The changes to block mechanic maybe made the block weapons useful, but they didn't offer anything new to the game. Lets face it: Instead of parry->gun strike, it is now block, block, block-> attack. It is nothing innovating at all, just different animations (less impressive i might add), and it doesn't require any more skill than parry.
What i suggest is to take a page from the top fighting games, like Devil may cry 5, and create mechanics that require different levels of skill and reaction times from the players, which reward according to the skill level.
For example, three types of weapons: Light, Balanced and Heavy.
-Light weapons: With a big parry window and few recovery frames (exactly as fencnig works right now).
This is for our casual brothers, who just wanna have fun and feel OP at the same time.
-Heavy Weapons: With a very small parry window (almost "just frame"), a relaitvely small block window and substantialy more recovery frames (so that missing the parry or the block punishes you). In return, these weapons inflict higher damage, can parry ''red attacks'' (but not block), and parrying sends a shockwave knocking nearby minoris down, staggering nearby majoris, and instantly stuns the enemy parried for a longer period. Also you can parry ranged attacks and deflect them to the nearest higher threat enemy.
(you can add more effects via perks, like chance to execute the parried non-terminus enemy, chance to kill nearby minoris enemies, e.t.c).
This is for the most skillful and experienced brothers. With greater risk, come greater rewards.
-Balanced weapons: The inbetween of the other 2 types.
This way you offer something to players with different skill levels in a way that makes them want to become better.
- Also if you are up to it: a new type of weapons: Duelist.
Duelist weapons does not have an auto parry button. The parry button is an upercut attack that opens new combo opportunities and can send enemies upwards floating, so that you can follow up for aerial combat. you can still parry though, by matching an enemy's melee attack with one of your own, in terms of strentgh and trajectory (Sekiro style). There is no block here, so this is for a more advanced gameplay.
- Finaly evade should have frame canceling, and perfect evading fowrward (through the attacking enemy) should auto attack for high damage and stun. (and more effects via perks, like chance to execute, e.t.c)
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