Post by Neo on Mar 1, 2016 6:35:34 GMT -8
Match System Modifications & Its Implications™ Soccer Spirits
These changes are the HIGHLIGHTs of the upcoming MAJOR patch.
And I was tasked to write about this ;blood
So, here we go, I will discuss the implications of each of the modification and its implications to the game.
Also, I am tasked to include a projected future player tier based on the implications of the changes ;dead
Projected Player Tier Change:
Based on (1), players with Defense Buff/Debuff Totem might get a boost in usefulness OR tier as compared to before.
Based on (2), players will be affected based on the skill changes that are not announced yet. So we do not know how it will be like yet.
Based on (3), players that recovers AB up to 90% currently will be most affected.
Based on (4), there are too many players with speed totem. So it depends highly on the CAP but it is unlikely to affect individual player tier.
Based on (5), penetration power nerf affects all strikers in the same way. From a different perspective:
What We Know (Up to Now):
There are a lot to digest but I will discuss the changes, point by point, and their implications to CoD, CoT, PvE.
This will be a long discussion, so be prepared ;run
I will do it this way:
(1) Cooperative Defense System will be implemented. Cooperative Defense will activate based on the character’s Defense stats. When activated, adjacent players positioned in the same line will join to spread out the damage received. This new system is designed to tone down the one-shot meta of the game.
(2) The mechanics for Long Passes and Forward Passes will be modified. You can select the ally player that will receive the Long Pass or Forward Pass, but the player that receives the pass will not be able to instantly make an action. The Pass Effect will not disappear until the receiver makes an action. The skill effects for Long Passes and Forward Passes will be going through overhaul for this change.
(3) We will be putting a Limit to the Action Bar Recovery/Reduction to prevent balancing issues caused by extreme usage of such skill effects in both PvP and PvE content. Only the highest value will be applied for the “start with X% action bar” type skills/Spirit Stones and the Action Bar Recovery/Reduction amount coming from passive skills will be limited as the following: 80% for Recovery and 20% for Reduction.
(4) Action Speed Increase/Decrease effect will be limited. This limitation comes from the same logic with the limitation of Action Bar related effects. Based on the default action speed, parameters will be set for the limitation that will be applied to the increases/decreases brought by skills and Spirit Stones.
(5) The effect of Penetration will be modified. Currently Penetration has a strong effect and is easy to set up. Penetration will no longer decrease the opponent’s Defense and will only decrease the opponent’s damage mitigation effects.
(6) The activation mechanics for Counterattack Resistance will change. This change has been implemented to resolve the issue of the Counterattack Resistance stat of the player with the smaller Reflex becoming virtually meaningless when there is a large Reflex gap between the two players.
(7) Breaking out from the Defender category, Goalkeepers will be receiving a separate category. The Player Role bonus has been modified, with Attackers now receiving a more practical bonus. We will be providing a detailed explanation through the patch note.
(1) Cooperative Defense System Implementation
Cooperative Defense will activate based on the character’s Defense stats.
This simply means the defense stat will be used for Cooperative Defense.
Some people infer this as the defense stat determining whether if co-op defense is activated.
This is unlikely, because the current co-op defense activates all the time.
When activated, adjacent players positioned in the same line will join to spread out the damage received.
This simply means the defense stat of players in the same line will 'join' to spread out the damage received.
However, the way that they joined is still unknown. It could be simply adding the defense up.
It could be a % of the defense of players that is not under direct shot. We will only know after the numbers are released.
Some people infer this as damage being taken & spread out among the back-line defenders. This is unlikely.
Implications to CoD/CoT/PvP
(2) Changes to the Forward/Long Pass Mechanics
You can select the ally player that will receive the Long Pass or Forward Pass, but the player that receives the pass will not be able to instantly make an action.
This simply means you can select the player to receive the long/forward pass now, in PvE matches.
Not being able to instantly make an action is the same as existing mechanics.
The Pass Effect will not disappear until the receiver makes an action.
Same as existing mechanics.
Hence the only change is that you can select the player for long/forward pass now.
