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ha HA i EDITED IN that POINT right AFTER i POSTED that, BEFORE you REPLIED (edit: I mean, about Chivalry. As you mentioned.)
You have... an increasingly bad habit.
ha HA i EDITED IN that POINT right AFTER i POSTED that, BEFORE you REPLIED (edit: I mean, about Chivalry. As you mentioned.)
12*you're 14 you need your beauty sleep to grow up healthy and strrrrrrrrong
thanks man!Amazing feedback man! Keep it up!
I tried the new blue for awhile and overall I feel that it is pretty decent. I really like its concept and how it plays in general, since I am a guy that has always liked PB as a skill. Even before aimed PB, I was the guy that wanted PBs to matter and I spent time trying to find the best ways to PB. Blue playstyle requires finesse for swing timing interrupts and PBs + PB counters. You can't just take 4 hit combos and expect to survive, you have to rely on both PB and blues fast wet noodle swing interrupts for it to work. Neither can you just mindlessly retardo spam your way to victory using one or two sets of simple combos and just ignore skills like PB entirely.
In its current state, I think blue is slightly undertuned, but I like the general concept of it and its one of my favorite new styles to play due to its emphasis on PB and PB countering, and timing interrupts.
My idea for tuning it wtihin the tempest system would be to just make slight adjustments to stats.
Blue AP 4 -> 5
Blue swingcost 5 -> 4
Another option would be to leave it as is, but give it +1 ACM on PBs.
Yet another option would be to give it free mblocks like yellow, but I think just slightly tweaking the stats would do the trick since it feels decent right now. If attacks were slightly cheaper and did a bit more dmg, you would have an easier time finishing opponents off while not raping your own BP too much. The overall idea and feel of blue is to my liking, so I don't want to mess that up.
Huhuhu, Enjoy my fun little idea. Wall of text spam.
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Now I might aswell post the idea that has been rattling around inside my head for awhile regarding perks and a bit of UI revamp + some other stuff. Since this will be the last major update, I figured why not post this. Maybe it will inspire something positive. My ideas have often been adopted in the past, just not wholly or entirely. So even if the below cannot be implemented I hope you can find some inspiration there.
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For a very long time now, several years probably, I have had an idea about making buyable perks. This was partially inspired by OJPs buyable saber forms. The thing here is to give people the choice within their chosen stance, but to also limit that choice reasonably and make it balanced. The problem with this idea is that it will most likely require a UI modification, but we have talked previously of simplifying Lightsaber def and attk by making it a single column just like with weapons. So just like E-11 or Pistol, you would have Lightsaber 1,2,3 as a jedi/sith. You would then have pickable lightsaber styles on the side under the saber hilt selector. Lightsaber 1 would give you Def1+1 Style, Lightsaber 2 would give you def2 and the ability to choose two styles. Lightdsaber 3 = Def3 and 3 styles. Doing it this way simplifies the selection process, makes it clearer and cleaner on the UI too, and frees up space for my perk idea.
If we assume that the Defense column will become the Lightsaber weapon column we would free up alot of space without even modifying the UI. It is also possible to add Deflect to the Lightsaber column, but this would limit modification. Instead I propose a new column below. Space enough to add speed as a neutral force power for sith, and add a non damaging force lightning (stun) to the jedis. Like the legendary Shia dude said, JUST DO IT. Since both sides receive equally it will not skew sides in any direction. It also makes sense from a movie/canon perspective. Why can't sith move swiftly? They are supposedly trained more in the martial arts of lightsaber combat to kill jedi, so them having smth like speed makes alot of sense.
In addition to the above, I would like to bring back a better saber throw and merge it with the deflect column, renaming it to something like Expertise and sticking it under Lightsaber to indicate that it increases your expertise in handling a lightsaber. In addition, Expertise will allow you to more swiftly retrieve your saber after being disarmed. Expertise 3 wiil allow instant retrieval, also on ST but will ofc cost a bit more too since it also gives deflect 3. The main idea is for it to be something like special saber handling skills that a lightsaber focused jedi/sith would train in.
