by Pan_w_okularach » Fri Oct 04, 2019 6:32 pm
Go for the Jugular. By far the most powerful attack atm, which would be fine as it's easily interruptible. The problem is when it's interrupted there's no cooldown after, so nothing stops you from doing it again while your opponent is on cooldown. I think the general rule should be if your move is interrupted you still get to wait the cooldown. Also, the wind-up time on Jugular is too short, it feels like it's the same as punch or chop which is imbalanced.
Haymaker. A strong attack. Surprisingly not overpowered, it's easy to miss if your opponent doesnt stand still. Fine for now.
Chop. Still impossible to land it on an opponent(short range, long wind-up time), still does too little damage, especially comparing to the new unarmed attacks. It should either be easy to hit with and do decent damage or hard to hit with but do GREAT damage. Right now it's impossible to hit/underwhelming damage.
Kick. Made obsolete by Jugular. Wind-up time is long, it's really hard to pull it off on an opponent, and if you manage to there's little reward - low damage, low attack weight, long cooldown. Some buff is reqired, maybe add a stunning efect? Kick is impossible to use offensively, so the usual concerns about introducing stuns to the game shouldn't apply here.
Quick Dodge. Blocks the damage, but doesn't affect opening. Don't know why anyone would use it right now: you just let your opponent increase your opening - what for? Yes, you can block the damage then hit your opponent while he's on cooldown, but then you're on cooldown yourself and you still got the opening from the first attack.
Jump. Still uninterruptible. If your opponent is not interested in fighting back, pretty much can just spam it and keep the opening low. IMO the game should be if you manage to break the distance with the opponent then you get to remove your opening, it shouldn't be pressing a key makes your opening go away.
Memories of pain