[CSYS] Major updates for March 2018
Resolve receives a big rework. Reworked TOP bonuses for Counter, EM, Imbued, Manipulate, Restore, and Reflect. Updates to Analysis, Charging, Control, Imbued, Rush, Smash, and Vigor. Updates to Normal attack sets, Blitz and Clarity Signatures. Trait updates to Bold and Mighty.
CSYS Update #1453 - BURN Cost Adjusted
The cost for using BURN to regain a DM has been adjusted:
- [25]% reserve normally, [20]% in TOP.
This adjustment is being made for the same reasons the SUPER cost of RESOLVE was lowered.
-GLaDOS
CSYS Update #1454 - Normals Updates
There is a fairly major update to Normals coming in over the next little while. You will discover the following changes:
- The STANDARD normals sets will be retired. If you currently have a standard
normals set, it will change at some point over the next few days as
follows:
Standard -> Brawler Normals
StandardWeapon -> Weapons Normals
StandardKick -> Kick Normals
The Standard Normals sets were always the default way to help get reserve
back faster at the cost of less flexible normals. However, with all the
changes that have come into CSYS over the years, reserve management has
enough other options to integrate into your builds that the extra reserve
from Standard normals sets is no longer really necessary.
- PL1 Normals are going away.
The PL1 normals are really only good for one of two things:
Wasting a turn
Chipping someone out
Ultimately, we're not too interested in having a normal dedicated to
chip-out KOs, since that's not really that interesting in a fight
choreography sense. And any other time you use them, you're really just
wasting time in a fight, which is also not worth having a normal for.
- PL7 Normals are going away.
PL7 Normals have been problematic because they essentially dish out Super
level damage albeit with a lower percentile chance to succeed. The issue is
that in a lot of cases, firing off a PL7 normal is a fairly risk free
option to take since if your opponent doesn't have COUNTER or a solid
interrupt build, you can safely assume they won't want to trade the heavy
damage of the PL7 in trying to interrupt it.
This means throwing out PL7s is less of a gamble than they should be
considering their potential for dealing damage. In addition, with various
hitrate and damage stacking options, it's not that difficult to turn PL7s
into a more reliable attack with a huge amount of damage behind them. This
kind of of burst damage in a fight is intended to come in the form of
Supers, not low risk PL7 freebie attacks.
- All existing sets will be re-balanced to shift their point budget out from
the PL1 and PL7 attacks into new options within the set. As before, sets
will retain some unique flavor attacks to them, and we may even see some
of the new flag mechanics work their way into the sets.
The above changes will happen over time so be sure to check your normals sets for new toys in the days ahead!
- GLaDOS
CSYS Update #1467 - Major Update (1/3)
Okay, the major update I previewed earlier this week is now live. The following
is the complete list of changes with current numbers and mechanics!
Minor Changes/Bug Fixes:
------------------------
- You can no longer avoid being dazed by using Blitz to drop the debuff.
Generally, we avoid having Sig Abils that hard counter each other and this
one definitely did. Blitz is already strong enough without needing to hard
counter Daze.
- The interrupt bonus of CLARITY/INTERRUPT no longer stacks with +EX or
PARRY.
This was just a bug, it was never supposed to be the case.
- BOLD no longer stacks with TOP.
Stacking To-Hit and React bonuses in round 1 on top of the inherent bonuses
in TOP was more oomph than intended.
- MIGHTY no longer applies the debuff if it procs off of SHIFT or DASH. This
is consistent with how it already interacted with PROJ.
- A number of TOP mechanics have been adjusted for balance as follows:
- COUNTER - No longer grants +[6]% to COUNTER. Instead, if you fail the
COUNTER you take [1] PL in reduced damage. Since TOP already
gives +[6]% to hit, this double stacking was too strong.
- EM - Dropped the cost reduction from [3]% to [2]%. Just a balance
tweak.
- IMBUED - Buffed the bonus reserve on Imbued Normals from [1]% to [3]%.
- MANIP - Dropped the reserve granted from [10]% to [8]%. Just a balance
tweak. Systemically, we weigh Reserve more than Super.
- RESTORE - Instead of always being [3]% per tick, it is now +[1]%. This
just drops D RESTORE down to [2]% in TOP rather than [3]%.
- REFLECT - No longer grants +[6]% to REFLECT. Instead, if you fail the
REFLECT, you take [1] PL in reduced damage. Nerfed for the same
reason COUNTER was.
CSYS Update #1467 - Major Update (2/3)
VIGOR Related Changes:
----------------------
- EFFICIENT trait retired. This mechanic is simply too strong for a trait. But
we like the mechanic, so we found it a new home. I will manually swap
everyone who has EFFICIENT to TIRELESS over the next little while. If you
want something besides TIRELESS, please submit your revision requests via
email.
