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Suggestions for the new block mechanics/break through

eva1988eva1988 Posts: 183 Arc User
edited September 2016 in Suggestions Box
I see what they were going for with having block only being removed while active, making it more tactical when you try and remove it; but i've come across a somewhat exploitative method of getting around the which i'll refer to as "block tapping". By that i mean, just tapping block, and not holding it, or holding it for short bursts the releasing briefly to go back into holding.

Why i've found this to be a problem can be listed in a few reasons.

-The block animation can't keep up, making it visually impossible to see whether block is active, or not. If someone repeatedly taps block, it can either look like they don't have block on, or that they consistently have it on, which basically means removing it turns into a game of luck. Also, you can't see if someone is blocking while their travel power is active(certain travel powers).

- The transition from a state of not blocking, to a state of blocking is too quick ( i suppose you could say that is the same reason as above), meaning it is too easy to back out of a block and avoid a break through. If i fire a shadow blast with break through, they can visually see it coming and easily time their block to avoid it breaking through. This seems to particularly disadvantage ranged break through, and lunges.

-It adds a skill element to avoiding damage, but there is not damage equivalent; what i mean by this is : whether or not the breakthrough lands is all in the hands of the one blocking; if i have breakthrough, i can't guarantee i'll be able to land it, it relies on the enemy making a mistake, if they don't make a mistake, their block isn't coming down no matter what you try.

Originally i didn't like the new block mechanic because i felt it added a layer of defense to a game that already has defense abilities that are way too strong, just making tanks and the like that much more unkillable; but now i see the intention behind adding this. I'm assuming it was to add a skill element to using block, which I think is a great idea, but i definitely think it needs fine tuning; maybe a cooldown on block, or an activate time, or even having block be locked on for a while after pressing it so you can't just flip between block and unblocked; that way it remains fair for those who try to break through.

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