balance suggestions
forsaken
1-get rid of most uniparries (save for the few attacks that truly are full body symmetrical attacks)
2-make guardbreaks non parriable
OR
1-make vertical/thrusting attacks non parriable (this would be similar to how windfall cannot side dodge sweeps, and since you can easily manual dodge verticals you still have an effective option)
note: if option 2 is selected, parry should get some stamina back on successful parry
windfall
1-double stamina negation (10 to 20)
2-buff stamina slowdown regen to .5 up from .3
3-add one frame to up/down avoids, re-assess as necessary
note: this doubles down on its extra value its getting since 1.06
kahlt
1-revert back to pre 1.06
OR
1-give a bonus to your next attack damage after absorb, stacking up to twice
note: im not going to give exact damage value buff on the absorb change. that is a number for balance team. however it would give a SCALING value to absorbing more then once before countering, and would help embody the idea of kahlts hitting hard (by putting more force into their blows, in essence returning some of the damage applied to them when they absorbed)
stagger
1-fix hit registration (sometimes its side/back specials shouldnt miss when they do) and then re-assess. Perhaps even change front special so it can restore some stamina on a trade (since it will almost always trade poorly in terms of HP value), this gives a high risk option to not completely rely on shockwave.
discuss away
bonus suggestions
1-fix hit registration on axe kick+that one sword move i forgot its name
2-slow down grab punch or shorten its armor frames or both, reassess as needed
3-make it so you can more easily jump whirlwind double punch (may not be needed with suggested windfall avoid change)
4-nerf side kick scaling/damage.
1-get rid of most uniparries (save for the few attacks that truly are full body symmetrical attacks)
2-make guardbreaks non parriable
OR
1-make vertical/thrusting attacks non parriable (this would be similar to how windfall cannot side dodge sweeps, and since you can easily manual dodge verticals you still have an effective option)
note: if option 2 is selected, parry should get some stamina back on successful parry
windfall
1-double stamina negation (10 to 20)
2-buff stamina slowdown regen to .5 up from .3
3-add one frame to up/down avoids, re-assess as necessary
note: this doubles down on its extra value its getting since 1.06
kahlt
1-revert back to pre 1.06
OR
1-give a bonus to your next attack damage after absorb, stacking up to twice
note: im not going to give exact damage value buff on the absorb change. that is a number for balance team. however it would give a SCALING value to absorbing more then once before countering, and would help embody the idea of kahlts hitting hard (by putting more force into their blows, in essence returning some of the damage applied to them when they absorbed)
stagger
1-fix hit registration (sometimes its side/back specials shouldnt miss when they do) and then re-assess. Perhaps even change front special so it can restore some stamina on a trade (since it will almost always trade poorly in terms of HP value), this gives a high risk option to not completely rely on shockwave.
discuss away
bonus suggestions
1-fix hit registration on axe kick+that one sword move i forgot its name
2-slow down grab punch or shorten its armor frames or both, reassess as needed
3-make it so you can more easily jump whirlwind double punch (may not be needed with suggested windfall avoid change)
4-nerf side kick scaling/damage.
Comments
I'll make sure the team see it, though I can't promise a direct response. Either way, it'll get to them! Thanks again!
no problem. I only comment because i honestly love the game and wish for it to succeed.
Forsaken dont give me much trouble unless the player is REALLY good at parrying which very few are (in fact most dont even try). Poor Kahlt though, I like both of your ideas. I like Kahlt (the stance) but the ability definitely sucks