SeV's Saber System Fix

SeV

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Bare with me and try to understand, as I lay bare some of my thoughts on the saber system. Please listen uncritically to a player who's cared for this game and sabering ystem for over 8 years. Btw, this spawned from a reply to the PB post by Apex, but the reply turned into this...

Introduction: Skip to suggestions if you want.

I think the current PB system is good, but as stassin mentioned you can sometimes accidentally PB. Another issue I see with this system is that attacking like a fucking maniac is 90% better than focusing on defensive play because of parries. In the saberclash-systems parrying happened less frequently because of halfswing exchanges. Also, Angling ur saber when both attacking and defending, and countering with proper timing was the old way of playing and I know stassin thinks it was more random than not, and therefore bad and didn't take skill, yet I disagree. The old system was full of depth and took a great deal of skill, just as the current one does. They're just different.

So why is spamming such a viable way of playing, as opposed to focusing on PBs, correct timing and skillful countering etc?
Well, because the fucking attacks PARRY and a parry is better than a PB (ignoring perks for now).

In alot of situations, alot of the time, maybe more than 70 percent of a duel, parrying blocks more hits than PBing. Parrying can block hits at 0 bp. It completely trivializes the current PB system, because at 0 BP you can just go Yoda mode and jump around, swinging and parrying, then jump to reset and repeat. With red u can use the stagger aswell for an added 0 BP bonus defense.

In essence, my gripe is not with the current PB system, but with how it was implemented and what is missing. Tweaks, not revamps or returns to old systems. If skilled veteran players all put their heads together I'm sure we can come up with improvements that'll make the current system as much fun as the old one.



So...

This list of suggestions isn't a take it or leave it whole course, it's a buffet of suggestions to somehow spice up the current rather dull and lifeless system. (it sounds like I'm saying it's bad, but what I'm saying is that it's more boring, not worse or that it takes less skill. Why do you think people left? Because saber system wasn't fun for them anymore, but it's fun for sisi I assume...)




Here are my suggestions for a better saber system.




#1 Non-Trivial Counters:
A successful PB allows the user to Counter. That Counter will 'override' a normal swing (pass through a parry) and deal extra BP damage. Only works on the first swing after a PB.


Comment: Not extra BP by a huge amount, but enough to make countering and counter-countering a desirable tactic for skilled people as compared to mindlessly spamming combos (whether they be 2 hit combos followed by quick resets to get ACM or not... it's still mindless spam that takes little skill. I don't think it's much different from 4 hit combo spamming with yellow, it's just an evolution of the same playstyle.)

On the BP multiplier, I don't know if 1.1 swingblocked and 1.3 unswingblocked will be enough, but the main point of this is not the increased BP damage, though that is a required thing to make counters less trivial and more desirable. The real focus is on the fact that this allows people who can PB+counter to BYPASS 0 bp parry spamming retards.

(Extra note: Check my youtube videos of sisi vs sekundus and you'll see alot of retarded 0 BP jump spam. Sometimse it lasts for 30 seconds spamming at 0 bp before sisi dies to sekundus)

#2 More low bp parry fixes:
Getting hit while running and swinging without swingblock causes the user to lose his lightsaber if he is below 1/2 BP and stagger if he is above 1/2 BP.

Comment: First, the values can be adjusted down to be 1/4 disarm threshold or even lower.

Reason and history: many have suggested that a jedi/sith's movement speed be slowed at low/0 BP in the past. This would interfere with open mode gameplay in a non-trivial way. My suggestion does not harm open mode gameplay, it just makes it slightly more important to be aware of your BP in-case of an enemy jedi/sith. I mean for fucks sake, a 0 BP sith in open can take on a bunch of noob jedi by spamming parries and using red stagger and BP is supposed to be for blocking lightsaber attacks. You shouldn''t be just fine without BP against a jedi/sith... as said before it trivializes PB and the entire MB2 system, returning us to a base-like state of retarded spam. This 0 skill shit has to stop, and suggestion #1 and #2 help solve this problem. There is no good reason not to implement.

#3 Cyan Perk
Yes, the cyan parry perk has to get the fuck out of here. it encourages a retarded, 0 skill noobish playstyle that I've tried to crush with suggestions #1 and 2.


Comments: If cyan has to be removed from the game as a useless style, so be it. But cyan's parry perk opposes all that is good about the current saber system and has to go.

