turtle tactics a very real problem

the current mechanic in this game allows for almost unlimited turtling vs anything other than a heavy or guard breaking move.. which is kinda lame because of the speed of those attacks opens the attacker up to any light combo..

the stamina loss for turtling should be much higher than what it is now this encourages people to actually fight instead of sitting back waiting for you to tire out. now this tactic is valid to a point but when it is abused the way that it is now currently something has to give.. a forsaken player can almost turtle indefinately as stamina is higher and parry (OP AF)

please take a look at the blocking values as this is really boring game play

Comments

  • Disagree, this would just put speed spam decks at a greater advantage over anything else
  • I agree with Lukin. Actually there are alot 12-14 speed moves that drain alot more stamina than they consume. When i lack stamina advantage while attacking its because of spam-moves. Since spamming isnt fun anyway i like it how it is.
  • edited February 2018
    Honestly wouldn't mind if they made every quicker attack deal more stamina damage than they take. As long as these quick attacks caused basically no blockstun resulting in -2 to -4 frames on block. I only say they should deal more than they take because you can still toggle block anything with low blockstun to regen a good chunk of your lost stamina. So quicker attacks would be counterable without equally fast/faster attack or avoids, and the stamina loss can be negated if your guarding is used wisely.
  • Yea be glad its not like it used to be when spammers could tear through your stamina when you blocked which was all you could do against fast decks.
    Build more power balanced decks or just devote a position combo to that exact issue and fill it with three back to back charge strikes or gaurd breaks.
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