Implications to CoT/CoD/PvP:
(3) Limit to Action Bar Recovery & Reduction
Part I: Only the highest value will be applied for the “start with X% action bar” type skills/Spirit Stones
This means that for all skills AND spirit stones that provides start with X% action bar, only one will apply.
That will be the one with the highest value.
Implications to Players/Stones:
Implications to CoD/CoT/PvP:
Part II: Action Bar Recovery/Reduction amount coming from passive skills will be limited as the following - 80% for Recovery and 20% for Reduction.
This means that AB steal will be capped at 20% and AB recovery capped at 80%.
Please note that this is PASSIVE skills only.
Hence, AB recovery by active heals from healers or Valkyrie Beth is not affected.
Implications to Players:
Implications to CoT/CoT/PvP:
(4) Action Speed Buff/Debuff CAP
Action Speed Increase/Decrease effect will be limited. Based on the default action speed, parameters will be set for the limitation that will be applied to the increases/decreases brought by skills and Spirit Stones.
This means there will be a CAP to how much % speed buff/debuff can be used in a line.
However, the exact values are not stated.
But looking at AB steal nerf, we can see that legends' skills are the possible CAP.
So action speed buff might be linked to Choi's skill with an action speed CAP of 75%.
Implications on CoD/CoT/PvP:
(5) Penetration Power Nerf
Penetration will no longer decrease the opponent’s Defense and will only decrease the opponent’s damage mitigation effects.
Penetration power is nerfed and together, with CO-OP defense buff, this is expected to affect striker damage SIGNIFICANTLY.
Implications on CoD/CoT/PvP will be the same as that of CO-OP defense buff.
One thing to add on will be instead of stacking penetration power, the next PvP or PvE meta might be to use:
(6) Counterattack Resistance Mechanics Change
This change has been implemented to resolve the issue of the Counterattack Resistance stat of the player with the smaller Reflex becoming virtually meaningless when there is a large Reflex gap between the two players.
This simply means that counterattack resistance (CA resist) will become more effective in preventing counter-attacks compared to existing mechanics.
So, CA resist is getting a buff while reflexes are becoming less effective.
Implications on CoD/PvP/PvE/Players:
(7) New Goalkeeper Role + Bonus & New Attacker Bonus
So basically, if you clicked on your player, they receive bonuses based on their roles.
For example, defender receives 30% less damage when attacked.
What we can expect is, greater bonuses for goalkeepers and attackers which will make them stronger in their role.
Combined with CO-OP defense buff, penetration power nerf, this will probably further reduce striker shot damage.
Attacker buff is unknown at the moment.
Something that we can look forward to is probably some CA resist or more reflexes, when HOLDING the ball etc.
These changes are the HIGHLIGHTs of the upcoming MAJOR patch.
And I was tasked to write about this ;blood
So, here we go, I will discuss the implications of each of the modification and its implications to the game.
Also, I am tasked to include a projected future player tier based on the implications of the changes ;dead
Projected Player Tier Change:
Based on (1), players with Defense Buff/Debuff Totem might get a boost in usefulness OR tier as compared to before.
- Potentially affected players include, Veronica, Celus, Lilith, Valkia etc.
Based on (2), players will be affected based on the skill changes that are not announced yet. So we do not know how it will be like yet.
Based on (3), players that recovers AB up to 90% currently will be most affected.
- Most affected infinite players include Shu, Miho, Lucid for AB recovery
- Most affected AB steal players include Lucius, Malcolm, Hildegard
- Their player tier might be reduced.
- RIP Milky Way since her passive no longer stacks with quick start. Expect a MAJOR nerf to Milky Way tier ratings.
Based on (4), there are too many players with speed totem. So it depends highly on the CAP but it is unlikely to affect individual player tier.
Based on (5), penetration power nerf affects all strikers in the same way. From a different perspective:
- If penetration power is no longer the meta, players with penetration power totems will be rendered useless.
So these players, will have their player tier reduced.
Penetration power totems include Silla, Guinevere etc.
Similarly, players with penetration power debuff will be useless if no one uses it anymore.
