[CSYS] Combat updates for April 2018
Changes have been made to the Priority, Shift, and Exhaust effects, as well as EX attacks, the Tireless trait, the Resolve ability, and the GROOVE and DAZE signature abilities.
CSYS Update #1490 - Balance Tweaks
A few minor balance adjustments:
- Characters can only be affected by the EXHAUST overdrive effect once per
fight. This was something we had always considered and after seeing it in
action determined it was needed.
- A Rank RESOLVE has been buffed to grant [1]% more super baseline. So a PL4
NORMAL now grants +5 super instead of +4, above the baseline amount of super
it would grant anyway. Just giving the rank a bit more love.
- S Rank RESOLVE has been buffed. It now starts taking effect at [65]% health,
up from [50]% health. In addition, the discount for SUPER costs is doubled
from what it was. In other words, when you are at 20% health, you get a
[4]% discount to Reserve costs and a [8]% discount to Super costs. I wanted
to increase the magnitude of the rank since it is a S rank ability, and
this felt like the right way to go about it. Will monitor to see if it
needs tuning back down once I've seen it in action for a bit.
Enjoy!
-GLaDOS
CSYS Update #1493 - Minor Changes
A few minor tweaks:
- Fixed a bug with the check message for Groove.
- Fixed a bug where Exhaust wasn't ticking to refund.
- Fixed a bug preventing DAZE from proc'ing.
- TIRELESS - Now bank [20]% reserve per attack, down from [25]%. Just
a balance adjustment. Was contributing a bit too much
reserve for a Trait.
- GLaDOS
CSYS Update #1497 - Minor Tweaks
Just a couple of minor balance adjustments:
- EX (whether from PARRY or RESOLVE) no longer reduces super costs by
[2]%. Since the cost of using +EX is [5] super, having it also
reduce the cost of the super on the move was basically refunding
some of its own cost. This also made the math potentially confusing
at times if you were on the line for super, since you would spend
5, but gain a 2% discount, so figuring out if you could +EX into
a super was more convoluted than it needed to be. Now you know
you will need the cost of the super plus [5] more super if you
want to +EX it.
- The threshold that S RESOLVE kicks in at has been lowered back
down to [50] from [65]. The buff to the discount S RESOLVE applies to
supers remains the same at 2x, however. Once S RESOLVE was evaluated
in action after its last round of buffs, it was deemed to be too
large of an impact.
-GLaDOS
CSYS Update #1498 - SHIFT and PRIORITY
Some minor balance adjustments:
- PRIORITY no longer gives [6]% higher chance to counter/reflect when
interrupting supers. This means that a PRI COUNTER has the same
chance to counter a super as a normal COUNTER unless the incoming
super has PRIORITY, in which case it will negate that priority.
To explain a little further:
COUNTER vs non-PRI SUPER = +10% to interrupt.
PRI COUNTER vs non-PRI SUPER = +10% to interrupt.
COUNTER vs PRI SUPER = +0% to interrupt (PRIORITY negating the
+10% COUNTER gives)
PRI COUNTER vs PRI SUPER = +10% to interrupt, and not debuffed
by the other attack's PRIORITY.
This legacy mechanic was one of those obscure things most people
didn't know about anyway, and was deemed unnecessary for COUNTER
and REFLECT to be viable. In the interests of streamlining
the mechanics for PRIORITY, we'll be gradually simplifying this
flag over time.
- SHIFT UPDATE
SHIFT has received the following changes:
- No longer prevents you from interrupting after using it.
- No longer deals 0.5 less PL damage as a direct attack.
- Can now be used as an INTERRUPT.
- When used as an INTERRUPT it will deal [1] PL less damage.
Overall, shift was being overly punished with a heap of downsides in exchange for its upside. Since you couldn't interrupt, opponents would often throw slow, high risk attacks knowing they couldn't be punished for it, which actually got you cornered for using SHIFT instead of benefitting from it.
Letting you interrupt with SHIFT creates an interesting alternative to PROJ interrupts, since you will always get the shift reaction bonus whether or not you succeed the interrupt, the tradeoff being lower damage output in the exchange.
We think this makes SHIFT a more competitive flag alongside DASH, which has been pretty much working out as hoped.
-GLaDOS