Hi!
So basically, I'm trying to suggest that when fine-tuning how the game works, try to make it more intiutive.
I guess I just suck at this game, at playing 4v4 makes me believe so. (Somehow enemy can defend against everything, I can't defend against anything, not the point here.)
But what I mean is things like nobushi hidden stance and other miscellenous movements that would, in reality, evade attacks that are already in progress. Or that certain attacks have a parry-window that doesn't exactly match up with how my heavy attack launches. (So it seems like the perfect time to launch a parry, but it's not)
So for instance if a warden launches an top heavy, and a nobushi entered hidden stance before the attack dodge-window was open, the attack will hit the nobushi, even tough she had a miscellenaus reposition, which made it look like she is out of range for the sword.
The ame adresses a lot of this by bending the fabric of space and time and that is also counter-intiutive.
And grabs...oh boi. I just gave some instant-revenge to someone because I tried to grab them from a flanking position while they were attacking.
So if you could work on the connection between how thing appear and how things work, that would be great, thanks.