#random 3AM idea parry

178 messages · Page 1 of 1 (latest)

cunning path
#

Simple concept giant_think
If two units attack each other at the same time it counts as a parry and they either deal no damage or half damage only 1 attack can be parried at a time

If you UC a unit and attack a projectile the moment it hits them then it will parry the projectile and deal no damage (AI will not attempt this only UC)

Debuff attacks can be parried but not the debuffs themselves for instance if a toxic dead is parried then your UC will still get poisonedToxic_Grab

Special abilities such as sword jump, jugger charge, fullminate, ect cannot parry and cannot be parried with the exception of Tactical roll and shadowrath which can parrykytchilin

Stun and splash attacks (as well as the base damage from the attacks) cannot parry and cannot be parried except by shadowrath this keeps their parry ability unique and will still stun it wall also make ripriders and sicklewrath more consistent and not have rips be virtually immortal Marrowkia will also not be able to be parried except by shadow sicklerage

If the parry mechanic blocks 100% damage then after 2-3 consecutive parries damage is dealt anyway this counts for projectiles too

Bombers are also completely unaffected by parries as it could render them useless against an army mid fight bomber_troll

As for if this should be UC specific idk cause in some cases this could make battles last allot longer but it just makes sense for every unit to parry. Either way it'll definitely add some skill into the game and give an edge against brain dead archer cowards as well as giving some other units a little more usability

tepid oriole
#

What

#

@violet sable @tight pine @civic sage @fallen pond @frail sierra

#

@cosmic wing

#

I forgot about him, again

cunning path
#

Thanks

violet sable
#

Me watching a tower stall abuser parry my entire fcking archidon army with a single damn crawler:

cunning path
#

That's not gonna happen tho lol

#

Would be funny

violet sable
#

I don't want a bootleg shadow parry for every unit

#

Imagine the backline sniping

#

Atreyos or spearos just runs into your backline and murders your archers while simultaneously parrying many arrows

cunning path
#

That's gonna happen with Frontline regardless though is the thing giant_think

#

That's why I argued to make it UC specific

violet sable
#

It's still going to be a problem

cunning path
violet sable
#

Oh dear God imagine the raw power of spear start

cunning path
#

Your not having a swordwrath parry 20 arrows from kytchu

violet sable
cunning path
violet sable
cunning path
cunning path
#

Splash damage is not blocked so CA and CD can still deal consistent damage

violet sable
cunning path
#

So uhh right
Start of he game send spearton in to attack workers

#

Every game even without parry

#

Cause the parry doesn't effect CA you illiterate fool

violet sable
cunning path
#

"Stun and splash damage cannot parry and cannot be parried"

violet sable
cunning path
#

It still can't be parried just like sickle and rip can't either

#

Thought that was obvious

violet sable
#

It wasn't obvious

cunning path
#

I overestimated the intelligence apparently

violet sable
#

You only said it about splash and stun, not the single-target damage

#

I'm talking about the single-target damage

#

When I complain about HHW spear start becoming even more powerful

#

Because realistically, against HHW spear start the CA won't be dealing any splash damage, only the single-target damage

cunning path
#

Ok give me a sec lemme stupidify it for you magistare

violet sable
#

Fym stupidify

#

You never said anything about single-target damage being unparryable

#

Only splash damage and stun being unparryable

cunning path
#

Happy now?

violet sable
#

You should've included that earlier

cunning path
violet sable
#

You never specified anything about the single-target damage of the things that have splash damage

cunning path
#

Either that or your actively trying to find loopholes in my words cause you dislike it

cunning path
#

Any person could have understood that

violet sable
#

You only said stun and splash damage, and the base attacks are NOT splash damage

cunning path
#

When a giant hits someone do you think tiny sword is gonna win or big fckn club and a dead body?

violet sable
#

Unironically a swordwrath can solo a giant in a 1v1

cunning path
cunning path
violet sable
#

Honestly probably not

#

But maybe it's possible

cunning path
#

Theoretically it's possible if you threat it to he millisecond decisions

#

Either way I'm genuinely disappointed in you

tepid oriole
cunning path
tepid oriole
#

@fallen pond

fallen pond
#

the concept is interesting, but I personally don’t like how its going to be applied

#

like yknow, drop the mechanic to everyone except AOE/Splash without much consideration to the early phase of the game

