Defensive Move Cue
in Suggestions?
Add an alert to cue player on when to activate a defensive move, i.e. directional arrows light up at the precise moment a defensive move would connect. Same mechanics as arcade dance games, except it is dynamic based on the input from player opponent. This game is great but need to make it more accessible.
Comments
Personally, the more a game puts training wheels on, the more the game plays itself. How often do you play an open world game, only to realize you aren't even playing the game, just looking at a boring gps? I've started to turn this off in games, even if I get lost more, and the same thing happens. Try turning off the gps in Witcher 3, and you might realize that you barely were looking at the fantastic game world. It's like playing the game for the first time.
The better you get at Absolver, and the more you know your deck, the more the fights start feeling real. Accessibility in games can water them down to the point where the original intent is lost. The more interactive, the more a game makes you think, the better, IMO. Choice and the ability to fail -- or win, based on skill -- is the strength of video games as a medium.
Thanks for the suggestion! A visual cue to activate a defensive ability is a really interesting idea! We can't guarantee this idea will be used, but we definitely appreciate you taking the time to share your suggestion with us. Please don't hesitate to share any other suggestions or feedback you may have for us in the future.
Defensive abilities are not op. They are countered by alt moves that hit from opposite direction or fast-slow pair as well as feint. With cue, there would be more to-and-fro, more balanced match by narrowing the skill difference, and thus more interesting spectating, and ofc easier for casuals.
your logic on countering defensive moves is interesting, i have never thought of it that way.
learning the timing by the visual queues that already exist in the game, ie, the animation of the move, is in my opinion part of becoming a more skilled fighter.
I'm just saying even if everyone is good at the defensive abilities that won't break the game so even if they are made easier to execute that is ok. But I want to poke at my own suggestion: absorb being omni-directional would not be countered by the methods that I mentioned except for feint, though for parry and avoid the other counters are still valid.
Executing defensive abilities correctly is the single skill that separate the pro and making them easier to execute do narrow the skill difference by a lot. I see that is a bad thing from a perspective.