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This is my spec/possible changelog on how to obtain a stable saber system from 1.4.5, designed and simplified primarily with open mode in mind, with the least amount of minor tweaks possible (meaning the current 1.4.5 general design for sabering mechanics would remain the same). My primary reason for writing this small spec is that the dev team intends to settle the saber system design issue sooner rather than later, and as such intends to refrain from implementing major revamps which could easily require a few more years to fully balance. I believe Tempest (currently the one other dev bent on designing the saber system) has somewhat taken that to heart recently, but regardless i wish to write down my own spec down independently from his vision on needed changes, and i hope in the end a reasonable and simple compromise will be found so that we can finally and happily stop touching the saber system.
This would normally rather be intended for private dev discussions and is more specifically meant for Tempest and other devs interested in gameplay, but since there are few of us i believe it is appropriate to post it publicly.
Design keywords for this spec: minor tweaks, simplify, open mode.
######## Changelog ########
General tweaks for saber vs saber:
Style tweaks:
General tweaks for saber vs gun:
######## Explanations/Spec ########
Goal: reach a stable and simple saber system designed primarily for open mode, via MINOR tweaks from 1.4.5.
Principles: "defense" refers to aiming for a win (in any type of fight) over time, prolonging engagements and relying on superior stamina while taking little risks. "offense" refers to aiming for a win (in any type of fight) quickly via heavy power at the cost of bigger risks and the inability to endure for long.
Principles for tweaks: basically take styles as they currently are without major changes (swing speeds, animations, HP damages, movement slowdowns etc. which are the defining factors for the styles), and deduce the role that each one should have, from which their needed features for a simple, structured and yet still highly challenging saber system stem from.
Notes:
- Style switching is fine even without nudge since you can't switch while in a blocking animations i.e. while being pressured.
- A "quadrant" just refers to a possible direction for a saber swing.
General tweaks for saber vs saber:
Style tweaks (note, this keeps in mind style switching):
General tweaks for saber vs gun:
This would normally rather be intended for private dev discussions and is more specifically meant for Tempest and other devs interested in gameplay, but since there are few of us i believe it is appropriate to post it publicly.
Design keywords for this spec: minor tweaks, simplify, open mode.
######## Changelog ########
General tweaks for saber vs saber:
- Removed perfect parry.
- Reintroduced semi-PB and nerfed it (25% or 50% damage instead of 0%, if needed).
- Reinstated fast PB counter on every full-PB rather than only on mblocked swingblocks, and it drains normal damage (instead of the increased damage from 1.4).
- Increased global parry drains by giving them 25% (or possibly less, if that is still too much) of the damage of a bodyhit.
- Reintroduced chaining direction restrictions: general restrictions reverted to a gap of two quadrants between consecutive swings as it was before 1.4, instead of 1 or 0. Some styles (Red, Purple, Cyan, Duals) have different restrictions, see Style tweaks for details.
- (Possible: introduce some sort of visual-only nudge in order to address the issue of sabers idling into people and passing through each other when blocking or idling)
- (Possible: make mblocking swingblocks flinch - not stagger, flinch is less disabling - the opponent for all styles)
Style tweaks:
- Blue: removed all perks (reverted max swings in a chain to 2 if 3 is too strong).
- Yellow: removed all perks.
- Red: removed all perks. Increased AP and decreased BP (if needed). Added chaining direction restriction: 3 quadrants between consecutive swings.
- Purple: removed current perks and added a single perk dealing with ACM gain and loss. Increased AP and decreased BP (if needed). Added chaining direction restriction: 1 quadrant between consecutive swings to make it harder to PB (possibly).
- Cyan: removed all perks. Increased AP and decreased BP (if needed). Added chaining direction restriction: 3 quadrants between consecutive swings.
- Duals: removed all perks, kept only the higher defense arc vs both sabers and guns. Added chaining direction restriction: 1 or even 0 quadrants between consecutive swings. Reduced BP for balance (possibly).
- Staff: removed all perks (possibly kept mblocks requiring only correct movement and timing, to see), kept the higher defense arc vs both sabers and gunners. Reduced AP for balance (possibly).
General tweaks for saber vs gun:
- Reduced the FP regen debuff period when shot to 0.5s from 1s.
