I posted this on another thread but after I felt it needed its own. I apologize for the length and that I just copied and pasted it.
I think giving the fireteam a parry was a good move BUT I don’t think it should be as strong as it is. TBH it doesn’t make sense that an average human could parry a war club swing from a berserker predator based on timing alone, especially when it is exceptionally larger and stronger than even the strongest human we have to offer; much less with a small combat knife. now it could altered to be more realistic like basing it off of the amount of health and stamina left by each combatant as well as making it slightly different for each Pred Class.
Full health Full stamina FTM has more options for parry then one at half health or lower stamina as it would take a significant amount of Strength to parry a Predator with any sort of success anyway, which you would be lacking if you just took a combistick to the chest with the force of car hitting you after running at full sprint with a 50 Cal in your arms. And TBH it wouldn’t be that hard to balance.
Predators are easier to parry in general granted FTM is at full health and full stamina, gradually decreasing parry ability as health and stamina declines; but the same would be true for the Predator which would harder to parry at full health and stamina as opposed to half health half stamina. Then you add varrying degrees of change based on the actual Predator Class being used as well as the weapon being used. Wristblades would be tied directly to the amount of health and stamina the predator had at the moment as that makes the most sense they are attached to his arm (its as close to being able to punch a FTM as were gonna get) and then based on which Pred Class its either easier or harder
Scout-weakest melee easiest to parry
Hunter-average melee average difficulty to parry.
Berserker-strongest melee hardest to parry.
Then moving onto other weapons.
The more stamina it takes to swing a weapon the harder it should be to parry the FIRST SWING(strongest returns obviously from a FHFS Predator) after that it should decline as does the stamina of the Predator to balance spamming and making combat in General a more tactical experience overall. The risk/reward for weapons could go like this
Wristblades- high/low
Katana- mid/high(due to bleed effect)
Combistick- mid/mid
War Club- low/high(because this Should be the strongest melee weapon)
And these values obviously could be altered with perks adding further mix up to the combat and further reinforcing a more Tactical Play Style on both sides.
I personally feel like this would solve alot of the nerf this buff that convo as a majority of encounters happen in CQC anyway and that is where the most devision of opinions and bitching lie from what I’ve seen.

