Regarding the combat mechanics, there are a few things that I currently dislike. Actually more than a few but for the sake of attempting to improve what we have rather than think of and suggest something entirely new I will list what I feel is working rather poorly at the moment.
1. Uppercut is currently too powerful of a punch. Using it in conjunction with flex allows for greater damage over the course of a fight than you might apply with any other punch or melee attack depending on how good your opponent is at keeping their openings down. It feels extremely dumb to me that a majority of the damage in a fight is being applied by a 0 ip punch with 30 cd which also opens a high amount of yellow opening causing most to provide further ip to their opponent through the use of zig zag if they don’t also have regain composure on or some other yellow reduction defense instead.
The powerfulness of uppercut is further increased by a lack of variety in strong punches. Most unarmed attacks used are chosen because they have low to zero ip cost, a short cooldown, and provide a decent amount of opening to your opponent. These are predominantly flex, uppercut, and knock its teeth out. Occasionally you will also see regular Punch used but mostly by players utilizing B12 and raven’s bite. You can also use it with full circle which makes for a more ideal method of chipping away at your opponent’s hp still with no ip cost, hitting at medium levels of yellow opening and also providing green opening to eventually land a sting can eat away at hp rather quickly.
The rest of the unarmed attacks aren’t really worth their cost in ip or cooldown to make them worth using over the reliable three. Allowing for such easy methods of low hp chipping hits greatly reduces the available opportunities in combat for both high stat players and low stat players alike, though obviously this impacts lower stat players more.
But yeah, uppercut, high damage, low cooldown, opens a colour that is often lowered by +2 giving ip move while it costs no ip itself.
2. Parry. I probably don’t need to go in to much detail about parry because I think many players are already aware of how overpowered this maneuver can be. In previous worlds I do not recall unarmed attacks ever being affected by parry and yet now every single punch along with the melee attacks used on a parry player are providing blue opening in return. I don’t think that is how it’s supposed to be.
3. Agility? Maybe? I know it’s “capped at 20%” or something whatever the hell that means but something about agility and cooldowns in combat does not feel right. I find that it has become so incredibly difficult to ever find an opportunity to take a nice, meaty chunk out of your opponent. What I mean by that is, whenever I’m trying to make use of opp knocks in 1v1 it feels like a fruitless endeavour. There are very few times when my opp knock cooldown manages to beat the cooldown of whatever attack was used last by my opponent and vice versa for them against me, we always seem to lower the opening raised by opp knock if not once then twice before the other person manages to get their big hit in.
I guess what I’m saying my problem with that is to me it seems like there is a lack of punishment for making mistakes or using the high cooldown moves when you shouldn’t be. If a player doesn’t have to rely on getting any bigger hits in at all and can simply chip away at your hp with low cost/low effort attacks then they have no reason to take any risk in the fight and the lower stat player has no recourse available.
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I’m not certain what it is but it feels like there is a piece of the puzzle missing. I enjoyed combat a lot more when dealing a significant amount of damage was something based not only on a player’s stats but also their skills, now it comes across more like a button mashing mess and less of a game in tactics and strategy.
Some steps that I think would be best to take at this time would be to focus on balancing the current set of moves to make many of them more useful than they presently are so that there might actually be some variety between decks and to improve the current set of weapons for example boar spear to make them more viable in both pve and pvp. Figure out this whack ass penetration disparity between the boar spear and the swords and the b12 because some shit is going on there too so much so that even armor class is creating an incredibly large gap between players before taking stats in to account.
Eventually adding in some new moves and weapons might be nice but first what we have is in dire need of attention.