how about: quite simply: nothing is guaranteed after a parry.
Parry into light -> get parried immediately to heavy -> parry and guardbreak -> counterguardbreak light -> block to light... and so on
Now THAT is combat. If an attack or guardbreak is guaranteed after a parry, attacking is generally a risk, because you could get parried and can't do anything about the followup.
-> turtle
But if attacking isn't as risky -> less turtles
Also: parrying wouldn't be as rewarding -> less turtles
now some of you might be raising their pitchforks already chanting "light spam! light spam!"
solution: block them? evade them? make them cost more stamina!
also blocking a light will interrupt the chain, and might give you a frame advantage? (whatever that is)
sure this might widen the skill-gap or whatever, but that should not be a problem by any means if the fcking matchmaking worked properly
the reason parry exists at all, is because this isn't just a 1v1 game its also a 2v2 and a 4v4, which is why i'm so against any nerf too parry rewards, make it harder too parry fine, make parrying riskier fine, but nerfing the rewards only reinforces the gank mentality in dominion and elims, also I don't know if you were being sarcastic but frame advantage is a pretty self explanatory concept, you basically add or subtract the - or + frames from your next attack essentially making that attack faster or slower
I wasn't considering 1vX scenarios, but now that you mention it, I can see the issue there. I guess you'd have to free yourself from the other opponents a lot more and keep your distance if possible. Sure ganking is a problem in the game, but there probably won't be a way to strike both birds with one stone there. (did I use that idiom correctly? ^^ greetings from GER)![]()
no I truly believe both issues can be resolved both the def meta and ganking, you just have too make changes that are innocuous too each respective game mode, like instead of nerfing parry make feinting more effective which is more or less irrelevant in 1vX scenarios, I've left many posts on the subject feel like no one is listening though
by narrowing the feint input window too start up, just the input mind you, you'd have too tweak it so the animation continues on, that way it would still be effective at baiting parries but it would be more difficult too retract a failed parry with a feintOriginally Posted by TheTKOShow Go to original post
or you could separate the inputs, like making it so you parry with light attacks and feint heavies or vise versa
Would you really want the bezerker feint game to grow stronger, if you can feint you can feint, making feinting quicker leaves no time to decide if you block parry or just take damage.
It's not easy to parry every attack, you miss you suffer, but if feinting an atttack 100 ms before it hits is too op
If you feint like 1 feint you change a matchup, bc now I'm thinking if I go to parry, I'll miss and get guard broken, or hit or parried,
That's the game
New parry punishment coming soon so we will see how these changes work or don't work