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Damge de-multiplier for nasty melee combos

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TheBlackshot
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Damge de-multiplier for nasty melee combos

Post by TheBlackshot » Sun Dec 02, 2018 2:49 pm

I'm no good at writing, especially when it comes to technical stuff like this. Anyway

Anyone who has fought against a good melee player (or good player in general) has seen the massive damage and combos they can deal in such little time with little to no room for you to react and counter. I'm speaking of the "jump on object" -> "kick" -> "jump down, kick again" -> "grab" type of specialists. Sure, skill should always be rewarded somehow, even in a casual game. I do demand limitations, a frame or regulation as to what is acceptable and what is too dull, onesided and overpowered. Sorry that I cannot deliver exact numbers now but certain players (who usually play at low pings) get too many free hits with more or less cheap tricks. For that I'd love to see a demultiplier of sorts. Kinda like the anti-team melee mechanic (if that's still a thing :? ) that does not let in too many melee punches at a time.
In practice: Once you get hit in melee lets say five times in uh, a very short period of time, the punches (by that opponent) demultiply with every free hit. This shouldn't be unfair for the skilled player, just giving a hand to the knocked guy who's suffering from a little mistake.
It's hard to explain, I hope I made myself clear
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Post by KliPeH » Sun Dec 02, 2018 3:12 pm

Last time I proposed this nasty cooldown bypassing be dealt with in a similar fashion to any other glitch I was told it's an intended part of the meta-game and is some form of "advanced technique" players perfect as they play the game and get better at it. Removing this "feature" would only "slow the game down" and it was probably "your fault" for falling victim to it anyway.
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Post by RickAvory » Sun Dec 02, 2018 3:17 pm

There has already been some severe limitations on us players who had used some fancy combos in Melee prior 1.3.0. It has already become very stiff and slow due to the player not being able to instantly jump out of a roll prior to a punch or kick.

Anyways, what you said about the ping is correct. Lower pings have a big advantage over a higher pint. Not sure if there is any solution to that.

I really don’t think there should be any demultiplier of the sort. It really discourages melee as an effective tactic and I think melee has been nerfed enough. If you want to argue that a team of two is just attacking you (2 vs 1) then it is your job to escape from that or your teammates job to assist you.
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Post by TheBlackshot » Sun Dec 02, 2018 3:32 pm

KliPeH wrote:
Sun Dec 02, 2018 3:12 pm
part of the meta-game and is some form of "advanced technique" players perfect as they play the game and get better at it. Removing this "feature" would only "slow the game down" and it was probably "your fault" for falling victim to it anyway.
I don't disagree, I was only trying to find a sweet spot for everyone with my suggestion.
RickAvory wrote:
Sun Dec 02, 2018 3:17 pm
It really discourages melee as an effective tactic and I think melee has been nerfed enough.
My demultiplier sounds heftier than it is (or should be) and I think the melee still needs a bit of nerfing. A skilled player can still win by too much of a discrepancy under unrealistic conditions.
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Post by RickAvory » Sun Dec 02, 2018 4:24 pm

TheBlackshot wrote:
Sun Dec 02, 2018 3:32 pm
RickAvory wrote:
Sun Dec 02, 2018 3:17 pm
It really discourages melee as an effective tactic and I think melee has been nerfed enough.
My demultiplier sounds heftier than it is (or should be) and I think the melee still needs a bit of nerfing. A skilled player can still win by too much of a discrepancy under unrealistic conditions.
My philosophy has always been to “enable instead of disable”. Instead of disabling the skilled opponent, why don’t we enable the weaker opponent? This way the skill gap isn’t lowered to nothing. I’m not sure what can be done to accomodate ur issue but I never even saw this as an issue. If you can think of a way that enables you instead of disabling us maybe I can be on board.
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Post by Del Poncho » Sun Dec 02, 2018 5:54 pm

RickAvory wrote:
Sun Dec 02, 2018 4:24 pm
My philosophy has always been to “enable instead of disable”. Instead of disabling the skilled opponent, why don’t we enable the weaker opponent? This way the skill gap isn’t lowered to nothing. I’m not sure what can be done to accomodate ur issue but I never even saw this as an issue. If you can think of a way that enables you instead of disabling us maybe I can be on board.
Well, the problem is that it's too easy to stunlock the enemy, meaning that there are plenty of situations in wich you can hit the enemy multiple time before he has time to react.
The way I see it, there are 2 most doable ways to solve this problem: Either what OP suggested, or a cooldown to stuns, meaning that after a 2-3 times you get staggered, you just ignore every attack (not the damage tho).

One other, less easy to implement (I guess) way, would be to let us defend ourselves from kicks and such while we're on the floor.
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Post by RickAvory » Sun Dec 02, 2018 5:56 pm

Del Poncho wrote:
Sun Dec 02, 2018 5:54 pm
RickAvory wrote:
Sun Dec 02, 2018 4:24 pm
My philosophy has always been to “enable instead of disable”. Instead of disabling the skilled opponent, why don’t we enable the weaker opponent? This way the skill gap isn’t lowered to nothing. I’m not sure what can be done to accomodate ur issue but I never even saw this as an issue. If you can think of a way that enables you instead of disabling us maybe I can be on board.
Well, the problem is that it's too easy to stunlock the enemy, meaning that there are plenty of situations in wich you can hit the enemy multiple time before he has time to react.
The way I see it, there are 2 most doable ways to solve this problem: Either what OP suggested, or a cooldown to stuns, meaning that after a 2-3 times you get staggered, you just ignore every attack (not the damage tho).

