A mechanic for a souls-like i'm trying to build.
So the classic- roll, parry and hit and combos.
But the mechanic i wanted to implement is "Battle Rhythm" when you fight with enemies a visual meter pops up, and it basically does this- when you heavily use parry and roll and attack less then you enter into "Defensive state" where in our attack speed is lowered and overall movement, and defense is high and the first combo last hit that you land staggers/knocks back the enemy.
The other one is "Offense" obviously, in this if the player goes full on offensive, attacking more often than parrying or rolling then there is visual "juice" and the player attack speed increases and so does movement speed and defense is lowered and there is a cool down or longer recovery when parrying or rolling.
Inspired by Sekiro- Hesitation is defeat. Commit to any onething or adapt based on the enemy.
And then comes the neutral where you get the best of both worlds, balanced. Base stats.
What do you think of this mechanic?
I'd really like to see all of your thoughts on this and potentially fine-tune it as i think there are flaws in this system for sure, but not smart enough to say what exactly.