A Counter Measure to Stunlocking

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    kazumoshi
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    A Counter Measure to Stunlocking

    Post by kazumoshi on Tue Aug 27, 2013 3:54 pm

    With all these arguments about toggle escapes and dead angles, I'm thinking a possibility for removing infinite stunlocks would be a fatigue system incorporated in weapon swings.

    Swing recovery time would increase as you swing your weapon. How much of an increase depends on the weapon's class and weight. Lighter weapons, like curved swords and katanas would experience a lower recovery increase, while larger weapons would experience a greater one.

    This would only apply to the same attack of a weapon done in succession however, as to encourage advanced combos and a bigger understanding of your weapon.

    Addressing the potential to even further imbalance strength weapons due to even less stunlocking capability. For the most part, people overstate the strength weapon pool's ability to stunlock. The only big contenders are the UGS, and the Hammers. Strength has a bigger focus on single large hits and coming out on top in trading hits (My opinion of course). This could be further bolstered by the return of heavy weapon launching ability that was in demon's souls.

    Thoughts?


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    Re: A Counter Measure to Stunlocking

    Post by SadPanda on Tue Aug 27, 2013 4:13 pm

    Or after being stunned you fall down.


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    Re: A Counter Measure to Stunlocking

    Post by Sentiel on Tue Aug 27, 2013 7:40 pm

    SadPanda wrote:Or after being stunned you fall down.
    Takes DGA in two hands and R2 as you try to stand up.

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    Re: A Counter Measure to Stunlocking

    Post by kazumoshi on Tue Aug 27, 2013 8:42 pm

    SadPanda wrote:Or after being stunned you fall down.
    It just doesn't make sense for the smaller weapons though. Like a scimitar, for example. Would being slashed across the torso by a scimitar knock you to the ground?


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    Re: A Counter Measure to Stunlocking

    Post by Soul of Stray Demon on Tue Aug 27, 2013 8:44 pm

    Yes, it very well could.
    Imagine a whole bunch of steel being slammed into your chest while it cuts you open. Do you really think you could stay on balance if you didn't have something heavy weighing you down?

    It's a freaking large piece of metal being slammed right into you. Of course not.


    Last edited by Soul of Stray Demon on Tue Aug 27, 2013 8:48 pm; edited 2 times in total

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    Re: A Counter Measure to Stunlocking

    Post by SadPanda on Tue Aug 27, 2013 8:44 pm

    Would you fall down if you got hit repeatedly by a sharp sword?


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    Re: A Counter Measure to Stunlocking

    Post by Serious_Much on Tue Aug 27, 2013 8:54 pm

    SadPanda wrote:Would you fall down if you got hit repeatedly by a sharp sword?
    I'd fall down if I got hit by a sword once! Especially if I wore something with zero poise


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    Re: A Counter Measure to Stunlocking

    Post by Soul of Stray Demon on Tue Aug 27, 2013 9:02 pm

    That's the thing, you have to be weighted down by something in order to help anchor you to the ground. Otherwise you're going to fall, imagine being punched as hard as they could, but much harder.

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    Re: A Counter Measure to Stunlocking

    Post by kazumoshi on Tue Aug 27, 2013 9:04 pm

    Soul of Stray Demon wrote:Yes, it very well could.
    Imagine a whole bunch of steel being slammed into your chest while it cuts you open. Do you really think you could stay on balance if you didn't have something heavy weighing you down?

    It's a freaking large piece of metal being slammed right into you. Of course not.
    I'm not saying that it wouldn't take you down, but how quickly you would fall from standing position is the problem. You would be slammed into the ground or thrown back in a way that maybe a bigger weapon (i.e hammers or Greatswords) would. What would happen while the person was in the middle of the falling animation? Would they have a lengthy canned animation where they couldn't be damaged as they fell to the ground, or would a single hit initiate the falling animation? How would you implement is as to not break up the tension of the fight through the person falling to the floor?


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    Re: A Counter Measure to Stunlocking

    Post by Soul of Stray Demon on Tue Aug 27, 2013 9:09 pm

    Well that's the thing, it doesn't have to be realistic.

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    Re: A Counter Measure to Stunlocking

    Post by kazumoshi on Tue Aug 27, 2013 9:14 pm

    Soul of Stray Demon wrote:Well that's the thing, it doesn't have to be realistic.
    I'm not talking about realism though. When you backstab someone in pvp, you can't really deny that for that brief period of time, the tension is loosened, and there's a break in the action. This stunning animation would put a similar pause in combat. 

    If they did knock opponents down, then weapons could have a definite combo initiated by a successful hit on the enemy, or something. 

    I'm not saying that it doesn't work, but I just want it to make sense when it happens.


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    Re: A Counter Measure to Stunlocking

    Post by Soul of Stray Demon on Tue Aug 27, 2013 9:14 pm

    Making sense is realism right? ......... (is confused.)

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    Re: A Counter Measure to Stunlocking

    Post by kazumoshi on Tue Aug 27, 2013 9:20 pm

    Soul of Stray Demon wrote:Making sense is realism right? ......... (is confused.)
    No, it's definitely not.


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    Re: A Counter Measure to Stunlocking

    Post by Soul of Stray Demon on Tue Aug 27, 2013 9:21 pm

    But not falling down after being hit, wouldn't make sense. At least not to me.

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    Re: A Counter Measure to Stunlocking

    Post by Tolvo on Tue Aug 27, 2013 9:23 pm

    Knockback might be an option as well, not knock down but knocking a person away so they aren't in range.  However with certain fast reach weapons(Spears) or fast long range weapons(Something like an Avelyn) there could be issues.  Along with that getting knocked off of places.
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    Re: A Counter Measure to Stunlocking

    Post by kazumoshi on Tue Aug 27, 2013 9:25 pm

    Tolvo wrote:Knockback might be an option as well, not knock down but knocking a person away so they aren't in range.  However with certain fast reach weapons(Spears) or fast long range weapons(Something like an Avelyn) there could be issues.  Along with that getting knocked off of places.
    Perhaps the knockback in combination with the gradually increase recovery time Eliminate the cons of both?


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