PT Stamina Change.
Stamina
Stamina is currently a resource generally spent by the attacker, while the opponent who only defends ends up ahead in the stamina race while Blocking and Dodging. Also, when your opponent is Out Of Stamina, it can be very hard to punish them. We want it to be more dangerous to be in Out Of Stamina State.
Changes:
Stamina Regen on Block and on Dodge is now paused:
Dodge left, right, and Dash forward: no stamina regen on the first 400ms
Dodge Back: no stamina regen on the first 600ms
Interrupt Block*: no stamina regen on the first 300ms
Regular Block**: no stamina regen on the first 500ms
Out of Stamina state makes players more vulnerable:
Blocking Light Attacks will not result in Interrupt but Regular Blocks, allowing your enemy to keep chaining lights
Impossible to Parry
Dodge and Dash are 200ms longer to make you more vulnerable to Guard Break
Dodge and Dash no longer have any special defensive properties such as Deflect or Superior Block
Getting hit by Melee attacks when Out of Stamina doesn’t drain stamina, it only pauses the regen
We want offense to take a more critical advantage against a target Out of Stamina. By making Out of Stamina weaker, we want players to fear it more as we put more pressure on Stamina management. Pausing the Stamina regen instead of draining it is a necessary change to make Out of Stamina escapable.
*Interrupt Block bounces the attacker off. It happens when Light attacks get blocked.
**Regular Block doesn’t break the flow of attack allowing you to keep chaining.
Just like with the revenge nerf, this seems like an overreaction. It's like they can't decide on one or two changes so they implement all of them. If blocking (with 18% chip damage), dodging and getting hit all stop stamina regeneration and parrying, counter attacking and escaping aren't viable options, being OOS is practically an automatic loss.This seems to reinforce the defensive meta if anything. If landing the first parry can effectively win a fight, what incentive is there to attack?
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