One other, less easy to implement (I guess) way, would be to let us defend ourselves from kicks and such while we're on the floor.
Or you can just recovery roll out of it... a feature that has been screwed with a good amount that I personally utilised and had success with.
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Post by Del Poncho » Sun Dec 02, 2018 7:09 pm

RickAvory wrote:
Sun Dec 02, 2018 5:56 pm
Or you can just recovery roll out of it... a feature that has been screwed with a good amount that I personally utilised and had success with.
There are plenty of times in wich a recovery roll is just not fast enough.
Also, considering the nature of the game, most times you won't have the physical space to escape with a roll. 99% of melee fights take place in a busy space, between tables, desks and barrels, wich will often obstruct your movement, closing the gap between you and the enemy stunlocking you.
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Post by RickAvory » Sun Dec 02, 2018 7:13 pm

Del Poncho wrote:
Sun Dec 02, 2018 7:09 pm
RickAvory wrote:
Sun Dec 02, 2018 5:56 pm
Or you can just recovery roll out of it... a feature that has been screwed with a good amount that I personally utilised and had success with.
There are plenty of times in wich a recovery roll is just not fast enough.
Also, considering the nature of the game, most times you won't have the physical space to escape with a roll. 99% of melee fights take place in a busy space, between tables, desks and barrels, wich will often obstruct your movement, closing the gap between you and the enemy stunlocking you.
I don’t know man. The only issue I personally have with this whol stunlock thing would be when the opponent has slow motion. Never have I ever thought that being caught in a stunlock is unfair, and it was most likely me at fault. One thing in particular I would be on board with is the ability to quickly roll and jump out of a situation like that, which requires SKILL from the defensive player instead of denouncing Skill from offensive player.
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Post by Del Poncho » Sun Dec 02, 2018 7:37 pm

RickAvory wrote:
Sun Dec 02, 2018 7:13 pm
I don’t know man. The only issue I personally have with this whol stunlock thing would be when the opponent has slow motion. Never have I ever thought that being caught in a stunlock is unfair, and it was most likely me at fault. One thing in particular I would be on board with is the ability to quickly roll and jump out of a situation like that, which requires SKILL from the defensive player instead of denouncing Skill from offensive player.
Wether they're unfair or not is up to a personal decision. To me, they are, since they award landing - for example - a simple kick with a heavy amount of damage, possibly enough to kill a full health fighter, if the attacker has a katana.

But wether they're fair or not, they're simply not fun.
I'm not incentivated to get close to someone if I know that our fight will end with one of us just stunlocking the enemy to the death. Melee should let you prevail at any time, if you outplay your enemy. You shouldn't have to wait for him to end his combo wombo to start playing again.

Also, roll jumps+hit were absolutely horrible, they shouldn't be reimplemented in any way.
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Post by RickAvory » Sun Dec 02, 2018 8:14 pm

Del Poncho wrote:
Sun Dec 02, 2018 7:37 pm
RickAvory wrote:
Sun Dec 02, 2018 7:13 pm
I don’t know man. The only issue I personally have with this whol stunlock thing would be when the opponent has slow motion. Never have I ever thought that being caught in a stunlock is unfair, and it was most likely me at fault. One thing in particular I would be on board with is the ability to quickly roll and jump out of a situation like that, which requires SKILL from the defensive player instead of denouncing Skill from offensive player.
Wether they're unfair or not is up to a personal decision. To me, they are, since they award landing - for example - a simple kick with a heavy amount of damage, possibly enough to kill a full health fighter, if the attacker has a katana.

But wether they're fair or not, they're simply not fun.
I'm not incentivated to get close to someone if I know that our fight will end with one of us just stunlocking the enemy to the death. Melee should let you prevail at any time, if you outplay your enemy. You shouldn't have to wait for him to end his combo wombo to start playing again.

Also, roll jumps+hit were absolutely horrible, they shouldn't be reimplemented in any way.
I’m not sure what game you are playing, but those perfect stun locks are extraordinarily rare. Only when I see someone execute it absolutely perfectly with no errors will this happen, which is very difficult to perform. Usually I would see a stunlock of 2-3 hits, which I see no issue with. That’s not even considering if the opponent is proficient in preventing It.

I don’t know about you, but when I see two skilled players meleeing each other trying to gain control, that isn’t boring by any stretch of the imagination. The movement speed and tactics that are used are extraordinary in my opinion.
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Post by Del Poncho » Sun Dec 02, 2018 9:22 pm

RickAvory wrote:
Sun Dec 02, 2018 8:14 pm
I’m not sure what game you are playing, but those perfect stun locks are extraordinarily rare. Only when I see someone execute it absolutely perfectly with no errors will this happen, which is very difficult to perform. Usually I would see a stunlock of 2-3 hits, which I see no issue with. That’s not even considering if the opponent is proficient in preventing It.

I don’t know about you, but when I see two skilled players meleeing each other trying to gain control, that isn’t boring by any stretch of the imagination. The movement speed and tactics that are used are extraordinary in my opinion.
I guess we're just playing with different players.
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