SeV's Saber System Fix

SeV

Nerd
Internal Beta Team
Posts
1,171
Likes
2,185
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.









 
Last edited:

Sylar

Donator
Posts
56
Likes
27
Why not adapt to the new system instead of whining and hating on each other's opinions? As a dota player I must say this, we got a major patch that changes the "meta" or the current gameplay-style each 2-3 months (sometimes even more) And I still play, same with mb2, I may not like the current saber system, but I still enjoy it, learning how to play again so the game doesn't get boring it's fun! And if the community doesn't like it, pretty sure the devs will change, eventually...

And I get it, some of you want to see the game being played differently, but remember, the other person may not like it, and it's pretty impossible to please all of us, all we can do is believe in our great devs to do what they think is best 4 the community ;).

Just my 2 cents though.

Such a lust for hate, whooo!?
 
Posts
277
Likes
212
"don't try to improve things"

"a game developed by valve and icefrog with consistent updates and massive financial backing and incentives to do so is comparable to a free mod developed by volunteers"

ridiculous comparison imo, the only issue with this topic is the hostility, not the disagreeing with other people's opinions.
 

Sylar

Donator
Posts
56
Likes
27
"don't try to improve things"

"a game developed by valve and icefrog with consistent updates and massive financial backing and incentives to do so is comparable to a free mod developed by volunteers"

ridiculous comparison imo, the only issue with this topic is the hostility, not the disagreeing with other people's opinions.

as long as you get my point idrc about the comparison, people just need to focus on topic instead of fighting etc...

jokes on me those 2 post were offtopic ;)
 
Posts
67
Likes
79
I know this thread is more of a system as a whole discussion but I didn't feel like making a new thread for a saber topic when everyone is discussing it all here anyway.

One issue I've seen recently with the saber styles is there is too much rewards and not enough risks. For example purple gaining +1 acm for a block and being able to get +1 for a counter swing right after. This creates a huge advantage in the acm department for purple. The easiest fix for this imo would be to just remove this perk because its granting someone AP or "Attack Power" for being defensive which to me is counter intuitive.

The second issue I've seen is staff's mblock stagger perk. The issue I have with this perk is that the attacker is being punished essentially for swingblocking, which should not be the case. Yes I understand that the staff user also has to pblock, but that is not too difficult now days. Being staggered (so punished) by someone because you did what you were supposed to in order to prevent being mblocked (swing block) just doesn't make sense to me because if the staff user follows the stagger up with a combo you can't pblock the first two swings either essentially giving the staff a free way to deal 1/4 to 1/2 their opponents bp.

As for red basically remove its stagger and it would be balanced. The ability to damage your attackers bp with pblocks is ok because it makes would be attackers have to be more cautious about what swings or combos they decide to use against red, however when a red user can pblock 1/4 bp away in one combo then follow that up with a counter combo and stagger creating a time to start another combo makes red a little unbalanced imo.

Please feel free to pick these notions apart as you please they are just what I have been noticing recently.
 
Posts
173
Likes
88
To answer you (tired of always saying the same thing to everyone though): bypassing parries in the current build is still possible, you simply need to use nudged swings in directions that will have a timing offset compared to your opponent's swings, then both swings won't parry and both will deal damage. Same as previous builds, but it happens less easily (you need to actually try to do it for it to happen...).

Yes, it is possible to bypass parries, but you can hardly call it a counter attack, more like an extension of attack under swing to the times when you are in the middle of the opponents combo; and it is in and of itself is a huge nerf to defence, because now there is literally no way to punish bad offence, you just have to hope you have a better offence yourself. And this basically makes the whole system dumbed down like by a half.

I really hope the counters will return, at least in somewhat reasonable form, because without them it basically leaves one style of gameplay. You mentioned that with removal of BP drain cooldown, if you hit the opponent it always counts as a hit. Except with the current animations, hitboxes for sabers and parries you don't really do it. And I don't think simple fix of parries will resolve the issue, let there be counters.

And I feel like you over-rate the impact of BP drain cooldown removal. It is not as impactful as the new PB and removal of counters.
 
Last edited:

Stassin

Donator
Movie Battles II Team Retired
Posts
824
Likes
925
XD i just tested something: making people stagger when PBed, when bodyhit, and when cancelling each others' swings. With staggers 3x as fast as the typical stagger, and visually directional staggers, this actually performs pretty well a similar function as the blocking anims of old; reset, reset and reset and reset. No chance to combo/parry spam with these. And it gives massive visual indicators about "my hit did good or bad".

Staggers on every single bodyhit or PB or parry like i tested is most likely a bit extreme, but it could be interesting to have them in some form.
 
Posts
67
Likes
79
XD i just tested something: making people stagger when PBed, when bodyhit, and when cancelling each others' swings. With staggers 3x as fast as the typical stagger, and visually directional staggers, this actually performs pretty well a similar function as the blocking anims of old; reset, reset and reset and reset. No chance to combo/parry spam with these. And it gives massive visual indicators about "my hit did good or bad".

Staggers on every single bodyhit or PB or parry like i tested is most likely a bit extreme, but it could be interesting to have them in some form.
I personally disagree with any staggers. This comes from the point that every time they have been implemented, whether it be the old ones when you hit 0 bp or red and staff staggers today, it always gives someone a huge advantage because it opens up the chance to attack when there should not have been one. As I did not get to play with this above idk exactly how it works but i can see it being a huge issue in upper level dueling where most first swings get pblocked.
 
