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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 it 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.

 

Comments

GZ

I'm digging these changes. I've never had an issue with CHA characters but I'm glad to see that wake up kick has a global timer. But Dex characters can just roll on the ground to get up anyway so that seems like an indirect buff to Dex, unless the global timer counts towards ground rolls as well. There is another "pseudo" infinite that I found but I want to see how the next patch plays out. Anyway, congrats on the progress you've made this far!

Anonymous

I think that high MIG isn't an issue itself, but the difference in MIG between characters is the problem. Both combatants must punch each other or they have no way of using any other stat/skill offensively, so the current build that does a min/max setup means that the one doing triple damage has the advantage most of the time, reducing the opponents health to zero quickly and pretty much doubling its WILL/CHA because it will just use his moves twice plus the additional damage received when losing all the health.