Small changes you’d like to see to existing mechanics
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Re: Small changes you’d like to see to existing mechanics
How its suppose to work is when they throw a slipping strike and if you didnt slip it shouldnt stop your strike from being thrown and catching them while they're vulnerable. But as it stands now you have to wait for that strike to actually land before you can punish them with anything and it still has stopping power right up to the moment it landsComment
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Re: Small changes you’d like to see to existing mechanics
How its suppose to work is when they throw a slipping strike and if you didnt slip it shouldnt stop your strike from being thrown and catching them while they're vulnerable. But as it stands now you have to wait for that strike to actually land before you can punish them with anything and it still has stopping power right up to the moment it lands
If their slip actually evades a strike from you, the strike from the slip will have stopping power against your follow up attack after your miss.Comment
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Re: Small changes you’d like to see to existing mechanics
Do you mean when they use a slipping strike and they don't evade anything? In this case, their strike shouldn't have stopping power (although a rock will still cause a hit stun, anyways).
If their slip actually evades a strike from you, the strike from the slip will have stopping power against your follow up attack after your miss.Comment
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Re: Small changes you’d like to see to existing mechanics
I'm getting confused, isn't stopping power only there if a strike lands, as a hit property of the strike? How can there be stopping power until one lands?Comment
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Re: Small changes you’d like to see to existing mechanics
I was confused to but I've tested it and that's how it worksComment
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Re: Small changes you’d like to see to existing mechanics
More stamina tax. Weaker block.
(Theoretically should tune the meta to be more realistic, with less non stop arcade action)
Completely remove Automatic Range Adjustment
(So often in the game, the game itself will actually automatically slide the attacker into range letting them land strikes they were out of range for, and should never have landed. This gives pressure fighters an unfair advantage and makes fighting on the outside and counterattacking way more difficult than it should be)
A really annoying addition seeing as part of the stamina system depends on 'whiffed' strikes vs strikes that hit the block, and yet the game will cover that range for you.Comment
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