- S VIGOR UPDATE - Loses the 'Recharge' mechanic. Instead, picks up the old
EFFICIENT mechanic as follows:
- When your attacks fail to connect cleanly, receive a [50]% refund on the
reserve spent on them. If the attack was dodged, countered, or reflected,
you will get [50]% back. If it was blocked, poked, or projectile
interrupted, you will get [25]% back.
- NEW TRAIT - TIRELESS
Tireless grants the old 'Recharge' mechanic of S VIGOR. It now banks [25]%
reserve instead of [20]%, but otherwise works the same as it did when it
was S VIGOR, which is to say, you activate it, then throw a normal, and
collect the banked reserve. So if you really miss the old S VIGOR, you can
pick up TIRELESS to replace it.
IMBUED Changes:
---------------
- S IMBUED UPDATE - Loses the BURST mechanic. Picks up a new Active Ability
called FLUX.
- FLUX: Spend [5] super to add [0.5] PL damage and [5]% To-Hit to your next
attack.
The old BURST was just not particularly appealing. No one used it. It
had to go.
- SIG IMBUED - NOVA UPDATE - NOVA has been revamped to the following
mechanics:
- NOVA: Active ability that burns [X]% health in exchange for damage,
reserve, and super. Caps at [10]% health burned, which grants
+[2.2] PLs of damage, +[10]% super, and +[10]% reserve. Spending
less health with lower the bonuses proportionally (so burning 5
health equates to +1.1 PLs, 5 super, 5 reserve for example). The
damage bonus does not stack with DM/Power. Can be used on the same
turn FLUX is used, in spite being an Active Ability.
While I liked the concept behind the current NOVA of increasing risks with
increasing potential for big payouts, it was really difficult to use in
practice. You either tapped it lightly, which was a meh reward for a Sig
Ability, or you went all in and blew yourself up. There really was no
middle ground. The new mechanic puts the power to tune your risk vs
reward on a round to round basis, which feels like it should be easier to
use overall.
RUSH Changes:
-------------
- A RUSH and S RUSH have swapped places, putting the stacking to-hit bonus
from missed attacks on S rank and moving the HASTE proc to A rank.
The reason for this change is to make RUSH consistent with EVADE, SMASH,
and BRACE, where the S rank is a passive mechanic that provides some part
of the ability's Active bonuses when not using the Active.
SMASH Change:
-------------
- The old A RANK has been retired. You no longer gain [2]% reserve back on
SMASHED normals. Instead, there is now a new A RANK:
SMASH A RANK: You can now use SMASH when interrupting.
CHARGING Change:
----------------
- Charging is no longer blocked by using an Active Ability on your turn. This
means that you can do things like BRACE then CHARGE, or RESOLVE then CHARGE.
We felt that the restriction in place wasn't really necessary anymore and
the experience of forgetting that you popped EVADE and so now can't charge
in spite having posed charging is something we're happy to do away with.
ANALYSIS Change:
----------------
- FOCUS/DIRECT is no longer blocked by using an Active Ability just like
CHARGING for pretty much the same reasons.
CONTROL CHANGES
-----------------------------
- SIG ABIL - COMMAND: In addition to COMMAND's ability to add damage types
to your attacks, it also now gives you access to apply OVERDRIVE flags
to your super attacks via CONTROL/
Note that this does not allow you to add additional overdrives
above and beyond what the rank of super would normally have, and
you do incur the 10 speed penalty for adding an ad hoc overdrive.
This feature is more about putting the power to adapt to the
situation to summon up whatever OD flag is most needed for you in
the moment rather than having them all baked into your attacks.
Contrary to my original post on this subject, this use of CONTROL does NOT
count against your ability to apply other flags. This means for a super,
it is legal to make 4 Ad Hoc changes. For example:
control/chi
control/assault
control/crush
modify/atk+
Could all be done on the same turn. Go crazy!
CSYS Update #1467 - Major Update (3/3)
As announced before, a new ability is coming called BURST. It is not available
quite yet and the final spec is still being fine tuned. However, as part of
BURST's design, RESOLVE underwent some major changes.
- ABILITY UPDATE - RESOLVE
D RANK: Access to the RESOLVE Active Ability. [Shifted down from C Rank.
Note that the BURN active is no longer included in RESOLVE.]
C RANK: Gain a bonus of [12]% more super when taking damage. [Shifted up
D rank and buffed by [2]%].
B RANK: Gain [2] charges of +EX. +EX makes your next move cost [2] less
SUPER, [50]% less reserve, and gain [10]% to hit. [Buffed to be
2 charges of +EX instead of just 1.]
