Gold Chain Speed Bonus

Well timed attacks should get a Damage boost rather than speed. Fast deck + Gold Chain = OP. Too fast to Avoid/Parry. Too fast to interrupt. Crushes Charge attacks. Too fast to enact dodge moves. Too fast to do anything except run from, or to land an opening hit, escape and repeat. I get that Gold Chaining deserves a benefit but the current speed boost is too much; it completely overwhelms all counter functions.

Comments

  • Try using moves that parry,avoid certain attacks as they work really well vs them. The bigger issue with is is the damage they do to guard as some pretty fast moves can still be chained into high damage vs your stamina. Just have a system in check for massive speed spams with a building stamina drain so you can't just spam fast attacks. Make it taker longer to come back as well if if a chain happens to many times in a row. But I think taking away speed form chains would only hurt slower moves into being less useful then what they are. Maybe make the fast moves get another bonus as well or at least give a cooldown at the end of a 3 hit chain so they can't spam? Their are many idea's and even some defenses currently that work if you can get the timing right. But I really do think something should be done about the speed combo spam that is happening. Its not fun to play pressing one button or against.
  • No, they need to fix blockstun and defensive activation times so parrying, absorbing, and dodging the fastest followups is possible (at least coming from attacks with low shield pressure). Making stance swapping unaffected by shield stun would also fix the issue, since rotating to a defensive option during a lightning fast onslaught will be possible. Leading to the ability to select a starter that will hard-counter their next, to quick to parry attack in the chain.
  • Velindian said:

    No, they need to fix blockstun and defensive activation times so parrying, absorbing, and dodging the fastest followups is possible (at least coming from attacks with low shield pressure). Making stance swapping unaffected by shield stun would also fix the issue, since rotating to a defensive option during a lightning fast onslaught will be possible. Leading to the ability to select a starter that will hard-counter their next, to quick to parry attack in the chain.

    ^^Yes this^^

    This would make the defensive abilities not so necessary, but f*ck it. I hate having to mash a stance so my guy can get into the counter attack. Also ever since switching over to mouse and keyboard, I try to avoid defensive abilities altogether. So someone listen to this guy!
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