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The reason I am making this is because I feel like the current block system for dueling it a little shit. It seems to be all or nothing PB's from what I can tell, and have learned from others. My suggestion is (Excuse the crappy drawings) This:
MB2 Picture Thingy
Now you may be saying "Wtf is this shi*t?". Well let me explain. You see, my suggestion is a new blocking system which uses three different block types.
There would the semi-block, which only happens if you hit the yellow area. This will reduce BP drain, but you will still lose the other stats you had built up from combos.
The blue areas would be regular blocks. You would lose no BP, and lose half of what you gained from combos.
The green areas remain perfect block, but now it comes with the bonus of being the only block which can keep all your stats up while adding bonuses for PBing
Maybe also something between green and blue which kept your stats safe, but no bonuses.
Here is also a (May I add amazingly drawn) slideshow:
“Oh no he is too great a pber”
As show, poor Stick Man #1 cannot attack because Stick guy #2 is too great at PBing, but he also cannot find the right PB zone in time to block Stick #2's attack, meaning his PB bonuses are letting him win.
Now hopefully this is showing what I am getting at here with three block zones. Bonuses shouldn't be thrown around for PBing when it's almost the only form of block used. But if PBing were to be even harder, and regular blocking were added, then it could function like a real duel. While a good fighter can block an attack, a great fighter can turn it around. And I feel like this should also apply to normal dueling instead of the regular "You can't Pblock you are doomed" kind of thing I see a lot.
Of course this could use work, but I would find it much better if the blocking system used a line instead of a circle, as hitting the edge of a sword would hardly count as blocking, hitting it would block it, and a perfect hit against the sword could give room for a disarm, or a simple stagger time for a small combo attack.
This is, sadly as it may seem for you all, the end of what I have to say.
But don't worry I am gonna do a few more of these looking at other aspects of the game when I feel like I've grasped their concept enough.
MB2 Picture Thingy
Now you may be saying "Wtf is this shi*t?". Well let me explain. You see, my suggestion is a new blocking system which uses three different block types.
There would the semi-block, which only happens if you hit the yellow area. This will reduce BP drain, but you will still lose the other stats you had built up from combos.
The blue areas would be regular blocks. You would lose no BP, and lose half of what you gained from combos.
The green areas remain perfect block, but now it comes with the bonus of being the only block which can keep all your stats up while adding bonuses for PBing
Maybe also something between green and blue which kept your stats safe, but no bonuses.
Here is also a (May I add amazingly drawn) slideshow:
“Oh no he is too great a pber”
As show, poor Stick Man #1 cannot attack because Stick guy #2 is too great at PBing, but he also cannot find the right PB zone in time to block Stick #2's attack, meaning his PB bonuses are letting him win.
Now hopefully this is showing what I am getting at here with three block zones. Bonuses shouldn't be thrown around for PBing when it's almost the only form of block used. But if PBing were to be even harder, and regular blocking were added, then it could function like a real duel. While a good fighter can block an attack, a great fighter can turn it around. And I feel like this should also apply to normal dueling instead of the regular "You can't Pblock you are doomed" kind of thing I see a lot.
Of course this could use work, but I would find it much better if the blocking system used a line instead of a circle, as hitting the edge of a sword would hardly count as blocking, hitting it would block it, and a perfect hit against the sword could give room for a disarm, or a simple stagger time for a small combo attack.
This is, sadly as it may seem for you all, the end of what I have to say.
But don't worry I am gonna do a few more of these looking at other aspects of the game when I feel like I've grasped their concept enough.