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Martial Arts Balance Update: Aikido #52102

Merged
merged 1 commit into from
Oct 7, 2021
Merged

Martial Arts Balance Update: Aikido #52102

merged 1 commit into from
Oct 7, 2021

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Hymore246
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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

Name Level Available Type Effect
Arm Block Unarmed 0
Aikido Stance Unarmed 0 Static Buff Blocked damage reduced by 100% of Dexterirty
Block Counter Throw Unarmed 0 Unarmed Block Counter Down duration: 1, Knockback distance: 1
Dodge Counter Throw Unarmed 2 Unarmed Dodge Counter Down duration: 1, Knockback distance: 1
Intermediate Aikido Unarmed 3 Static Buff +1 Block attempts, +1 Dodge attempts
Grab Break Unarmed 3 Grab Break
Block Disarm Throw Unarmed 4 Unarmed Block Counter Disarms, Down duration: 1, Knockback distance: 1
Dodge Disarm Throw Unarmed 4 Unarmed Dodge Counter Disarms, Down duration: 1, Knockback distance: 1
Advanced Aikido Unarmed 5 Static Buff +1 Block attempts, +1 Dodge attempts

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

Name Level Available Type Effect
Arm Block Unarmed 0
Aikido Stance Unarmed 0 Static Buff Blocked damage reduced by 100% of Dexterirty, +1.0 Dodging skill, +2 Block effectiveness
Fluid Blocking Unarmed 0 OnBlock Buff -10% move cost, lasts 1 turn
Counter Throw (block) Unarmed 0 Unarmed Crit ok tech Requires Fluid Blocking, -30% move cost, Down duration: 1, Knockback distance: 1
Fluid Dodging Unarmed 1 OnDodge Buff -10% move cost, lasts 1 turn
Counter Throw (dodge) Unarmed 1 Unarmed Crit ok tech Requires Fluid Dodging, -30% move cost, Down duration: 1, Knockback distance: 1
Intermediate Aikido Unarmed 2 Static Buff Blocked damage reduced by 100% of Dexterirty, +1 Block attempts, +1 Dodge attempts, +1 Block effectiveness
Grab Break Unarmed 3 Grab Break
Disarming Throw (block) Unarmed 4 Unarmed Crit ok tech Requires Fluid Blocking, -30% move cost, Disarms, Down duration: 1, Knockback distance: 1
Disarming Throw (dodge) Unarmed 4 Unarmed Crit ok tech Requires Fluid Dodging, -30% move cost, Disarms, Down duration: 1, Knockback distance: 1
Advanced Aikido Unarmed 5 Static Buff +1 Block attempts, +1 Dodge attempts, +1 Block effectiveness

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.

@Hymore246 Hymore246 mentioned this pull request Oct 4, 2021
15 tasks
@Maleclypse Maleclypse added Martial Arts Arts, Techniques, weapons and anything touching martial arts. Melee Melee weapons, tactics, techniques, reach attack Game: Balance Balancing of (existing) in-game features. labels Oct 5, 2021
@kevingranade kevingranade merged commit 9c0a675 into CleverRaven:master Oct 7, 2021
@Terrorforge
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I just wanna point out that because of the way Aikido Stance and Intermediate Aikido stack, especially in conjunction with all the throws, the defensive power of this is off the charts. As soon as you hit Unarmed 2, it gives you the equivalent of like 20 armor. If you pick the "Martial Training" hobby with Aikido at character creation, you're essentially immune to basic zombies from the get-go.

I guess that's arguably fine since the damage output is awful, which is going to make groups a problem. But with Martial Training, Dodging 2 and 10/10/10/8 stats, I'm consistently able to beat a zombie hulk to death while naked and unarmed on a brand new character, which seems a tad extreme even if it does take five in-game minutes.

I'll have to try it in real gameplay before saying if it's truly broken or not, but uh. I suggest we keep our eyes on this one.

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4 participants