are more stamina involved than others, so it would punish some heros harder than others.
Instead they could implement a new hidden gauge bar. Block too many attacks for too long and you exhaust this hidden resource. Once you do you get a temporary 'dizzy' debuff. Less visual distortion than the stun but the guard direction indicator is hidden or distorted as well.
Parrying and attacking feeds the bar, but blocking too many hits without attacking yourself will be punished. While in idle block-lock it auto depletes to like 75%. (so if you play more aggressively / parry it can build up to 100%, but idle drains back to 75). Revenge mode it doesn't drain.
If the resource naturally decays to like 75% or even lower when idle, it will incentivize attacking so you can keep it above the natural decay point.
One question: is everyone fine with light parries giving more reward than heavy parries?
Sure, at first it looks like they are harder to do and should be more rewarded. But my main issue with this is the difference between a light hit and a light parry dmg. If my fastest, long range, 12dmg poke (nobushi) can lead to 1/3 of my health lose than that poke is just unusable. And that is exactly what leads to the "why the hell should I ever attack?" feeling. I think pokes should be at least somewhat safe.
In my opinion parries should give a special retaliate attack with around 15-25 dmg depending on class. And heavy attacks should do around 10-15 chip damage. This way parrying a heavy attack is still very worthwhile, but the mixup possibilities would greatly increase without favoring one player to much.
Something like this.Originally Posted by We_Wuz_Kongz Go to original post
- BTW probably the easiest suggestion is giving parriies a stun effect for 2-3 seconds. During the stun effect dodging back would make you fall to the ground. so you are forced to side dodge or parry. Both can be punished, but not ina guaranteed way.
- But what about making block out of stamina possible, but every block will drain the exhausting bar ? And blocks out of stamina won't stop a combo ? That will mean, dodge or die.
NO.Originally Posted by Gojema Go to original post
Soma classes like shogoki and LB have slow lights. And both deal low damage. As you said, losing 2/4 of hp because an attack that deal less than 20 dmg, is just silly. I know is harder, but not that harder when you practice a little.
It would give damage. Light parry into heavy and heavy parry into light. GBs would happen when you mix your opponent up and they try to dodge that would be the primary function for GB.Originally Posted by Arnaldo27 Go to original post
Sorry I hadn't even considered you console guys. I should probably make it clear that this is for PC.Originally Posted by DrExtrem Go to original post
Never thought about briefly disabling parry for post-parry victims...hmmm. Sounds like a good idea at a glance, though Lawbringer's (like me) would clearly enjoy not having to worry about Blind Justice getting parried anymore, lol. It could create an interesting tug of war, of sorts, being able to push the advantage instead of tge "Parry, GB, get rekt! lulz" situation we currently have to deal withOriginally Posted by CaptainPwnet Go to original post
I'd rather see parries increase the speed of your next attack within X frames of the parry but the other player retains their defenses. A system like that would make for exciting and knuckle biting sword play. Watching skilled players trade rapid fire attacks and feints in a classic jedi-esque would be bonafide entertainment.
Not a terrible idea and I thought about it too. But then I thought that the game would simply boil down to parry back and forth until someone misses a parry every time pretty much. Which could leave entirety of the rest of the game mechanics by the wayside.Originally Posted by invalid target0 Go to original post