General hero balance ideas.
I'm making this thread to discuss a different way balance attacks and heroes, mostly the damage to speed ratio, as of now it feels like it doesn't matter how fast an attack is, some attacks that are very fast, with light weapons, do as much damage or close to the damage that slower attacks with heavier weapons have. There is little to no advantage in taking slower characters, it's actually a handicap using anyone but one of the new spammy characters.
I'm not saying that bigger weapons themselves should always do more damage, but I do feel that attacks that take longer, should definitely do a noticeable amount more that these very fast attacks.
Damage should scale in increments of 100ms for attack speed. 400 ms should do very little damage, no matter what hero is throwing it, because it is a fast attack with nothing behind it. I feel like 400ms attacks should be almost chip damage, 500 ms should do light damage, something around 10-15 damage and then scale up from there.
One thing about fighting that this game totally leaves out, is momentum. There is zero momentum in this game's attacks, landing a slow, powerful heavy should have much more of an effect than it does, because there's much more risk, it's way easier to defend against. Then you have characters like zerker who can literally cancel a powerful heavy attack just before it hits and follow it up with an instant hyper armor 400ms light.
It just feels cheesy to me how there is no accountability for throwing attacks in this game, you never have to commit to any attack at all and recovery on a feint is instant, even if you are literally in the air when you cancel it. The only time anyone has any recovery on a move is when they completely whiff, and even then some heroes barely have to recover at all.
Cooldowns/recovery times are non existent, feinting recovery time should depend on how late in the attack you feinted, if you wait until the last possible moment to feint when your attack is 95% finished when cancelled, you should not be able to hard feint and throw another attack instantly, that would put you off balance and make your attack weak. Watch any combat sport, feints are always a quick twitch of the hand or foot followed by the actual attack, no one makes it 95% of the way into a round house kick and stops to throw another attack, and if they did, they would probably get KO'd.
TLDR: I guess to summarize, the game is feeling less realistic and more fantasy with the route the devs are going, I feel we need to get back to physics and the gritty fighting the game released with.
Part of the solution, in my opinion, is to stop balancing attack damage based on the heroes total damage output and his kit, and instead keep damage ratios equal to the speed it takes to throw them, so if a character needs a damage buff on a certain move, raise the damage, lower the speed, make it look and feel more powerful, not just switch a number.
Moves can still be buffed with hyper armor and unblockable and stun effects to give them variation between characters.
Am I alone in wanting something like this, or is this new style of gameplay to everyone's liking?
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