With all these arguments about toggle escapes and dead angles, I'm thinking a possibility for removing infinite stunlocks would be a fatigue system incorporated in weapon swings.
Swing recovery time would increase as you swing your weapon. How much of an increase depends on the weapon's class and weight. Lighter weapons, like curved swords and katanas would experience a lower recovery increase, while larger weapons would experience a greater one.
This would only apply to the same attack of a weapon done in succession however, as to encourage advanced combos and a bigger understanding of your weapon.
Addressing the potential to even further imbalance strength weapons due to even less stunlocking capability. For the most part, people overstate the strength weapon pool's ability to stunlock. The only big contenders are the UGS, and the Hammers. Strength has a bigger focus on single large hits and coming out on top in trading hits (My opinion of course). This could be further bolstered by the return of heavy weapon launching ability that was in demon's souls.
Thoughts?
Swing recovery time would increase as you swing your weapon. How much of an increase depends on the weapon's class and weight. Lighter weapons, like curved swords and katanas would experience a lower recovery increase, while larger weapons would experience a greater one.
This would only apply to the same attack of a weapon done in succession however, as to encourage advanced combos and a bigger understanding of your weapon.
Addressing the potential to even further imbalance strength weapons due to even less stunlocking capability. For the most part, people overstate the strength weapon pool's ability to stunlock. The only big contenders are the UGS, and the Hammers. Strength has a bigger focus on single large hits and coming out on top in trading hits (My opinion of course). This could be further bolstered by the return of heavy weapon launching ability that was in demon's souls.
Thoughts?