#4 Cyan revamp
Cyan's first swing is yellow speed, blue dmg (ish), and with each swing in the combo/chain it increases in speed and damage until it is blue speed, yellow damage at around 4 swings? Upon reset, returns to being Yellow speed, blue dmg.

New perk:
Performing an Mblock (with PB), makes the counter start at blue speed, yellow BP dmg level.

Comments: Cyan is too weak without the derpy, SHITTY parrying perk. Revamping cyan is no small matter. My first suggestion is to make cyan's first swing slower, but each subsequent swing increase in speed within the combo chain. First swing speed starts out around yellow level , with blue dmg, and as we get deeper into the swings, speed and damage increase to reverse, blue speed and yellow dmg. This happens for combos and single swings alike within a given combo-chain (You know, before the reset. So you can combo ur way up to extremely fast halfswings). This would make cyan a unique aggressive style instead of the derpy, half-assed style that it currently is.

The perk requires skill to be good, unlike the disgusting parry perk.

#5 Staff changes
Staff mblocks no longer stagger the opponent. Instead, they get an active verson of the stagger on the currently unused saberthrow button.

Active stagger: Works like the mblock stagger, has a cooldown of 8 seconds, requires a PB+button press to succeed so that it still takes timing and some skill.

Comments: The current staff stagger mechanic is simply too overpowered considering staff's def and off stats. It also slows duels to a crawl. It is simply too overpowered. Yes it takes a little bit of skill to use, but if you practice it you can perform it just as easily as you PB and thus the amount of skill needed to execute it is not in proportion to how good it is.

My suggestion is a nerf to the stagger mechanic. Even if it got removed entirely staff would still be an excellent style because it has good defense and offensive stats. Also, the 8 sec cooldown can be shown like the slap cooldown is currently.

#6 Slap/kick
This one is simple, up the cooldown from 2.5 sec to 4 seconds.

Comments/reasoning: Slap is often spammed. Making the cooldown longer does not impact duels in a negative way, as there's no saberclash facehug anymore, just regular old facehug which doesn't have much of an effect. The second reason for increasing slap cooldown is that it helps guide players towards using the PB+Counter mechanic that I mentioned above. It also helps make revamped cyan playstyle more dangerous. It reinforces proper use of slap, combats spamming it constantly.

#7 Duals changes
Duals stab no longer gives the user an ACC.
You can only parry with the first swing in a combo.
Duals stab can parry+knockback. Main defensive mechanic on duals.
Duals have slightly more BP multiplier than before to compensate for loss of combo-spammed parries as a defensive mechanic.

Comments: It's quite simple really. Duals is a spammy playstyle that can completely ignore PBs. When playing duals, you NEVER EVER focus on PBing, instead only on attacking, parrying, stabbing, gaining ACM and running away to regen BP... Very gay style of play atm.

#8 Red changes
Red loses PB BP drain perk.

New Perk: The parry bypass from PBing+Countering lasts for the entire combo instead of for only 1 swing.

In addition, Red gets a new ability. Pressing the saberthrow button makes reds first swing a halfswing, exactly like the old weaponswitch/twirl trick, but HP damage is decreased to 50 HP. (To balance in open-mode) and movement speed is slowed to 80 percent for 2 sec after pressing the button. Lasts 2 sec before expiring. Takes 0.5 sec before you can attack after you've pressed the button and activated the ability.

Cooldown 8 seconds

Comments: The old red PB perk makes it a very strong stance and without the perk it's perhaps not strong enough. The Parry bypass perk allows reds counter-combo's to be effective and is a more attack oriented perk as it bypasses parry defenses. Also, the counter combo can be slapped making it a more risky perk with less success chance. All this serves to increase the skill it takes to play with and against red while slightly nerfing the defensive power.

The new halfswing ability is needed for red to give it a more attack-based flavour. I don't care what anyone says, red should have this ability. If an 8 sec cooldown proves to be too short, then increase it to 10 seconds, Idc. With such a long cooldown it is trivial in the actual duel itself, but serves to spice things up and keep players on their toes against red, knowing that at any moment the Red user can go brutal offense. It gives red more unique flavour similar to playing against the current stagger staff. If a style has a mechanic you cannot ignore, that gives personality to that style. Red is an iconic aggressive style so why not give it this ability? It is not overpowered at all compared to the 8+ BP drain on PB perk, and if implemented with the HP dmg nerf to swings in that combo it won't make the style OP in open either, though it'll give red users an opportunity to finish off facehugging gunners that they've deflected down to low HP. Another bonus, though not a dueling bonus, still worth noting.