#

there should be more changes to this aside from adding the parry mechanic itself

#

for example, UC ignore nerf, maybe get it tied to something like a card(CW or upgrades)so early isn’t busted. and most importantly be critical to what the parry does, you can’t just say 50-100% dmg reduction then add a little mechanic that tried to mitigate near invincible UC with parry. because balance wise anyone smart enough will immedietely pull away from approve button because clearly it has some unchecked dangers to game balance

violet sable
#

I probably should've mentioned that this just further nerfs underpowered units and make already strong units even more powerful

fallen pond
#

that is true, that one of the bad side effects this does and is clearly overlooked

#

strong units will benefit more from this than underpowered units

#

thats why I dislike how its designed to be a universal mechanic

violet sable
#

Shadows got less unique and indirectly nerfed too, spears, and overall units with snappy attacks (mainly spears tbh) got buffed further, and units with slow attack speed or attacks with longer "start lag" as genericalt calls it got nerfed further as not only will it be easy to parry them, it's also hard to parry with them

fallen pond
#

My poor Zarek

violet sable
#

The only underpowered unit that I see actually benefiting from this is sickles since they have the same attack animations as swords

tight pine
#

eh...

#

how is this nessessary?

cosmic wing
#

Nope
I don't think I even need to explain how bad this would be to fight against
Spears already ate strong
But if you uc a spearton because they have a very quick animation start up they will most likely deflect the projectile
This also buffs crawlers too
Because they have a quick attack if their small hitbox and their movement is not enough....

sour edge
#

....what

cunning path
cunning path
# fallen pond strong units will benefit more from this than underpowered units

While your right
A jug versing a swordwrath is pretty obvious who's gonna win that even without parry
You have to get multiple light units anyway to effectively kill the jug
Single archers can still take on singular units but if said unit is UC then it just makes them harder to kill but not impossible
On top of that an archidon can't parry due to them not having a malee attack
The fix to counter parrying is just more units the only issue is I haven't though much of early to mid game with this so stuff will likely be changed

cunning path
violet sable
#

The only reason this would be good is to give swords and sickles a way to properly fight against archer start in early game

cunning path
#

Why do you keep thinking Sickles have the ability to parry???

violet sable
#

Other than that, it just makes the game more unnecessarily complicated and fcks up the balance of early-mid game

violet sable
cunning path
#

When it comes to a single archer on point hen yeah kinda but once again all you need is 2 or 3 to kick people off the point and the other need to UC heir swordwrath

cunning path
#

Its so that way rips can't parry and CA can't be parried
How tf is that stupid to you???

violet sable
#

Why shouldn't ripps be able to parry?

cunning path
#

So they aren't as hard to deal with

violet sable
#

For CA, it makes sense, but for other things, absolutely no sense

violet sable
cunning path
#

Sickles and marrowkai are the only 2 I can see being effective negatively here

cunning path
#

Marrowkai will also be able to attack whenever and not have his attacks blocked so his long hit time will at least be consistent

violet sable
#

Ripps would be affected the least by this (other than obvious units like giants and spellcasters)

cunning path
#

Sicklewrath strength isn't hampered by parries either so they can still melt hordes

violet sable
cunning path
#

If the slow attack speed can be parried then why tf are ou wasting money

violet sable
#

Their movement is also rather unpredictable, so parrying them really won't be that easy since you won't be able to effectively predict which unit they will hit

cunning path
#

But if it is AI being able to do this then theres a half decent chance they'll parry it
If a person really grinds that skill on parrying then they could arguably do it consistently

violet sable
#

Nope

cunning path
#

Yes

violet sable
#

It doesn't matter on the player's parrying skill, it matters on their hitbox knowledge

cunning path
#

It matters on both

violet sable
#

It's hard to predict which unit ripps will hit, which is what would make them hard to parry

cunning path
#

People who want to grind that knowledge and skill will and they will use that effectively

violet sable
cunning path
#

It can be but whether it is or isn't it still gonna make rips even less useful

violet sable
cunning path
#

When theres more than 1 yeah but with a skillful player I don't think it'd be that hard

violet sable
cunning path
#

That's assuming they're UC though

violet sable
#

I will delete you from existence if you say that this parrying feature isn't UC-exclusive

cunning path
#

But if it's AI parry then it's not gonna matter unless there's only like 5 guys
Them attacking an army of people will just parry their 2 sec attack speed and deal no damage

cunning path
violet sable
#

This feature is already broken enough with it being UC-exclusive

cunning path
#

Either way assuming a rip can be parried it makes them useless
Not to mention if they parry others there still taking damage from the army while doing no damage

cunning path
violet sable
#

Assuming that this feature is UC-exclusive, it's going to be too hard to parry ripps due to them constantly switching targets because of their AI

violet sable
cunning path
#

Same with juggerknight but he parry doesn't exactly give xiphos any edges

#

It just means they hit eachother and did less damage
So what

violet sable
cunning path
#

I've done It with jug before

violet sable
#

Because juggs have a slow attack speed and can't benefit as much as spears from this

cunning path
#

True

violet sable
#

This basically has the same problem as the overhauled upgrade system

cunning path
#

How's that

violet sable
cunning path
#

Who benefits too much then?

