- Posts
- 68
- Likes
- 55
First post on forum.
This is my negative opinion/bitching about this patch directed to Devs that i made after playing for one day.
None of the insults are thrown seriously, they are just jokes to show my hatred toward this patch.
It took me 4 hours to make this so if you're gonna take this down don't do it for atleast one day. Pls.
I'm sorry if there are any grammar errors or i overuse some words.
Seems like you didn't post all of the changes. I wrote about things that aren't in changelog so some of them may not be true. Disregard them if they aren't.
OPEN:
Revert to old projectile speeds. Dodging and skill mattered then ,but now it's just spamming at close range.
Thx to this Cr3 easily smashes anyone at close range no matter skill. Why buff hitscan?
Decoupling SBD gun's damage from battery level is awful change. Before you needed to be good to not lose damage and rate of fire from battery level.
Now you can't wear him out by potshots. Buffing SBD i see. Nice.
Increase deka drains and remove discharge because it's just tool for correcting your mistakes or team's.
Revert lower body blaster damage multiplier. If you can't aim you shouldn't get rewarded.
Flinch feels worser than before.
Godcaster v.2.0. I hated it's drain before but now it's worser.
I can't find it in changelog but making smaller deflection radius is horrible. Jedi/Sith can't push choke points like Dotf main now.
It's they're job to make chaos in enemy ranks and allow for gunners to kill off busy enemy.
You can stll see carried bomb on scarif? Or was it fixed?
Stop removing event maps. Some of us would like to play them on some other time of the year.
Smuggler should've stayed small. It is chaos map. It's played for fun not for competitevness. I like data pad room though.
Fix these microstutters and lags and good job for pushing your new effects to everyone instead of making it official addon or something.
At least post old ones and tell us how to replace them.
More bugs than you can count. Did you even beta test this?
Though i liked 1.4.9 open more changes are okay.
Dueling:
My impression of it at first was 50/50, then great and when i reflected on changes i came to the conclusion this patch is garbage.
Why increase slap, leg sweep, jump kick, side kick cooldowns? Make side kick function like normal kick.
Saber noise spam - had sound cut off few times. It feels more now than in 1.4.9.
Bring back non PB parries but with like 50% damage of enemy swings dealt to the one who initiated parry.
Why remove perfect parry? It required skill to use not on random ,but it helped counteract 4 hit combo spammers.
Now hard yawed 4 hit yellow combos are too op. Full damage of them is 54 BP aginst yellow. They're pretty hard to PB in first place ,but ability to start combat with them instead of grinding ACM before makes them broken.
Failing Mblock no longer drains BP from the defender. Really good change. MB, MBC spammers heaven.
New: Can now do forward or backward Mblock movements vs forward swings, instead of just backward movements. Explain this to me.
It's about MBing WA, WD, W swings with ability to also do them by pressing WA, WD, W? If so why? Why? Just why?
Style point costs change seems to me as good one. It makes for more diverse builds. Now i can have easily 2 powers. One level 3 and the other level 1. Though i can't handle more than one power.
Since you are being dealt more damage when you run you should also deal more damage not less. Big risk = big reward not big risk = no reward.
Change: Attacker crouching: (1 / 1.5)x BP dealt. WTF is this.
Def 1 - just lower regened BP and remove that 1.4x BP taken modifier. Using def 1 right now is suicide since 1 non-PBed combo or interrupt kills you.
Change: Additional overall multiplier: 0.8x BP drain. What was previous one since you didn't write it.
Change: Defender knocked down or in a roll or slapping: 1.0x BP taken. Great not being able to PB only con of being slapped or missing slaps.
Thank god swing restrictions don't apply in air. Change red's restriction to the way other style's are considering how bad red is in this patch.
Nice job for adding restrictions to swings when you make PBing new meta. Adding pbindicator makes first swing PB even easier.
Yellow 4 hit combo deals 43 BP against yellow. Welcome spam meta. Non-spammy playstyles that don't heavily rely on PB are dead now.
Not swingblocking is instant death. Especially with new interrupt. Goodbye new players. This patch feels like it was made for high tier tryhards.
1v2 is nearly unwinnable. Half-swinging is way too op. Decrease damage of it to like 0.8x.
Thx to new meta i am able to defeat opponents just by spamming 2 or 3 hit combos with yellow.
I am even able to come back up to 2 times per duel from no BP to almst full BP with new PB regen.
