Stubborn only for ungrounded objects
K
KHE06K7Y9XSZ
I think it would be interesting to make stubborn only work on ungrounded objects.
This could balance the stone by allowing more accessible counterplay and prevent mindless approachs making interactions more interesting for both user and opponent.
As of now stubborn can be abused to dash through all defeneses followed up by cubespamming the opponent, this could be avoided by implementing this change.
Log In
C
ContagiousPow
As a stubborn user, I obviously have a bias against this, but I do think that your reasoning isnt that valid. Yes, stubborn lets you get in close and deal lots of damage, but cube spam is not the option stubborn users take, and also, stubborn does not negate all damage, but just one. If you are able to backstep and punish the charging bull, you can very easily get the advantage. I honestly wouldnt complain that much if stubborn only negated knockback, and not a damage point, though it is helpful to dash through disks, so maybe something like it only negating one damage on projectiles, but not on cubes and walls and boulders and pillars.
K
KHE06K7Y9XSZ
ContagiousPow My issue lies in the fact that especially on ring simply back stepping is neither always an option nor does it consistently work. It puts you in a situation where you, the one who's trying to counter, is completely exposed and close to the edge of the ring simply because your opponent decided to dash in. Furthermore, people usually only have to expect around 2 strupper cubes as punishment for dashing in since their opponent does not have enough space to set up more and get free choice over when they want this event to occur. Even on pit where you can just disk jump away, you are unlikely to get a punish in plus you just moved yourself to an unadvantageous position and lost all your momentum. And all of this is not even considering inconsistent knock back for the defender and the potential value an attacker can get from a cube spam (plus he can also react while dashing in).
All of this makes for a scenario in which the best option for the defender is to also equip stubborn and also dash towards their opponent when he does the same. This is a pretty unsatisfying way to counter the shift stone imo, which is why I think this stone (which I also have been using for a long time now and is quickly gaining popularity) could use some more intuitive and dynamic weaknesses and punish opportunities.
C
ContagiousPow
KHE06K7Y9XSZ I do agree that when someone is backstepping directly backwards, it is hard to manage positioning on top of that, but what I was specifically referring to was circling to put yourself in an advantageous position. It seems like you have an issue with the knockback reduction, but that is what makes stubborn unique in my eyes, it encourages aggressive play, and an experienced reactive player can circle to abuse its headlong strategy.
K
KHE06K7Y9XSZ
ContagiousPow I absolutly agree, the knockback reduction is what makes stubborn so fun and unique. But while it improves the game in many aspekts it also provides opportunitis for static, boring and borderline abusive strategies. In my opinion the game could drastically profit form stubborn only working on ungrounded objest, as it would not only allow for counterplay, but even more importantly add more depth to both players decision making.
Picture this: You are fighting someone on ring and get them cornerd on the edge. They are wearing stubborn and have enough HP to tank a wall, so the obvios choice for them will always be to dash in and try to react to your attack while at it. While this is functional, I feel like the game is at its best when both players got a multitude of valid options to choose from the to calculate with.
Now lets imagine that stubborn only works on ungrounded structures. The defending player now has a choice to make: dashing in will protect him from certain death, but if you decide to attack with a grounded structure all it does is shorten the window for a reaction. If he choosed to wait on the other hand he could probably rts your grounded structure but would have a harder time dealing with a strupper for example. This way this minor moment becomes a aplit second decision about life or death, requiring your opponent to consider what he thinks you'll go for, how he evaluates his own chances at reacting to your attack, what he thinks you will attack with, and making you have simular considerations on your side.
This could make stubborn a lot more interesting and balanced for both players in my opinion, as it switches from giving you a superior alternative to an additional option to consider.
L
Lux
Is that a usable tactic? What would be the point of winning like that? In a virtual rewardless game?
B
BIVN
I like this, but I'd like to put forth another idea for consideration and discussion.
What if Stubborn increased the delay between dashes and jumps? It could lead to bigger windows to stun a Stubborn stone user. Just wouldn't prevent them from disc/speed disc jumping at you.
There may well be flaws with this, I just thought of it immediately when I read your suggestion.