New Low/Mid/High System
Rather than having mid attacks hit both high and low, we should have separate low, mid, and high categories. Faster attacks like jabs and quicker sweeps would only hit 1 area, and slower or mid speed attacks would hit 2 areas. Vertical attacks would be the only attacks that hit all 3 areas, but always have no side coverage. Depending on the side/vertical coverage of an attack and it's speed, other factors like evasion or damage can be adjusted for finer balance.
Attacks like Back Tripped Kick or Jumped Light Kick could still be fast, but only avoid 1 area as opposed to 2 making them a bit more situational. JLK would hit low and mid (allowing slower high jumping attacks to avoid it), but only avoid low. Opening it to more counters without changing it too much. BTK would only avoid high making it a really good high attack counter, without making it too good against most attacks. Low Spin Heel would avoid both high and mid, making it usable against attacks that BTK can not counter. Slower attacks would be justified in avoid more, having higher coverage, or hitting harder (if they have low/similar coverage at the cost of speed).
Attacks like roll punch would hit mid and low, jabs would exclusively hit high, etc.
In addition to allowing for more mechanical fine tuning, it would also allow certain attacks to visually match where they hit/avoid more closely.
Attacks like Back Tripped Kick or Jumped Light Kick could still be fast, but only avoid 1 area as opposed to 2 making them a bit more situational. JLK would hit low and mid (allowing slower high jumping attacks to avoid it), but only avoid low. Opening it to more counters without changing it too much. BTK would only avoid high making it a really good high attack counter, without making it too good against most attacks. Low Spin Heel would avoid both high and mid, making it usable against attacks that BTK can not counter. Slower attacks would be justified in avoid more, having higher coverage, or hitting harder (if they have low/similar coverage at the cost of speed).
Attacks like roll punch would hit mid and low, jabs would exclusively hit high, etc.
In addition to allowing for more mechanical fine tuning, it would also allow certain attacks to visually match where they hit/avoid more closely.
Comments
Thank you for sharing your thoughts! I'll be bringing your ideas to the team, however I can't promise that they'll be implemented. Thanks again!
Straight Punch is also slower than every attack in it's category before Body Blow. Pure garbage that needs a buff.
When I started playing, not too long ago, I was welcomed with random people repeatedly killing me as I was exploring Adal and trying to figure out the game. Other than the basic tutorial, I had no context to any meta game and the finer points of how to effectively compete in PvP. In many ways I still don't.
Some people are just assholes, wether or not they just started or have been around for a while. I normally just disconnect if they're super laggy or i'm busy doing something else.
I feel though, like many new players, there needs to be a little more simplification. More along the terms of, easy to pick up but difficult to master. Right now it feels more like trying to learn hieroglyphs without a Rosetta stone.
Using D pad
press up for jump up to do high attack
press down for low attack