So you get smth like this.
[Force speed] or [Force Stun]
[Form choice 1]
[Form choice 2]
[Lightsaber]
[Expertise]
The perks will be renamed to forms and will differ based on what styles you choose. Saber styles will still retain some inherent perks like they have currently, but Forms will be supplements to further customize playstyle. This is obviously a large overhaul that will require some thought and testing, so what I suggest below is merely a starting point for adjustments/inspiration. I know the system is nearly complete so springing something like this on you all of a sudden is a bit ***** and it makes implementation of this rather unlikely, unfortunately.
First, before we look at what each form does, let us establish the restrictions. The styles you choose enable the choice of certain lightsaber forms. Some lightsaber forms can be used with multiple styles, while others cannot, and you are not restricted to the benefits of one form per style. For example if you choose yellow and blue along with Shii-cho and Soresu, you will be able to gain the benefits of shii-cho while using blue, along with the benefits conferred by Soresu. Depending on what lightsaber styles you select, the two Form choice fields change. In addition, the second form choice only becomes available at Lightsaber 3 along with the third style (to expand your choice of forms).
Blue: Form I, (Shii-Cho), Form III (Soresu)
Cyan: Form I (Shii-Cho), Form II (Makashi)
Yellow: Form I (Shii-Cho), Form II (Makashi), Form V (Djem-So), Form VI (Niman)
Red: Form I (Shii-Cho), Form IV (Ataru), Form V (Djem-So)
Purple: Form I (Shii-Cho), Form IV (Ataru), Form VII (Vaapad)
White: Form I (Shii-Cho), Form VI (Niman), Form III (Soresu)
Green: Form I (Shii-Cho) + Jar'kai (Inherent form)
So choosing a lightsaber style will give you access to its forms, and picking a form will confer benefits on styles beholden to said form. Shii-cho is the basic lightsaber form first taught to all younglings, and as such it is available for all styles.
Form I (Shii-Cho)
Philosophy: The basic style. It's philosophy is simply to reinforce the basics and make them stronger. Players who specialize in Shii-cho will find their fundamentals enhanced.
Mblocks cost nothing.
PB+MBlock+Counter = +2 ACM in addition to whatever else is gained from the swing.
Form II (Makashi)
Philosophy: Elegant fencing style designed for lightsaber vs lightsaber combat. Focuses on swing timing, parrying and the dance of dueling.
Reduces 33% of ACM bonus to parries from opponents
Increases 33% of the ACM bonus to parries to opponents
PB+Counter gives +2 ACM even if parried or PB'd.
Form III (Soresu)
Philosophy: Wait and see, defense over offense. Take advantage of the opponents errors and openings with PB counters.
PBs allow you to insta counter.
PB drains (9 base + 1 per 2 ACM) - Can trigger BP related staggers.
Double PB within the same combo = Short stagger.
Form IV (Ataru)
Philosophy: Aeril attacks, aggressive style. Dodging for defense rather than blocking. A quick burn, mutual destruction. Not a sustain style, more of a berserker style.
Slowly regenerates BP in the air as long as jumps aren't force jumps beyond tapping for a milisec. Like, as soon as you hear the force sound, about 5 fp.
BP regenerated in the air is drained from FP in a 1-2 ratio. 1 BP for 2 FP. Regen rate is similar to current def1 rate or slightly slower.
Aerial attacks deal increased damage. (Something like 1.2x of all current modifiers).
Ground attacks deal less damage. (Something like 0.7x of all current modifiers)
Form V (Djem-So)
Philosophy: Offense over defense. The opposite of Soresu. This style takes the initiative rather than giving it away. Aggression, burning, fighting power.
Consecutives deal +2 additional BP damage and give +2 ACM per swing in the chain after the first hit. So for red 13,15,17 instead of 13,13,13. And ACM wise +3,+2,+2 instead of +3,+1+1.
Halfswing multiplier lowered so that they deal -2 or even less BP Dmg and only give you +1 ACM.
