I agree. I’ve come to realise that not all player tools should be proactive. If players are never forced to react to enemeis, then enemies become simple stat checks like can I stagger this, do I oneshot this etc. Players should be forced to block sometimes, as otherwise it simply removes a gameplay dimension and mechanic, and having a talent (like Riposte) that works with that fact isn’t bad. It’s simply overshadowed by the extreme power of Flense, and Deathknell because of the low stagger resistance of enemies. Enemies need to be able to do things. The best medicine is preventative, but not all medicine is nor should be.
It’s a balancing act - players should be forced to be on their backfoot sometimes and have to react to enemies, but should also be required to be proactive to make their way through a level. This can come into play when you have a high dps & low survivability career (proactive) and a support/tank/clutch career (reactive) which ideally would need to play off each other’s strengths and not be able to solo the level. Currently though we can just have proactive dps and be fine, which I think is a problem.
Riposte only slows down gameplay because in the current patch we’re able to just ignore the individual characteristics of enemies through super high mobility, dps and stagger.
My personal issues with Riposte currently are:
Low stagger resistance results in allies that aren’t even stagger specialised rendering the talent irrelevant - this can be fixed with gameplay adjustments (this would also help out other talents that rely on blocking)
It’s not great vs Chaos Warriors. If it’s changed so that Riposte heavy attacks one shot them (currently requires tag+20% crit power+ 20 vs Chaos for the Rapier’s full charge heavy to one shot headshot) then it improves a lot.
The recoil from blocking powerful strikes from enemies is annoying. Immunity to recoil could either be added to Riposte or to the Parry trait.
What do you think of this:
“Blocking just as an enemy attack is about to hit no longer costs stamina nor causes recoil and causes your next melee attack within 2 seconds to be a 15% faster guaranteed critical hit. If this attack is a charged attack it will instantly slay a Chaos Warrior or Wargor on headshot.”
Personally I think it’s inelegantly overloaded with effects, but in backfoot situations it would be amazing for clutching.
Also, random idea, @anon75893681 how would we feel about Killing Shot only working on tagged enemies? Would help I Shall Judge You All a lot while still making the normal playstyles possible, just more difficult.
This would expand its use for boss dps from the Spawn, Mino and Troll to include the Rat Ogre while also making it more consistent against the Spawn. It’s a shame that it’s currently useless against a Rat Ogre after their initial running attack combo, so I’d be for this change even if it looked goofy.
Perhaps it could only be achieved by using both Riposte and Parry on your weapon, as a sort of added synergy (I would be fine with it not requiring Parry either).