Hellish Quart

Hellish Quart

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Yaginku Oct 26, 2020 @ 12:51pm
Combat Option - Stamina Bleed + %
I believe this option should be On by default, but the beauty of fighting games is that you can set up the rules how you want (using the options menu).
Stamina Bleed - Whenever a character spends stamina in any way, they also lose x% of max stamina. Once below 50% max stamina, it falls 1/2 as slow. It cannot fall below 25% of max stamina.

Stamina really doesn't play a role in more "moderate" fights, because you have to bash the guard a ridiculous number of times to induce exhaustion. Stamina bleed ensures that you cannot just guard forever. It also realistically represents the fighters getting tired as the fight goes on.
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Showing 1-15 of 21 comments
Like there is already a mechanic to make u move slower if hit
Tiwaking! 56k NZ Oct 26, 2020 @ 1:38pm 
Originally posted by 𝓨𝓪𝓰𝓲𝓷𝓴𝓾:
Stamina bleed ensures that you cannot just guard forever. It also realistically represents the fighters getting tired as the fight goes on.
The ingame video tutorial shows how you cant guard forever. If you continually attack then your opponents guard will be broken.
Ger4og Oct 26, 2020 @ 1:49pm 
Guys try to create various *not always fitting* features even though they seem to haven't played the game actually
Yaginku Oct 27, 2020 @ 6:59am 
Originally posted by Tiwaking! 56k NZ:
Originally posted by 𝓨𝓪𝓰𝓲𝓷𝓴𝓾:
Stamina bleed ensures that you cannot just guard forever. It also realistically represents the fighters getting tired as the fight goes on.
The ingame video tutorial shows how you cant guard forever. If you continually attack then your opponents guard will be broken.

If your opponent gets any chance to regenerate stamina, they can absolutely block forever (discounting bugs and random physics). The amount of stamina is very high and it's non-modifiable.

Originally posted by Ger4og:
Guys try to create various *not always fitting* features even though they seem to haven't played the game actually
We've run a casual 4-player tourney, so come up with an actual argument next time.
Bandiuga Oct 27, 2020 @ 10:37am 
"If your opponent gets any chance to regenerate stamina, they can absolutely block forever (discounting bugs and random physics). The amount of stamina is very high and it's non-modifiable."

total nonsence :D there is some attacks/combos that go through block. Stamina bleed is really stupid idea. On what platform you run that "amazing" tourneys i would love to participate ;)
Yaginku Oct 27, 2020 @ 11:15am 
Originally posted by Bandiuga:
total nonsence :D there is some attacks/combos that go through block.
Congratulations, you've found a bug. Your comment doesn't even have anything to do with what I posted.
Originally posted by Bandiuga:
Stamina bleed is really stupid idea. On what platform you run that "amazing" tourneys i would love to participate ;)
Try to come up with an actual argument next time ;) We're playing in-person, I doubt any of my friends would like to be joined by someone so inept ;)
Solinarius☕ Oct 27, 2020 @ 12:30pm 
Peak fighters can go on for a long time; certainly much longer than the average fight that I've experienced in this game. Even a tempo that lasts 100 swings shouldn't be enough to tire them to the point of dramatic slowness. My point being it seems OK as is, especially since this game seems to want to represent more practical martial combat.
Last edited by Solinarius☕; Oct 27, 2020 @ 12:32pm
Nommalorel Oct 27, 2020 @ 2:13pm 
most of the fights i had, usually one of the fighter gets tired, idea is good but stamina level is low enough rn
Bandiuga Oct 27, 2020 @ 2:56pm 
"Congratulations, you've found a bug. Your comment doesn't even have anything to do with what I posted." well why it is a bug? you have dev confirming its a bug? game use physics and if you use physics to overcome block that means physics is a bug? :D

"Try to come up with an actual argument next time ;) We're playing in-person, I doubt any of my friends would like to be joined by someone so inept ;)" i actually provided an argument but it was on point sad you didnt get it... yes i agree i doubt also any of your friend have guts fighting someone who actualy know how to fight :D

"Peak fighters can go on for a long time; certainly much longer than the average fight that I've experienced in this game. Even a tempo that lasts 100 swings shouldn't be enough to tire them to the point of dramatic slowness." you mean fighters of similar level right? i really doubt there are experts on this game yet so if two idiots dance for a long time that means only that two idiots dance for a long time...

"Even a tempo that lasts 100 swings shouldn't be enough to tire them to the point of dramatic slowness" complete nonsence! if you didnt break tempo both of you will be tired after several hits ( around 6 more or less as far as i know). Atack swing and blocking a hit drain stamina. I can drain my own stamina in like 5sec just doing fast feints :D
Last edited by Bandiuga; Oct 27, 2020 @ 3:12pm
Yaginku Oct 27, 2020 @ 3:35pm 
Originally posted by Bandiuga:
well why it is a bug? you have dev confirming its a bug?
Yes, it's both in the original tutorial video and the recent "feints" video. Neutral stance is meant to attempt to block every attack. Obviously distance and physics play a role. There are some attack+defense combinations that are bugged, like Gideon's Y against Barabasz. That's not part of the game.

