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My first thought was to introduce some sort of bp regen scaling to styles' respective def values. Meaning the larger your bp pool is, the less bp you gain on pb and vice versa. I thought it would make sense that if you play a defensive style, you should be pb'ing more, but according to Stassin:
Now because Blue can barely scratch the surface of Yellow, and the main damage comes from interrupts. It would make sense that if you flail around carelessly with it, you should be punished. And I think it would be kind of ballsy, risk-reward situation for someone to switch to Red and pblock a careless spammer a few times to regen a chunk of bp. I think it would be neat to test something like that, because either way, fast style with large bp pool regenerating same amount of bp as any slower style doesn't sit right with me.
Yeah I might be down with that idea. I'm imagining something like 8 for heavies and 6 for medium and 4 for fast, but I am not sure it's possible to regen half a bp tick on PB in code. We found during testing that 4 BP regen per tick on PBs meant that recovery was quite hard for medium styles on the beta, that's why the value of 6 for them was on my mind but due to how BP regen ticks work it became 8 and it seemed fine for the most part in yvy. But indeed blue can barely make a dent, yet has uber high defense and sometimes duels can drag on despite the fact that the blue user has no chance of victory. Since it's so fast though, we have to be careful to not buff its AP much or it will become very cancerous to fight. Right now it doesn't feel bad to fight blue vs yellow on either side, but I'm not claiming the AP/BP values for all styles are perfect, since they were pretty much ripped from an earlier build (1.3 I think?)
Its probably fine to have universal BP regen on PB being the same too. The consistency of it, along with having the same BP regen on defense 1 makes sense and makes things easier to get. But if the idea of different BP regens on PBs can be executed well, I don't think it would be bad. But the other option is to start tweaking the AP/BP values of styles a bit here and there, like giving blue slightly more AP and slightly less BP.
People have also talked about 1.5 as a 'base' system for further improvement, and part of this 'further' improvement could include tested and balanced perks both open mode perks and dueling perks.
One thing I should mention though, is that the very different AP/BP values of blue and red help make the styles feel unique, so I'm not saying to tamper overly much with them here, but if a few adjustments can improve the game, like blue 7/70 or 7/65 then I wouldn't mind it at all. So not sure about blue, but staff definitely needs a tweak imo.
I'm really keen on pushing smaller changes aimed to address a specific issue to a public beta and testing them, rather than constantly doing vast overhauls of the dueling system. That was the idea behind freezing saber changes in 1.5, but small balance adjustments can and should still be made, it's just a question of what these changes will be, and then testing them to see that they work out in gameplay as they should.