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Post by nikis9262 on Feb 2, 2016 10:50:24 GMT -6
Just before you get hit by an enemy you perform a backdash, or a block(shields), or a button combination to evade or parry the attack and then you strike back to the enemy, also the enemies can use this mechanic on you as well, kind of like the witch time in bayonetta but without the slow-motion, and just for balance reasons you may get hurt by performing the counter-attack just a little so you cant abuse this mechanic all the time, what do you guys think?
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Post by anon on Feb 2, 2016 11:29:55 GMT -6
I believe Iga has already stated in the reddit IMA that he isn't going to add any kind of combo system and that he is used to/prefers the dodge and attack method. I think BDC (backdash-cancel-attack) is a staple of a metroidvania. At the very least I would expect a backdash. That is pretty much the combat system minus ranged and magic in igavanias. I can't imagine they would want to impede on that specific gameplay or to add a different way to dodge/counter attack especially while hurting your character.
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purifyweirdshard
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Post by purifyweirdshard on Feb 2, 2016 13:45:23 GMT -6
Well, if anything, I could see there being a perfect guard with shields similar to how Leon can time a block with his gauntlet in LoI. There wouldn't be a counter attack initiated per se, though, but perhaps this would be the only way to block non-projectile attacks? Maybe it would regenerate MP or health, depending on the shield. This would also help with making shields viable/useful as we were looking into in their thread.
Otherwise, a Souls riposte or Bayonetta witch time dodge isn't really something a game like this really needs and would be somewhat awkward, I think. Allowing a little extra perk to using a shield though, sure. Flash white, get 5% MP back, less guard stun or pushback, etc.
What you're describing with the "taking damage" part of the counter attack reminds me of the Castlevania 1 critical hit glitch where you can bug out the hitbox of Simon's whip while getting hit to do extra damage to bosses. Pretty slick, though hard to do, if you're not already cheesing them out with holy water.
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Post by nikis9262 on Feb 3, 2016 0:35:40 GMT -6
Just before you get hit by an enemy you perform a backdash, or a block(shields), or a button combination to evade or parry the attack and then you strike back to the enemy, also the enemies can use this mechanic on you as well, kind of like the witch time in bayonetta but without the slow-motion, and just for balance reasons you may get hurt by performing the counter-attack just a little so you cant abuse this mechanic all the time, what do you guys think? Maybe i need to explain this better, what i meant its you counter-attack every enemy attack by evading, backdashing or blocking with your shield just before you get hit and then you inflict damage to the enemy, the "taking damage" part its only if the attack its not fully avoided or too strong(theres small window of oportunity to do this without getting damage) and instead of getting a damage of 100 you get a damage of 15 but inflicting full damage to the enemy and remember the monsters can do this on you with the same rules, this is just an opinion, let me know if you like this idea or not by voting =)
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Post by Kaius on Feb 3, 2016 5:41:59 GMT -6
I like these mechanics but I won't be mad if there is any.
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Post by Nelson Belmont on Feb 3, 2016 12:14:25 GMT -6
I think it would be nice but if it's something you gain after certain xp level (or skill from a boss), that way it would fit the igavania mechanics
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Post by CastleDan on Feb 3, 2016 13:18:16 GMT -6
As IGA said you'd be entering fighting type game mechanics, and it would kill the pacing of an IGAVANIA type game. His games are supposed to be light on the feet, with slash+evade+jump...
Not parry, attack, combo slashs, block...etc
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Post by GenericSoda on Feb 6, 2016 15:59:27 GMT -6
My ideal Castlevania design doc would have a dodge mechanic and dodging an attack properly would cause a GGXrd-esque time-slow, whild dodging improperly would mean eating extra damage.
So yeah, if something like this was in Bloodstained and it complemented the movement and attacking, I'd be down.
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Post by lod7 on Feb 12, 2016 0:36:47 GMT -6
Lol have a slow time effect like witch time activate when Miriam dodges using a back dash and have a reposte mechanic that would deal 4x dmg using a shield at the right time.
Still no combos but if they can implement this nicely in the 2D environment it could definitely breathe new life to the genre.
Having different weapons or accessories to up these effects like longer time or 1 dmg on regular hit but 10x dmg on reposte/counter.
The slow time effect can even be upgraded to maybe have a teleport move where upon back dashing successfully pressing attack would (or another button) would promt you to teloport behind the enemy.
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