Did we really need "faster" attacks and damage adjustments? I mean damage adjustments are OK if they would make sense character- and speedwise.
I just don't get it. Wasn't the defense the problem overall? That it was too strong in general? So why just not Nerf the defense instead of buffing the offense?
I'm confused.
Yeah but my question is, why making lights less reactable instead of nerfing the actual problem which is the defense and therefor the "turtle Meta". So yeah I get it, reacting to stuff pre-patch was just too easy or too simply and obviously too rewarding. But I liked that. Not the rewarding part but the fact that I could've actually reacted to stuff properly without having to guess the whole fight. So my point is, why can't we just nerf or lessen the rewards we're getting from defensive gameplay like parrying, blocking, dodging,... you name it.
I don't know how easy or difficult it would be, but it would definitely make more sense both logic- and gameplaywise. At least in my opinion.
Basically, balancing in a logical and non-overwhelming way.
For example (I'm talking now in pre-patch form) :
Lights were too slow and / or too easy to react to (at least for a part of the community). So in this case we have problems why people won't throw lights anymore. Blocking is easy, parrying is easy and dodge / deflecting is easy. So we nerf the definsive abilities.
Blocking interrupts light chains but you will receive dmg on both stam and health. Plus chip dmg is now lethal. (so people will still try to parry)
Parrying is too easy so we don't necessarily need to make it more difficult to land (smaller parry window,...). But we could adjust the "reward" one gets after a parry. Ideas go seperate ways.
1. Idea:
- every parry (light or heavy) guarantees a light afterwards
- every heavy can be blocked or parried
2. Idea:
- post parry attacks can be counterparried
- post parry attacks can be blocked but they are enhanced (to be able to start a chain)
The second idea is my favourite.
Dodging now consumes stamina. (nothing more to say, lol)
OK now if those changes would make it into the game, there would be more problems espacially on the offense part.
With lethal chip damage players still want to parry but it does not guarantee anything anymore. So why would you want to parry?
Now we're giving the offensive side a new tool (I've already posted it somewhere in the forum) :
Chain Finisher Followups (cffs)
Those cffs will initiate a guaranteed attack which deals dmg. Even if the chain finisher gets blocked.
So in this case you want to parry or dodge it. But on the attacking side you want to finish your chains (instead of just throwing your first light once in a while).
That does mean that characters with a two hit chain will definitely be able to initiate cffs faster. So we could lessen the dmg for them and buff the damage for characters with a longer chain (e. G. Gladiator).
Overall I would increase the chip damage to a point where it's rather unpleasant to receive. So that it forces the opponent to answer. Either with defense or offense tools.
Bashes:
- removed "guaranteed" damage after a bash
- every attack after a bash can be blocked but it has enhanced capabilities, so it could start a chain. And with increased chip damage for stam and HP, it could be still very useful
- most important part: post bash attacks can't be parried or dodged
With this change some characters obviously need to be adjusted (e. G. Warlord). Headbutt into light is now blockable but he will receive the ability to chain from there.
Gladiator:
Heavy after bash is now a chain starter
Warden:
Fully charged bash only guarantees a heavy when it wallsplats
And so on and so forth.
The only abilities I have no idea how to adjust them are "grabs" like Shaman's bite or Shugoki's Demon's Embrace.
I'm just giving my opinion here. I don't say that these changes have to be in the game but I would prefer it. The game now is more like 50% reading and 50% guessing. So an overall 50 / 50. And that kinda gets boring and repetitive after some time.
I'm open for constructivism and new ideas in other directions than the one we're heading now.