Before I get into what changes I believe need to be made the move, let's talk about the move itself, what it does/how powerful it is, and it's usage.
Grabs are pretty straightforward: You press attack and block at the same time, you enter an animation for a hot second, and then charge forward in an attempt to grab hold of someone. The move itself has plenty of interaction with other facets of the game, which makes it feel like it had a home all along; like it's been a part of the game for ages. One of the better pieces of this move is that you can pick up dead bodies, perfect for soaking up bullets, or even for sticking in someone's hands when they try to dive at you! It isn't a fail-proof plan, however, since it leaves your ankles free to shoot by whoever decides to crouch and hipfire. I think it's a great touch and have already put the maneuver to good use. Better interaction between guns and melee: Priceless.
So, let's get more into how the move feels. I'll start with the positives, since currently, I have pretty high outlooks for this move!
- The act of charging and grabbing someone feels pretty good. The movement speed as you charge stands out - is it sprint speed? It seems to work!
- The power punch! That animation is great, I love it.
- Throwing doesn't go too far, but not too short. It's in a great spot overall, and thanks to the height of the throw arc, the damage is negligible if you don't take a drop.
- Grab vs Grab is great, it's a decent defensive strategy to nullify the move and keep yourself safe - hell, if you have the range advantage with melee weapons, this could turn out to be beneficial for you!
- Picking up bodies! Very effective, very fun, very well done. Balanced out nicely by the opening at the ankles, I love it.
- Grab range doesn't seem extreme in any direction. Too short or too long and it would feel busted - glad to say it feels fine as-is!
- Grabbing is a combination block and attack. The inputs are rough and as a result causes the move to be difficult to perform consistently.
- The cooldown after grabbing is pretty lengthy. This combined with issue #1 causes mis-inputs if you try to grab but can't.
- The startup of the move is enormous. It's very easily reactible, and as a result it can be tough to catch blocks you read or players moving quickly around you.
- The Power Punch deals 17 damage! That's two fist hits worth of damage, or 2 more damage than one hit of a katana (or one point less than a revolver shot!) Big damage indeed.
- Dropping a player you're holding by pressing the throw button drops them with full control of their character instead of making them land flailing at your feet.
- The charging animation/grab windup animation looks pretty silly.
To address the points above, I'll go from top to bottom with recommended changes or ideas to make the move feel better to use and make it feel more balanced.
- Make grabs their own key, or as I've seen suggested before, make the reload button a grab button. I'd rather see a separate bindable key that could be binded reload, but isn't forced to be.
- I think the cooldown on grabs is too much - players need to be punished for not simply spamming attack, if someone is spamming grabs (Yes, it's really that simple). The endlag on actually attacking or throwing someone is pretty good, players have ample time to get up and defend themselves. I'd lower the cooldown on grabs to 1 second to gives players a chance to use grabs more often in heated combat - losing a grab by attempting and getting hit is damning when you're forced to cooldown when you need it.
- The cooldown being too long makes it pretty difficult to land the move when you need it. It doesn't necessarily need to be punch speed fast, but it definitely needs to be faster than what it is.
- If the above two changes are considered, the damage for a power punch should be lowered. I think a power punch should be decent damage, but no more than 10, especially if the move is sped up a little in a couple regards. No less than 8.5, I guess.
- Please make dropped players fall flat on their face. They're already flailing in your arms.
- Animation changes aren't exactly things I can recommend.
- Concerning the changes above about speeding up the use of the move and lowering the cooldown, I can see some short endlag after attempting a grab existing. If they grab and miss, you'll have a small window to punish them for the mistake.
(PS: If anything here is sloppy/wrong/out of place, it's 2am and I am very tired.)




