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[WIP] Reworks block chance into Parrying.

Open hal9000PR opened this issue 1 year ago • 3 comments

What Does This PR Do

Adds a parrying component. no block chance has actually been converted yet. I need to settle on numbers.

now, instead of blocking with an item, you will resist while holding an item that can block, this will raise your guard.

your guard will be raised for a duration. if you get hit during this duration, one of two things can happen.

Either, the time since you parried is lower than the perfect parry window, and then you will block the attack completely. [and stagger whoever attacked you (WIP)]

Or, the time since you parried is greater than the perfect parry window, then you will take a small amount of stamina damage, the amount of stamina damage is relative to time since you parried, the quality of the blocking item and the damage the item would have dealt.

I also decreased the resist cooldown as I dont see a reason why resisting should prevent you from acting for 2 full seconds. I might make it use its own unique button instead of resist.

Why It's Good For The Game

Shields have been in a poor state for a long time.

they take zero skill to use and effectively double your health (on average), something about them needs changing, and this will be a fun experiment to see how people perform with it.

Making shields take skill to use means that you are rewarded for being good at using a shield. but you can also be heavily punished for using it poorly.

Testing

needs more testing

Changelog

:cl: experiment: WIP /:cl:

hal9000PR avatar Oct 09 '22 15:10 hal9000PR

cool

trololiver112 avatar Oct 12 '22 19:10 trololiver112

cursed katana / pyro gloves do not block. Cursed should block only melee, pyro should block all.

Qwertytoforty avatar Oct 13 '22 23:10 Qwertytoforty

From testing on mentorbox:

  • Already ID'd as a bug, but it blocks most magic attacks which it really shouldn't do.
  • Some kind of sound or visual cue for when you activate the parry or drop your parry after attacking would be nice, but not a priority.
  • Armor penetration needs to be factored in, we discussed either flat stamina damage bonus or leaking damage through the block.
  • Cooldown between resists is also needed, as you can spam and block literally everything thrown at you - should be rewarded for timing it well instead.
  • Should it be less/ineffective if you're crawling as well?
  • Should projectiles with an 'explosive' effect (BSG, rocket, frag-12 etc.) bypass the block entirely?

AzuleUtama avatar Oct 13 '22 23:10 AzuleUtama

From more testing:

  • Spamming is less effective than before.
  • Not sure if it's intended, but all mobs can see if you're parrying with the little animation that plays on your character.
  • Seems to no longer block all magic projectiles now (wands, staffs, meat hook etc.).
  • Cursed katana still doesn't block anything.
  • Projectiles that pass through mobs and structures (xray, penetrator rounds etc.) can be blocked - but keep going through the mob despite doing no damage.
  • There is a massive difference now with anything that's armor piercing. You can block a carp user all day long, but easily go down with about 4-5 AP stechkin rounds.
  • Anything that has an "effect on hit" such as immolator beams will prevent the effect so long as it's blocked.
  • Cling tentacle can be blocked regardless of the intent when fired.
  • Rockets cannot be blocked.
  • Ranged holoparasite/guardians crystal spray attack cannot be blocked at all - regular melee can.
  • Pulse rifle can easily be blocked without much stamina loss, probably due to lack of AP.

AzuleUtama avatar Oct 20 '22 20:10 AzuleUtama

I've really been looking forward to something like for a while now, super glad someone more talented than I is working on it!

When you mean "resist", will it mean the resist button that is currently in the game (and which I do not remember having a cooldown, hence my confusion)? If that is so, how will it handle being buckled / resisting out of a grab, will it prevent you from getting out of a chair fast, or prevent from blocking while doing that?

Either way, looking forward to this being added!

Somniworld avatar Oct 28 '22 16:10 Somniworld

hii,

From observing a lot of fights during the the ongoing testmerge, I think the block chance being moved into parrying is a pretty good change, however I feel like the issue is that the visual que given when you are parrying attacks is not as obvious as it should be which I see is something Azule pointed out about a week ago.

Example below. The shield being bapped on my sprite is me parrying, and then the second time it is me hitting myself. It's identical. In the heat of battle it's kind of hard to distinguish when somebody is blocking your oncoming attacks.

https://user-images.githubusercontent.com/108688684/198745608-4d6b3b88-27dd-45e1-a3af-26a1c006fdd3.mp4

In order to make it a lot easier for the attacker and for the person parrying attacks themselves, I suggest that we change the que into something like a silver shield that appears over their head for the duration, much like a cult halo or the spinny circle that shows you're disorientated.

I don't think we necessarily would need a sound for it but it'd be a nice thing to have I guess.

Other than that suggestion, I think it's a great way to kill the current blockchance bullshit and hope everything goes swell.

ArcZelf avatar Oct 28 '22 22:10 ArcZelf

Will the Captain's Rapier, Energy Sword and Double Energy Sword (etc) melee blocks also be turned into Parry? Because if so, it's a pretty rough nerf.

I get the point that the current block takes no skill, but the Desword is 16TC item. With the passive buff gone, which, like it or not is a big reason for its cost- What can we expect for these items? It'd be rather cool if the cost went down and maybe add the energy shield to the Uplink?

LordMadness avatar Oct 30 '22 00:10 LordMadness

What can we expect for these items?

I would be happy with a follow up pr that tweaks the values of the esword.

hal9000PR avatar Oct 30 '22 09:10 hal9000PR

after some feedback I have increased the cooldown and reduced the parry window. to help prevent people just spamming it.

hal9000PR avatar Nov 08 '22 23:11 hal9000PR

UPDATE TWO: Decreased the parry window further, 1 Second now. increased the cooldown based on the OLD BLOCKCHANCE OF THE ITEM. if a weapon had a 75% block chance, it has a maximum parry uptime of 75%, 50% blockchance? 50% uptime. etc.

Training wheels are off.

hal9000PR avatar Nov 12 '22 00:11 hal9000PR