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Counters Vulnerability damage is too high compared to normal landed strikes

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Old 03-29-2018, 02:43 PM   #25
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Re: Counters Vulnerability damage is too high compared to normal landed strikes

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Originally Posted by AlexSavaliuc
There is too much damage difference between a normal strike and a counter....Thats why people allways sway to counter and will never stop.You have to make the two balanced or things will stay like this forever and the game will keep being a counter game...and is not fun for the big audience.Also if soemone is thinking at soemthing else and forgets to block his face then i can assure you he gets KOed clean
You are more vulnerably while swaying, than you are when getting counter struck, even with the bonus.
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Old 03-29-2018, 02:46 PM   #26
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Re: Counters Vulnerability damage is too high compared to normal landed strikes

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Originally Posted by GameplayDevUFC
You are more vulnerably while swaying, than you are when getting counter struck, even with the bonus.
Its not even about normal damage is the counters damages that need to be nerfed becouse is too much...and i belive this will fix all problems with head movement spam making it a tool only for defense.Also when i talk of counters i mean all vulnerabilitys not just the ones done with headmovement

Last edited by AlexSavaliuc; 03-29-2018 at 02:48 PM.
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Old 03-29-2018, 03:08 PM   #27
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Re: Counters Vulnerability damage is too high compared to normal landed strikes

Part of the problem is everything is extremely relied on the combo system, which doesn't make it much different than UFC 2. If you throw one strong single strike directly to the head of someone just sitting idle, it should at least rock the opponent. It shouldn't take a combo to do this. That's the problem, so we basically have a glorified combo multiplier all over again.

If you're not throwing a big shot in one of the few scripted situations like after a whiffed kick or the ducking uppercut, you're wasting your time. One flush power punch should be enough to rock or even KO an idle fighter in most cases, but there seems to be a 0% chance of that happening which adds to the striking games predictability. If you can KO a taunting opponent with single strike, you should be able to KO an idle opponent. Reference EA MMA if you have too, they were able to have true single punch KOs but not have it feel cheap, overdone or predictable.

The lack of a responsive block is also an issue. It should be hard to get a clean shot in, and in return, there should be reasonably more damage with every strike just as those certain counters or the ridiculously OP MT clinch knees and elbows.
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Old 03-29-2018, 03:51 PM   #28
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Re: Counters Vulnerability damage is too high compared to normal landed strikes

Yup counters should do a bit more damage. But sure af not 3 unanswered overhands equal or 4 hooks are equal to a single counter strike.


Thats why every idiot mostly relies on sways. Thats called unbalanced. Then to make it better we get nerfed footwork and non existent outside fighting. Great balance lol
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Old 03-29-2018, 06:34 PM   #29
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Re: Counters Vulnerability damage is too high compared to normal landed strikes

In all respect some more balance between the two. In the other thread there were vids showing the problem, i know its from an older version but its still relevant.

Could a ko percentage bonus be applied if not increased for certain strikes for certain fighters, for example gastellums straight which has caused 8 knowdowns in his last 5 fights, its something accross those lines. Just an increase of the rating system.
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Old 03-31-2018, 05:13 AM   #30
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Re: Counters Vulnerability damage is too high compared to normal landed strikes

Certain normal strikes (mostly punches) should be stronger, as opposed to counters being nerfed. The counters feel good, the regular, unblocked strikes without vulnerability feel kinda like pillowfighting at times.

Last edited by AeroZeppelin27; 03-31-2018 at 05:57 AM. Reason: typo
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