A RANK: When your normals land, they gain bonus super based on the Power
Level of the normal. So a PL5 normal will gain +[5] super for
example. [Replaces old A Rank which is obsolete now that the B
rank gives 2 charges of +EX]
S RANK: Reduces the Reserve and Super cost of all moves by [1]% for every
[10]% health you are below [50]%. [Replaces the old S Rank which
got migrated over to the new BURST Ability. Overall, the combined
super gain of old D RESOLVE and S RESOLVE was too strong to be
packaged into a single ability. Splitting it across two abilities
lets me keep the numbers solid instead of having to nerf them.]
TOP: No change.
GROOVE: In addition to its old mechanics, GROOVE now also grants +0.5 PL in
damage and 0.5 PL reduction in damage taken while you are in
GROOVE.
The intent here is to make GROOVE a bit more competitive next to
ECLIPSE. As it stands, ECLIPSE gets several rounds in TOP while
GROOVE tends to only get a couple, or may not get any at all if
your health window for it gets skipped over due to a big hit. To
compensate for the more limited rounds, we've given the rounds more
oomph.
And there you go. The post with BURST's info will be forthcoming once we do
some more testing on it, then you'll be able to start revising into if you
would like.
As always, Revision Requests that involve dropping anything to make room for
something else must be submitted via email. If you're just adding things, you
can do that via the dojo.
Let us know if you encounter anything strange on the Questions channel.
Thanks and enjoy!
-GLaDOS
CSYS Update #1468 - BURST Ability
Introducing the new BURST ability! Following a full day of testing and tweaking
it, we're happy to release it for public consumption. The following is the
final spec on it:
D RANK: [BURST] Gain access to BURST. BURST consumes [25]% reserve and
restores [1] DM charge. At B Rank BURST, you will also obtain +[1]
Burst Stock if you are not already at the cap of [2].
C RANK: [VIM] Gain [1]% Reserve for every [20]% Super gained.
B RANK: [ES/SHIELD] Gain access to [2] Burst Stocks which can be used on
one of two new mechanics:
+ES = Consumes [4]% reserve and [1] Burst Stock to grant
[1.5] PLs of bonus damage to your next attack. It also
makes the attack cost [5] super less, and grant +[25]%
more super for damage dealt than it normally would.
The bonus PLs do NOT stack with DM/Guard or the passive
from S SMASH, but do stack with all other damage
enhancing mechanics.
+SHIELD = Consumes [4]% reserve and [1] Burst Stock to reduce
the damage of incoming attacks by [1.0] PLs. It also
increases your chance to Block by [12]%.
The damage reduction does not stack with DM/Guard or the
passive from S BRACE, but does stack with all other
mechanics. The Block Bonus does not stack with
DM/Alertness, but does stack with all other mechanics.
A RANK: [AVIDITY] The lower your reserve gets, the more reserve you get
back from normals, based on +[1.5]% additional reserve for every
[5]% reserve you are under [65]%.
S RANK: [ADAMANT] As you get lower in health, the super gained from taking
damage goes up: [50]% X (100 - current health), so about +37.5% at
25% health remaining.
TOP: BURST costs [20]% reserve instead of [25]%, +ES/+SHIELD cost no
reserve to use, and INFUSE costs [6]% reserve.
SIG - INFUSE:
Start the fight with +[2] additional STOCKS of ES/SHIELD. Gain
access to +INFUSE which trades [10]% Reserve and restores [2] Burst
Stocks. In addition, you are able to use ES and SHIELD on the same
turn in exchange for your Active Ability for that turn. When using
+ES and +SHIELD on the same turn, your total reserve cost remains a
fixed [4]%. I.e., if you use +SHIELD then use +ES, +ES is free, and
visa-versa.
In addition to BURST, I also bring you one more present.
In the distant past, every time you added more Supers to your attack list, you
would gain [10]% more Super for taking damage and dealing damage for each n.
When we did the reboot, we kept this concept, but lowered it down to just [5]%
bonus super per super, with a cap of [10]% which you would hit when you had a
total of [5] Supers in your attack list.
Now that Overdrive flags exist, this rarely remembered incentive is no longer
needed.
However, because I am in a charitable mood, rather than taking this bonus away,
I am giving it to everyone!
Going forward, if you already had 5 or more supers, you will notice no
difference. However, if you have 3 to 4 supers in your attack list, you are now
gaining 10% or 5% more Super than you were before.
Enjoy this newly granted incredible power!
If you want to make revisions to your build to accommodate BURST or any of the
other new stuff that we've introduced this weekend, please submit emails like
normal. If you are just adding to your current build, you can use the dojo to
your heart's (and AP's) content!
-GLaDOS