You take an additional +1 BP dmg from fast styles, +2 from Medium styles and +3 from heavy styles. Also, 4 BP Bleeds through your PBs since your focus is on offense and not defense.
Forn VI (Niman)
Philosophy: Jack of all trades, master of none. Toolkit meister, diplomat style.
PBs drain 2 BP + 1 per 2 ACM from opponent.
2 BP bleed through enemy PBs.
Mblocks give +1 ACM and drain -1 ACM from the opponent.
PB+Counters give an additional +1 ACM even if parried of PB'd.
Consecutive swings give +1 to BP dmg, so for yellow 11,12,13,14.
halfswings after the first swing deal +1 BP dmg and keep stacking like consecutives. The two also stack together, so halfswings also buff BP dmg of next consecutive and vice versa.
Enemy attacks deal 2 BP dmg through your PBs.
Form VII (Vaapad)
Philosophy: Similar to Djem-So in that it is aggressive and wild.
Deals (6 + 1 per ACM) BP through PB - Can trigger BP related staggers
Cartwheels are free and you can regen BP during them at the cost of FP if FP is available, similar to the Ataru regen.
Cartwheel anim plays twice as fast, allowing the Vaapad user to cartwheel to the side and attack more unpredictably.
Non-force jumps boost AP to 1.1x if 1.0x is normal.
Chained vaapad halfswings give +1 BP to the next attack.
Slightly modified the styles to exclude some of the stuff gained from choosing forms. Close to remaining the same.
- Blue
- Swing count of 2
- Offense Rating: Decreased by 50%
- Defense Rating: Increased by 5%
- 20% ACM bonus on specials
- Loses 3 ACM when body hit
- Cyan
- Swing count of 4
- Offense Rating: Decreased by 22%
- Defense Rating: Decreased by 5%
- All swings can combo break on Perfect Parry
- 75% damage on consecutive swings
- Loses 4 ACM when body hit
- Yellow
- Offense Rating: Decreased by 8%.
- Defense Rating: Unchanged
- Swing count of 4
- Drains 4 ACM on a PB counter body hit
- White
- Swing count of 4
- Offense Rating: Decreased by 18%
- Defense Rating: Decreased by 3%
- Mblock related staggers are buffed compared to other styles
- Mblock Vs Swingblock
- Gain 3 ACM
- Drain 3 ACM
- Large block radius.
- Green
- Offense Rating: Decreased by 10%
- Defense Rating: Unchanged
- Swing count of 5
- All swings 0.75x damage without ACM
- Special moves have 50% of their ACM multiplier added into their damage
- Loses 4 ACM on body hit
- Red
- Swing count of 3
- Offense Rating: Decreased by 13%
- Defense Rating: Decreased by 2%
- Being PB counter body hit drains 2 ACM
- Doesn't lose BP when Mblocked on swingblocks
- Purple
- Swing count of 3
- Offense Rating: Decreased by 15%
- Defense Rating: Unchanged
- Being PB counter body hit drains 3 ACM
Remove the force focus of blue and implement into it, and also give perks that buff force to the style, like faster fp regen, force block buff, lower force cost etc1) This would, I suppose, add more variety to the forms... but it could also be abused.
2) Yeah, I think Makashi is better matched by cyan. Juyo doesn't really have an explicitly matching style at the moment - if I had to pick some, I'd go with red, duals and purple, but...
3) Jar'kai is a little generic, yes.
4) I don't see how you could translate that into new gameplay mechanics. We already can or can't use the environment, depending on our Force powers, our skill level and the surrounding terrain. (Blue lunge, push and stuff can be used to toss people to their deaths, and occasionally a map has a place where other influences like doors and elevators can be used to kill people.)
Also, I'm surprised you didn't bring up Shien.
