Raansu
Well-Known Member
If only that “random” thing could be baited and punished hard, and the reward for landing the “random” thing was so minimal that it doesn’t matter... I don’t see how it’s terrible for high play either. They seem to be doing just fine handling the mechanic. I have yet to hear a single pro complain about Break Hold. Also, if you’re arguing to make the game more unbalanced, then I’m sorry but your opinion doesn’t matter.
Baiting someone is still a guess. Its still random because you don't know how they are going to react and you're taking a risk that shouldn't even exist because if they do nothing now you have to deal with the wake up game and have officially lost all your momentum. You placed them in an unholdable stun. Why should you have to continue to make reads after already beating them in neutral and stun? That's not a good design competitively, and its an even worse design logically. It makes FSDS almost completely pointless because it will be rare that someone has no meter and its usually just for one round before they quickly get it back. Its a no skill mechanic that takes only 50% meter and requires zero reads to the situation as it holds all hit levels. All you have to look out for is an attack animation. Its so easy to avoid being thrown while in a fatal stun unless you just panic mash it which good players wont do.
Oh oh oh!
We're already on the "I kicked your ass in-game so I'm right and you're wrong" argument!
Grabbing some popcorn meanwhile xD
Ya well, when someone you beat easily tells you to adapt instead of making an actual argument that's gonna happen. He's hasn't made any actual counter argument on why its a good thing.