Misconceptions About FS Rework

Since I haven’t been engaging in the community as much, I’m not exactly sure what the general opinion is surrounding these changes. I don’t really mind either since I’m not going to be the biggest proponent of these changes.

However I have noticed a few alarm bells ringing in regards to this topic, so I’d like to clear up some false impressions. As a disclaimer, I’m not here to change your opinion on how good these changes are, nor am I here to silence any criticism. I think that this is a topic where it’s extremely understandable for people to be apprehensive. That doesn’t mean, however, that people aren’t still getting the wrong ideas. So let’s break things down.

Reason for the Rework

FYI: This is the longest section here and the other ones are a bit more relevant to common complaints, so you’re free to skip this.

Some of the competitive members of the community have been quick to point out that in PvP, fighting styles are already some of the strongest classes, and should be receiving nerfs rather than buffs. To respond to that, this is about more than just “buff fstyles”.

Dreay is the primary proponent of these changes and I’ve talked to him about them over a period of months. I’m not exactly sure how strong he believes fighting styles are, but these changes wasn’t so much about how strong they are moreso than it is about design flaws.

The argument behind these changes is that the way fighting styles are played best doesn’t reflect the way that they should be played, where FS users often have to resort to abusing their ranged attacks and using copious amounts of attack size because playing at “melee range” comes with a host of issues.

  1. You can’t keep people in melee range
  2. If you are being statchecked in any way (including level-differences in PvE), melee becomes useless
  3. The ranged options are actually good. They just don’t reach far enough and have too high cooldowns to be effective in PvE

What competitive players tend to point out is that while these arguments apply to PvE, they don’t really match in PvP because fighting styles still dominate. But what I think people are missing is that this isn’t mutually exclusive with the core problems mentioned before.

Because fighting styles primarly operate at close range, but don’t have any way of locking people down, that means they need to rely on numbers to win. Problem is that everything that works at a range also works in close quarters. If you were to just nerf the raw numbers on fighting styles you would start getting more complaints of “why can Shadow Mage outDPS Berserker?”

However, adding ways for fighting styles to dominate at close range and keep people at close range means they don’t have to rely on just having the higher numbers, because now part of the objective of FS is to effectively lock people down rather than just flinging out attacks. On the PvE side of things, it also allows you to fight back against enemies that are stronger than you.

This allows fighting styles to appropriately be nerfed without just making them bad. However it is on us as testers to actually make sure that happens now that these changes are in-game, otherwise this argument is moot.

Intent of the Design

Since it was never made clear anywhere, many people have assumed that the goal of the Poise mechanic is to incorporate it into the gameplay loop of fighting styles. However, poise breaks aren’t something that are meant to trigger frequently if at all during a fight.

Poise is intended to solve the problem I mentioned earlier where some people would complain “omg why is a Mage outDPSing me as a Berserker,” which is a complaint that frequently comes up depending on who is complaining or depending on what the meta is. Poise break would serve as a deterrent to anyone who tries to contest Berserkers in their designated range.

It’s meant to be an extreme mechanic for a specific situation, not something that you’re supposed to aim for. This is to say that if both players are playing the game properly, poise break should never trigger at all.

Severity of the Changes

This was already partially dicussed above for Poise Breaking but a similar case applies for Stagger. Stagger is the mechanic that is supposed to be triggering frequently but it’s probably not as bad as you think.

Stagger is a brief status that disables your ability inputs and slows your dashing. It does not:

  • cancel abilities
  • slow down walking
  • disable blocking

Stagger also triggers at an extremely close range. So it’s not possible to run Sailor/Ileg Berserker and spam 150 size attacks to stagger people. Even without Attack Size, not all of your attacks will Stagger.

And as it stands right now, there are no possible true combos. The stagger ends before the attacker’s next ability finishes casting. It will 100% slow down how frequently victims attack, but it won’t ever prevent victims from acting. However, the duration of stagger is likely subject to change and I could be wrong about this.