violet sable
#

Spears

cunning path
#

Shadows I can see being nerfed since everyone can parry

violet sable
#

Swords and crawlers benefit a lot from it too

violet sable
cunning path
#

A snappy attack?

violet sable
#

An attack animation where the attacks lands pretty much right at the start of the animation

cunning path
#

Bt they should circumvent that with he increased damage

#

On top of that their parry ability will still stun

#

And it can block stuns and splash

violet sable
#

Don't bring shadowrath parry into this, it's legit broken OP

cunning path
#

Lol k

violet sable
#

I hate how weak shadowspear is pain

cunning path
# violet sable Spears

So assuming this is UC specific then only 1 spear ot of the force will be able to pary
A spear even without UC can still hold a point for early to midgame as well as scare off cowardly archers or take on 2 swordwrath giant_think

violet sable
#

Spear start will become so, SO much more powerful

cunning path
#

As soon as that person gets more than 2 or 3 units then your reliability on parry falters almost completely

violet sable
cunning path
cunning path
violet sable
#

It's still going to be a pretty big advantage

cunning path
#

3 swords ok maybe they'd be able to better defend against but anymore than that no

violet sable
#

Pretty much negating the DPS of one unit in early-mid game is a big advantage

cunning path
#

And once again it's only 1 crawler

violet sable
#

Crawlers being able to block CW archer arrows

cunning path
#

They playing fetch

fallen pond
#

anyone has tp to top?

fallen pond
#

what if, parry only negates either The base dmg or the bonus damage part of an attack.
wether its base dmg or bonus dmg being parried, it may depend on balancing, melee or ranged attack, or even a player card/unit specific effect.
(for flexibility)

status effects still carries through when parried as usual. (counter)

parry immunity of consecutive succession will be removed, since it can no longer parry up to 100% anyway.

splash attacks can now parry and be parried, either a parried splash attacks does no splash, or the full damage still executes to others except to the unit that parried the attack.
you can even choose wether the UCed unit can only parry splash if its the main target, otherwise it only parries the splash that would otherwise deal dmg to itself only.
a player card can have its own specific mechanic that interacts differently with splash, like maybe its parry removes the splash’s bonus dmg even for the splashed targets.
(this part is also a very flexible part)

AOE units cannot be parried in anyway, trying to parry an attack with stun or knockback makes the UCed unit recieve knockback(for stuns) or full knockback distance(for knockback) that ignores stun immunity. (counter)

#

I think this one gives more space for expansion of mechanics, and balancing since there are many options.

its not just this unit can’t parry and be parried or the parry negating 50-100% of damage.
excluding AOE/stuns, which would be the natural counter of parry

proud onyx
#

This idea sucks hard

cunning path
# fallen pond what if, parry only negates either The base dmg or the bonus damage part of an a...

So when it comes to splash both the base damage and splash damage itself cannot be parried in return units who have splash cannot parry either
It does not matter if it's a single target or multiple targets it is not effected by the parry mechanic
This is so that CA cannot have their shots blocked
Sicklewrath can arguably be more consistent in damage
Ripriders aren't able to live longer and can (again) deal more consistent damage as opposed to normal units
And for marrowkai himself to be better at dealing damage as well
(This consistency is very meager through and add little to nothing in the way of balance)

As for not being able to parry stuns and the bass damage with the attack
Its so that units can't parry magic attacks or boulders from egaints as that would render both of those units relatively useless against UC but it also in most cases just makes sense
A person isn't going to block a giant club that's twice their size coming down on their head

tepid oriole
#

This is a great idea, but needs improvement.

#

because this would make user control far too overpowered

#

because if you have good reaction time, then the opponent would recognize the attack pattern on what time they are gonna attack, and predicting every attack making the opponent parry every single attack.

#

vague explanation

#

but you get the point

#

but overall this is good, just needs a little push.