@FruityBoiWonder Yeah, the 20% on hit was the one I was talking about. From the small amount of time I used it at the end of the beta, it's pretty clutch.
I do have to use freeze to stop people from chasing me as well
@FruityBoiWonder Yeah, the 20% on hit was the one I was talking about. From the small amount of time I used it at the end of the beta, it's pretty clutch.
I do have to use freeze to stop people from chasing me as well
@Evade-This5965 Oooooh, yeah it did a bit but reading the post clears the miscommunication up lol
Looking back now, I think I was getting hung up on enemies easily bypassing by dodging out. But when when they are out of stamina... it's definitely amazing.
That's honestly been my whole issue. Aside from that, I think the parry window and stun duration is fine. I'm use to dealing with precise timing in fighting & action games. I can parry every character in Bleeding Edge thus far (still need to practice to be able to get the initial hit parried).
I'm hopeful to see what happens once the game releases and sure others will start using it. That's why I'm hoping we can invite friends to our dojo down the road.
In terms of escaping, my only things issue is that it doesn't always plan out too great. Though that comes with the situation, my shortcomings and mods in general.
Though even in the first closed beta, I managed to beat an El Bastardo 1v1 with Maeve by parrying. Which... I don't know if that should happen but it did lmao
But yeah, thanks for the post! We're good
Edit: And as time goes on, I'm sure people will start changing up the timing of their attacks and using abilities to mix things up (which people already are, but more so).
@D4m0R3d I linked a video lol
Click on the 'Absolver' in my previous post
Edit: if you're getting ganked by the entire enemy team. It wouldn't be exactly OP... just another way to somewhat survive for a bit.
@x-AmberPrice yeah... it's starting to seem that way. With what EVADE THIS5965 said in another post and what looks to be a general lack of interest of talking about it in the community... I guess it's not supposed to be a major mechanic.
I honestly was super excited when they said a parry was being added. However, now I'm guessing I shouldn't really care as much as I should. And that's kind of irritating to me. But whatever...
I'll stop bringing it then. No use in talking about it anymore.
@Evade-This5965 It's only the perfect setup if we're agreeing that the "right way" to use a parry is simply to escape. Which... if that's the case, fine. Let's just leave parry alone then.
Since you've already brought up Miko, I'll go over her. Please forgive me because I don't remember all the details off the top of my head. Once the game drops, I am looking to create a build that heavy on Chain Link and another one for Stalker (since I tend to use that ultimate more).
I had the stun duration and piercing mods for her freeze ability. I found the piercing to work well at times.
Which left the last slot to switch between the slowdown when enemies are in her shield and a mode that increases Miko's movement speed when receiving damage (which reminds me of Bangalore's ability from Apex Legend and actually REALLY like it lol).
The additional movement speed helps with survivability and being able to escape... because I honestly can't always depend on my team to get out of dodge at times.
But yeah, that's the build I had for Miko because I use freeze A LOT
@FruityBoiWonder Bad analogy or not, that cracked me up lmao
Though on a serious note, yeah, I totally understand.
I've had the same thing going on as well. Although, I have had matches where people left and enter to make comebacks to some sweaty one-point wins. But it is a bit irritating to have the complete extremes though.
I will say, there are times when I find myself in ranges where I can't reach ranged characters but they can attack me (regardless of character). If I have abilities, I can maybe get away but sometimes I'm generally screwed lol
So, maybe not an auto-parry... what about an auto-absorb? And-and-and, to make sure it doesn't become too overpowered it takes ½ on use. Since El Bastardo's gimmick/theme/whatever centers around gaining shield, absorbing could convert the damage taken into shield. Mixing in between attacking and absorbing could honestly be interesting. Giving it would be tying into this character already. Or we could drop the stamina usage and gaining shield overall if that's too much for others. It's not the same genre of game, but my example would be from the game Absolver. But that's just my suggestion, it's cool to see the different type of stuff people post on here
So, I've talked about parries quite a bit as well, including for this recent closed beta. It can be bypassed by dodging out but also with abilities as I learned later. I personally never had an issue with the stun duration. My problem has always been with one being able to simply dodge after the fact. I would much rather have the stamina be inactive for a brief moment than anything else. Thus allowing the parried player to use their abilities or parry themselves. I just think there needs to be a bit more thought when going into fights and whatnot
Hey everyone,
I thought about waiting for the beta to end before making this post. However, I figured I'd start a discussion about our thoughts on the Parry System. I wanted to know what y'all think about it as of now.
To refresh, here are the changes stated in the patch notes:
Parry
We’ve given the parry mechanic a slight buff, since many players reported the payoff did not correspond to the difficulty of executing the move.
Enemies are staggered for longer following a successful parry.
A successful parry generates ½ a bar of stamina.