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thanks for giving some info and explaining further on how it works, this will surely help with the many people saying its too overpowered. (despite them having no idea how it plays, as i kept saying dont say its busted without seeing it in action.)
average Fluect W.

Do be aware that in no way am I trying to say that this isn’t overpowered either (it ISN’T but there are currently problems with the implementation and after it’s fixed it might be).

I’m just trying to introduce clarity to this topic and dispel misinformation. I don’t even know how to personally feel about the whole Poise Break system. I like the Stagger system but that’s the only solid opinion that I have.

How reliable is Stagger’s trigger range? Say if I were to backdash on reaction to a Smash, and I got about halfway through my dash before getting hit, would I likely get Staggered or would I have gotten out of the Stagger range in time?

I’d say the current trigger range needs to be changed so there’s not much of a point answering this until that happens.

If we’re talking about how it should ideally look, based on what it is right now and what Dreay seems to want for this rework, Stagger wouldn’t be triggering near the edge of a shockwave smash unless your shockwave is abnormally small. So there’d be a decent room for escape.

Makes sense, fair.

I think my only personal issue with the rework is the damage falloff added separately from the poise/stagger stuff.
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This feels like it makes FStyles… Too polarizing? I get they’re sort of designed like a grappler would be in a proper FG, but this does make it sound like Berserker can’t really do anything if it doesn’t have a mobility advantage (and given Spirit Walk and Sword Step are being added, uh… doesn’t sound very likely for Berserker to win the mobility game). Of course, Stagger could probably help there (and Blitz might be useful too, I guess?), but dealing even less damage when people properly zone you is probably going to feel brutal for the FStyle player.

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Well the idea is that Stagger is supposed to offset that. Harder to escape but easier to deal with after they’ve escaped. You should be reqarded for successful zoning, obviousoy not by too much though.

As of right now I haven’t taken huge issue with the range dropoff, even on CFist. But it does make your Shot damage pitiful if you don’t direct hit.

I guess Stagger after the trigger range adjustments probably makes it feel fine. Just a very ominous patch note, lmao.
I’m still fairly worried about FStyles having a mobility deficit as a result of Weapons and Spirit getting access to walk-type moves, though, but that’s not the topic of this thread. I imagine you guys have that figured out already.

Honestly, might consider switching back to Warlock because of these changes…

as a warlord it clarify what i thought about this drop off i guess my pvp technique wont change a bit with the change but we will see about that

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Could you consider removing stun synergies tho? Their slow stacking with stagger slow sounds extremely disruptive.

On top of that, I never really liked synergies because they’re unfair by nature, but at least most are just damage buffs, which means they don’t really change gameplay. Meanwhile the stun synergies are incredibly annoying since as opposed to FS stagger, it doesn’t have any range limit, and affects all forms of movement.

ohhhhh so… I CAN STILL USE SURGE AND KILL BERSERKERS MWAHAHAH (currently my surge tick deals 60 damage + burning) okay fine ty ty, tbh i thought it will cancels attacks so.. it just a weird mechanic to stop the use of size bersekers huhhh

petrified petrified petrified petrified
+20% damage
220 damage fire placed explosion
b-but stun synergy is what some magics like ash or snow has as unique gimmick why you want to ruin that

Ash’s gimmick is clouds and snow’s is a blind, Base Magics aren’t supposed to be very complex

snow barely blinds, tbh explosion or metal does a better job and.. ash is the only magic that has a stun and deals clear damage (+20% damage) and clouds, that’s why ash has poop stats like poor clash rates, saying that base magics shouldnt be too much complex is like saying every magic should be a shadow reskin

that’s why vetex removed shadow dot because it was fire but faster (now that’s plasma but less impact damage)

as a fs rework hater…
:thinking:
you make some very good points, fair enough

ahahahahah ur gonna get 3 second stunned and pulverized

REAAAAD

UR GONNA GET GRABBED OUTTA UR SURGE THEN POW POW POW :oncoming_fist: :collision: :headstone:

OF COURSE IM USING SURGE AFTER A GRAB YOU IDIOT :oncoming_fist:

so they cant grab me because grab cooldown

Bargle.