- Kept the low FP drain cooldown (50ms) but reinstated a middle-ground from v0 (where the FP drain cooldown was 200ms) by having all additional shots only drain about 0.5x FP during a window of 200ms after having been shot once.
- FP drains when blocking/running tweaked to balance the above change.
- Reverted Deflect 3's FP draining to 0 (it still prevents FP regeneration). Added Deflect 1's 5 FP drain to Deflect 0, so it applies all the time to mblocking.
- Reverted the removal of saber melee moves while flinching.
######## Explanations/Spec ########
Goal: reach a stable and simple saber system designed primarily for open mode, via MINOR tweaks from 1.4.5.
Principles: "defense" refers to aiming for a win (in any type of fight) over time, prolonging engagements and relying on superior stamina while taking little risks. "offense" refers to aiming for a win (in any type of fight) quickly via heavy power at the cost of bigger risks and the inability to endure for long.
Principles for tweaks: basically take styles as they currently are without major changes (swing speeds, animations, HP damages, movement slowdowns etc. which are the defining factors for the styles), and deduce the role that each one should have, from which their needed features for a simple, structured and yet still highly challenging saber system stem from.
Notes:
- Style switching is fine even without nudge since you can't switch while in a blocking animations i.e. while being pressured.
- A "quadrant" just refers to a possible direction for a saber swing.
General tweaks for saber vs saber:
- Keep nudge removed for all styles.
- Remove perfect parry (completely unreliable feature that doesn't add anything to any role, the only style it can almost reliably be done with is cyan with its full swings but it still isn't really reliable, but in general it does nothing but slightly favour parrying stalemates).
- Reintroduce semi-PB and nerf it if needed (make it take 25% or 50% damage instead of 0%). Semi-PB is necessary to allow some intermediary blocking potential while in an attacking combination, so as to be able to close in on the enemy more easily as well as engaging at a longer distance. The fact that camera aim-based PBs are easier to land on attacks which come from a distance should be addressed by not tweaking PB itself but favoring better attack options from long range. Feints and swings in the air are the currently existing mechanics which can help with that, they need to see more use and be buffed if that's necessary (mostly for slower styles); reinstating semi-PB does buff them.
- Reinstate fast PB counter on every full-PB rather than only on mblocked swingblocks, and have it drain normal damage instead of increased damage. This makes duels much more dynamic and allows for proper defense against an enemy swing chain since a normal counter will often be interrupted by such a chain (depends on the style).
- Increase global parry drains by giving them 25% (or possibly less, if that is still too much) of the damage of a bodyhit (1.4.3 proved that 50% was too much already). This buffs heavy styles allowing them to break the parry spam stalemate against lighter styles and further nerfs the ability to evade an enemy via parry spam as a tactic used for comebacks, since being parried with too low BP will prevent further chaining. The ability to bait an attacker into chasing while not even having low BP yourself is more than powerful enough a tactic and should not be viable while having low BP.
- Reintroduce chaining direction restrictions: general restrictions should be reverted to a gap of two quadrants between consecutive swings as it was before 1.4, instead of 1 or 0. Give some styles (Red, Purple, Cyan, Duals) different restrictions. This helps introducing limiters, obstacles to learn for new players, its removal was generally rather poorly perceived; also it buffs PBing in general which is good to further reduce parry spam, and it can introduce differences between styles while respecting their roles.
- (Possible: introduce some sort of visual-only nudge in order to address the issue of sabers idling into people and passing through each other when blocking or idling)
- (Possible: make mblocking swingblocks flinch - not stagger, flinch is less disabling - the opponent for all styles)
Style tweaks (note, this keeps in mind style switching):
- Blue (the most defensive, excellent mobility and interrupting potential, best style for constantly pressuring targets - with interrupts and ACM in particular vs sabers): remove all perks, keep a max of 3 swings in a chain if it appears balanced (against gunners & saberists), revert to 2 if it is too strong.
- Yellow (middle ground, decent mobility and excellent burst damage against gunners, best style to adapt to all situations): remove all perks.
