Right. It was removed because it was replaced with a new system that streamlines gameplay and imo should stay that way.
Okay then I guess.
Edit: You didn’t even respond to half of my points. Your defense is at best ‘I don’t like it’. Lol.
Edit 2: It doesn’t ‘streamline gameplay’. It was a balancing thing.
I’m going to save my fingers because you seem really committed to this idea even though it is… boutique and brings back old mechanics
I’m not against adding some QoL improvements to Riposte, timed blocks hard stunning enemies/something to create an opening would be neat.
But it would also be nice to see a trait/talent overhaul to allow more mix and match, tidy up talent copies. Maybe even open up existing talents for other careers, e.g Armor Piercing Slugs as a universal trait. Plus it would help avoid stacking so much onto one talent.
My hopes might be too high and what I said might sound off topic. But with more mix and match, riposte -and builds in general- could be tuned to the players liking.
Alright then. Still not an argument or point though.
Yes
Wouldn’t this make careers more like each other in a very significant way?
To almost everyone reading: Was the original post easy to understand? It’s a little off-topic but I usually try to make my posts brief and concise but decided that perhaps going into more detail would be useful this time. Was it effective at enabling better discussion and explaining the reasoning behind the idea, or did it make it difficult to understand what I really meant?
Edit: Changed the first line because it could come across as rude.
Maybe, just depends on the scale, how things are changed and your current view.
There’s already a lot of closely related talents, maybe different % and proc methods.
Even if each career shares the same pool of traits/talents, it isn’t necessarily a bad thing.
A lot of it can be streamlined into fewer but more polished choices, ultimately leading to more appealing picks.
Passives, career skills and related talents would most certainly remain unique to each career.
As for something like Riposte, it honestly has potential to be a passive with some adjustments + an entire row dedicated to expanding upon Riposte would be neat.
this has gone well outside the purview of reworking riposte and instead switched gears into a total system rework.
While I do not agree with your opinion I do not wish to have you shamed on the forum.
I agree to the point that riposte isn’t all that it could be but it let’s you do what you need to do (block alot of light attacks, push into push attack does wonders.
Probably my fault ![]()
Rather than slapping on buffs that kinda already exist, a system that accommodates multiple lesser traits such as Parry, Opportunist or perhaps a new flinch/knockback trait could be beneficial to more than just Riposte.
This thread highlighted parry BCR would be nice on Riposte but Parry already exists, players just don’t pick it. Not because parry is bad -far from it- but rather Swift Slaying is too good to give up.
Someone pointed out it’s odd to have conflicting/overlapping traits and talents.
(You could say the same about Swift Slaying and any attack speed talent, but they’re stackable.)
Some QoL changes to Riposte would be nice e.g
A more forgiving proc/window
Additional longer term buffs, like offensive guard from MHW
(12 seconds of increased power after a timed guard)
or adjustments to the actual crit reward, e.g extending the crit window or turning it into a stack system somehow
other suggestions could be something like timed blocks stun the attacker
The list goes on…
Riposte is an entire gameplay loop by itself, with some QoL it’s passive potential, especially with related talents e.g attack speed after parry, power after parry or being able to block typically unlockable attacks.
I mean, you both realise that is absolutely a pipe dream at this point in the game’s life right? Tweaking talents here and there could happen (still not guaranteed). I don’t think there’s even a 1% chance that a rework on the level you’re suggesting could actually happen.
I really would love it if FS proved be wrong, but in the meantime, suggestions like what Velsix has in this thread seem vastly more realistic.
30% on parrying could be cool, or it makes it impossible to have your guard broken by a single attack over a certain threshold?
Yeah I agree, though those don’t really make a trait useless the same way that inherent parry would. The game already does a bad enough job explaining stuff to new players, being able to run completely redundant skills would probably not be the best idea that way.
I do like the changes to how it would work offensively, but with weapon traits the way they are I think another defensive option would be better.
Agreed on knocking zerkers out of their combo being too much, too. As much as I’d like more ways to just stop them existing, they’d be pretty pointless if you could just spam CC them like that.
It’s not really that much more complex than some of HMs talents, or BWs, or properly managing Under Pressure. It’s also significantly less complex than the stagger talents, which weren’t an issue. I don’t like it having parry inherent, but “Timed blocks grant 30% BCR (or make your guard unbreakable from above 50% stamina) and grant a free critical hit, with extra stagger power on your next shove” is not that hard to figure out.
Especially considering there’s talent descriptions that straight up lie to you about what their talents do, lol
You’ve convinced me that Parry is not a necessary addition. My new proposal has the Parry trait omitted:
- Riposte
Timed blocks causes your next melee attack within 3 seconds to be a critical hit. Pushes and melee attacks will flinch elites out of light attacks until either the critical is used or 3 seconds pass.
This keeps the talent limited to two effects, which is follows Fatshark’s pattern for most talents, as well as keeping the description neat, simple and inline with the way other talents are described. Timed blocks follows as how parrying is described in Grail Knight’s Virtue of Discipline talent. 30% BCR on Parry could work as well, but my arguments that attempted to justify this addition earlier did not take into account that perhaps Riposte should be risky. All Fatshark has to do now is increase the timer to 3 seconds, give it flinching and change a talent description.
Do we think this would be competitive enough?
On Rapier it would have a solid niche. Still couldn’t see it getting much use on the other weapons, though maybe it’d be worthwhile with GS to quickly killing shot push attack some elites in a pinch.
I’d honestly just keep it simple and add flat 20% BCR regardless of parry to its effect but I have a feeling not too many would like that suggestion. It’d also help encourage players to give the talent a try in the first place, and cement it as a defensive option.
I agree. Perhaps instead giving back a single stamina shield on Parry to keep it unique from the trait?
That seems cool, unique, and effective. One could think of it as a representation of getting the initiative through parrying, so fits well all round to my mind.
You’d probably still need 60% BCR to be able to use it at all on CWs, but at this point would really have to playtest it to know for sure if non rapier weapons could get solid use out of it.
I mean, it’s still gonna pale in comparison to Deathknell or Flense DPS wise so idk how competitive it can really be
at least this way though it’d have defensive niche
In that case:
- Riposte
Timed blocks grant one stamina shield and cause your next melee attack within 3 seconds to be a critical hit. Pushes and melee attacks will flinch elites out of light attacks until either the critical is used or 3 seconds pass.
Should the stamina shield effect have a cooldown of its own? It could give very high amounts of stamina from parrying multiple attacks at the same time that deal low stamina damage (like berserker flurries) which could lead to the player having a randomly nigh invincible block. Something like one stamina shield every three seconds. I’m not sure if this would be necessary though, it might just be fine with the talent description above. Hard to say without being able to experiment with it in a match. Hopefully Fatshark does another balance beta soon.