Parry Vs Dodge - 2 directions Vs 4 direcitons being required
I've played quite a bit of matches. One thing I think is very clear - parry has to be moved to 4 directions being required - just like dodge. I could spend a whole lot of time talking about how it is way more difficult to predict 4 ways versus two. I could spend a whole lot of time about the imbalance, but I am not because I think it is pretty self evident. Would like to hear opinions on the contrary as it seems, at least in my mind, to be a non-negotiable.
Comments
1. Avoid creates a punish op AND inflicts a stamina drain
2. Avoid duck/jump can evade attacks from the left OR right
3. Avoid side-step re-positions the character and can therefor avoid multiple attacks (especially those that track poorly) and potentially disorient your attacker...maybe...if they suck
4. Avoid has a larger window of success
5. Avoid looks sweet when its successful (this ones important)
1. The opportunity is no greater than parry. In fact, it is my opinion that it is less as opponents just "attack through" the avoid. Meaning, the recovery period for the opponent is shorter than if I parry them.
2. This is irrelevant because you still have to consider 4 different directional dodges. So, while you are right, when you can jump or duck, they can still attack straight on.
3. This advantage is very limited. The example I give here is the 360 jump spin kick. I can dodge left or right twice and it still hits me. No way that should ever happen.
4. I disagree here total. The basic avoid timing is the same as the parry. Moreover, the double hit moves have to be time extremely accurately. Take the spinning kneel puch 360 attack. If I parry the first, it stops them in their tracks. If I try to jump the avoid, it is much more difficult as compared to parry. Good luck trying to avoid it going left or right. Same thing goes for two quick single low attacks (while this isn't quite as difficult, it is much more difficult than to parry them.
5. I can't argue with this at all.
I basically agree, but here's my last variable, and its a weird one.
Come along with me on a hypothetical journey: lets first pretend that you never guess, because you're super smart and handsome. You know exactly what the next move is, so how exactly you counter it is trivial, parry or duck, you can easily do either, because again, you know exactly what the next move is. So assuming you have the absolute maddest of skillz, which ability would you use? Unless I'm mistaken, Avoid would pay out better because you get the punish AND the stamina drain. Right? Or is the stamina drain not a thing anymore?
Parry just needs more lag on every defensive ability. At the point where they're both 4 directional, it just comes down to what flavor of fashion of want at a base level, but if you play competitively you just go Forsaken for the guarantees.
Windfall's 4 directional input topped with stance advantage is its identity, there's no need to give that identity to other classes.
Rather than change the nuances of parry we just need to redefine what it already has to make it not so brokenly powerful. Trim the excess basically.
There is guaranteed damage off of an avoid, the problem is its only at best 30-40. You can guarantee jabs on successful avoids that drain stamina and commit them to slow status.
Don't misunderstand and take it as me defending parry, it is a grossly overpowered ability, but Windfall is by no means a bad ability, with its stance manipulation, stamina drain and gain, and decent window of avoid (not to be confused with the perfect avoid, you know when you dodge and it doesn't slow but you're too far from the hit for it to connect? Yea that).
Again, parry just needs more endlag. We want it to be worse than it is now, but we don't want it to be bad or a carbon copy of something else.
Plus even if you give it 4 directions, the punish window is less than half a second, more than enough time for them to guess another direction. It will still just be random RNG and spam fest 4 success. Raising the endlag punishes someone for spamming, and makes the extra directions trivial when if you just have two directions, as long as the punish window is big enough it isn't a problem.