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Interesting, I didn't know there was a buggy parry kind of in the game. It would definitely need to be fleshed out, but I agree with concerns about lag. That is normally an issue in fighting games, but I feel like it would be much worse in a large scale game like this. I agree the parry sounds risky, but consider that this would only be used against other heroes, and you would still need to find a strategic time to use it. This mechanic wouldn't even affect current gameplay unless you run into a hero in GA or something, and it would be better getting hit while punishing a parry rather than wildly swinging on a block and still getting shot at. If you look at successful parries in fighting games, I am talking really fast, like an animation that would be at the absolute longest half a second. The damage reduction is just to allow them to get in a couple swings. Also the stagger would be super slight, way shorter than staggers that currently exist in the game. I am stressing that this mechanic would be speedy when done right to focus on the action rather than some flashy animation. For failing a parry, all that happens is you have a slightly laggy animation, as with most fighting games. If you miss, it's possible the opponent wont even react in time to punish you. None of these animations would be slow, and actionable time would need to be quick for this system to work and feel good. Like I said, this is not perfect, but it would be way better than what we have now. Maybe by the time a third game comes out, general internet service and servers will be better to the point that this is feasible.
I'd add more one saber attack like quick, strong, charged, aoe swing, excursion and opposite like back step attack. Charged attacks could break blocks and if blocking would require more than just holding, a quick flurry of attacks could penetrate someone's defence. It would also make heroes more unique, I imagine master Yoda and count Dooku would be the speed fencers with weaker Aoes and charged attacks, Grievous similar, Vader would be quite the opposite, kylo somewhere in the middle, etc
- 5 years ago@UrWeakAndAFool Oh I like that idea, like if you gave each character a unique charge move based on playstyle. Maybe give it effects to make it reactable, but if you don't it breaks block. Kind of like unblockables in fallen order. You can react and evade for a punish, but if you don't you get a broken block and punished.
- 5 years ago
I think the problem is they've totally overcomplicated the heroes in this game. They've tossed everything in:
- parry
- cooldowns on even basic abilities like force push/pull
- stamina meter for both blocking and attacking
None of it is done particularly well, and the combination has resulted in heroes that, for lack of a better term, don't feel all that heroic. Not when compared to any other Star Wars game I can think of over the past 15-20 years dating back to the original Battlefront 2 and the Jedi Knight games.
IMO just make good and fun action heroes...period. If they want competitive, then make a separate game that focuses on that like the old Jedi Knight games. Maybe give Jedi Fallen Order 2 a competitive online mode. For Battlefront 3, keep it casual, keep it fun...give us powerful heroes on the level of playing Starkiller, Cal Kestus by the end of Fallen Order, or even Disney Infinity 3.0 lol. They could put them on a timer like the original Battlefront 2 used to do if need be. Just make it fun again lol.
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