Originally Posted by
Vakris_One
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Making blocking drain stamina is a big no, no for the simple reason that 4v4 modes exist and they are the primary mode for the game. Losing stamina for blocking attacks in a gank situation is not going to make the game better. The entire stamina multipliers system is need of an overhaul.
Making every neutral light enhanced would be something interesting to test out. There's no need to make everyone's chain lights enhanced however because enhanced lights feature a heavy hit stun property which is what enables hit stun ganks to be so strong. It goes without saying that hit stun ganks do not need to be buffed by allowing all lights to be enhanced/have a heavy hit stun property.
Originally Posted by
Soldier_of_Dawn
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Nerfing blocking that much would make the light spam issue even worse. A single light, if it's the first attack in a chain, can be enhanced but not all of them. Dodge lights can be enhanced too but, again, not the 2nd and 3rd lights in the chain. The 400ms lights that would follow should be enough to open up your opponent.
Flipping the stamina drain multiplier on the defender sounds good to test out.
Vakris: for 4s I can definitely see the problem in a 1vX situation. personally I would just try it out in duels first, if it works well there, we could look to expand it to bigger modes but just as a thought exercise I can see a couple of work arounds for your concern.
The first would be to use the tagging system that would also work as a stamina adjuster, so that depending on the number of tags stamina rates would be adjusted accordingly(keep in mind I'm no dev so if this is possible or not I haven't a clue)
The second work around would be revenge, which is unfortunately its own mess that I wouldnt want to rely on.
I do agree that the multiplier system is in need of overhaul, but whether it favors the attacker or the defender my main desire for it is that it stops being so obviously drastic. I would prefer that stamina drain be more a feature of particular moves in each hero's kit rather than blocking.
As far as neutral enhanced lights go I specifically avoided using that phraseology because enhanced lights come with other properties as you have pointed out, and hit stun ganks are the last thing I want buffed. my main intent is to give each character a chance to get into their combos especially with how many combos start with a light attack. I don't know how that would work on the dev side, but I don't want the lights to produce heavy hit stun.
Overall I think its worth testing out some variation of these two things in testing grounds.
Soldier of Dawn: yes it would just be the first light that I want altered to allow easier access to to combos though not with all the enhanced light properties as I stated above to vakris. I figured if they are willing to testing ground an entire game mode maybe a couple changes like this would be possible.
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