Madoc
Project Lead
- New armour skill technique, Security. Master rank is now achievable
- Shield blocking is no longer completely broken! Still more work to do though
- Experience from arena matches is now based on what you do in combat, even when losing
- Roster view now shows which characters need new training
- Shop stock and turnover increased
- Improved camera tracking smoothness
- Improved item colour randomisation
- Numerous fixes and tweaks
SECURITY
"Confidence in your armour allows you to continue attacks while receiving weaker blows."
This and other new mechanics are being introduced to solve the problem of light fast weapons being a good choice against heavily armoured opponents, where clearly the opposite should apply. The reason for this is the interruption on hit, hitting first can prevent someone with a heavier weapon from ever attacking succesfully. Heavily armoured opponents could essentially be "stunlocked" by fast weapons landing weak hits.
The recently introduced momentum mechanic means that once a swing has gained momentum it cannot be instantly interrupted, heavier weapons naturally have more momentum than light weapons.
This skill technique, and a similar one being introduced for shields, allow weaker hits that are mostly mitigated by armour to be largely ignored, and the attack to continue, even if it has not yet gained momentum. The strike will still be weaker as a result, depending on the impact, but not completely ineffective.
Note that the effects of the skill is proportional to how much of the force and damage of the blow was mitigated by your armour, it will have no effect when wearing no armour or being hit on exposed parts of your body.
This is overall more realistic, makes different weapons effective at what they are designed to do, and promotes skillful play over cheesy tactics.
ARENA MATCH EXPERIENCE
The placeholder experience system for the arena has been replaced with a proper one. Experience is now awarded to each combatant based on what they did during the fight. This includes successful hits, parries, blocks and damage dealt.
In team battles experience is shared amongst combatants based on what they did during the fight. The system is designed to also reward defensive roles in teams. It is not possible to earn more experience by protracting a fight, the total experience that can be gained is fixed.
Experience is now also awarded when the match is lost, or when not all opponents in an Elimination are defeated. If 50% of the opponents' health remains when the match or round ends, 50% of the total xp is gained. In Fray matches being more active in the fray will result in more experience gained.
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