E
Eldriken
Guest
Let me first say that I like the idea behind this mechanic, but it is flawed in my opinion.
It essentially saves you from being chipped out twice if you have two full defensive bars. This is great and all, but there's a problem with it, which I'll explain below.
I think it should work much like Flawless Block: if you Flawless Block the first hit of a string, the rest of the hits in the string act as if they were blocked the same way (only in chip damage received).
I think avoiding chip should essentially work in a similar fashion.
The first hit in the string that drains your defensive bar should be the only one that does. The rest of the string cannot kill you. The same then applies to Final Breath.
What good does this mechanic do if a character has a block string that's 3+ hits? Some characters can circumvent this mechanic much easier than others because of how many hits may be in a string.
It would also add another layer to the game because the attacking person could always stagger the string and then start pressuring again, thus draining the second defensive bar. However, they could be risking it all by doing so if their staggers are lackluster.
This change could also lead to some absolutely hype comebacks. It would be unreal to see someone with 1% health and two defensive bars make a comeback against someone with like 45%~ health because of Last Breath. The threat would always remain that if they mess up, they're gonna get chipped/clipped.
What do you folks think? Agree? Disagree? If either, why?
It essentially saves you from being chipped out twice if you have two full defensive bars. This is great and all, but there's a problem with it, which I'll explain below.
I think it should work much like Flawless Block: if you Flawless Block the first hit of a string, the rest of the hits in the string act as if they were blocked the same way (only in chip damage received).
I think avoiding chip should essentially work in a similar fashion.
The first hit in the string that drains your defensive bar should be the only one that does. The rest of the string cannot kill you. The same then applies to Final Breath.
What good does this mechanic do if a character has a block string that's 3+ hits? Some characters can circumvent this mechanic much easier than others because of how many hits may be in a string.
It would also add another layer to the game because the attacking person could always stagger the string and then start pressuring again, thus draining the second defensive bar. However, they could be risking it all by doing so if their staggers are lackluster.
This change could also lead to some absolutely hype comebacks. It would be unreal to see someone with 1% health and two defensive bars make a comeback against someone with like 45%~ health because of Last Breath. The threat would always remain that if they mess up, they're gonna get chipped/clipped.
What do you folks think? Agree? Disagree? If either, why?