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Wanting to be more transparent about sabering changes, I decided to try something a bit different. Note, this is not a discussion (that's what Part 2 will be). This is to take in people's thoughts and work out some possibilities for down the road.
I'm going to start with some mechanics, problems people have with them, and some brief thoughts on possible directions to go with them:
1) Nudge
2) Perfect Block
3) Feint
4) Parrying
5) Consecutive swings / "Spamming"
6) Imbalances in offense vs defense
7) Perks / style "flavor"
8) Flinch
1) Nudge
Intention: To help with overcoming the current state of perfect block being able to stop continued swinging.
Issue: Can interfere with controls as well as make things visually cluttering.
My thought(s): Most likely removing it to give feinting a more involved place in the system (nudge basically does what feint is intended to do anyway)
2) Perfect Block
Intention: Reward players for precise blocking.
Issue: Control is taken away (even by accidental perfect block) and the reward "scaling" is skewed (stopping a combo AND allowing for a higher damage/instant counter AND having perks that scale off of it, etc)
My thought(s): Making this consistent by not allowing control to be taken away from players by accident. Taking the ability to stop continued swinging and moving it to Mblock as one possibility. Simply removing stopping combos and changing the reward for perfect blocking is another.
3) Feint
Intention: Sacrifice a swing in order to make it harder to defend
Issue: There isn't really any issue with it from what I've seen but that's most likely because it has a very minimal presence in the face of nudge.
My thought(s): Making it more prevalent/actually able to live up to what it's supposed to be used for is the main goal.
4) Parrying
Intention: Currently lets you stop ACM being built in exchange for variable minor drains
Issue: Not really any from what I've seen but I think that's because it's a more subtle factor in things
My thought(s): Making it a less subtle factor (not to a huge degree) and into more of a tool that can be used (think parrying to 1vX in Open as a possibility)
5) Consecutive swings / "Spamming"
Intention: Sacrifice ACM gain in order to add more pressure
Issue: I'm not really sure there's any inherent problem by itself.
My thought(s): As it stands, I think lowering damage for consecutive swings was the right approach but repeating swings is still an issue (both visually and risk-vs-reward-wise)
6) Imbalances in offense vs defense
With how things stand, offense is almost punished by comparison for what defending does for people. It's a fickle thing to balance but the scaling for offense and defense should be similar rather than one being linear (offense) while the other is definitely not linear (defense and all the factors that mix into it).
7) Perks / style "flavor"
Having each style able to stand out in some way is nice. Having them stand out in ways that are so subtle that you'd never know unless you went and looked it up is not. I believe that's why the perks vs guns got removed. I'd be happy to have them back but having an easier way to identify what's doing what would be important. I'm also looking at tweaking how the current perks are so they'd be in line with the considerations to the other mechanics.
8) Flinch
Intention: Allow for gunners to be able to punish sloppy swinging
Issue: It's very binary in how it works
My thought(s): Adjusting it by RoF/FP drained in a window of time or similar trains of thought
Post your thoughts/suggestions and I'll get part 2 of this rolling when it seems appropriate.
I'm going to start with some mechanics, problems people have with them, and some brief thoughts on possible directions to go with them:
1) Nudge
2) Perfect Block
3) Feint
4) Parrying
5) Consecutive swings / "Spamming"
6) Imbalances in offense vs defense
7) Perks / style "flavor"
8) Flinch
1) Nudge
Intention: To help with overcoming the current state of perfect block being able to stop continued swinging.
Issue: Can interfere with controls as well as make things visually cluttering.
My thought(s): Most likely removing it to give feinting a more involved place in the system (nudge basically does what feint is intended to do anyway)
2) Perfect Block
Intention: Reward players for precise blocking.
Issue: Control is taken away (even by accidental perfect block) and the reward "scaling" is skewed (stopping a combo AND allowing for a higher damage/instant counter AND having perks that scale off of it, etc)
My thought(s): Making this consistent by not allowing control to be taken away from players by accident. Taking the ability to stop continued swinging and moving it to Mblock as one possibility. Simply removing stopping combos and changing the reward for perfect blocking is another.
3) Feint
Intention: Sacrifice a swing in order to make it harder to defend
Issue: There isn't really any issue with it from what I've seen but that's most likely because it has a very minimal presence in the face of nudge.
My thought(s): Making it more prevalent/actually able to live up to what it's supposed to be used for is the main goal.
4) Parrying
Intention: Currently lets you stop ACM being built in exchange for variable minor drains
Issue: Not really any from what I've seen but I think that's because it's a more subtle factor in things
My thought(s): Making it a less subtle factor (not to a huge degree) and into more of a tool that can be used (think parrying to 1vX in Open as a possibility)
5) Consecutive swings / "Spamming"
Intention: Sacrifice ACM gain in order to add more pressure
Issue: I'm not really sure there's any inherent problem by itself.
My thought(s): As it stands, I think lowering damage for consecutive swings was the right approach but repeating swings is still an issue (both visually and risk-vs-reward-wise)
6) Imbalances in offense vs defense
With how things stand, offense is almost punished by comparison for what defending does for people. It's a fickle thing to balance but the scaling for offense and defense should be similar rather than one being linear (offense) while the other is definitely not linear (defense and all the factors that mix into it).
7) Perks / style "flavor"
Having each style able to stand out in some way is nice. Having them stand out in ways that are so subtle that you'd never know unless you went and looked it up is not. I believe that's why the perks vs guns got removed. I'd be happy to have them back but having an easier way to identify what's doing what would be important. I'm also looking at tweaking how the current perks are so they'd be in line with the considerations to the other mechanics.
8) Flinch
Intention: Allow for gunners to be able to punish sloppy swinging
Issue: It's very binary in how it works
My thought(s): Adjusting it by RoF/FP drained in a window of time or similar trains of thought
Post your thoughts/suggestions and I'll get part 2 of this rolling when it seems appropriate.