[CSYS] Trait Updates and a MIGHTY Change

Updates to: MIGHTY, ASSASSIN, HERO, PREDATOR, ADAPTABLE, FEARLESS, ESCAPE, NOVA, PARRY, JD, DM/HYPER. Also, a new penalty for repeat attack usage.

A MIGHTY Change

GLaDOS
The debuff from the MIGHTY proc has been changed from [5]% to [10]% for non-projectiles. Projectiles that proc it will continue to inflict a penalty of [5]%. After weighing the frequency of the proc, it felt okay to give it a larger impact when it fires but I didn't want it to stack more with PROJ than it already does. -GLaDOS

CSYS Updates

GLaDOS
Just some minor bug fixes and quality of life changes, and another more interesting change. - There was a bug where D and C rank PARRY and JD were granting their respective DODGE and BLOCK bonus. They no longer will. - When you crit succeed a projectile interrupt, you will no longer be able to get the ASSASSIN crit of Devastating Hit. - ESCAPE can no longer be used when you CRASH after HYPER. This was an exploit. - HERO has been changed so that when you go below 0% health and you are about to trigger Last Stand it will warn you that it will fire when you finish your turn just as a reminder in your pose. In addition, when you actually finish your turn, you will get a prompt to verify that you do want Last Stand to fire. Entering 'no' at this step will skip Last Stand. The reason for this is to make sure that players have the ability to have Last Stand fire when it is ICly appropriate. This mechanic is not really intended to help in any old random fight even if you are fighting a character with the DARK attribute. If the character you're fighting isn't doing anything overtly evil, and your character has no reason to know of their evil nature, then you should probably not take a Last Stand. Save the proc for when it is suitably /dramatic/, or burn in the endless flames of my eternal disapproval. - Using the same attack more than once in a fight now has a penalty. Every time you reuse an attack, the attack will be 10% easier to react to for the opponent. The penalty is 10% PER additional use, so yes, it continues to stack against you. There are a number of reasons for this change: IC: If you're going to feed your opponent the same attack, it stands to reason they're going to have a better chance to deal with it the second time. OOC: It's been CSYS Etiquette to not reuse your attacks in fights but mechanically, there was no real downside to it. This always rubbed me the wrong way. If something is bad etiquette to do, then the system should probably reinforce that by making it less effective too. Now it does. NOTE: When using the +nextround command that we're using for between rounds in KOF, your attack use history will be cleared. This is so that when engaging in gauntlet-like scenarios where NEXTROUND would make total sense to use, you aren't penalized for using the same attack in a later round. Ultimately, this mechanical change isn't REALLY needed. There is not a long history of move spamming going on anymore like happened in darker days. But it makes me feel good to have an actual mechanical disincentive. And I'm in charge of this stuff. So there. - I also added another toy because someone asked nicely. It is a sekrit. - GLaDOS

CSYS Update #1180

GLaDOS
Some nerfs, buffs, and bug fixes! - MIGHTY will no longer proc KNOCK AWAY off of projectiles. The PROJ debuff already implies the displacement of the opponent and with MIGHTY's buff to 10% speed loss when triggered, it feels like it no longer really needs to work off of PROJS to be relevant. This does mean that meaty PROJ attacks no longer get the endure protection of MIGHTY either, however, but I feel like this is acceptable. PROJ supers/MAXs generally have the fewest downsides anyway, so they don't particularly need KNOCK AWAY anyway. - ADAPTABLE now stacks at [8]% bonus chance to graze, up from [5]%. Just a tweak to see if it makes the trait feel more worthwhile. Will continue to monitor. - Fixed a bug where PREDATOR procs could cause FEARLESS to not fire BREAK THROUGH. - Adjusted NOVA in the following ways: - Damage bonus starts stacking immediately rather than beginning the round after. This means on the round you activate Nova, you will deal an extra 0.4 PLs of damage, the next round will be 0.8, and so on. The purpose of this change was to make the impact of NOVA more immediately noticeable. - When you use NOVA/STOP, you will no longer have a damage bonus on your next attack. This is to offset the fact that the bonuses are happening more immediately. If you kept your bonus without the health loss, you could exploit this mechanic for some ridiculous damage. - You can now use NOVA/START and NOVA/STOP as often as you want in a fight. When you use NOVA/STOP, you stop taking damage but you also immediately lose any damage bonus you would have had that turn. However, you can run NOVA/START (even on the same turn you stopped it) and start building the NOVA stack over again (-2% health, for 2 reserve, 2 super, and 0.4 bonus damage in PLs). This change allows you to really tune your use of NOVA based on what makes sense ICly and what works for the fight. You can go big with major self-damaging NOVA ticks in exchange for huge damage (up to an obscene 6.4 PLs if you burn 64 health). Or you can pace yourself and tap into NOVA for smaller bonuses in exchange for smaller levels of health loss. Enjoy killing yourselves more! -GLaDOS