Originally posted by Bandiuga:
i actually provided an argument but it was on point sad you didnt get it... yes i agree i doubt also any of your friend have guts fighting someone who actualy know how to fight :D
My point is - even if gameplay skill gave you any authority on game design (which it doesn't), you still wouldn't have it. ;)
Bandiuga Oct 27, 2020 @ 4:24pm 
"Yes, it's both in the original tutorial video and the recent "feints" video. Neutral stance is meant to attempt to block every attack. Obviously distance and physics play a role. There are some attack+defense combinations that are bugged, like Gideon's Y against Barabasz. That's not part of the game."

again, you make asumptions. Kubold never made a statement about buged mechanics. All he said that game is physics based, do you even know what it means? in the recent feint video he pointed out that if you move back you will have 100% chance to block (i fought many dudes that tried to abbuse by constantly moving back until they hit map border and they couldnt back up anymore and got slaughtered, what they achieved is wasting our both precious time) but if you stop for a moment there are several things opponent can do to get around your block. Dude i realy dont know what are you trying to achieve but you clearly have poor knowledge on how game works.

"Gideon's Y against Barabasz"

nonsence, many times debuged this in fight with ppl (not fkng bots). In fact you can get around barabash block with gideon while he is doing nothing not only with Y but with B and A. If barabash moves back he will block it. I play only with barabash and many players tried rush me with gideon to abuse this Y myth with failure if i dont mess up my timings. Gideon is realy scary in close quarters but just observing his stance or dashing forward on the right time and grab his hand you can easily counter this rush. I still experimenting on how to counter this. This is how Gideon works. His atacks are superior at close range but play at close range is a gamble if you face against good player.

"My point is - even if gameplay skill gave you any authority on game design (which it doesn't), you still wouldn't have it. ;)"

dude are you tripping? :D

Last edited by Bandiuga; Oct 28, 2020 @ 1:57am
Tiwaking! 56k NZ Oct 28, 2020 @ 12:36am 
Originally posted by 𝓨𝓪𝓰𝓲𝓷𝓴𝓾:
Originally posted by Tiwaking! 56k NZ:
The ingame video tutorial shows how you cant guard forever. If you continually attack then your opponents guard will be broken.

If your opponent gets any chance to regenerate stamina, they can absolutely block forever (discounting bugs and random physics). The amount of stamina is very high and it's non-modifiable.
I propose an option for turning off auto-guard
Bandiuga Oct 28, 2020 @ 12:59am 
"I propose an option for turning off auto-guard"

another bad idea... if opponent too defensive and constantly backs up when you push, just push it to the border and compensate any side steps eventually you will corner him. Also grappling is a good way to counter push but its a gamble and its the only part of the game that should be worked out to feel as it really skill based not luck. As Kubold sad game emphasis on keeping your distance and proper footwork. You actually need to observe opponent moves and move accordingly. Some attacks have wider trajectory but slower, some are shorter but faster etc. Guys please learn basics at least before posting stupid ideas!
Last edited by Bandiuga; Oct 28, 2020 @ 1:03am
Tiwaking! 56k NZ Oct 28, 2020 @ 1:31am 
Originally posted by Bandiuga:
"I propose an option for turning off auto-guard"

another bad idea
I didnt say I was going to use it.

Also, there is already a thread about turning off auto-guard.

I think having the damage multiplier option is a "bad idea", but am not against having it in the game.
Originally posted by Bandiuga:
Guys please learn basics at least before posting stupid ideas!
You should learn that by adding options into a game can drastically alter how a game can be played, whether for better or worse is unknown until you try them (not that I would because Im a lazy default only player). For example: There is no guarding in Bushido Blade and its one of the greatest sword fighting games ever made.

I disagree with the stamina idea that is being proposed here, but I only play in local multiplayer with the rounds being very short (less than a minute). Im not sure who 𝓨𝓪𝓰𝓲𝓷𝓴𝓾 is playing against but I would be curious to see some video footage of their battles. The fights sound like amazing swashbuckling back and forths as opposed to the murderously fast counter-hit play Im used to.

Optional options are just that: Options. You dont need to use them. You might not want to use them. But they might lead to whole new genres and styles of gameplay as numerous, colourful, and as varied as the real life weapon fighting styles we have today.
Bandiuga Oct 28, 2020 @ 1:39am 
I mostly do fast counter hits also because opponent stupidly open himself out ( i do it myself also, still learning). Its hard to keep proper tempo when you use side steps and opponent fails to react fast enough to scratches and get powned.
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Date Posted: Oct 26, 2020 @ 12:51pm
Posts: 21