No thanks, the damages are great, they are literally the one most important thing that saves sabering compared to 1.4.
Nothing like eating 60 or so BP damage because your white name opponent decided to swing half a second before you do. Or because for some reason you get locked into a blocking animation for 4 seconds and effectively die. It's also pretty great when it takes you 10 years to regen BP when staring at each other because ACM effectively doesn't matter at all.
I can actually count on my hands the amount of duels I've had where ACM even remotely played a role.
This doesn't mean anything, timing/footwork already matter greatly. I read behind the lines "make attacks slower" thus making it easier to interrupt etc. No thanks x2.
Not necessarily, by changing the way ACM works to be somewhere inbetween 'ACM Wars' from 1.4, and nonexistent ACM from 1.5, you will make footwork matter more. Here in 1.5 I see people running away a lot, and that is something I noticed in 1.3, there is very little downside to running away. It is tougher to finish someone off in 1.3/1.5 than it was in 1.4.
Timing mattered a LOT more in 1.3, despite the fact that you may not think so, there were far more timing disparities between swings/transitions that gave you far more options.
Further differentiating ? The AP/BP differences were slightly reduced in 1.5.1 compared to 1.5 because Tempest asked for it. Everything i've been able to see about what Tempest does will go towards making all the AP/BP more similar again, which is extremely bad; but who knows, maybe i'm wrong and he'd actually do the opposite (one can dream). As for perks, it's about adding mechanics that are actually interesting instead of value changes in certain situations, something very few people seem to understand despite my previous builds having tested this and proven how boring it is. I will propose perks in the future for open betas, but of the order of having entirely different PBing mechanisms for certain styles, not of the order of blue style gaining 1 ACC from successfully mblocking a swingblock. If some people don't see why that is leagues upon leagues better, i don't think i have anything else to say.
I've found with Tempest that one can have great AP/BP differences with perks and mechanical downsides. One can make Red stronger than the red in 1.5 via adding the downside from 1.3 where you couldn't continue a combo/half swing upon missing a swing.
Here is one of the ideas I had for a dual sabers perk that I'd like to test with Tempest at some point as an example:
Duel perk: Every successful body hit grants Duals an extra chain swing count (Does not gain ACM), ACM multiplier is applied to special attack. Duals can PB while swinging and in returns.
That's a fine line to draw, but the general idea is special attacks need to remain dangerous but perhaps be more vulnerable than they currently are.
Special attacks should be like they were in 1.3, if you watch this video:
You'll see how many strategies involved special attacks, but also how counterable they were, compared to patches since where they were either useless or overpowered.
Sure. But not at the cost of losing the current ones. Both can coexist, we'll see about making that a thing.
What do you mean the current ones? The ones no one likes? The transitions and restrictions from 1.3 were far superior, and the vast majority of duelists who went back to try 1.3 ended up loving them. I personally fell in love with 1.3 Yellow after all these years (I never played yellow back in 1.3).
Running swing damage totally needs to remain lower. Swingblocking and non-swingblocking i agree should be the same. Comboing/not-comboing could possibly become the same, pending appropriate revamping of parries.
We need to think of a better solution for people running away, I think making ACM matter more will help, but otherwise we need some sort of mechanic for chasing down opponents. I think lowering friction slightly as Lessen did in that test I did with him would actually help a lot in nerfing shadow-swinging appropriately.