Raging Range

Range is a cool factor for engaging into the fight or keeping up with an opponent that moves backwards permanently but as soon as the combos are chained only hitstun, hitzone and start up time seem to be important...
Unfortunatly because range is an important factor all the fight through in real martial arts and it could be an interesting addition to absolvers pvp fights.

My suggestion to change that is... an additional attribute to each move that indicates how much it pushes the opponent when hitting the guard or the body. For example pulmonary palm already pushes back hard enough so the short attacks cant hit anymore but this can be adapted to moves that are currently to weak like cross punch or straight punch. If maybe 20%of the moves would be able to open up a distance of more than 2m and other moves get additional range we could be able to counter continues backwalking while improving the impact of the range of every move to make the fights even more diverse, less spammy, more tactical and ofc at least imo more fun.

Ty for reading :)

Comments

  • Hey methamos,

    You've given some pretty cool ideas, so thank you! I can't promise that they'll be implemented, but I'll be sharing your ideas to the team. Please continue to do that; we need your feedback.

    Thanks again for your support & patience! :smile:
  • Ty for noticing them :smile:
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