Parry-related items.

Forgiving Parry

Adds a "Blocking" phase after an unsuccessful Parry.

If you take a melee hit during the Block, it reduces the damage taken by 45%. It does not stun the attacker or replenishes parry cooldown.


This item is meant to make Parries a bit more forgiving, without entirely punishing the attacker for playing well.

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Opportunistic Punch

If your target's Parry is on cooldown (a.k.a they missed their Parry) Your melee hits will deal additional damage, and stun them.

Parries will stun you for longer and reduce your bullet resist for that duration.


This item rewards baiting out Parries, and punishes you for being parried. It doesn't do much against targets that don't parry at all, but those people are vulnerable to melee hits as it is.

The Block from Forgiving Parry will cancel out the extra damage from this item, so the only benefit you get is stun... Which is already one hell of a benefit. You might even call it an OP item.

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Counter Strike

Replaces your Parry with a Counter.

Counter has a slightly tighter window of effect, but returns 70% Melee damage back at the attacker. (Before it is lowered by your resistances)


A true counter (strike) to the punchy builds, higher risk (harder to actually parry) but with a higher reward (dealing damage with a Parry). Very useful against Abrams that can't figure out how to bait out a Parry.
 
I think too few heroes revolve around parrying/punching atm for this to be useful.
The counter strike item is likely too good against Abrams/punching.
 
This item is meant to make Parries a bit more forgiving, without entirely punishing the attacker for playing well.
if you pressed parry and missed, shoudl have not pressed it and you are abou to eat damage. Downgrading the binary parry hit? good. parry miss? bad binary situations to maybe's risks devolving into I press it as abrams charges so the next punch after the stun i can't avoid is mitigated. so what's the purpose of cc (same for haze dagger heavy).

I like the downside of the 2nd one specially if the 1st item doesn't exist. yes give a stun (it has to be on a cd but that's balancing not design) to anyone that is not knockdown (can be made redundant if both exist, but i guess glyph and silencer exist). though idk what is their intention of character specific cancels, and as I have said in other posts having heroes that have all the agency on the melee combat because they get out of the heavy animation at will does make so that item would be really good on them, just a natural thing to learn. Personal favourite, is paradox to heavy cancel with cannon and then heavy as their parry fades into time stop heavy. brutal, you can time stop the dash so it hits.

I would like the counter more as an ability, with a tight window, like release nemesis from smite retribuition
 
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