New Fighting Style: Capoeira

New Fighting Style: Capoeira
effort 4.272727272727272 11 quality 3.916666666666667 12 reasonability 2.75 12

I am someone

You are not a valid human being

Haha, so funny. Reminds me of twitter users.

Thank goodness Im not one

You literally just called me less than a human because I disagree with your take. Thatā€™s basically every twitter user ever. Ever heard of opinions, you numbskull? Itā€™s unlikely a numbskull knows what an opinion is, though.

Nice ā€˜gimmickā€™, but I see 1 possible bug with this other than the dodge mode not working

The dodge effect can be affected by ANYTHING, even a singed damage tick or 1 instance of damage from an acid puddle, the damage the dodge mode reacts to has to be direct damage, not indirect

Just unnecessarily hard to balance like pre-rework Exoskeleton from Deepwoken. If multi hits take dodges then the mechanic is near useless unless you fight a slow ironleg type build, if multihits donā€™t count then trying to deal any damage can just be a slog, etc.

I just really dislike all i-frames now after playing so much ABA

This is a pretty nice Idea, and Capoeira in my opinion is a unique fightingstyle that could add some divesity to the fighting styles.

Though the Dodge idea seems op, iā€™m sure that it can be tweaked and the stats of the fighting style can be fixed to make it less op while still being good

Maybe instead of loosing 33% of your bar you should loose an amount based on the damage you take, making both dots and damage focused builds interact seperately

This would make beserkers and warlocks very strong though, so instead of having a dodge gimmick it could have a sort of critical hit system, like landing a couple of hits in a row or dealing enough damage could stun an oponent. I feel like thereā€™s a lot of gimmicks that could be used instead of the ā€œdodge barā€ idea on such a diverse fighting style as capoeria

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good idea ngl

1 Like

Might have to suggest a combo oriented fighting style once i get suggestor privilege

already been done like 12 times sorry

Yet itā€™s not in the game yet, besides you got to be creative with it

this looks like the most annoying thing ever, it increases attack size and speed (2 most annoying stats) and makes u unhittable. This thing is so braindead and annoying nobody would ever want to fight it

Youā€™re acting like the Capeoira player is constantly unhittable. That isnā€™t the case. Their invincibility can be canceled by 2 or 3 attacks or ticks of damage.

Iā€™m gonna be honest with you my guy: there are times in PVP where youā€™ll only be landing a few attacks through raw size alone. Your opponent being able to just COMPLETELY ignore that is hugely problematic and frustrating.

Also, this may present an issue in the future for NPC attacks that are intended to deal massive damageā€”being able to just ā€œget out of jail freeā€ is really just not good game design. With this, you can basically negate Calvusā€™s triple pillar of death, which is an attack with an intended counter: that being to interrupt him. You no longer even need to do that.

TL;DR, this idea is unbalanced and would be hell to play against. And it would present design issues in the future.

I understand that iframes are a bit of a touchy subject in any game, but i feel like yā€™all read the iframes part and completely ignored the part that realistically you iframe 2, maybe 3 attacks per match due to how you actually get them

i will agree that the attack speed and size buff may be a bit much, poor idea on my part. I was trying to make up for the fact that it didnā€™t have any status effects and maybe lackluster size due to it being on par with boxing

maybe if i map some numbers you guys will be able to understand me a bit better:

Parry: 1% per 25 damage an attack would do, rounded up (a move that does 56 damage would get you 3%, not 2%)

Attack Snuffing (hitting after dash/during attack):
12% for crash,
7% for shot (divided by how many hits your shot has),
10% for axe slash
8% for smash (divided by hit count)

Aura would give 15%, and mode wouldnā€™t give any on second thought because why would it itā€™s a magic move

In other words, to dodge ONCE, youā€™d need to pop mode and hit 3 shots, all perfectly timed so that they hit the opponent during or before their attack. To stack up enough bar to dodge 3 times, youā€™d have to pop mode and the opponent with 12-13 shots that intercept an opponentā€™s move, without getting hit once.

If you pull this off you didnā€™t need the dodge bro :skull:

1 Like

Three hits of godmode is crazy, maybe you could include a trait where getting grabbed empties the meter, since the style is supposed to be about knowing what your opponent is doing. Also hitting someone during their attack is what you should be doing with any build, so thats kinda free meter.

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