![]() They can swipe once and try to run, that their option for melee combat. As it is, if someone gets into melee they are legit just ♥♥♥♥♥♥. Arch (just call it archer ffs), shouldn't have a cool down on their melee attack. A rebalance on Blade seems in need, just bring their damage down a bit so they require at LEAST 3 hits to kill other characters. I main Spike myself and having to take 4 hits to kill someone vs 2 hits from Blade just makes it feel awful to duel against them but also that much more satisfying to ♥♥♥♥ on them over and over again. His shield bash has half the cool down of anyone else as well. Blade's can kill anyone other than Guardian in 2 hits or less and he attacks faster than anyone. Perhaps make it so attacks string together with a bit more fluidity but have 0 impact on damage, just something to make it more satisfying rather than a wooden transition between each attack. Though I understand that adding in 3 hit attack animations would change up the balance a lot as well so its hard to say whether or not the game would suffer. Just a simple 3 hit attack chain would be super nice and more satisfying. A lack of attack chains makes combat feel so floaty. If 1 team can get on there first, its stupidly hard to get them off. Give them an increased reload time at the least because as they are now, getting the ballistae consistently just rewards you with the game. Ballistae on Skirmish are way too strong. ![]() It just sucks to be kicking someone's ass but then they pull Martyr out of their ass. I think it should work a lot more like the good ol' hero system for star wars battlefront or something. That way its not used as a 'press button to win this fight' type of thing. Instead of an 'ultimate attack' that turns you into someone for a short time, how about it spawns you in as an immortal for a much longer period of time but you spawn in at a respawn point. Perhaps have Immortals spawn in differently. Mid game always tends to be about 5 or so immortals on 1 team vs 0 immortals. So the winning side pretty much always wins because they get immortals more often and just steam roll the game. Its also way too easy to BECOME an immortal. The problem is the same as For Honor's revenge system, people treat it like a revive and just pop martyr just as soon as they're about to die and pretty much win the fight with a single press of the button: Q. Don't get me wrong, I think the heroes themselves and their skills are actually quite fine, though darkgale needs an hp buff. If someone is just holding the block button you just kinda have to wait for your guard break to come off cd over and over again to properly deal with them. Guard Breaks should just be an innate thing without a cool down. And i would advise you to ignore the reticle on your screen, it is somewhat useful to calculate how high/low you are aiming but otherwise you shouldn't be using it to aim your attacks.The game is fun but it very clearly needs a lot of balance tweaking in it's current state because the game becomes an incredible stomp way too quickly. ![]() If you really do want to practice your aim, go to the tutorial and practice hitting both the npcs and the terrain, you'll learn your moves ranges and hitboxes. Spike really is the only one that feels like I get when it would visually makes sense. I've got to be both hugging and perfect using anything other than a slash.Īnd don't get me started on the number of times an overhead has bounced off of terrain when I'm in open space. Originally posted by CerfSoleil:Not sure how you all are going against perfect aim people because if I'm off by even an arm's width when jabbing or overheading as blade, then it misses.
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