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Wednesday, February 8, 2017

Gameplay balance tweaks

Got a lot of feedback on stats and grab/holds interrupt-ability, so here is what I am planning to do:

Dexterity, or cooldown reduction, seems very powerful when stacked allowing the character to have too many escape options via rolls or wake-up kick. So dexterity cdr again will be nerfed from 15% to 10% per point.

Special meter gain have the same problem. It makes very hard to do grab damage to characters with high CHA because they can use <breakfree> too often. So now, <breakfree> will have an unreducible cooldown of 20.0 sec. This unreducible cooldown is also applied to wake-up kick. I am going to leave the roll cooldown affected by DEX because I feel that should be the DEX character's gimmick. However...

Stamina seems to be not limiting enough once character have a few levels in END. So base stamina and stamina regen will be nerfed. This is to limit the effectiveness of DEX as well.

In addition, characters will be knocked into the air when their <stagger> meter is reduced to 0 to prevent infinite ground staggers.

Some mentions that MIG might be overpowered because it gives an advantage in trading hits. However, that is what MIG is designed to do and they are weaker in areas, such as actually finish characters off. I do not think its OP enough to nerf it just yet but we'll see.

For grab interruptibility, people generally recognize that it will be difficult to carry on a full grapple on someone if their friend is allowed to easily interrupt that grapple. An idea that was suggested multiple times is to make hits taken when performing grapple do stamina damage or increase escape meter. The issue with escape meter approach is that on the new version, filling up escape meter no longer escapes the grab but the characters must time their <escape> correctly. The issue with stamina is that its a rather inconsistent behavior. Hmm...

Regardless of how it will be ultimately implemented, I plan to make grab and holds both interruptible, but its going to take several hits on average to do so, rather than free on single strike.

An idea I like is to make throws do aoe splash damage on impact (like Powerbomb) that can knockdown nearby foes, so that will probably make it to the game.

1 comment:

  1. I like these changes a lot, I noticed Lucia was completely overpowered at times because she couldn't be grabbed easily, I always would get capped Special with her. And Dex provided too many options for fighting.

    For interruption I do think that if the 3rd party is on the side of the holder, basic strikes will do damage to the victim, while specials will knock both .

    But as the enemy, I think it should do stamina damage to the holder and she gets knocked down if OOS, it seems the most reasonable since she can end it early.

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