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FrenzY: "So, what I suggest is to provide a clear and concise list which features actionable change. Picture yourself as a dev making the actual change and describe it in that manner for that list."
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Okay, I will pull something out of my ass. Numbers will have to be tweaked and tested, and someone like snowblind should take a look since he will know the actual values we're working with better. This is just off the top of my head to get the ball rolling, so it will be a bit messy but can hopefully spark discussion and input/correction, but even if everything on this list is implemented as is, it cannot possibly be any worse than the current shambles.
This was originally a response in a thread but I decided to make a separate topic because it grew large. It's still by no means the full extent of my suggested changes.
Red = Urgent, we all mostly agree on it.
Yellow = Moderate, we all mostly agree on it.
Green = My personal preference, what I think would probably be good for the game. Numbers/tuning can sometimes be inaccurate, but testing can iron out the values.
Anything red or yellow should be taken extremely seriously by devs, and green is me trying to fix tempest's mistakes with my own suggestions.
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Style changes:
These are highly personal adjustments that I would make to the styles, and people may not agree with my direction. I would go further with several styles, but this will suffice for now. Will also just remind you that my values are guesswork and may require tuning.
Blue:
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Okay, I will pull something out of my ass. Numbers will have to be tweaked and tested, and someone like snowblind should take a look since he will know the actual values we're working with better. This is just off the top of my head to get the ball rolling, so it will be a bit messy but can hopefully spark discussion and input/correction, but even if everything on this list is implemented as is, it cannot possibly be any worse than the current shambles.
This was originally a response in a thread but I decided to make a separate topic because it grew large. It's still by no means the full extent of my suggested changes.
Red = Urgent, we all mostly agree on it.
Yellow = Moderate, we all mostly agree on it.
Green = My personal preference, what I think would probably be good for the game. Numbers/tuning can sometimes be inaccurate, but testing can iron out the values.
Anything red or yellow should be taken extremely seriously by devs, and green is me trying to fix tempest's mistakes with my own suggestions.
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- Change: Perfect blocking behaviour reverted to exactly mimic 1.10 zones.
- Change/fix: Hitboxes are now smaller and more precise, should feel like 1.10 hitboxes.
- Change: You can now always PB in returns.
- Change: When bodyhit, your counter-attack will be 25% slower than a normal first swing.
- Change: Perfect blocking enables you to counter-attack freely, guaranteeing the ability to counter into enemy combos at a normal speed.
- Change: Mblock counters increase the speed of a counter-attack by 25% in addition to granting Mblock bonuses.
- Change: The ACM system has been reworked: Will now only use whole numbers. There will be no fractional ACM and damage scaling will follow a linear curve. The following changes are intended to lessen the upfront impact of ACM on the outcome of a duel but the numbers etc are subject to change and are only an initial suggestion to try and get the ball rolling. Tempest's ACM system is not okay.
- Change: 1 ACM = 1.02x damage multiplier.
- Change: ACM limit is 10. When this limit is reached, the character will taunt.
- Change: Yellow, Staff and Purple: 1 bodyhit = 1 ACM. Getting PB'd drains 1 ACM. Getting mblocked drains 2 ACM.
- Change: Blue/Cyan/Duals: 1 bodyhit = 1 ACM. Getting PB'd drains 2 ACM. Getting Mblocked drains 3 ACM.
- Change: Red: 1 bodyhit = 2 ACM. Getting PB'd drains 1 ACM. Getting Mblocked drains 1 ACM.
- Change: BP regen is now 33% slower, 66% slower below half BP.
- Change: Meditating allows you to regen BP 33% faster.
- Change: Perfect blocking an attack increases your BP regen rate by 33% for two ticks.
- Change: Mblocking an attack now grants you one tick of BP regen immediately, in addition to increasing regen rate by 33% for two ticks.
- Change: Mblock defense has been removed.
- Change: If not blocking while running, the defender has a 2.0x incoming damage modifier.
- Change: Incoming damage increase for getting hit while crouching increased to 2.0x
- Change: Outgoing damage multiplier for attacking while crouching reduced to 0.5x
- Change: Incoming damage when knocked down reduced to 1.0x
- Change: Damage multiplier when being hit while doing melee moves reduced to 1.1x
- Change: Hitting too early in an attack animation NO LONGER reduces the damage by up to 30% depending on animation timer.
- Change: When interrupted, now stops you from being able to counter attack.
- Change: PB and MB guarantees one counter even if you have reached your swing limit.
- Change: Sweepkick will always stagger a crouching opponent but will never stagger a standing opponent.
- Change: Side kicking an opponent will knock them back a little bit, similar to how slap functioned in 1.10, but has twice the cd of slap.
- Change: Below 1/4 BP, you now move 5% slower.
- Change: Holding down attack will prevent bp regen from ticking and drain bp equivalent to the rate at which your BP regens normally.
- Change: Swingblocking will allow your BP regen to continue normally while attacking.
- Change: If parrying without swingblocking, your next attack will be interrupted.
- Change: You cannot regenerate BP while crouching, being airborne, or performing a special attack.
- Change: The lightsaber hitbox no longer counts as a bodyhit, but instead as a saberhit: A saberhit reduces incoming damage by 10%
Style changes:
These are highly personal adjustments that I would make to the styles, and people may not agree with my direction. I would go further with several styles, but this will suffice for now. Will also just remind you that my values are guesswork and may require tuning.
Blue:
- Change: Perfect blocks no longer delay the opponent's regen.
- Change: Perk: Perfect blocks grant you one regen tick immediately.
- Change: Swing speeds have been adjusted to approximate yellow, especially first swings.
- Change: Swing count increased from 3 to 4.
- Change: Parry perks removed.
- Change: Offense rating 9, defense rating 50.
- Change: Perk: Can perfect parry. Perfect parries act like bodyhits (dealing bodyhit dmg and gaining ACM on the parry).
- Change: Fractional ACM perk removed (no fractions!).
- Change: Perk: Mblock counters grant an additional ACM.
- Change: Stagger perk removed.
- Change: First hit perk removed.
- Change: Perk: Nudge
- Change: Perk: Jumping attacks stagger on bodyhit.
- Change: Offense rating 11, Defense rating 48.
- Change: Swing count increased from 3 to 4.
- Change: Perk: Bodyhits on the opponent prevents them from bodyhit countering.
- Change: Previous perks removed
- Change: Perk: Can block attacks from behind at the cost of a 1.4x multiplier.
- Change: Spins have been sped up but their damage has been reduced to 1.2x
- Change: Previous perks removed
- Change: Swing count increased to 5.
- Change: Defense rating 48
- Change: Loses an additional 10% BP on parries.
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