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I'm guessing you're Altroll.
I bleed sarcasm and passive aggression, so... probably.
I'm guessing you're Altroll.
Have this sudden urge to create a style without any swings. All feints. Just need to figure out how to actually kill someone then.
^ all of this, especially the cancel combos part* Offensive play is much harder than defensive, imo. Red and purple will have a hard time against someone that can PB well using yellow/cyan, negating their ACM. It helps to use nudgecombos to a degree, but if the person even PBs one of these hits, they can bring you back to 0 ACM. I feel like a lot more effort is needed to play offensively atm (but this is subject to alteration considering I have maybe played the system for 3 hours max thus far)
* Not sure if PB should cancel combos completely. Perhaps allow each style a staff stagger-like component which will cancel their attack? Dunno.
* Feel like backstabs should (once again) stagger, regardless of crouch. Will help to break people's defenses for the slower styles.
A step in the right direction, don't get me wrong.
I feel like without PB stopping combo's there's not enough incentive and reward to PBing and duels will devolve into spamfests without much finesse. But it is a fact that duels can take up a long time if you're fighting someone of approximately equal skill. I think it wouldn't hurt if duels were made slightly faster, but not to the extent that 1 mistake will cost you everything. Right now the system is kinda forgiving if you make a mistake, which forces the opponent to keep playing well even when he has the advantage. I think this is a good thing, it keeps ppl on their toes and avoids braindead spamfests.
But yes, duels could be slightly more unforgiving without it hurting much. However, from a purist point of view long duels aren't necessarily bad as long as the attacker is able to capitalize on an advantage. The problem seems to be that people backpedal and PB, and in order to attack them you have to run forward and nudge insta swing, but that leaves you open to easy slaps and pre-started attacks. Ofc the fix is to play up in your opponents face and not relent pressure, but footwork in duels doesn't always pan out that way. Still, advanced footwork can help to a degree here (so is it just a matter of getting used to a different way of chasing low BP opponents and finishing them off?)
When I have long duels with Sek for example, that just means that both Sek and I are good at PBing and using defensive tactics when low on BP or at an ACM disadvantage. I've been thinking of ways to increase momentum in favour of the attacker when opponent is at a clear disadvantage, but so far my ideas haven't been valid enough to fix the issue I don't think.
@agentoo8 we tried having stagger then flinch on PB. I thought that felt kinda nice, but visually it was a horrible mess. Then blocking anims got added when we tried an RC1-like system and the PB flinches were discarded. PBs that flinch are more punishing that combo-stopping PBs, especially due to the fact that a PB doesn't prevent you from IMMEDIATELY nudging a second attack (if you're in range ofc). So part of why duels are taking so long now is because we aren't used to attacking and playing this way. We normally want range to properly PB, but when attacking severely it is clearly beneficial to facehug so you can insta nudge. If done right (try fighting stassin), then it can be very tough to defend against someone attacking this way.
Some ideas on how to decrease the length of duels a bit:
1. First of all, we could make ACMs incremental dmg increase expand exponentially, or if like, it gets beyond a certain point of difference compared to your opponents ACM, it jumps up a bit in power compared to previous ACM steps. Maybe if there's a gap of like 3 ACM then you get an additional dmg boost, or your parries will drain more BP from your opponent than yourself. So in the case of yellow parries, 1 Bp drained from you, but due to 3 ACM advantage your parries drain 3 from the opponent in yellow vs yellow. It's possible to expand upon this idea and maybe make it work. But the problem of ACM leakage being substantial in case of a skilled PBing dodger who can get combo'd hits in on you, still exists. Also, it seems quite complicated.
2. Next I thought about making combo's deal more dmg, but that idea was quickly discarded due to combos being so darn easy to perform now and I like the current dynamic where combo's can be used with good timing to interrupt and drain a big chunk of opponents BP IF WELL TIMED, but if horribly timed, you get punished by slap/PB etc. I like that dynamic and think it should say. No question that combo's should remain weaker than single hits with the rest of the system as it is, otherwise things will be broken (Stassin and I already tested this extensively).
3. The simplest fix would be to increase the overall BP damage that lightsabers do. In initial testing I think we tried 1.3 but decided that it was a bit too much, so we decreased it to a 1.2x increase and that felt good when it was just the two of us testing it. I can't remember if combo's were as they are now when we tested that, but increasing overall BP drain from 1.2x which it was raised to in 1.4 and cranking it up to 1.3x, may possibly fix our issues with duels being too long. 1.3x may seem like a small number compared to 1.2x, but in actual practice it increases BP drain more than is readily apparent. So far, this is the idea that I think is the most likely to succeed in fixing the long duel issue. Perhaps we can combine it with idea 1 if we can figure out the values that should be used on ACM fueled parries, and if stassin can implement it properly.
4. Increase swingblocked hits damage to 1.2x instead of 1.1x. That will buff BP damage without fiddling with the overall drains. I suggested this in the internal beta too, but stassin didn't like it. I also suggested runhit drains should be at 0.8x so maybe my judgements were questionable at the time I suggested these things due to my inexperience with the system. However, I must maintain that this is in my eyes a reasonably valid addition to help make duels faster for skilled players. It makes sense to me that someone holding mouse1 and running left and right, shouldn't drain as much as someone who strikes precise, skillful hits with swingblocked hits.
5. Tie a BP dmg increase to holding walk. Current drains are 1.2x, but if you hold walk the drains become 1.3x. A possible compromise of idea 3, or perhaps it can be said to be a more sophisticated version of just buffing overall drains. Make ppl tap walk while attacking to increase skill required for it. This also fits in well with the facehug meta for being aggressive. So someone playing an aggressive playstyle would have to try to facehug his opponent to get optimal damage and nudge-hits.
Those are my ideas so far for fixing what is perceived to be an issue by alot of people. I can happily duel for 5 min if my opponent's defenses have been brilliant. I can respect him for hitting superb PB+counters and turning the duel on its head. Still, I can see where you guys are coming from when you say duels tend to be rather long. BUT, we don't want to make attacking easy either. Before, any nub with a lightsaber could swing it about and take chunks out of the opponents BP pool. Now it takes more care, more skill. You must be patient and respect your opponent more. This is a vast, huge, plus point in my eyes, and I don't think we should do away with it entirely. So imo it is a matter of tweaking the DMG parameters in such a way as to make good attacks count for more.
What are you guys suggestions to fix this issue? Thoughts? Only sharing issues and not sharing ideas on how to fix them isn't particularly helpful.
Btw: The suggestions in this thread is a glimpse into what I've been doing with stassin on Slack for awhile. I throw ideas at Stassin, coding is done and we test em. Many balance changes were also made due to me simply remarking upon it like this, then stassin implemented and we tested. Overall I would say my hit rate for successful suggestions is rather high. Atleast one of the above 5 suggestions is going to be able to solve our issue with long duels in a feasible way. Which one do you prefer? Let's get some discussion going so we can improve the saber system and not whine about it.