See my only problem with 1.1 melee was if you were on the recieving end of a skilled opponent, it could become first hit wins the fight, i never liked that. With 1.2 hitting people is much much easier after the first hit, if there was no cap on it i could get a 5 -6 chain hit combo easy. Thats why in the past i suggested you slightly lengthen the knockback, so its
fairly easy to simple melee combo them but at the same time give the victim the ability to stop the onslaught by letting him block i doubt that it would even be that hard to code, this way you would be more focusing on breaking your opponents block, and this would make the chain combos much more interesting, say if you hit him once, he'll be flying backward then you try to hit him again and he blocks it, then you could teleport to the other side of him and hit him etc, leaving both sides a chance to use their skills in the fight rather than it being totally one sided. With the new stamina included you could make it so when you are out of stamina you cant block during knockback, which i think would be much more fair, then people can chain combo as they like, instead of it being because they got the first hit, it'd be because they'd worked hard on their opponent so they could do that to them. I dunno, i really really want this idea in, hence why i bring it up as much as possible, i wasnt even that good in 1.1, but i can understand the skill involved with chain combo's and its something i would like included in the current system, while at the same time trying to satisfy everyone.
Advanced melee could be tweaked, and i think they will make it much better, but imo they should scrap random arrows, and just make the speed the arrows disappear quicker. Also i would like a way for it to be included during a knockback, not being able to advanced melee during knockback just doesnt make sense to me. I made a suggestion about this not long ago but it was ignored:
myself :rolleyes: said:
I also propose a new advance melee move while your opponent is in knock back from simple melee or hard punching away. At the moment advanced melee is caped while someone is in the knockback stage, i propose that primary fire melee in knockback will innitiate a chase after combo, where the you follow your opponent after knocking them away holding mousebutton 1, when you hit him you start following the enemy in the direction you've hit the opponent in, you are given, say, 5 random arrows (like in a head on), you hit them with every arrow you get right, and miss them with every arrow you get wrong which is up to 4 medium attacks and one heavy attack at the end (this is a measure of how able you are to hit them as they move backwards) . You are moving throughout this process and this costs you a swoop amount of ki, all this time the defendant is powerstruggling (at the expense of ki) to regain control if he does that before you have entered the 5 randoms he strong attacks back with either mouse button, if you the attacker run out of ki, the defender automatically hits you away. Every hit you land makes it harder for the opponent to regain control making his recovery powerstuggle harder to win. If he blocks the initiating punch (knockback blocking suggested above) it only effects his block like simple melee, and justs adds to his recovering powerstruggle bar. If a person is knocked into a wall this way, extra damage is given to the attacker as he pumples the defender into the wall and it no longer costs the attacker ki. Thats pretty much it maybe tweak it here and there, but thats the overall point of the new melee addition i thought up.
See i just think that having knockback capped disrupts the flow of the game, i think it would satisfy most people to remove it, but at the same time balance it too. Im just interested in trying to acknowlegde everyones likes and dislikes, with my ideas im trying to give alteratives to both 1.1 lovers and 1.2 lovers.