The title says it all really, but to be more specific (could you always lean towards de-zerging pvp please). Parry-breakers seem like it would risk even worse case scenario for Solo play especially if you can't at least be guaranteed to parry vs 2 or more oppnents?
As to why I think adding the ability to parry more people at once would be better it would depend also on why SV forecasts bringing up a parry-breaker ability at all.
Is melee feeling like it doesn't have enough going on somehow? Like there isn't any content per se being added for melee fighters to feel like combat has some depth to it? Personally I would say the answer to that is that melee pvp is plenty elaborate. It actually does of all things get it right with a feel of something that is a "minute to learn and a lifetime to master" so to speak. Which isn't to say it couldn't improve what is there still, just by more fluid game play, better server response, better graphics engine and so on.
Is the reason for adding parry breaker to lean things away from spinning being what to do? Is spinning unrealistic looking or not fun?
Again I would say that's not really true. It could be that if spinning isn't so desired it might be possible to simply make Feinting more deadly in that it doesn't fully discharge your Swing Gauge to do a Feint. If that makes sense. Then lean things towards 1) parrying for the riposte and 2) aggressively attacking 3) Feinting to land full or near-full hits combined with smaller movements and turns to disguise the swing direction.
What would a multi-opponent parry ability look like? Could be something with a cool-down timer that cools down faster the more number of people that hit you, whether you parry/block it or not. How exactly it would work in practice I can visualize a couple of things but don't want to commit to it as it might ruin the idea with specifics.
As to why I think adding the ability to parry more people at once would be better it would depend also on why SV forecasts bringing up a parry-breaker ability at all.
Is melee feeling like it doesn't have enough going on somehow? Like there isn't any content per se being added for melee fighters to feel like combat has some depth to it? Personally I would say the answer to that is that melee pvp is plenty elaborate. It actually does of all things get it right with a feel of something that is a "minute to learn and a lifetime to master" so to speak. Which isn't to say it couldn't improve what is there still, just by more fluid game play, better server response, better graphics engine and so on.
Is the reason for adding parry breaker to lean things away from spinning being what to do? Is spinning unrealistic looking or not fun?
Again I would say that's not really true. It could be that if spinning isn't so desired it might be possible to simply make Feinting more deadly in that it doesn't fully discharge your Swing Gauge to do a Feint. If that makes sense. Then lean things towards 1) parrying for the riposte and 2) aggressively attacking 3) Feinting to land full or near-full hits combined with smaller movements and turns to disguise the swing direction.
What would a multi-opponent parry ability look like? Could be something with a cool-down timer that cools down faster the more number of people that hit you, whether you parry/block it or not. How exactly it would work in practice I can visualize a couple of things but don't want to commit to it as it might ruin the idea with specifics.