So i'm going to attempt to leave an educational post here instead of my usual ranty superiority speeches:
There are 3 different recovery values. Recovery isn't just one stat. One for dodge. One for gb/cgb. and one for guard i.e parrying/blocking. As an example, Black prior has low cgb recovery after a neutral bash which prevents you from dodging and GBing him without a read. However he has a higher guard recovery value. This is what the devs changed on his bash recovery wise and it is why you're capable of punishing his bash with dodge attacks.
1) Most of the recovery changes done were to finishers. This will not allow someone to spam out attacks and go unpunished or spam out attacks and be able to quickly retaliate against your counter. All it means is that they can actually throw finishers and not be guard broken on a reaction dodge. potentially not reaction GBed externally. We still have to see what specific recovery value they touched for each finisher. But yeah. There is in no way shape or form that buffing those finishers to those values will allow you to attack after finishers quickly. You'd need super low recovery values. we're talking 400ms or lower. Which basically no finishers in the game have.
2) It's been thrown around constantly over the past few months and I need to put my foot down. Heros getting better and/or safer offense DOES NOT encourage turtleling. Turtling is a problem in this game primarily due to the piss poor stamina system's values. the second main problem is a lack of unsuable chain offense. These two things force heros to basically have a very strong neutral presence to actually get anything done. There are isolated cases that cause some turtling. goki and hitokiri's reactionary neutral armor and charged armor, LB's parry rewards and relatively safe dodge bash, and Jorge's poor kit design. But for the most part the reason why some heros feel so bad offensively is because they don't have a viable offense. If you had one then you could easily punish someone and start your own offense. or mix someone up and go for offense.
3) Standardizing damage based upon speed values doesn't work. Look at conq for instance. His bash is semi fast and he gets a pitiful 13 damage from it. Yet someone with an equally fast bash like black prior gets 15. And then shaolin who gets 20 off of his kick despite being the same speed as both heros. It all depends on the hero's kit and the purpose of said move or mix up. You can to an extent normalize punishs/ganks and dodge attacks. But you can't do this to standard attacks.
4) Population has zero issues. I have someone who can give me population numbers on a weekly basis for all platforms both normally and during events. According to their reports the game isn't struggling population wise and hasn't really even seen a major drop in population since marching fire. The game being given out for free as often as it has been is less about trying to inflate the population and more about hooking people. The game already makes quite a profit off of steel purchases and heros so they easily make up for the money lost when giving the game out.
1 people found this helpful