Your comments

Just in my opinion, you shouldn't be able to get more than one counterattack off on a single block. It makes blocking the whole game like it was before you changed roll. It just turns the game into "who is dumb enough to attack their constantly blocking opponent". Sure, you can try to roll, but 1 damage per successful roll is insignificant compared to the 4 and sometimes 6 damage you get off per successful block.

Ok nvm I understand now. I love the changes, but one problem, perhaps an oversight:

On a successful block, because the counterattack doesn't knock opponents over, it is easy to land 2 normal attacks while they are still stunned. This is a lot of free damage. Maybe you should change?

I don't understand the different weapon balance changes. Does the Axe get any stat changes? With the difference between in front and on the side attacks, does this only apply to a certain attack animation????????

Confused.

Agree.

Wow, look, Furry and I agree on something!

I made a post about this stunlocking problem.

With rolls being the only thing to counter block, problems arise. Because you can walk backwards at standard speed while blocking, you can escape any roll. Rolls are impossible to hit on a backward-moving target, and will just let them take three melees on you to insta-kill. While blocking, your speed should be reduced to 50% to fix this problem.


P.S. PLEASE fix 360 blocking! it's infuriating that you can't flank and hit an enemy from behind while they're blocking!

how about you learn how to spell first, hmm?

Weapon Throw Ability: good, but needs to deal 5 or 6 damage as opposed to 4. Otherwise, it's almost never worth not being able to use ordinary attack for 15 seconds.

But it's broken, and if you're facing hordes of enemies, they should be able to beat you easily. Flanking is an advanced tactic, using dash to do so is especially a high-skilled maneuver, someone agile enough to do this should be rewarded.

I think it's good, but the dashing right through walls should get fixed. I think the cooldown system is clunky, maybe it can use up 25% of run stamina, and have a shorter cooldown (1 second?). Dashing through your enemy to get behind them seems a pretty good use.


This brings up a few larger ideas I have as to where the game is going. I feel like the normal attack, while a vast improvement from the earlier version, is still too fast and spammy. In my opinion, Attack should be reworked to a much slower gesture, so that the meta isn't "try to get your opponent to attack you while blocking". Because attacks come rapidly, a dash is devalued because you can't make something useful of it if your opponent misses. While the attack is slower, this would make way for something like kick or roll to take the place as a quicker, more flexible alternative to a slower, more powerful attack.


Another final change: Fix 360% blocking. I think it's dumb that someone can face opposite you and successfully block a knife that you throw. Maybe this would go hand-in-hand with fixing the attacking-through-walls problem, I don't know.


I want to wrap up with my declaration that I love the way this game is going, and you're doing great work with it. Keep it up!