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Not going to make this into an Achilles-esque post where I write a 6000 word essay on sabering, but I have just read the proposed sabering changes and I am mindblown once again. Please show support to what I'm saying if you agree with me or obviously if you disagree make it known too.
Please STOP reworking the sabering system from ground zero every time:
For the past 3-4 years or however long it has been, we've been stuck with an unsatisfactory sabering system and people are tired of it, but please do not make the same mistake that you have repeated for the past 4-5 sabering builds. The wrong approach has been taken to correcting and improving the sabering system for each build without fail. Every time you release a new sabering build, you insist on overhauling the entire thing - adding a tonne of new concepts and filling it with new (largely unsatisfactorily tested) ideas. 1.4.9 was a well received sabering build that needed a few tweaks to be made into something 'perfect'. Instead you decided to overhaul the entire thing with 1.5 and broke some of the most basic mechanics in the process which still have not been fixed today (parries, counters etc).
A better approach would be to make small tweaks to what we already have now and clean it up first - keeping it simple and adding on from there in the future:
Take what we have right now, implement the fixes for the inconsistency of counters, hitboxes and collisions which is every player's largest gripe with this build. After that, adjust the damages closer to how they were for 1.5's release. After that, revert the ACM system to the older, simpler system of +1ACC = +1ACM. Keep the core gameplay simple and make sure that it works with vigorous testing and small, feedback driven tweaks.
Once we have a core that is as close to perfect as possible, at that point we can consider adding in some more complexities such as perks for each style, new gameplay mechanics entirely to help balance any overpowered metas that crop up.
Let's give new players a chance of actually wanting to learn the game:
Adding neutral block and perks which favour one explicit playstyle may feel like it's helping 'noob' players to improve - but it isn't. This game is incredibly complex even in its most simple state of attacks, combos, half swings, pbs, mbs, swingblock, parries, interrupts and movement. There is seldom other fighting games that even come close to the amount of learning needed for MB2.
If we really want to protect MB2's lifespan, then the answer is to retain the (small) number of players that come to check out the game. The key word being retention. Keep the game easy to learn and pick up - don't go overcomplicating it with neutral block, manual block defence and then perfect block on top of that. (Seriously, why do we need 4 different ways to just block a swing - oh but wait some of them don't block it fully and some do??). Don't go adding random perks to every style that contain different damage multipliers, methods of achieving ACM or other 'hidden' mechanics that are not easily visible on the UI or in the animations etc. In essence, people shouldn't need to read a changelog just to understand exactly what each saber style has to offer and to learn all of the different numbers and values.
Please STOP reworking the sabering system from ground zero every time:
For the past 3-4 years or however long it has been, we've been stuck with an unsatisfactory sabering system and people are tired of it, but please do not make the same mistake that you have repeated for the past 4-5 sabering builds. The wrong approach has been taken to correcting and improving the sabering system for each build without fail. Every time you release a new sabering build, you insist on overhauling the entire thing - adding a tonne of new concepts and filling it with new (largely unsatisfactorily tested) ideas. 1.4.9 was a well received sabering build that needed a few tweaks to be made into something 'perfect'. Instead you decided to overhaul the entire thing with 1.5 and broke some of the most basic mechanics in the process which still have not been fixed today (parries, counters etc).
A better approach would be to make small tweaks to what we already have now and clean it up first - keeping it simple and adding on from there in the future:
Take what we have right now, implement the fixes for the inconsistency of counters, hitboxes and collisions which is every player's largest gripe with this build. After that, adjust the damages closer to how they were for 1.5's release. After that, revert the ACM system to the older, simpler system of +1ACC = +1ACM. Keep the core gameplay simple and make sure that it works with vigorous testing and small, feedback driven tweaks.
Once we have a core that is as close to perfect as possible, at that point we can consider adding in some more complexities such as perks for each style, new gameplay mechanics entirely to help balance any overpowered metas that crop up.
Let's give new players a chance of actually wanting to learn the game:
Adding neutral block and perks which favour one explicit playstyle may feel like it's helping 'noob' players to improve - but it isn't. This game is incredibly complex even in its most simple state of attacks, combos, half swings, pbs, mbs, swingblock, parries, interrupts and movement. There is seldom other fighting games that even come close to the amount of learning needed for MB2.
If we really want to protect MB2's lifespan, then the answer is to retain the (small) number of players that come to check out the game. The key word being retention. Keep the game easy to learn and pick up - don't go overcomplicating it with neutral block, manual block defence and then perfect block on top of that. (Seriously, why do we need 4 different ways to just block a swing - oh but wait some of them don't block it fully and some do??). Don't go adding random perks to every style that contain different damage multipliers, methods of achieving ACM or other 'hidden' mechanics that are not easily visible on the UI or in the animations etc. In essence, people shouldn't need to read a changelog just to understand exactly what each saber style has to offer and to learn all of the different numbers and values.