For real I would love this.
For real I would love this.
What about making the dive a semi-tackle that knocks the grabber over?
This is something we've played around with a bit! Generally what you find is that you need a 'warning' before something this aggressive happens. It ends up being really hard to balance that with the dive needing to be instant for platforming.
It's okay as it's part of the core mechanic that defines this game but I hope to have some other mechanic to counter it. Just some other viable way of winning against grabbers without grabbing yourself.
It's almost always a losing battle if other players decided to start grabbing you. Swift cheeky movement to avoid them isn't enough especially against the better players as they can predict it.
I do think that ultimately I agree with this take! Grab can often end up being the 'strongest' route and it would be interesting to play around with a counter that made it more risky to attempt a grab. Always open to suggestions! It's a tricky one to solve without adding too much complexity.
I always love the rock paper scissors of a good fighting game, where 'grabbers' can be countered, but the counter itself also leaves you open to a new, cyclical strategy.