#9 Blue changes
Make blue spins fast so that you can utilize those combos in combat and not be afraid of spinning.

Comments: Blue is already a good, unique, fun style loved by many. Perhaps it's a tad strong but that's to be expected because of the parry shit. With my PB+Counter suggestion bypassing parries for a single swing, it should help balance things out vs spammy styles like blue. The above suggestion makes blue users able to attack in more varied ways, and I know everyone would appreciate it if spinning didn't fuck them over with blue. It helps even the slight nerf that the PB+Counter introduces to blue in a non OP or otherwise annoying or roundabout way.

Extra note: It would be cool if you could slow down blue counters just a tad, and make blue users able to counter with a w swing in a proper manner. Think of a kendo strike, that's the kind of blue counter I'd like to see more of. Make this new blue counter as prevalent about as prevalent as the yellow left swing counter.

#10 Force powers.
Force Speed becomes a neutral force power.

Jedis get Force Heal.

lvl 1 cost 4 - drains 20 fp per sec, heals 5 hp per second. User is immobile (Kneeling heal stance)
lvl 2 cost 6 - drains 10 fp per sec, heals 6 hp per sec. User is immobile (Kneeling heal stance)
lvl 3 cost 8 - drains 10 fp per sec, heals 10 per sec. User can move while healing.

Note: I'd like speed to be implemented regardless of heal. There's an argument for giving Jedis force grip. Sith can use lightning (sith Sorcery), but all force users can use grip to some extent and as Kyle said, the forcepower itself is not evil, it's how you use it. So you can put grip in both jedi and sith if my force heal suggestion is not to your liking.

Comments: Why? Speed is needed in the current dueling system to counter the retarded backslash and with jedi's being the only ones to have speed, it makes sith less versatile in dueling. Also, the many implications in open recommend speed. If sith have speed... there are so many tactical implications. They had it before, they can have it again. It's worth a try. People want it, old vets, newer players, recognized MB2 personalities. So many ppl are asking for this. So give it to them.

The specifics of force heal balancing can be changed to suit the balance. My values are just placeholder suggestions.









 
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Cool post, but I don't agree with the force changes. Heal? Come on. And grip is already annoying as fuck, don't want to give jedi that shit. I like how speed is exclusive to the light side at the moment, since sith have lightning and grip.
 
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Guys this is my personal opinion but I wished the saber system had a saber lock or saber clash system, not like the original in Jedi Academy because it was basically spam attack button to win but what If there was this really cool clash system that required you to do a quick time event or I don't know something. I just hate how my saber cant clash with other and engage in a lock.
 

Cat Lady

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Aaaa, no QTE, please. Albeit clash *could* be fun - if it only wouldn't be death sentence to both participants (clashers?) in open/FA
 
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Micro-locks or temp invuln. during locks:)

You could make it a temporary clash where the victor is predetermined by bp.

Ex.

Two swings clash, lock momentarily: If both have above 50% bp they just shove each other back.
If one has less than 1/2 than that guy is knocked down to the ground.
If both have less than 1/2 then both are just shoved back again. Simple enough in theory.

No click spam, no massive lock that can be easily taken advantage of by gunners.
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Another way would be style manipulation? This one's more off the wall. During the lock you'd have access to (regardless of what you put points inn) blue, yellow and red. In this lock they would function as rock, paper, scissors. The lock would be on a timer and the two would be jockeying for position so that when the timer ran out, whoever with the weaker style would be knocked down or if similar, a draw. Blue would trump red, red would trump yellow and yellow would trump blue:) The lock would be on a 2 second timer? So you would be switching styles to try to overcome the other or whatever.
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Or.............you could invest points in def. 3 to have priority in every saber lock with the end result being knockdown or knockback.
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Or......a similar idea to the first except more control.
Sabers Lock - you then have a choice to commit how much bp you're willing to sacrifice to knockdown your opponent. You choose how much by using mblock which takes 1/5th chunks of your bp everytime you click it.. The more bp you have to spend, the better odds you have of winning. Or not, you might choose not to use any bp and instead take the knockdown.