Remove the force focus of blue and implement into it, and also give perks that buff force to the style, like faster fp regen, force block buff, lower force cost etc
Remove the force focus of blue and implement into it, and also give perks that buff force to the style, like faster fp regen, force block buff, lower force cost etc
I didnt include shien because already is lol
Shien = saber deflect, lol, plus the sokan thing, i just gave an idea on how it could be, so game will have every saberform except dun motchBlue hasn't had a force focus boost since 1.4.3, and good riddance to it. (It's not so bad when you're fighting a Jedi, but any Sith worth their salt will just spam grip and lightning when they're using blue - unless, of course, they're deliberately refusing to take advantage of it.) Besides which, that's more up Niman's alley, and certainly has no obvious connection to 'using the environment'.
And no, Shien is not in there at all. (Granted, this 'may' have something to do with the fact that Shien would be anti-gunner with very few dueling buffs... deflect and stuff.)
Just to clarify, I'm not removing yawing as a viable tactic. I'm addressing specific behavior(s) with the swings and hitboxes that fall very much into the category of gimmicky/cheesey antics. Visually, it's the yawing where there's basically 0 bounce/differentiation between each swing (aside from these specific cases, yawing will still be completely the same).Sev said:So to sum it up, I would like to keep the aimed attacks, possibly even to turn it into a feature which will add another layer of skill to attacking, since it will be kind of one dimensional if you remove
yawing and the associated skills.
I'm not sure on the exact numbers for ratios but IMO both offense and defense should have equal chances to win by default, with favor slightly to attacking to avoid the stonewalling and other problems that have popped up. Having tools/mechanics that are used actively by players (i.e. Mblock to stagger and get a fast counter attack, ways to manipulate swing timing such as half swings, both current and the faster version from the past) allows for the (small) gap between offense/defense to be closed with skillful usage. Also removing weird gimmicky/cheesey things (looking at you yaw hitbox abuse) without completely removing creativity/options helps steer things in the correct direction.@SeV You mentioned what ideally the attack-defense ratio should be close to 50/50 in perfect saber system. That's the main issue i have with some of your suggestions. 50/50 or even 60/40 leads to prolonged duels where defense is so strong that people just stare at each other for minutes. I am not even mention the pace of open mode suffering greatly.
I think the perfect ratio should be around 65/35, close to 70/30. Mind you, i am not the fan of brainless spam, but attack should be always prefered in perfect system (atleast for open mode).
Thanks, much appreciated! The body hit staggers relating to BP/ACM have been removed as well as the auto-disarm on 0 BP when parrying (back to just a non-visual combo break). Having the swing speed modified based on swingblocking is an interesting thought though I'm not sure how it'd play out as far as actually implementing it without a lot of issues/roadblocks.@Tempest You put so much effort there, hats off to you.
++ I really like the visual part. Decent animation changes.
++ I enjoy global damage increase. Fast duels, 1 - 2 mistakes determine the winner. Perfect.
+ BP cost for special moves is alright.
- Stagger on low bp is bad. Been there already, let's not repeat the mistakes of the past.
- - I am not agree with having only slow chains. I think current chain speed perfectly fits the swingblock mechanic, which we should improve especially visual feedback. So it's about once you tapped block button during attack, your next consecutive swing will be slower (just like right now with regular swings). Regular chains should have something like 15-20% speed buff.
This is not an RPG. The build you choose but mainly how you utilize it, your actions on battlefield determines which Form you're using. That's the beauty of mb2 - complete freedom, without artificial borders.
@SeV You mentioned what ideally the attack-defense ratio should be close to 50/50 in perfect saber system. That's the main issue i have with some of your suggestions. 50/50 or even 60/40 leads to prolonged duels where defense is so strong that people just stare at each other for minutes. I am not even mention the pace of open mode suffering greatly.
I think the perfect ratio should be around 65/35, close to 70/30. Mind you, i am not the fan of brainless spam, but attack should be always prefered in perfect system (atleast for open mode).
Clarify what you mean by "offense" and by "defense".
Does that mean that "swinging" is necessarily a part of offense ?
Imo "defense" and "offense" are strategical choices and should not at all be tied to "performing X or Y action".