- Red (the most offensive, huge burst damage against both saberists and gunners with low mobility and stamina, best style to quickly finish an opponent which isn't correctly prepared or gain a sudden significant advantage): remove all perks (strong parry damage removes the need for a stagger, since red will be able to damage all other styles significantly, while being severely prone to interruptions from faster styles - that is all other styles). Potentially tweak its AP and BP vs sabers, to make it more damaging if the current values aren't enough. Chaining direction restriction for Red: 3 quadrants between consecutive swings. (Red is still able to perform counters against gunners now that nudge is gone, so its potential other than the decently quick top-right swing isn't nil; on the other hand the harder chaining restriction helps opponents with PBing Red since parrying it is dangerous)
- Purple (defensive style vs saberists, offensive style vs gunners, vicious style with low raw stamina but the ability to gain or lose ACM very quickly, excellent damage against gunners despite much faster and mobile swings compared to Red, excellent style to deal mobile burst damage vs gunners and to strategize high ACM pressure vs sabers): remove current perks and add a single perk dealing with ACM gain and loss (able to gain ACM on every bodyhit of a chain, or able to gain ACM via full PBs, or something similar, and able to lose ACM faster than other styles in some way aswell). Tweak AP and BP values if needed to reduce its stamina and potentially once again increase its damage (more middle-ground between Yellow and Red). Chaining direction restriction for purple: possibly 1 quadrant between consecutive swings to make it harder to PB, but it could just keep the standard 2 quadrants.
- Cyan (offensive style, fastest full swings for excellent quick engaging potential vs gunners and sabers alike - very difficult to PB - with high mobility but weak chaining in the air, excellent style for engaging): remove all perks including perfect parry, increase AP and decrease BP if needed (so that it deals pretty decent damage against saberists despite being a fast style, yet still gets defeated by heavier styles when it comes to parries, and so that it is unable to tank like Blue, or even possibly like Yellow). Keep the reduced max swing chain count (4). Chaining direction restriction for Cyan: 3 quadrants between consecutive swings. Cyan's defining trait lies in its super-fast starting swings, this aspect is reinforced by weakening its chains.
- Duals (a powerhouse with the same type of role as Yellow but more offensive, fast and damaging swings against both sabers and gunners, weak defense vs sabers, uses both raw damage and ACM gain for quick draining): remove all perks, keep only the higher defense arc vs both sabers and guns. Chaining direction restriction for Duals: 1 or even 0 quadrants between consecutive swings. Possibly reduce BP for balance.
- Staff (a tanky style with also a role similar to Yellow but much more defensive, decently fast swings and good damage vs gunners, great defense vs sabers, medium damage vs sabers but uses superior stamina to overwhelm in the long run): remove all perks (possibly keep mblocks requiring only correct movement and timing, to see), keep the higher defense arc vs both sabers and gunners Possibly reduce AP for balance.
General tweaks for saber vs gun:
- Reduce the FP regen debuff period when shot to 0.5s from 1s, still have it ramp up to 2s or maybe 1.5s from being shot several times consecutively.
- Keep the low FP drain cooldown (50ms) but reinstate a middle-ground from v0 (where the FP drain cooldown was 200ms) by having all additional shots only drain about 0.5x FP during a window of 200ms after having been shot once. Will greatly help with jedi/sith 1vX.
- FP drains should remain quite low when blocking (1.4.5 standard is probably ok given the FP drain cooldown tweak above which nerfs it) and high when running, but will have to be tweaked (nerfed) given the buff above.
- Instead of having deflect 3 drain FP when the FP regen debuff is active, simply have it drain something like 1 FP per second, or just revert it to no FP drain (but still prevents FP regen of course) given the global FP drain tweak above which may nerf deflect (reminder: level 1 can't deflect at close range, can deflect one shot every 750ms and drains about 6 FP per second; level 2 can deflect at close range, can deflect one shot every 500ms and drains about 3 FP per second; while level 3 can deflect 1 shot every 250ms). Also add Deflect 1's FP drains to Deflect 0, so that mblocking vs sabers always has a cost (and Saber Deflect thus improves mblocking on top of deflecting).
- Revert the removal of saber melee moves while flinching. It was intentional, as you are completely vulnerable against shots while slapping even though flinch allows you to block shots if pressing altattack, so slapping in that situation is most often not a free advantage.