this game should be revolving around parry timing mind games. don't midget parry punish and eliminate any need for parrying. stop trying to compare this game to other fighting games in the past from 2D era , which comes to rhythmically inputting memorised button sequence while juggling your opponent while he cant do ****. and yeah make a barbarian like conan for the vikings, same like warden only no clothes. put in some natives - indians and some arabic warriors, all in year two
mesing parry timing with heavy or light or heavy cancel in to light, heavy cancel in to heavy, soft faint in to something, delayed hits in combo or differently charged hit. basically keep your opponent guessing timing and make him mistake timing they can also make parring stricter or more like warden crushing counter or highlanders and warlords superior lights
alright, characters have to be different, like heavy - assassin ... high damage - low damage. slow - fast, lots HP - low HP, low stamina - lots stamina, far throw - short throw, lots stamina consumption - low stamina consumption... all the other classes have to be somewhere in between, if you give some stat to character you have to take the other stat and that way you balance him
Ok. Maibe ibwas a littlw to off. Dont get me wrong. Parry and feint mind games are as important if not a little more than any other fight mechanic in this game. From where i stand parry is the most valuable and / or most efective damage dealth as punish (especially combined with the fact thats it grants a confirmed GB. And this is a thing that must go.)
Combos must be encouraged a little more (offensive in a way). I know most dont agree to this and maybe theyre right but i taught of something like "make every attack in A CHAIN not parriable, except for the first hit"
(i know, this is one of those long posts and im sorry).
What i taught this might achieve is, peoole would concentrate more on the start of the attack and the defence of that first hit, because the for the attacker once he "lands" (mind games) his first hit, the rest will either land either get blocked but safe/unparriable(except side light of assassins) (and you play the cip damage game), or (and this is the best case for the defender) after the first hit he dodges and starts an attack and the first hit will again be parriable and thenmind game starts again.
(Keep in mind that if you cancel an attack the next attack will become parryable as it is a first atgack again, and unblockable hits are allways parriable no matter what. As for the unintreruptable if youll ask, like "what if someone starts with an unintreruptible and thennthe rest are safe?"ill either say the first attack is punishable, or if not enaugj make it so that an unintreruptable never counts as a first hit).
So increase feint reward, increase feint risk make parry more important by make ing it not an option after the first hit, encourage offensive a little .
Now thats my ideea and i know most dont agree to it but ... at least thanks for reading it. Hope i did answer in a way what i ment in the above post. And im not insisting either because lets face it. Even if 100% ppl on this forul says its the best mechanic ever by some miracle, 1. the devs have theyre plans and 2 it would take maybe 5 6 seasons by the way theyre moving (no offense ubi) to implement it...
Ok. first gb after parry, is not that bad. think what do you get after gb??? confirmed heavy, confirmed top heavy if there's a wall or ledge if there is one. That is not that bad.Originally Posted by Gemoroda Go to original post
Second, if you make only first attack parryable, you give the defender only one option after first hit, and that is blocking, making the game more turtlier. but if other hits in chain are parryable, parry timing mind games are always present, you can always faint mid combo and play parry timing - attempt mind game. if you cut gb after a parry and make it that is all you get is a light hit, you making it not worthy to attempt parry - reward vs risk, it would be better to just block and try to land light after block. and thus eliminate any parry mind games. what i think this game needs are more good opener moves, and that they musent be spammable like warlords head butt, must cost much more stamina.
maybe second hit from light chain shouldn't be parryable if first connect, only blockable. and maybe they should make that blocking only brakes first hit from a light chain, other hits from light chain shouldnt be able to brake a chain by just blocking, and they can make that light chain continues if first hit connects and all other hits are just blocked. like they are doing it now in new patch when defender is out of stamina
Parrys are poorly designed.
It deters aggressive/proactive behavior and rewards turtling, which creates an environment that promotes boring stalemates where the person that does less always has the advantage.
It shouldnt be an option for defense to completely replace offense.
it isnt fun to feel like sitting around and waiting for your opponent to make the mistake of attacking you is the correct thing to do, and it isnt fun to feel like attacking is almost always an inherent mistake because you afford your opponent the opportunity to get guaranteed damage against you.
Theyre FIXING that poor design
This is the main thing that suports and encourages the defensive meta. You can literally winn the match just by parry and heavy orblight depending on the case. Second its the cheapest way to win near a ledge. Dont do anything. Parry and gb and... ledge. Even tho i said inly the first hit, and even tho i said gb shouldnt be confirmed the rules should still aply. Parry a forst light get a heavy parry rhe first heavy get a light.Ok. first gb after parry
This or something like this has to come (not a parry buff for sure) because people dont attack anymore in this game. Theyre "affraid" of how much power the defensive has becaise of this 4 things (parry, GB after parry, and the fact that you can do it on any move in the chain and that its easy to pull off), and rather soon they adopt this metod to...
No. The options are blocking evading depending of the case and eved things like shoulder bash full guard stance lb repost shield bash crushing counter and so on.Second, if you make only first attack parryable, you give the defender only one option after first hit, and that is blocking, making the game more turtlier.