Many of those opponents would destroy me in 1.4.9 without them doing hit and run and i don't believe i got good overnight.
I have played only red, yellow and purple. I haven't tested purple enough to talk about it's speed change, but whoever added puprle stab please quit being Dev.
Excellent idea. No cooldown, double hitting, instant, no way to dodge stab. Balance. This word doesn't exist.
Revert it to kata. Maybe make it's attack range longer. Make it so you regen set amount of BP when you do it and make it slightly knockback. If it is possible make it PBable to weaken it if it'll be too powerful.
I saw someone say that 4 hit yellow combo deals more damage to red than 3 hit red combo to it. Which according to math is correct. Red nerfed to hell i see.
Devs did you even calculate this before release. Unforunately i can't find the post on forum.
Red vs Red fights are now waiting for enemy to attack. PB first hit, counter off last hit. He PBed your first swing? PB his first. Repeat until he's dead.
Btw Red vs Red combo deals 80 BP and Red vs Yellow is 57 BP vs yellow's 60.
Red vs Yellow fight is glass cannon no longer being cannon. Offensive playstyle with red pretty much doesn't exist. Bring back it's stagger.
It'll make it slighty stronger offensively
Also I saw someone say that you can insantly switch from yellow to red before attack. You can do red combo but your opponent can only see yellow stance. Haven't tested this one.
Proposition:
Revert dueling to 1.4.9. It's much better base for further development than this. Make meta revolve around ACM.
But instead of farming it like it was then remove ACC and make ACM obtainable/reduced by a lot of things.
PBs giving ACM, counter's giving More than 1 ACM, Red getting ACM for each swing in combo. Make MBC halve your ACM. If quick style gets hit by Red's non-counter full combo make it lose like 70% ACM.
Make ACM mean involvment in combat.
This way there will be alot more playstyles. Fights will be still quick since you are involved in combat one way or another.
Styles that should deal more damage will do that.
Ideas:
Make more styles that have defined playstyles instead of trying to do it with core duel mechanics.
Make another medium stance where you hold lighsaber above your head, about 40° to it. Make it more offence less defense yellow with slightly slower attack speed.
Edit: I forgot about overall multiplier: 0.8x BP drain so my calculations were a bit off. They're fixed now.
This is my negative opinion/bitching about this patch directed to Devs that i made after playing for one day.
None of the insults are thrown seriously, they are just jokes to show my hatred toward this patch.
It took me 4 hours to make this so if you're gonna take this down don't do it for atleast one day. Pls.
I'm sorry if there are any grammar errors or i overuse some words.
Seems like you didn't post all of the changes. I wrote about things that aren't in changelog so some of them may not be true. Disregard them if they aren't.
OPEN:
Revert to old projectile speeds. Dodging and skill mattered then ,but now it's just spamming at close range.
Thx to this Cr3 easily smashes anyone at close range no matter skill. Why buff hitscan?
Decoupling SBD gun's damage from battery level is awful change. Before you needed to be good to not lose damage and rate of fire from battery level.
Now you can't wear him out by potshots. Buffing SBD i see. Nice.
Increase deka drains and remove discharge because it's just tool for correcting your mistakes or team's.
Revert lower body blaster damage multiplier. If you can't aim you shouldn't get rewarded.
Flinch feels worser than before.
Godcaster v.2.0. I hated it's drain before but now it's worser.
I can't find it in changelog but making smaller deflection radius is horrible. Jedi/Sith can't push choke points like Dotf main now.
It's they're job to make chaos in enemy ranks and allow for gunners to kill off busy enemy.
You can stll see carried bomb on scarif? Or was it fixed?
Stop removing event maps. Some of us would like to play them on some other time of the year.
Smuggler should've stayed small. It is chaos map. It's played for fun not for competitevness. I like data pad room though.
Fix these microstutters and lags and good job for pushing your new effects to everyone instead of making it official addon or something.
At least post old ones and tell us how to replace them.
More bugs than you can count. Did you even beta test this?
Though i liked 1.4.9 open more changes are okay.
Dueling:
My impression of it at first was 50/50, then great and when i reflected on changes i came to the conclusion this patch is garbage.
Why increase slap, leg sweep, jump kick, side kick cooldowns? Make side kick function like normal kick.
Saber noise spam - had sound cut off few times. It feels more now than in 1.4.9.
Bring back non PB parries but with like 50% damage of enemy swings dealt to the one who initiated parry.
