Which is exactly what the intention would be. If blocking costs stamina, you are forced to use your stamina to attack instead of turtle. I'm not saying one block should cost 1/4 stamina, but perhaps 1/10 of stamina? That still allows for appropriate blocking, but inhibits you from doing nothing but blocking.Originally Posted by kogurio0 Go to original post
But assassins already dodge attacks, don't they? Dodging is less punitive than blocking for an assassin as it is.Originally Posted by SenBotsu893 Go to original post
Stamina would be regained when you're not attacking/blocking. This idea is meant to address turtles; I don't mean to suggest blocking should become obsolete. If each block costs 1/10 stamina, you can still block incoming attacks strategically and fight back, but you can't turtle indefinitely.
If we want realistic gameplay, blocking should cost stamina, because in real world if you need to block 100 hits you will get exhausted.
I have simple solution.
Add Honor points. If you are not fighting honorable (running in circles, do same combos more than 2 times in a row or turtling) then you lose or just dont receive honor pount.
These should be clan system, and these points to be used for clan items. These clans can build their own fortress and other clans attack them.
Will be more interesting if we play in clan battles, not just dominion (every single game DC)
It’s completely counterintuitive to solving the turtle problem. In fact, it would only intensify it.
You’re fighting and have to block because your enemy is pressing hard. He’s beating on you pretty bad, but you’re fast and have blocked a majority of the damage.
You see an opening and decide to take it. You lash out with a light attack, intending to chain a combo on this poor soul.
But you can’t. It seems that light attack put you into an out of stamina state.
But not your enemy. They had the advantage and used far less stamina than you by attacking, and now their stamina bar is full because they took the last hit you put out rather than blocking it.
You know you’re doomed, because you’re blocking his attacks to stay alive in an oos state, thus your stamina never gets the opportunity to regenerate.
Sorry, but this not the solution you’re looking for.
I don't think modeling FH on realistic combat makes sense. I see what you're saying, but the goal in FH is not to have realistic combat; it's to have fun combat. Half the moves in FH would be easily countered in real life.Originally Posted by kogurio0 Go to original post
Adding "Honor" points doesn't sound like a simple solution. And not only that, but the Renown system is pretty similar.
And IMO your clan idea is fun, but way off in the deep end in terms of having a realistic discussion about this topic. Something like that just isn't going to happen.
I could see this being the case for builds that have negative Stamina Cost Reduction. But in most cases, I don't agree that as the defender you would lose vastly more stamina than your opponent. If your opponent unleashes 8 attacks in a row (and let's say you block 6 of them), his stamina is going to be hurting too since he just unleashed 8 attacks.Originally Posted by brashtralas Go to original post
The numbers would have to be played with and tested, but I posit that 1/10 or 1/12 of stamina per block is a good starting point.
It definitely doesn't sound simple to implement, and it could be seen as a bit dictatorial over playstyle. But the team did implement the anti-run away mechanic and will continue to refine it.Originally Posted by DoctorMcBatman Go to original post
Thanks for getting this discussion started, Doctor McBatman! Very interested to see peoples' takes on this idea.
I must have missed this, could you elaborate? Or is it bundled into the Renown calculations?Originally Posted by UbiInsulin Go to original post
And please, it's Doctor McBatman, MD.