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Let me hit harder, faster and more enemies per se otherwise there is no valid reason to forgo the advantages parrying has.
They would have needed to make it a good 50% more damage for that kind of trade off for no parries.
You kind of kill enemies more quickly if you can press the attack thanks to damage buffs but like you said when you need to block you need to block one move after the other until they finish their attack chain. So I think dodge gains a little more value at this point. Block until you get your stacks and dodge out of the way to make your attack.
Lack of perks. Perfect parry has a lot of buffs. Assault has non-finisher armor restor, and gunstrike damage increase.
Bulwark has parry AOE damage and same gunstrikes armor restore
Van is the only one who can increase perfect block window. But considering how fast you can die if you make a mistake.
I just can't find a reason to give up gunstrikes, even with stacks seem like a bad trade
I'd say a better solution would be something like... Fencing gives you 3 Paries within a certain amount of time, while Balance gives you 2 and Block gives you 1.
Since I played with bots most of the enemies were swarming around me a lot of the time.
It took some getting used to since you can't interrupt enemies' combos with parry anymore, so you're more on the defensive.
In that situation it's not difficult to build up stacks - I just move around and cull the herd with the melta in the mean time.
The problem is using the stacks with a heavy attack.
A lot of the time I ended up using the stacks on light attacks instead.
So far my experience with it.
Only using the stacks on heavy attacks would be a good start.
Not sure if the current implementation gives enough benefits to outweigh the loss of control over the battle flow though (interrupting combos).
Being on the defensive is always a disadvantage since the opponent has the initiative.
Personally I'd rather have it as a passive melee damage increase that builds up with each perfect block.
The stacks shouldn't get used up in that scenario.
I'd say they should give block weapons the ability to parry orange hits, this way you can actually tank almost everything.
Melee damage it's never been a problem to me, even on ruthless enemies do go down pretty quickly once you pummel them a bit (still not saying no to a 20% buff all around).
the parry knockback provides a window to get the first swing out of a charge attack before you have to parry again. if there is a single enemy you're fighting you can parry/stagger, then get the first swing AND slam done on the enemy before he can get a hit in AND your gunstrike is still up to use to regain armor.
im going to keep trying it out, but right now its looking like although they intended block to be the damage dealing choice, the damage output is nowhere near the damage output of balance.
i havent touched fencing, i cant see how it would be useful when i dont have a problem with the timing on balance
For damage buff, I would do something like this: Every time you block an attack you get a stack of the Defender buff (certain big attacks might give more), and every time you take damage you lose a certain number of stacks. Each stack of this buff has the following effects:
- increases your damage by a small percent
- gives an increasing chance that enemies you block will enter the Gun Strike state
This makes the Block weapons have a different play style from other weapons where you're playing very defensively and being rewarded for it (if you do it well) with a constant high damage buff and random gun strike opportunities.
Honestly, Balanced and Fencing weapons should be just as distinct from one another, rather than just being a bit different in stats.
parrying should be fluid part of warrior duels, giving time to sink more melee hits in. I understand tiers would be powersword > chainsword > knife > hammer > powerfist. In opposite direction (thunderhammer and fist) should be 1v1 damage gods, slow and cumbersome (no parry) but devastating in damage. So powerfists and thunderhammers excel in erasing big objects and swords cleaving through smaller objects with ease while being good duel weapons against warriors (parry). Knife is good to clear small trash but not optimal on bigger enemies.
Overall damage should be increased. I dont want to empty one clip to kill a Warrior, or hit it 15 times with relic weapon in lethal. already hitting hormagaunt 3 times with relic powerfist kills any power fantasy vibe this game should give. Compensate with even more enemies, I don't care.