Posts
1,388
Likes
1,311
Yeah, sounds loony to me too.

Instead of thinking up new and interesting ways to further dismantle what we enjoy about the saber system, how about we try to recreate some old glories:(

Or, if you're going to spout some ridiculously insane shit:) post a clip of how that works so I can blind my eyes with the horror of more staggering.
Could be wrong, could be awesome. It just doesn't sound awesome. Sounds like a recap of the dreams of a mad man.

But thinking about it, maybe it works, its just you used the word..staggers.

Realistically I can see an attackers sword rebounding from another that was well-placed with enough force to shove back both attacker and blade.That'd be interesting. Instead of constantly relying on slap to force an opponent back and to the ground you could just time a well executed block to shove em back and rebound their blade giving you that extra second of breathing space etc.,.

Must watch the Princess Bride and Highlander again. :)
 
Posts
67
Likes
79
Yeah, sounds loony to me too.

Instead of thinking up new and interesting ways to further dismantle what we enjoy about the saber system, how about we try to recreate some old glories:(

We don't need a reversion to the old. We just need tweaks too the new, and not adding more new. Perfect what we have then start adding new ideas, as I've said tweak pblocking and parrying while removing purple's pb perk and the system goes from a 6/10 to a 9/10.
 

Stassin

Donator
Movie Battles II Team Retired
Posts
824
Likes
925
Haha yeah, i used to be an extreme hater of staggers too ever since we got v0.1.9, but in reality, behind a same word there can be very different things, and something implemented roughly can prove to be miles away from something fine-tuned even if the same idea is behind.
 
Posts
277
Likes
212
staggers are fundamentally frustrating and its probably best to explore other gameplay options to accomplish the same thing

anything in a game that takes away control of the player needs some pretty extreme justification for existing
 

Stassin

Donator
Movie Battles II Team Retired
Posts
824
Likes
925
Well, at the point we're at in beta, i guess it's more appropriate to speak of a flinch or even just an interruption, than a v0.1.9-like stagger which takes away 2 seconds of control.
 

Preston

Nerd
Posts
1,022
Likes
653
Alright gonna go a bit off topic here from staggers. But can we please, please just take out the perk system. For red, the pblock drain bp feature is just bad. I can litteraly just pblock like 2 combos and get someone to half bp. It makes no sense, especially since pblock isnt even difficult once you learn it. And the stagger when hit by a 3 hit combo, if you must keep it then fine. But atleast make it where they have to be body hits. It doesnt make sense to get staggerd when you "perfect block" all their swings. Now for cyan. The drain bp on a parry is pretty silly design. It just primotes combo spam. Not much more I can say about cyan other than the perk is just for spam. Ill come back later when I completely learn the other perks and experience them all myself and their balancing issues. The only perk that makes sense somewhat to me is blues btw.
 
Posts
141
Likes
120
Played some Open yesterday. Gotta say that Duals are incredibly OP. In Open you can't just focus on dueling that one guy, so when dodging/jumping/blocking shots is involved, and that guy just keeps attacking you with Duals (stab spam, kata, especially when knocked down, plus Duals are harder to PB as far as I'm concerned), it becomes quite frustrating to die against someone who is normally an inferior player.
 
Posts
173
Likes
88
You miss the point of the key role of the jedi in open hleV. :D

In open you are never to duel another forceuser if a gunner is around. Only noobs do that, so don't do it. :D

So you are doing something wrong.

Per priorities you help your teammates, play for objective, take the enemy gunners out first, and only then, maybe, duel, if only you and the enemy forceuser is left.
 
Last edited:
Posts
33
Likes
33
Alright gonna go a bit off topic here from staggers. But can we please, please just take out the perk system. For red, the pblock drain bp feature is just bad. I can litteraly just pblock like 2 combos and get someone to half bp. It makes no sense, especially since pblock isnt even difficult once you learn it. And the stagger when hit by a 3 hit combo, if you must keep it then fine. But atleast make it where they have to be body hits. It doesnt make sense to get staggerd when you "perfect block" all their swings.

I agree, red doesn't need the pblock perk with all of its halfswings. And having stagger be based on bodyhits makes sense. Maybe if the third red swing lands it will cause stagger, something like a finishing move. But if the third red swing is PBed or parried it leaves the red user open to a counter.
 

Preston

Nerd
Posts
1,022
Likes
653
I agree, red doesn't need the pblock perk with all of its halfswings. And having stagger be based on bodyhits makes sense. Maybe if the third red swing lands it will cause stagger, something like a finishing move. But if the third red swing is PBed or parried it leaves the red user open to a counter.
Exactly
 
Posts
141
Likes
120
You miss the point of the key role of the jedi in open hleV. :D

In open you are never to duel another forceuser if a gunner is around. Only noobs do that, so don't do it. :D

So you are doing something wrong.

Per priorities you help your teammates, play for objective, take the enemy gunners out first, and only then, maybe, duel, if only you and the enemy forceuser is left.
No, I do not miss the point. If you bothered to read what I wrote, I specifically mentioned that in Open I can't simply focus on the guy with a saber because there's more going on. However I cannot attack the gunners because the guy with duals beats the shit out of me while I try. He deals too much damage compared to other styles (besides perhaps Red and Purple, but those are slower), especially when, quote, "dodging/jumping/blocking shots is involved".

The issue here is that Duals require much less skill to be efficient in Open.

Red, though, is outright ez mode.
 
Last edited:
Top