Start real balancing by removing stamina completely.
This game starting to be based on stamina only. It removes creativity with feints, slows down game pace, and renders attackers completely paralyzed. Why game rewards defence so much, and punishes attackers so hefty?
Certain characters could spam the hell out of their zones without stamina cost. Some gladiators do that even with the stamina cost, he wouldn't really need other moves if he could use it again and again (and the second part of it is feintable, so dodging it doesn't even works).
seems to me that those ZONES, are unbalanced, and need balancing.. am i right?Originally Posted by RolandVermund Go to original post
I appreciate your honest opinionOriginally Posted by Playing_Mantis Go to original post
However, i don't see where did i state that zones should be separable? I'm just saying, that some zones are grossly overpowered compared to others. Why shouldn't this be balanced? Removing stamina would actually show you how unbalanced this game is. that's all i wanted to say.
PS. I Do come from Mortal Kombat - what an amazing and fluent fighter game, where you get to read your opponent and win that way.. Unlike here - where you just pick currently most OP char, and spam OP moves![]()
Hmm, sorry I disagree too. Stamina is a pretty key factor in the game. Honestly I prefer a slower game too. I don't just want the game to be won every time by the guy with faster reflexes. Sometimes the more skillful player is the slower, more methodical one. Giving players time to process the information on screen and then react with intelligent strategies will always be more fun than simply having the light spam characters always winning unless they come up against someone that can react fast enough to parry every light.
What this game needs is more vulnerable moments. Longer recoveries on missed attacks. A moment of helplessness after a dodge so that needless dodges can be punished. Being able to guard break dodge attacks, because guard break isn't an effective counter if they can enter a dodge attack straight way. As for defence, interrupt blocks need to be harder to pull off. Like a parry but without hitting heavy at the same time.