I don't really get the changes

1-Kahlt itself doesnt reflect the lore kahlt like you talked about in the patch notes. If anything it encourages light armor and does nothing to not require fast attacks.

2-I was fine with reducing stamina drain on fast attacks, but you reduced it on all attacks but guardbreaks. why? that wasn't in the patch notes.

3-I don't get the new dodge. It trivializes your specials unless you play forsaken. There is no reason to put more then 8 moves in your deck. I dodged towards a charged haymaker yesterday, and phased through it. That doesnt look or feel good. It doesn't make sense. I see people arguing for this dodge? Im for having ways to get out of pressure, just not braindead ways.

it was my understanding that specials were a way to reverse the fight and get out of pressure. dodge was a spacing tool or when you couldnt reliably use your special. As kahlt I learned to use dodge to avoid guardbreaks, as you cannot absorb them.

The way i saw it the main issue with dodges was the fact that sweep style moves had a lot of veritical/thrusting tracking. So you could not reliably backdash them. However it was easy to side dodge vertical/thrusting attacks. This made vertical/thrusting attacks less useful while making many horizontal coverage attacks extremely useufl, and devalued the back dodge to a large degree.

What the game needs is to have selective use for dodge, side for vertical/thrusting, and back for horizontal moves.

Did you guys know you could dodge sweeps pre-patch? it was unintuitive ill give you that, you had to actually dodge towards the opponents shoulder opposite of where the sweep was coming from. But it worked consistently vs all of them save for back tripped kick due to its insane speed.

If you keep these level of iframes you need to make dodge cost even more stamina honestly. I am of the opinion of getting rid of them and restooring stamina damage to the slower moves that you took away.

I feel like too much was changed at once and it lead to strange unintended side effects. would have been happier with just range reduction on fast moves, as well as stamina reduction on fast moves.

instead we also got stamina reduction on all moves, and massive buff to dodge, changes to windfall that can be canceled out both by dodge and shockwave, kahlt change that dont shift kahlt to be closer to the lore versions of themselves, etc.

I fail to see the tactics other people talking about here, they talk about the dodge leading to good tactics, all i see is a catchall option that relegates other mechanics of the game to obscurity.

Not too mention how easily abuseable this new system is. People complained about fast gold links but at a certain skill level it was easily dealt with. Meanwhile I can play forsaken with 8 moves in my deck and block/parry all day..if something gets dicey i just dodge out or shockwave. no reason to really think or try. This works at a SHOCKINGLY high skill level compared to fast gold links. I do not see this as a forsaken issue, i see this as since you cannot get past your first or second slot in a stance due to dodge..why bother, just parry, get your gauranteed damage. Have fun feinting.

imo the new changes result in a lowered skill floor, and a lower skill ceiling, lower reward all around, and zero reason to try beyond that.

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