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Also if you're wondering who that one upvote is, thanks mate, but it's not me xD

Good point Eminem, here's why it changes something more than spinning the counter wheel.


1.The changes say: you can only knockdown when someone is doing an action and you counter it. Otherwise they take damage and knockback only. At the moment, you can kick or roll someone standing still to knock them down. If someone is standing still, you probably don't have to knock them down to kill them. Also sprinting will still get knocked down by any kick or roll. See above paragraph 4 for details and if you feel like this is becoming a science xD



2. Roll isn't like paper and kick isn't like scissors because kick is much harder to land than roll on a good player.

To use your rock paper scissors analogy, if roll were paper, it can currently beat rock (shield) and is beaten by kick (scissors.) Fair enough.

BUT this is a 2D game, not a 1D one like rock paper scissors (RPS), meaning it requires prediction for the kick.

Your kick requires you to stop running and tap shift again while also waiting so your kick is done not too early and not too late, while angling your cursor to intercept the incoming roller. It doesn't require you to simply pick it, like RPS.

Not for the roll though; you just press it and it works like in RPS.

The roll can counter a kick if from the side or back (which it shouldn't be able to do), which a kick can't do to a roll because you've moved away. The roll can be done straight out of a run because it uses a different button. The roll requires no timing because it can hit anywhere along itself.


Well thank you to any that's made it here, though I don't think there's anyone. I get you all don't want to relearn the game, so maybe just implement point 1.?

There's a good mechanics reason why though, so I guess I'm asking for the great rez to tell me no at this point xD


TL;DR Read first lines from 1. and 2.

Works good, could work better basically.

And require more skill through slightly more particular counter system. The kicking and rolling just feels very cheap if it means you aren't using your actual weapon much and I think anything that forces people to use more varied combos is good for the game and for everyone's experience, pro or casual.

The changes wouldn't actually be as noticable as the above essay sounds I think once you got used to it, and more like a traditional hack and slash where the block break (currently roll) doesn't act as a dodge as well, which makes it very spammable in my opinion.