Ex. Two players saber lock. Both have full bp. One guy decides not to waste any bp, the other uses 1/5th, he gets the knockdown. Draws - shoveback for both.

An idiot would waste all his bp for a knockdown. Or a desperate fool. Or a miscalculating one:)
 
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Saber lock is one of the worst mechanics you could ever add to both open mode and dueling. Absolutely no reason for this and it would completely screw with gameplay in a horrible way. I could go on to explain how but I'm sure saber locks won't be added because it's a terrible idea, so I'm not too worried about it
 
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Saber lock is one of the worst mechanics you could ever add to both open mode and dueling. Absolutely no reason for this and it would completely screw with gameplay in a horrible way. I could go on to explain how but I'm sure saber locks won't be added because it's a terrible idea, so I'm not too worried about it
But it's Star Wars Apex ! maybe a system where both the clashers gain a invisable shield for the time the clash is up ? So no one can shoot them? Or what if this becomes a new strategy where you want to be worried about saber clashes because it leaves you open ? Or you could lure someone into a clash so a team mate cold take them out ? I dont know i just thought it would be cool .

p.s. I like your idea chaos :eek::)
 

Gargos

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Well at least you cant script saber clash anymore so it would become a genuine fight of tapping m1, which I would welcome for my t(f)apping skills are second to none :cool:
 
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I agree with Apex on this. Saber lock would look cool but do harm to gameplay, especially in Open.
 

Hexodious

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The only way I can see a saber lock working is if it was very international (purple saber kata into purple saber kata for example).

I think I put my thoughts in the wrong thread: Perfect Block
 

agentoo8

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Saber clash was in earlier builds (iirc, maybe ojp, but i'm pretty sure). grant users temporary invulnerability for like a second
 
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Maybe something could be added to where if something is Mblocked while they are swing blocking, instead of disarming maybe getting a free slap onto the ground within an animation that had the saber lock for a brief second, and then smacking them onto the ground. Similar to that one dueling game on the ps2 that was based around episode 3. I feel that even that could affect gameplay negatively though. Saber locking is one of those things that is so intregal to that "movie dueling" factor but is hard to incorporate without ruining the core gameplay that mb2 is developed around force users.
 

Preston

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Maybe something could be added to where if something is Mblocked while they are swing blocking, instead of disarming maybe getting a free slap onto the ground within an animation that had the saber lock for a brief second, and then smacking them onto the ground. Similar to that one dueling game on the ps2 that was based around episode 3. I feel that even that could affect gameplay negatively though. Saber locking is one of those things that is so intregal to that "movie dueling" factor but is hard to incorporate without ruining the core gameplay that mb2 is developed around force users.
Noooooo mblock is soo easyyyyy
 

Preston

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True. I just wish there was a way for lock to be added without being useless
I just really really dont want lock xd, maybe its just me, but I think it would be horrible for open especially. Even if you were invincible while you were in saber lock a gunner could just stay behind you till you were done with saber lock and shoot you in the back. And if you stayed invincible too long you could just kill any gunner near you.
 

Supa

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The only way lock would be viable in saber vs saber is to stop people from swing spamming, in my opinion at least.
 
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The only way lock would be viable in saber vs saber is to stop people from swing spamming, in my opinion at least.
You could do that by making smaller pblock ranges and smaller parry ranges. But I disagree with a saber lock based on number of swings because if you lock in open mode you would be at a disadvantage for being an aggressor which is how you push imps back out of main.
 

Supa

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You could do that by making smaller pblock ranges and smaller parry ranges. But I disagree with a saber lock based on number of swings because if you lock in open mode you would be at a disadvantage for being an aggressor which is how you push imps back out of main.
All I said is that at the moment it's the only viable reason I would have for implementing a saber block, I didn't say that it was a good reason. ;/
 
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Kind of would want it to lock when two users use dfas at each other. But then...most of it wouldnt make sense unless you made them sticky sabers.

Which leads me tooooo...Bonus Perks to DFA's that have achieved AP!!!
Ap fueled Dfa's would disarm an opponent:)

Or you could spice it up with vareity:

Blue Ap Lunge - Knockback and knockdown.
Yellow Ap Dfa - Disarm

Just got lazy and don't feel like thinking anymore:)
 
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