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PVP Arena Rebalance Tweaks #6986
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Did some playtesting with curses and ericmdk, different class matchups and FFA. So far the results are quite appealing and rebalance PVP in DevilutionX quite well. I think more tweaks might be necessary. It seems that Sorcerer is a bit too crippled, and despite Warrior casting faster, he lacks the speed to catch the Rogue effectively after beginning to swing at her. I think a mechanic for cowboy rule between melee classes needs to be implemented. I'd also like to add a mechanic for beginning a round and keeping score between players. This functionality could also restore all players to full health and mana at the beginning of the round and then resurrect players at the end of the round. I'd also like to add Resurrect as a spell all players have in the arena level with a mana cost based on a percentage of their total mana pool for 2v2 matches, where a player can sacrifice a large amount of their mana in order to bring back their teammate if they're careful enough. Most spells are absolutely useless in PVP and are even more useless with the nerf to spell damage. I think it might make pvp more dynamic for the sorcerer class if some other spells received a buff. High level spells such as Flame Wave and Blood Star should do more damage, and chain lightning should be able to target players with Player Hostile enabled. Not sure if Chain Lightning would need a damage buff or not against players. Along this line of thought, Spells like Bone Spirit and Elemental should also redirect towards players like they do with monsters. Golems and Guardians should target players, although Guardian spam would need a nerf to limit the amount of guardians that can exist from a player at any given time. |
Changed diagonal walk threshold to 60%. changed _pMovements to std::array
@kphoenix137 , remember, if this is not final, use a draft PR instead to avoid notifying everyone. |
Then it won't build. Edit: Just wanted to elaborate since I have a bit of time at work here. Me and about 3-5 have been testing many of the commits and it would be more of a hassle for me to build both debug and release for each commit and send the exe I've built to others (and often times people have been whining about Windows flagging the file as suspicious and forcing them to do a scan before they can access the file. Not to mention one user made a big fuss about the suspicious file warning and kept asking me if I was sending him a virus or not; regardless if it was a joke I've had to deal with those accusations before and it's quite tiresome). It's overall easier to send these others helping me playtest a link to the build on github here and have them download it that way. Additionally, I have very terrible internet connection now, and it takes quite a few minutes to even upload a single build to discord or dropbox. This is also awful to deal with since we will often be testing a commit while I'm waiting for another commit to finish building on GitHub (which means if i'm uploading a build I create instead of having it build on GitHub, it ruins my connection while PvPing and talking on discord). Is there a way anyone receiving notifications could unsubscribe from this PR? |
You can create a PR in a separate fork, if you keep the workflows enabled it will compile just as it does here. |
- Fireball: 1 frame skip - Elemental: 1 frame skip - Bone Spirit: 0 frame skips - Blood Star: 0 frame skips - Lightning: +300% damage - Chain Lightning: +300% damage
Cap velocity in arena at slvl 14
This is definitely a bit too ambitious for its own good and doesn't really fit well within the scope of the project. I'll have to create a mod at a later date. |
Tweaks that occur only in arena levels:
Items:
Animation Speed Adjustments:
Spell Rebalance:
Spell - Damage - Cast Animation Frame Skips
The idea behind adjusting cast speeds of different spells were to help create better use-case scenarios for spells. When damaging spells have all the same cast rate, the only incentive is to pick the spell which is most likely to hit and does the most damage. Weaker spells and spell that are harder to make hit the opponent (and some utility spells) were given boosted speeds to give them a direct upgrade to their usefulness without just giving them a damage increase. Quite a few spells have had their damage increased however, since their original damage values are so pitiful that they simply cannot compete with the damage output of Fireball. This should offer more strategic alternatives to just spamming Fireball at the opponent.
During playtesting, Constantine has made masterful use of alternating between Fireball and Blood Star as a Sorcerer, casting Blood Star when in close proximity to the enemy, as it's faster to cast despite having less velocity, but hard to predict and avoid, resulting in massive damage.
Movement Tweaks:
Controls:
Combat Mechanics:
Chance of hit recovery = damage - (max hp / 6) + 100
Melee:
crit chance = (clvl * 2 + str) / 10
Ranged:
crit chance = (clvl * 2 + dex) / 10
Spell:
crit chance = (clvl * 2 + mag) / 10