A hope for us is to lock these things down for Saber vs Saber and Saber vs Gunner core mechanics. More precisely targeted changes and improvements are on the pipeline after this. Expect the core to stay the same for now.
A couple of things that are on my radar for follow-up patches:
- Bowcaster rework towards TFA style fantasy
- Droideka vs Jedi balance
- Purple Stab
- Grip
- Deflect
Closely monitoring the following live changes:
- Shot speed increase
- Saber vs Gun match-up
- Regular gun vs Sniper match-up
- Overall time-to-kill change
- Block and its validity in different Saber vs Gun match-ups
- Saber fights and comebacks (especially One versus Many situations)
- Flinch rework
- Reliability
- Readability
- Feel
Thank you for all the feedback so far!
Nice list. It provides something to respond to so allow me to give my take.
Bowcaster: I would like to see green bolts and charged bouncing shots (like arc) make a return. In recompense lower its RoF and balance it around precision + the charge bounce. That coupled with strong melee would make it more interesting and stand out.
Droideka vs jedi: Not sure I have much to say in the complaint department. I feel like Droideka can still do well with discharge. Perhaps it should be made baseline or available alongside Quick deploy. With only Quick deploy it's almost impossible to vs jedi, but with discharge you can do well. Rather than looking at Firepower FP drain increases, I would rather look at trying to make discharge baseline or buyable alongside QD. That also gives it more opportunities to bounce grenades with discharge which is lulz.
Purple stab: The problem here is its long invulnerability period, caused by the unlimited timer on specials. Blue lunge has the same issue. It should not hit twice, and probably shouldn't stagger. I want stab to be purples version of blue lunge to get ppl off ledges, nothing more.
Grip: Grip 3 is fun and I like it overall, though a bit annoying aswell. Grip 1 and 2 should be made more viable and perhaps grip 3 FP drain slight increase, maybe by only a point or two.
Deflect: I really hate the change that shows mblocking all the time. You should have the ability to hide deflect and show it by walking. Or maybe make it hide when you hold walk, that way there's an extra skill to differentiate between newbs and those that know what they are doing. (Hide mblock while walking).
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Overall shot speed change: Like it a lot, don't want it changed. It makes open much more fun for me.
Regular gun vs sniper: Seems fine so far? Obviously snipers will have an advantage at distance as it should be.
Overall time to kill: I like that HS is rewarded. I haven't noticed anything too annoying with leg damage increase. But soldiers are a bit squishy. Perhaps give them enough hp to tank an additional leg/torso shot.
Block and its validity in different Saber vs Gun match-ups: I've noticed it makes a decent difference in certain scenarios, and I've seen many a noob charge at gunners and get ripped apart in a few seconds then going 'wtf?'. I would say it's a step in the right direction here. I've played both gunner and force users, and I feel both as a gunner and force user that I have a decent chance to win with skill, even if I am a soldier or commander without utility vs a jedi.
Saber fights and comebacks (especially One versus Many situations): In 1vX parries are very important due to the increased damages. I like how 1vX feels overall, and I think it's moving in the right direction. I can take several weaker players by myself most of the time, but those that are good and work together to outflank are much more difficult, but you can use well timed parries and movement to hold them off and drain their BP. It's very playable but takes more skill to 1vX now than before, which I think is a good change. The faster kill speed due to BP drains helps a lot here imo and its way more fun to do 1vX now cuz I feel like I can win by means other than simply Mblocking everyone. Now I can win in 1vX with BP drains aswell, but in 1.4.9 I had to rely on Mblock disarms due to noodle damage and ACM made prolonged 1vX almost impossible.
Flinch rework: I was surprised to find that I don't hate flinch. I enjoy it more now as gunner and also as jedi/sith. I know when it will happen and know why it doesn't occur sometimes (saber blade blaster shots, dodge). I think it works pretty well. I am also liking the change to red and purple to make them more viable. It has a definite HP drawback, which makes it so you can only berserk someone down at full HP and even then a solid HS etc will destroy you. Also there is the slowdown so even as a soldier or commander I found myself able to dodge red swings that werent skilled. If red killed me, that swing would've also killed me if the opponent was using yellow most of the time. So overall it's balanced as far as I can tell. The boon is that red is anti-deka and anti-SBD, and I like that you have an option to buy it. Even though it was meant to be anti high HP classes before, it was useless due to flinch. Now that dynamic is alive so that makes things more fun.
My overall impression so far is that the core is good, and with some polishing it will turn into a very nice gem.