Why remove perfect parry? It required skill to use not on random ,but it helped counteract 4 hit combo spammers.
Now hard yawed 4 hit yellow combos are too op. Full damage of them is 54 BP aginst yellow. They're pretty hard to PB in first place ,but ability to start combat with them instead of grinding ACM before makes them broken.
Failing Mblock no longer drains BP from the defender. Really good change. MB, MBC spammers heaven.
New: Can now do forward or backward Mblock movements vs forward swings, instead of just backward movements. Explain this to me.
It's about MBing WA, WD, W swings with ability to also do them by pressing WA, WD, W? If so why? Why? Just why?
Style point costs change seems to me as good one. It makes for more diverse builds. Now i can have easily 2 powers. One level 3 and the other level 1. Though i can't handle more than one power.
Since you are being dealt more damage when you run you should also deal more damage not less. Big risk = big reward not big risk = no reward.
Change: Attacker crouching: (1 / 1.5)x BP dealt. WTF is this.
Def 1 - just lower regened BP and remove that 1.4x BP taken modifier. Using def 1 right now is suicide since 1 non-PBed combo or interrupt kills you.
Change: Additional overall multiplier: 0.8x BP drain. What was previous one since you didn't write it.
Change: Defender knocked down or in a roll or slapping: 1.0x BP taken. Great not being able to PB only con of being slapped or missing slaps.
Thank god swing restrictions don't apply in air. Change red's restriction to the way other style's are considering how bad red is in this patch.
Nice job for adding restrictions to swings when you make PBing new meta. Adding pbindicator makes first swing PB even easier.
Yellow 4 hit combo deals 43 BP against yellow. Welcome spam meta. Non-spammy playstyles that don't heavily rely on PB are dead now.
Not swingblocking is instant death. Especially with new interrupt. Goodbye new players. This patch feels like it was made for high tier tryhards.
1v2 is nearly unwinnable. Half-swinging is way too op. Decrease damage of it to like 0.8x.
Thx to new meta i am able to defeat opponents just by spamming 2 or 3 hit combos with yellow.
I am even able to come back up to 2 times per duel from no BP to almst full BP with new PB regen.
Many of those opponents would destroy me in 1.4.9 without them doing hit and run and i don't believe i got good overnight.
I have played only red, yellow and purple. I haven't tested purple enough to talk about it's speed change, but whoever added puprle stab please quit being Dev.
Excellent idea. No cooldown, double hitting, instant, no way to dodge stab. Balance. This word doesn't exist.
Revert it to kata. Maybe make it's attack range longer. Make it so you regen set amount of BP when you do it and make it slightly knockback. If it is possible make it PBable to weaken it if it'll be too powerful.
I saw someone say that 4 hit yellow combo deals more damage to red than 3 hit red combo to it. Which according to math is correct. Red nerfed to hell i see.
Devs did you even calculate this before release. Unforunately i can't find the post on forum.
Red vs Red fights are now waiting for enemy to attack. PB first hit, counter off last hit. He PBed your first swing? PB his first. Repeat until he's dead.
Btw Red vs Red combo deals 80 BP and Red vs Yellow is 57 BP vs yellow's 60.
Red vs Yellow fight is glass cannon no longer being cannon. Offensive playstyle with red pretty much doesn't exist. Bring back it's stagger.
It'll make it slighty stronger offensively
Also I saw someone say that you can insantly switch from yellow to red before attack. You can do red combo but your opponent can only see yellow stance. Haven't tested this one.
Proposition:
Revert dueling to 1.4.9. It's much better base for further development than this. Make meta revolve around ACM.
But instead of farming it like it was then remove ACC and make ACM obtainable/reduced by a lot of things.
PBs giving ACM, counter's giving More than 1 ACM, Red getting ACM for each swing in combo. Make MBC halve your ACM. If quick style gets hit by Red's non-counter full combo make it lose like 70% ACM.
Make ACM mean involvment in combat.
This way there will be alot more playstyles. Fights will be still quick since you are involved in combat one way or another.
Styles that should deal more damage will do that.
Ideas:
Make more styles that have defined playstyles instead of trying to do it with core duel mechanics.
Make another medium stance where you hold lighsaber above your head, about 40° to it. Make it more offence less defense yellow with slightly slower attack speed.
Edit: I forgot about overall multiplier: 0.8x BP drain so my calculations were a bit off. They're fixed now.
Last edited: