by DDDsDD999 » Fri Jun 22, 2018 6:10 am
It's also kinda silly that having lower UA in PVP is advantageous thanks to the play-making ability of maneuvers, since the differences in openings usually aren't that noticeable. I think separating PVE and PVP interactions is kinda dumb. I think the combat maneuvers should have usability, even if you massively outstat your opponent and can't use the fueling nature of the ability.
Oak Stance currently: 150% block weight and lowering greatest opening by 5%/Δ
Suggestion: 100% + 50/Δ% block weight and lowering greatest opening by 5%
Death or Glory currently: 75% block weight and .75/Δ IP
Suggestion: 75% block weight and .75/Δ IP, with a minimum of .75 IP
Blood lust currently: 75% block weight and 4x the attack weight of charge, fueled at 25%/Δ
Suggestion: 75% block weight, 125% attack weight, 3x the attack weight of charge, fueled at 25%/Δ
Combat Meditation: 25% attack weight, cooldowns decreased by 100% of charge, fueled by 25%/Δ
Suggestion: 25% attack weight, 75% cooldowns + cooldowns decreased by 75% of charge, fueled by 25%/Δ (a 100% full combat med would allow the next move to have no cooldown, as is the case currently.)
I'm not 100% sure on the numbers, but the idea is that fighters that have higher UA than their opponent still have a reason to use maneuvers other than chin-up.