yup this fully adresses my worries, good to know berserkers can finally outcqc everyother build when it’s the whole point of their kit
From the balance team trello
I think saying “properly” here is defying this here. Other builds are not supposed to play the game in a way that avoids contesting berskerkers (and other strength builds) in close range. There are many valid weapon sets that encourage close range encounters, and magic attack setups that excel in close range.
This is pretty obvious, there are some magics which are more difficult to get into close range with, because magics lack a lot of the movement follow-up skills fighting styles have. If a mage is built around specifically close range damage (ie, slow magic, close range attacks, slower projectile modifiers), they should really be at least able to outclass some fighting styles (specifically the faster ones, which have a much easier time engaging and disengaging, manipulating the space between them and their opponent) in close range encounters, because they have much fewer tools to manipulate the space between players.
For that reason, some of this post (not necessarily the change itself, because I do not know the intent of the person who made the changes or vetex when he added them) have come from a relatively biased perspective of how things should be instead of what is actually best for the game.
The sour spot on shot could always be removed if the falloff range for projectile skills is insisted on being kept
Some of the close range builds like Metal might end up actually suffering from this sort of system but that does call in to question what actually counts as “melee range” here. Dreay has reiterated that he thinks even shockwave is a pretty generous range for a “melee build” and the Stagger range does seem to try to reflect this.
I think the intent here is for there to be a super small range in which FS users can dominate that can be maintained solely by the fact that they have Stagger. Small as in like, maybe Thermo with 0 size. So that way it feels more like you are actually punching people and not spitting air at them.
This idea makes more sense because under this model, slow magic users and heavy weapon users would still be able to thrive because they can still play relatively close to FS users, just not within literal licking distance.
If this is the case though this does call in to question whether it’s even possible to get within this range to begin with, or healthy for the sake of the game. You don’t have a ton of options to get THAT close to your opponent aside from Crash. And the game is highly aerial so you can’t exactly stay close to people even with Stagger. I guess this is why the air movement refresh thing was added.
And to clarify things this does move the goalpost from what I was originally talking about. I only just now realized exactly what “melee range” is probably meant to entail here.
some random screenshot that i found in vetcord
idk if this is true, if its true well.. this only could work for basic or thermo LMAO
isnt like some ileg is hitting me with crash on the same position that i am.
anyway, with the other changes that means -50% damage for shot and axe slash yeyyyyy
oh no, low damage for the ranged skills on the melee class!!!
self explosion can take notes.
People are complaining that fighting FS players (pure or hybrid) is actually risky now. Although, if FS are getting this, then shouldn’t some close range weapon skills work similarly if they don’t already?
aren’t low range weapon skills just really big to compensate?
I was more so thinking about grabs, but if you hit someone basically on the head with a mace then I think it should work the same way as FS’s stagger. I doubt weapons will be getting a poise break even if it’s made possible.
metal magic and earth magic should work like that too then
im gonna be honest those two should ignore the range penalty
otherwise shots gonna be… near useless.
it already has a penalty for hitting someone at its max range, which IS its damage being cut in half!
so that means the average shot will be doing 70 to 35 damage, which makes it utterly useless.
If those two get it, then it would in theory end up becoming a solid magic thing for point blank stuff.
Even high speed invest light-thermo can’t true combo?
High speed = low stagger, so nah.
how is the attack speed scaling? i dont want it to be detrimental to use attackspeed
We already have enough sizemaxxing sailor fist users as is
Tldr: all fs moves stagger you for 2 seconds making you unable to do anything, if you deal more than 5% of the enemy’s hp they poise break and freeze for 5 seconds, and thermo fist buffs the enemy’s stats by 20%
least obvious mage agenda propagandist
yeyyy fs nerf
btw i think that fs rework does nothing, only improves pve for bersekers
Which was the main goal