Make hitting and blocking harder, bad parry direction leak dmg through.
Smaller parry time, lower parry radius.
Make good hits way harder, decrease max dmg on bad hits.
Turn up speeds all around.
Decrease armor mitigation all around.
Back hits increased dmg.
Lower in combat healing abilities.
The list goes on the longer you think about the subject but sadly all are against the new MO2 vision of Henriks.
Make the individual stronger and zergs will quiver to leave their safe zones, like the good ol days.
this is true and I've been saying the same thing. Except yea you are EU so haha, some of it doesn't work 1:1, but there is a misconception here that say making it so that it's harder to hit someone or that it's harder to kill someone will be anti zerg because the smaller party can kite and whittle them down. It's KIND OF TRUE, but when you add in magic, a bunch of people (who are also hard to hit and hard to kill,) it doesn't turn out as great.
Now, if you have people just banging away with weapons and doing big dmg, that is much different. Of course, parry should be a thing, and I esp agree with good hits being rewarded, there is a whole system of 'good hit/bad hit' in MO and that's one of the most interesting parts imo.
The one thing I disagree with is the back/parry angle thing. I know it's so wack... and like I said I try to hit people in the back, too, but now that I know for almost 100% sure that you can be behind someone on your screen and not on another, then that's just BG.
I also support a cleave (esp for Pve!!) because you can block multiple attacks, so why can't you hit multiple people?
Mainly, the thing you have to think about is you have this big blob of people... and yea this is a 1vx thread... and 1vx esp if you start mounted is at an all time LOW. Def taken a loss to 1 person once in duli beta tho. The salt flows. But generally... however, if you stop thinking about 1 (because IMO these 1vx balances fuck with the game) and instead think of a small group like 4-5 vs 12... and you have buffed dmg, extended differential in dmg depending on how well you hit, you can quick focus someone down and then dive back out and keep doing it. Instead of being like kite kite kite you can be like this guy is one step too far GETM. Then reset. Sure they can push hard, but that's when you have to have some tactics to deal w/ that then maybe whittle a few of their guys off then, too.
MO is always gonna be multi hit to kills. I mean 40 hits w/ avg 200 health is a lot of hits considering heals, parry, etc... and 40 is a big hit. But imagine banging down someone in 2-3 seconds if you get a proper jump on them. That would be ideal, IMO. If someone is out of position and you have the dudes to go in and land the hits right, they should be able to finish him fast. Then -1 zerg.
It SOUNDS counter intuitive, but it's not. As dude said the game has gotten even more zergy. The thing is, it got so 'skill based' to get a hit that people won't even fight without an EVEN BIGGER ZERG. The game should be based around landing good hits, not around blocking IMO. Or you get the terror bird huehue.
Either way, I feel like I'm betting w/ science here. I don't think the game can stay this bad for too much longer. SOON.