If guaranteed attacks after guard break weren't a thing, all these high rep players would suck
The ranged guardbreak, everything about it.....you'd never see "champions". They need to eliminate it and promote FIGHTING.
How many of you die from actual swings anymore? I die from guaranteed guard breaks off parries lmfao. I love being parried it shows skill. What's NOT skill is turteling and staring at an opponent JUST to have your light parried, and have a free heavy smash your face if you decide to initiate attack first.
Eliminate free attacks off GB. This game would be better
Then there should be a parry combo for each hero
Not a free guardbreak lol. This encourages the turtle meta. Wardens are huge offenders, orochi is another huge offender so isn't the lawbringer.
Sure yea. Very limited heroes I'll agree entirely. That shows how badly designed they are
Warlord has a heavy parry combo AND light parry
Warden has CCS.
Valk has a light parry combo and her shoulder pin.
Why not have that for every hero? In a REAL FIGHT if you parry? It ain't guaranteed
Blocking should use stamina. Slowly. Chip damage probably. Every hero should have a parry combo like warlord and warden. Heavy = stamina drain. Light = damaging.
Guard breaks are still promised after parry BUT no attack, toss to wall for damage
90% of the time I'm punished BAD for attacking or even considering being offensive. This isn't sword fighting..........
Who can guardbreak whom first???
Dunno if rep 18+ LB are ****ty players man.
But for me on PC it's all they do. And there is jack **** I can do about it. We stare at each other I dodge some pushes, I attack, parried, I'm punished.
I may as well just ****ing stare and do the same punk thing and get kills off of GB sand parries only.
I agree that guardbreaks after parries are too strong. However I don't think the guard break mechanics need nerfed. They're great for punishing certain moves, like dodging, the warlord and conq's fullblock stance and characters charging heavies (or maybe that's just the conq too...).
I suggested a while back that all parries should just give an automatic throw, or the class specific retaliation.
Guardbreaks are pretty easy to counter as long as you're not in a vulnerable position. It's people getting free guardbreaks after parries that encourages the turtle meta.
The reason you often die to a guardbreak is because the last bar of health regenerates and a guardbreak allows you to actually finish someone off. If you leave them with less than that full bar, they will probably just run away until that bar comes back, and then play very safe and timidly, limiting your ability to parry. If/when health regeneration goes away, Peacekeepers will have even less trouble light spamming you to death, don't worry.
I get what you mean, but you can just roll or run or deflect, but here is my strategy -----> for all guard breaks you de-guardbreak, if you get pushed near a cliff/ledge repediatly dash AWAY from death this will result in less chance of die by fall. Also you can charge at enemy, roll, then attack, after this if they try to guard break light attack or heavy. It's a great guardbreak punishment. Scince I helped you can you help me real quick? I want your opinion on this http://forums.ubi.com/showthread.php...ight-character
Honestly, i think GB is too rewarding. It should be kept for punish excesive blockers, not to parry, for dodge...
I think actual GB should be possible only from neutral like an attack of his own. For parry or dodge should be a quick throw like Centurion one. Punish stamina, a bit of stun, a major punish near walls or ledges, but no a guaranteed hit.
Actually, most of the time you are waiting to GB more than actual hit. You use more GB than hero combo. GB gives you the posibility of insta kill and executions in a far more easy way than hero combos
10/10 title, but yeah, I agree with your suggestion.Originally Posted by Devils_Wrath_ Go to original post
I disagree with part of that. I agree that parries shouldn't get a free guardbreak and that the quick throw would be better, but I disagree on nerfing guardbreak against dodging. Guardbreak is the perfect counter for dodging because it punishes people for dodging too much. I often psych people out by getting too close to them then guardbreaking when I think they're going to dodge backward. It's perfect as a counter to dodging because it relies on good timing and anticipating the dodge. My only issue is that you can't guardbreak people who go into a dodge attack. It pretty much lets them dodge without worrying about getting guardbroken.Originally Posted by CaynAldan Go to original post