Misses Cost Extra Stamina

A friend of mine is a boxer and one time he tried to describe the sensation of boxing to me (someone who has never thrown a punch before in their life). He said that when his fist connected a blow into his target, he felt as if part of the energy he had put into the punch returned through his arm and he could draw upon it again. However, if he missed his mark and struck nothing but air, the sensation was like the energy just evaporated and was gone, leaving him tired and drained.

I would like to propose that attempting an attack and missing (because the target dodged or the player was out of range) cost a penalty of 2x the normal amount of stamina the attack would normally consume. Furthermore, if the attack was gold-linked to a previous attack and misses, the stamina penalty should increase to 4x the normal amount that attack would normally consume.

The purpose of this is as follows:

1. Reduces the effectiveness of gold-link jab-spamming.
2. Increases the usefulness of dodging and evasive attacks.
3. Places less emphasis on gold-linking and more emphasis on strategic timing.
4. Slows down the overall pace of a fight so that it is less frenzied and more methodical.

Comments

  • Greetings soldiers_fortune,

    Thanks for all the suggestions! I'll pass these along to the rest of the team. While I can't promise any of it will make it into the game, we do want to make sure we review all player feedback and suggestions to stay focused on adding/change things to the game that the community wants.

    Thank you once again for your support! :smile:
  • Not a fan of it. Especially since it’s a pain in the ass to get one’s stamina back by interrupting the pace of a fight using a properly timed shockwave just so I can get some stamina back.

    My point being is that it’s already absurdly difficult to get your stamina back after you’ve blocked some attacks or you’ve just finished up beating on someone and now you’re left powerless to do anything. Jab spamming isn’t that much of a problem. Sure it’s annoying as hell but defensive abilities can definitely help mitigate that
  • Not sure how that works -- shadow boxing is a lot easier than hitting a heavy bag for the same amount of time -- impact and follow through takes more energy than punching the air.


    1. Reduces the effectiveness of gold-link jab-spamming.
    2. Increases the usefulness of dodging and evasive attacks.
    3. Places less emphasis on gold-linking and more emphasis on strategic timing.
    4. Slows down the overall pace of a fight so that it is less frenzied and more methodical.

    1. Super easy to beat with side evasion or class ability.
    2. Dodging and evasive attacks are already op
    3. Gold linking is part of strategic timing
    4. This happens anyway when you have people that are at equal skill with class ability and the ability to read decks.
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