Confirmed damage from a neutral bash is just dumb when that damage is roughly 10-15% of the opponent's health. It should be more like 5-7%.Originally Posted by E-Chevy Go to original post
I disagree. i think stuns are one of the few interesting mechanics/effects in the game that they could still play with to make an interesting/effective hero that doesn't completely rely on an unblockable mix up or bash based offense. The only problamatic stun is Raider's tap and that's specifically because it can be reapplied while a stun is already in place. Most of the other stuns in the game either don't actually lead into a mix up (ex aramusha) or are too short to do any actual mixing up (aka goki headbutt.)
If the developers made all stuns last the same length (where mixing up was possible,) added them in places where mix ups were performable, and then added in a safe guard to prevent repeated layering of stuns then it would actually be a worthwhile mechanic.
I will also have to disagree on the stun part. I'm not really aware which stuns you're even talking about, because only Raider's and Lawbringer's are actually good. The former, in particular, is the only one who needs an adjustment to the stun, and that should be done by introducing diminishing returns rather than outright removing it.
I do agree on a point you made about bashes - that players get their confirmed light, reset to neutral and begin anew. No further chain offense because, even after almost 3 years, the majority of heroes have subpar chains, making the bashes the best offense possible, strongly encouraging simplistic gameplay due to it just being better. This playstyle has been a thing in For Honor since forever, and it seems like the devs don't mind bash oriented characters being played like that. While For Honor has never really been a game with long and complicated combos, which is actually a plus to me, just one neutral move being the best option is... the other extreme, let's say.
If bashes were to be made to guarantee nothing, they'd also need to be completely unpunishable, or at the very most only allowing the opponent to start his own mixup if he dodges it. As a general rule, attacking should always be more rewarding than defending - not by much, but definitely above it -, and so a 15 damage dodge attack on a dodged bash that guarantees nothing or does 5-6 damage, as you suggesed, is a big no. I doubt the devs will address and drastically lower everyone's damage just to ''rework" bashes, but who knows...