Problem
There is no natural way to break through a parry of a perfectly capable defensive player. Furthermore, being a networked game, the suggested solutions of "kicks" or "special attacks" that aim to partially solve this are limited by animations, desync and varying pings.
Solution
The game requires a parry break effect that can occur naturally throughout the fight, and not simply through an action that needs to be synchronised across varying pings.
I suggest we look at a Poise-like mechanic that creates vulnerability windows during longer fights of equally skilled opponents.
Poise
The idea is that every player has a poise cap that is visible in their statistics. Their current poise during a fight however, is a hidden value. The idea of Poise is that the heavier your Armor, the more poise you get to play with before your [Parry] become [Blocks], benefiting foot fighters.
Stagger Resistance would be a new primary skill under Balance
For each melee attack made against you, parry, block or hit, you will take poise damage.
Poise will only regenerate after 3 secs of not being struck in any form by melee or ranged attacks (note ranged doesn't cause poise damage).
Upon recovery, poise instantly refills to the % amount of stamina you currently have. E.g. if you have 75% stamina at the point of recovery, you will get 75% of your total poise pool. If your stamina increases after this point, your poise will continue to increase alongside stamina. It will stop regenerating if stamina drops below it's current %. If your stamina was below your poise, poise will stay the same.
When your poise reaches 0, you will visibly stagger for 0.5 seconds and for that time will be unable to start a new attack or parry. Additionally, for 3 seconds your [Parry] become [Block], at which point your poise instantly refills to your current stamina %.
Poise damage is calculated based on the weight of the weapon, and the charge time held of the attack:
EDIT
To reward parrying and to give shields some value through their higher frequency of equipment hits, poise damage reduction could also be included based on the following:
[Parry] = 50%
[Block] = 25%
[Equipment] = 50%
[Handle]/[Arm] = 50%
This gives the potential for 100% poise-dmg reduction as it is possible to parry a handle/arm hit etc. This rewards you for parrying properly + penalises the enemy for hitting you with their handle/arm.
Pros
There is no natural way to break through a parry of a perfectly capable defensive player. Furthermore, being a networked game, the suggested solutions of "kicks" or "special attacks" that aim to partially solve this are limited by animations, desync and varying pings.
Solution
The game requires a parry break effect that can occur naturally throughout the fight, and not simply through an action that needs to be synchronised across varying pings.
I suggest we look at a Poise-like mechanic that creates vulnerability windows during longer fights of equally skilled opponents.
Poise
The idea is that every player has a poise cap that is visible in their statistics. Their current poise during a fight however, is a hidden value. The idea of Poise is that the heavier your Armor, the more poise you get to play with before your [Parry] become [Blocks], benefiting foot fighters.
Poise = 5% of Dex + Equipped Armor weight + 0-10% via "Stagger Resistance"
Stagger Resistance would be a new primary skill under Balance
For each melee attack made against you, parry, block or hit, you will take poise damage.
Poise will only regenerate after 3 secs of not being struck in any form by melee or ranged attacks (note ranged doesn't cause poise damage).
Upon recovery, poise instantly refills to the % amount of stamina you currently have. E.g. if you have 75% stamina at the point of recovery, you will get 75% of your total poise pool. If your stamina increases after this point, your poise will continue to increase alongside stamina. It will stop regenerating if stamina drops below it's current %. If your stamina was below your poise, poise will stay the same.
When your poise reaches 0, you will visibly stagger for 0.5 seconds and for that time will be unable to start a new attack or parry. Additionally, for 3 seconds your [Parry] become [Block], at which point your poise instantly refills to your current stamina %.
Poise damage is calculated based on the weight of the weapon, and the charge time held of the attack:
Weapon weight | Charge Time | Poise Damage Taken (weapon weight) |
---|---|---|
4kg | 100% | 4 |
4kg | 50% | 2 |
4kg | 25% | 1 |
4kg | 120% | 4.8 |
2kg | 75% | 1.5 |
2kg | 25% | 0.5 |
EDIT
To reward parrying and to give shields some value through their higher frequency of equipment hits, poise damage reduction could also be included based on the following:
[Parry] = 50%
[Block] = 25%
[Equipment] = 50%
[Handle]/[Arm] = 50%
This gives the potential for 100% poise-dmg reduction as it is possible to parry a handle/arm hit etc. This rewards you for parrying properly + penalises the enemy for hitting you with their handle/arm.
Pros
- Targets foot fighters given the large contribution from armor weight.
- Disincentives walling up and simply playing too defensive.
- Charge time variable makes it so quick attack/spam does less poise damage.
- The poise recovery timer of 3 seconds encourages the player to go on the offensive in order to force their opponent to defend for a period.
- This gives them both a chance to recover poise while also keeping their opponents poise in check.
- Scales off weapon weight/speed.
- Slower weapons that have a harder time getting through parries get some love.
- Gives further value and importance to stamina management throughout a fight.
- Simply running away to trigger the poise timer is less effective due to stamina being a limiting factor.
- Magic doesn't impact poise.
- Naked's with a basic sword will have very low Poise making them stagger more frequently, which counters this frustrating aspect of the game.
- EDIT: Benefits shields through equipment hit poise damage reduction.
- Stagger could feel clunky if the visible stagger isn't done correctly.
- Less reactional control as to when you as a player get "staggered" given it's a stat based system and not a push, kick etc.
- Not knowing your current poise might be too frustrating.
- This would increase the disparity between light and heavy armors more with the game's current state.
- Would require changes to how armor weight impacts core stats (e.g. speed, stam etc).
Last edited: