1st I give you a lot of credits to the free flow movement and strike system overhaul, this is the 1st time in 4 games where it's not turn based combat in physics loop.
But on grappling & clinching, why is so hard to grasp that if a move/system that is too easy to execute and too efficient to do damage, then it needs a proper counter or be properly punished if spammed too many times?
Take down and clinching at moment are nearly impossible to defend when most player's 1 finger always at the button, unless it's a wrestling & BJJ sim, where you only expect your opponent to do take downs. or any spammer can mix it up and always success at take down attempt. Do you have an internal data tracking system to see the success rate of takedowns in your game? if not, I suggest to add one
And why R2 R1 submission is so easy to success on offenders side? whenever offender failed one attempt, why there's no stamina penalty added(as in real life)? this submission is extremely easy to success and very spammable.

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