Balancing Moves

After i tried out all techniques i feel like there are some moves that are just to weak so i made a list of how to improve them:
-cross punch (easy to dodge, pretty slow, low damage)---> could need more damage
-falcon punch (only usable as an engage and to slow and easy to dodge)--->could need more speed
-bending palm (could easiely be replaced by a double strike move with more damage)--->could need more speed
-knife hand strike (low range, short knockback, mid damage, slow)--->a heavier knockback would make this usefull
-spinning wide hook (easy to dodge, sooooooooo slow)---> to hit this slow trash should be rewarded so more damage is guess
-soto-uke (this thing usally is a pretty heavy block guys! to short and slow for the low damage) --->could parry jabs and deal a slight
amount of damage due to hitting the arm
-pushed elbow (slow, shot, mid damage, easy to dodge)---> this move should have at least some reward like more knockback or more damage
-chin palm (easy to dodge, mid damage, very short,)---> like knife hand strike this move should have a heavier knockback so it can be used to escape the fight while having to low stamina

these are all weak moves that came to my mind. what do you think guys?
are some of them actually good or do you have even more moves that could need a buff?
id like to hear your opinion.

Comments

  • Hey methamos,

    Thank you for sharing your ideas how to balance different moves. We are interested in the opinions of other players too in order we can take it into consideration while working on our future updates.
  • I agree with the cross punch -- it's way too slow and telegraphed. Too many stagger moves are overpowered to the point that every high level deck is heavily stacked with stagger moves. If any moves need to be looked at, it's stagger.
  • I really like how active the developers are at the forum even though youre a small team. Absolver is the most underrated game i know.
  • Thanks for sharing your opinion insight . Stagger moves seem to be powerfull overall thats right but i dont want that there are no really powerfull moves. The point is that every move should serve a special purpose so a player has a good reason to choose this move over another.
    A good example for this is the "slap kick" and the "jumped light kick":
    -jumped light kick hit mid is fast and with about 55 damage descent for its speed with good range, but it can be easiely dodged to the side.
    -slap kick on the other hand has a slight amount more damage and hits a cone while being slower and dodgable with ducking
    that way jumped light kick might be used more often because it has more upsites than slap kick but slap kick brings you into another psotion and can be a great alternative to hinder people from dodging to the site. both are fast jumped kick but both are great.

    But if i compare "cross punch" to "handstand kick":
    - both hit high and serve the purpose of breaking charges but
    -"handstand kick" dodges high, has 50% more damage, almost the same range and is faster leaving "cross punch"
    with only one purpose, getting into another position

    thats why i opened this topic. I'd love to hear more opinions.
  • edited January 2018
    I'd rather have Pushed Elbow hit mid since there's a lack of mid attacks in that category of moves, Straight Punch needs a speed buff, and Cross Punch (alongside most other stopping attacks) needs more hitstun.
  • good suggestions, thanks :smile:
  • insight said:

    Too many stagger moves are overpowered to the point that every high level deck is heavily stacked with stagger moves. If any moves need to be looked at, it's stagger.

    Just here to talk about this topic.

    I think it's ^ a good point.

    A suggestion: An equivalent move for every stagger move so that players can choose freely on their personal preference.

    I'm bias against stagger moves. They are not common in real life (we don't live under a stone, we know which moves are common and which are not, and if you still don't, just watch which martial arts are included in the Olympics and international games) and while I'm fine with them (and the new moves in future patches) but when they are more advantageous than others we players just had to pick them if we enjoy winning PvP. For some, that is fine. For others, we do learn martial arts in real life and they are real. I rather hope this game is not just about winning a video game match however we can but also how we win it.
  • edited January 2018
    I agree, Feix, it's a minority opinion, but those that feel this way (me included) feel pretty strongly about it. I've banned stagger moves from my deck since day 1, and have managed to win the majority of fights -- after a large learning curve of figuring out countering and interruptions, as well as the distance of these moves. This new patch might have really shuffled things up -- I'm looking forward to going back into the arena, now!
  • Other bad moves are collar chop, falcon punch and the slower back fist
  • Collar chop should hit mid and have slightly less damage i think, to be usefull but not overpowered
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