Martial Arts Balance Update: Aikido #52102
Merged
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Summary
Balance "Martial Art Balance Update: Aikido"
Purpose of change
Partially implements #51949
Updates the martial arts style: Aikido
Describe the solution
Current Buffs, Techniques, and Special Abilities
Weapons: bionic claws, nail knuckles, pair of brass knuckles, pair of steel knuckles, tiger claws
Aikido needs to have its block and dodge counters removed. Doing this is as easy as converting the counters into normal techniques that require an OnBlock or OnDodge buff to trigger.
New Buffs, Techniques, and Special Abilities
Weapons: bionic claws, nail knuckles, pair of brass knuckles, pair of steel knuckles, tiger claws
Important Changes
All previous counters are now techniques
The four counters function largely the same only now you must manually attack after dodging or blocking. To simulate Aikido's smooth, quick throws, all techniques have -30% move cost. This is further reduced by the OnDodge and OnBlock buffs. Together, this allows Aikido to throw multiple opponents per turn if the opportunity presents itself.
New OnBlock and OnDodge technique
Fluid Blocking and Fluid Dodging are now the buffs that allow you to attack with Aikido's techniques. Since you needed an attack to trigger the old counters, the behavior doesn't change the way the style plays very much. However, since these attacks are no longer movement cost free, I made these buffs prove a -10% move cost benefit. These benefits stack with each other and will the techniques themselves.
Improved Static buffs
Aikido is technically worse due to the move cost changes so I improved the static buffs to assist in defending the player. Block effectiveness increases your chance to block attacks, the Dodging bonus will help brand new characters, and the additional block damage reduction will help against stronger enemies.
Technique order change
Originally, I had the block counter learned first followed by the dodge counter for game balance. Now that the counters are gone, I see no reason not allow the dodge throw to be learned first.
Gameplay
Aikido should play largely the same with these changes with the same advantages and disadvantages as before. It is still a niche style but it should still be useful to anyone that wants to use it.
Describe alternatives you've considered
There is a limit with what can be done with Aikido due to it being defense focused. I wanted to buff the style more but there is risk of making the player unkillable if the defense is pushed too high. I think the defense buffs are about right for game balance. The move cost reductions will not let you throw every enemy you dodge/block each turn but you should be able to do three throws most of the time if you have both buffs. The move cost reductions might need to be adjusted but making the cost too low is would be both unrealistic and overpowered.