I think characters like Peacekeeper would be near unbeatable if this was done. Maybe decreasing the amount of frames you see the guard indicator would work, as well as decreasing the amount of frames you have to parry.What do you guys think about this idea?
I think to buff offense in this game while keeping defense as powerful as it is, all you have to do is remove the guard indicators, that way:
1. You'll have to learn the match up for defense, and not just follow an indicator.
2. Offensively feints become more effective
Then on top of that I'd make all things that give guaranteed damage (headbutt, shoulder, kick, shield bash etc) advantage and no damage on hit, mixed in with no defense indicator they'd just get a mixup rather than guaranteed damage from dumb scenarios.
Also, I'd make back dash cost stamina too.
So I called the Roman soldier. I even thought about a Ninja but thought it was too generic, I guess not, lol. I guess a Pirate is definitely a possibility now.
...or feint then guard break.Next time, feint the heavy then parry him.![]()
real or not, Chances are near 100% that those characters are the ones were getting first, considering that they are really the only ones you can tell who they are in the season pass pictureFake or real or whatevs, I WANT THE NINJA
Well, PK wouldnt be able to run away after attacking (since I'd also make back dashing cost stamina), and guard breaks would happen more frequently too, so her offense may be hard to react to but since her blocking is assassin she'd have to play defense better too.I think characters like Peacekeeper would be near unbeatable if this was done. Maybe decreasing the amount of frames you see the guard indicator would work, as well as decreasing the amount of frames you have to parry.
Yea that crossed my mind after the first 2 matches we played but then the guy left. I was just surprised cause no one else has done that to me.Next time, feint the heavy then parry him.![]()
Well, PK wouldnt be able to run away after attacking (since I'd also make back dashing cost stamina), and guard breaks would happen more frequently too, so her offense may be hard to react to but since her blocking is assassin she'd have to play defense better too.
Parry could literally stay the same and it wont matter because you have to actually identify the move AND the direction, rather than just the move since the indicator always tells you the direction.
We can block faster things in quicker fighting games, even games like fight night function similar to for honor and they dont have block indicators, but they do have parries.
Nope dash attacks beat guardbreaks...or feint then guard break.
Its a decent idea but it would never happen atleast in the meta as a whole.What do you guys think about this idea?
I think to buff offense in this game while keeping defense as powerful as it is, all you have to do is remove the guard indicators, that way:
1. You'll have to learn the match up for defense, and not just follow an indicator.
2. Offensively feints become more effective
Then on top of that I'd make all things that give guaranteed damage (headbutt, shoulder, kick, shield bash etc) advantage and no damage on hit, mixed in with no defense indicator they'd just get a mixup rather than guaranteed damage from dumb scenarios.
Also, I'd make back dash cost stamina too.
they dont beat them if the opponent tried to do one when they were too negativeNope dash attacks beat guardbreaks
If it's 4v4, you can raise your debuff resistance to be able to do thiswhy is there random games where all of sudden people can stop my guard breaks after a parry?
The devs specifically said that their aim was to be a defensive game, like real life martial arts style. They want defense and patient play to be the standard. There's a Q&A article somewhere that goes into detail about the current state of the game, if someone could find it and post it.Well, PK wouldnt be able to run away after attacking (since I'd also make back dashing cost stamina), and guard breaks would happen more frequently too, so her offense may be hard to react to but since her blocking is assassin she'd have to play defense better too.
Parry could literally stay the same and it wont matter because you have to actually identify the move AND the direction, rather than just the move since the indicator always tells you the direction.
We can block faster things in quicker fighting games, even games like fight night function similar to for honor and they dont have block indicators, but they do have parries.
i didnt even know debuff resistance did such a thing, thanksIf it's 4v4, you can raise your debuff resistance to be able to do this