We need dynamic stamina logic dependenton range and a hard strike modifier Its the nick and nate style of striking and why nate feels bad. This proposed idea ive beat the drum on for awhile would also allow true rhythm manipulation which even fnc had and the control scheme is modeled after. Both of which should have different levels of stamina drain. But the problem is really the striking itself and the ability to throw hard or soft strikes. This means that while it may be possible to use movement effectively to avoid most things, it only requires one or two mistakes, even against a poor player, to lose all the work you did avoiding double the strike output of your own. Guys in your face the whole fight are mostly just going to hit your block.Įspecially with movement, you put yourself at maximum vulnerability whenever you use many of the options available. It also punishes range fighters badly as each missed strike, even jabs thrown at range as feelers/distraction are taxed heavily. If the problem is volume and pressure, huge stamina tax on whiffed only means that you have to work way too hard to gas guys in your face. I still think all movement needs the stamina tax slightly reduced as well. If anything the stamina on whiffed should be dialed back slightly, but all other strikes, blocked included, should be a bit higher base stamina tax. Nah whiffed strikes are already huge stamina tax.
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