We’ve also made the decision that only Fighters with an Evade ability can parry. This means Buttercup and Makutu cannot parry. The parry interfered with their unique defensive abilities, and since neither can be flinched by basic attacks, there is no clear benefit to them having it.
Based on the patch notes, I can only assume that the main intention of the parry system is simply a last-ditch effort when you're out of stamina. At least, that's what I'm getting so far. Even if you parry someone who has full stamina, they can still bypass that staggered state by dodging out. It's sort of the same thing from the first closed beta. The ½ a bar of stamina is okay but I'm generally going out of my way to parry. I leave the dodging for when I'm trying to escape from a Gizmo, Maeve, Cass, etc.
If this is the route we're going with this system, then that's fine. The last thing I would ever want is for this game to turn into a turtle fest. However, I'm honestly trying to figure out how to use the parry system "the right way".
If we're not going that route and can change the design up a bit then here's my proposal. My personal issue has never been about stagger. It's more-so the ability to still dodge out after being parried. It's already a small window and tough to pull off by most accounts. I already know that my suggestion won't work for Makutu, Buttercup, and Mekko (totally understandable). However, for the characters who can dodge... maybe their stamina bar could time out briefly (not too long; don't wanna go crazy lol). Just enough time to properly give players a big payoff. At the same time, you'd be giving the other player the chance to try and parry too. This could create a possible back and forth type of thing. Though both players' stamina bars would be inactive. That way parrying could possibly become a better tool than it seems now. But again, just throwing stuff out there.
I'd be interested to hear what others have to say; agree, disagree, etc. Just trying to start a discussion
Yeah, I think it was the +40 to the base shield. Because I used leap of faith very often (especially during combos, knocking people out of ability, and etc) and wanted damage with that and the health regen off the death spiral. I am looking forward to the second beta and hoping for some much-needed changes. I want this game to be successful so badly. I've had games come out that I enjoy just fade away (Paragon, Drawn To Death, Lawbreakers, and etc).
@AmazingVector I understand where you're coming from. But with fighting games (especially those that lack creativity is combo combinations), things can get a bit stale. If everyone's doing the same combo with each character, that's not exactly fun. I'm just wanting a decent addition to what's already available. I'd be okay if it was like DMC 5, where holding and pauses in-between hits do different things. Just would like a little bit of variety is all
@Evade-This5965 and completely change the intent of the game. I wouldn't want that to happen, honestly.
Alright, I read through everything lol
In general, @Evade-This5965 I agree with most (especially the maps). There were a couple of times when spawn camping occurred in Jersey Sink. Wasn't the greatest and in cases when I was in the team doing it, I would often back away. I think Boneyard could benefit from more bomb-like aspects since they already have the bomb hazards. I do think there should be more player-driven hazards just in general (across all maps).
As far as characters, I think it's safe to say that everyone thinks Makutu needs some more love. Out of all the tanks, I used him the least. I was planning to make him my main because his kit on paper seems cool. It just doesn't seem to work though... especially the lack or parry (which slipped my mind lol).
Didn't know Maeve's Toil & Trouble could travel that long... jeez lol
Generally, I used El Bastardo's Empower when I was either low, chasing or in mid-combo... I used one of the MODs but forgot the stats off the top of my head. I was either an extra shield or damage.
The second bounce would be nice for Miko.
And lastly, I do think the same button to activate should be used to activate. I said it in another post, but I think dodge might work better as a double-tap vs the current input. Just so it could open up the option to move while parrying or whatnot.
@mitchafella I like the idea of having a block function but I some questions regarding it.
How quickly does blocking reach the limit?
Would multiple enemies attacking play a factor?
Would it increase or decrease the rate based on how many enemies are attacking you?
Would blocking take priority over attacking?
Most times when you're getting attacked by the entire team, that's death. Blocking might save you for a tad bit, but eventually, you'll be stunned. I could see that frustrating a lot of people. If it's 1v1, sure. But there are times when people mix in abilities into their combos. So, I wonder if the limit would decrease back down for that small period of time.
Honestly, I don't think this should replace the parry system. The parry system should stay, but it needs work. There's no wrong in giving players options. In fact, Dodge, Parry, and Block could all work. I look at Gears of War, where you can cover, dodge/roll and sprint all of the same button. I do think it would be nice for dodge to be a double-tap as well. That way the option to move and block/parry could be a thing. Generally, I would find blocking more useful for dealing with ranged enemies. But now that I think about that... you'd be completely making characters like Cass obsolete because she's there to finish off enemies who escape.
Overall, it's a slippery slope. I think a lot of consideration should go into making a decision. Because after reaching the end of my reply... I could see this alone drastically changing the game and the characters themselves. And that's gonna be a load of rebalancing lmao
@mitchafella YES! That would be awesome! I think it was one of the choices in the alpha test surveys. Honestly, I would hope they go full melee with Bleeding Edge. Take what they've done in their other games into this.