Hitlag, hit effect size, and shieldstun readjustments#454
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jobrien97
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I'd like for hitlag adjustment to be separated from this PR, and for it to be its own branch.
I feel base hitlag increase should be kept in a draft PR until we can re-tune all of the per-move hitlag modifiers to feel good with the increase base hitlag
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I disagree, I would rather have this change in, and be able to play with it in nightlies and such, and improve the hitlag over time. If the hitlag changes get "kept in a separate branch until we have time", we simply won't end up actually making the time, and it will rot in the corner.
I am also wondering though, what was our shieldstun value originally, 5 months ago before we increased it? 0.9 -> 0.55 seems like a pretty substantial change, and I would expect something in the middle would be more appropriate.
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I like the hitlag, only have some doubts on multi-hits, where a lot of them start to feel slightly syrupy. But I feel like for some of them that's fine, it's not comparable to vannila hitlag where multi-hits become cutscenes, and for ones where it stays a problem (maybe even balance wise because of becoming too trivial to SDI out of them) they can get some personal adjustments eventually |
Specific changes:
Global shieldstun modifier reduced 0.9 -> 0.55
Base hitlag increased 3F -> 4F
Animation speed multiplier during hitlag reduced 0.25 -> 0.01
Non-elemental hit effect size scaling per damage reduced 0.037 -> 0.025
Non-elemental hit effect base size multiplier reduced 0.52 -> 0.32
Non-elemental hit effect minimum size multiplier reduced 0.5 -> 0.3
Non-elemental hit effect maximum size multiplier reduced 1.1 -> 0.625
Elemental hit effect size scaling per damage reduced 0.04 -> 0.025
Elemental hit effect base size multiplier reduced 0.45 -> 0.37
Elemental hit effect minimum size multiplier reduced 0.5 -> 0.4
Elemental hit effect maximum size multiplier reduced 1.3 -> 0.875
Resolves #447
Resolves #448
Resolves #453