Affected player - Duran. - With the weakening of OHKO strikers, utility strikers might rise again; depending on how much OHKO strikers are affected.
So utility striker in general, Uriel, Kirin, might get a boost to PvP tiers.
Ravian might become useful / popular again.
Based on (6), players with CA resist totem will become more valuable.
- This includes Freyja, Nerua, Yuri, Anael
- Players with reflex totem are unlikely to get a reduction in player tier / value.
Because in PvE matches, reflexes is still the way to go because higher reflexes prevent CA 100%
And in PvE matches, enemies have a ridiculous chance of counter-attack even with high CA resist or small reflex difference.
What We Know (Up to Now):
There are a lot to digest but I will discuss the changes, point by point, and their implications to CoD, CoT, PvE.
This will be a long discussion, so be prepared ;run
I will do it this way:
- First, I will explain what I think each modification means.
This might be different from what you think it means. Feel free to come share your thoughts :) - Next I will discuss its impact on CoD/CoT/PvP/Players if any.
(1) Cooperative Defense System will be implemented. Cooperative Defense will activate based on the character’s Defense stats. When activated, adjacent players positioned in the same line will join to spread out the damage received. This new system is designed to tone down the one-shot meta of the game.
(2) The mechanics for Long Passes and Forward Passes will be modified. You can select the ally player that will receive the Long Pass or Forward Pass, but the player that receives the pass will not be able to instantly make an action. The Pass Effect will not disappear until the receiver makes an action. The skill effects for Long Passes and Forward Passes will be going through overhaul for this change.
(3) We will be putting a Limit to the Action Bar Recovery/Reduction to prevent balancing issues caused by extreme usage of such skill effects in both PvP and PvE content. Only the highest value will be applied for the “start with X% action bar” type skills/Spirit Stones and the Action Bar Recovery/Reduction amount coming from passive skills will be limited as the following: 80% for Recovery and 20% for Reduction.
(4) Action Speed Increase/Decrease effect will be limited. This limitation comes from the same logic with the limitation of Action Bar related effects. Based on the default action speed, parameters will be set for the limitation that will be applied to the increases/decreases brought by skills and Spirit Stones.
(5) The effect of Penetration will be modified. Currently Penetration has a strong effect and is easy to set up. Penetration will no longer decrease the opponent’s Defense and will only decrease the opponent’s damage mitigation effects.
(6) The activation mechanics for Counterattack Resistance will change. This change has been implemented to resolve the issue of the Counterattack Resistance stat of the player with the smaller Reflex becoming virtually meaningless when there is a large Reflex gap between the two players.
(7) Breaking out from the Defender category, Goalkeepers will be receiving a separate category. The Player Role bonus has been modified, with Attackers now receiving a more practical bonus. We will be providing a detailed explanation through the patch note.
(1) Cooperative Defense System Implementation
Cooperative Defense will activate based on the character’s Defense stats.
This simply means the defense stat will be used for Cooperative Defense.
Some people infer this as the defense stat determining whether if co-op defense is activated.
This is unlikely, because the current co-op defense activates all the time.
When activated, adjacent players positioned in the same line will join to spread out the damage received.
This simply means the defense stat of players in the same line will 'join' to spread out the damage received.
However, the way that they joined is still unknown. It could be simply adding the defense up.
It could be a % of the defense of players that is not under direct shot. We will only know after the numbers are released.
Some people infer this as damage being taken & spread out among the back-line defenders. This is unlikely.
Implications to CoD/CoT/PvP
- First and foremost, shot damage will be reduced on PvE, CoD, CoT, PvP goalkeepers.
This will make it harder to kill GK in any of the game modes.
More damage will be needed.
This effect will be stacked with the penetration power nerf discussed below. - Players with defense reduction/buff passive totem/line buff might become useful again.
This includes, Lilith, Valkia, Celus etc. (Defense reduction)
This includes Nerua etc. (Defense buff) - Defense based GK will become 'stronger'.
Depending on how powerful defense stat becomes, defense based GKs might become top tier GKs.
This includes, Raklet etc.
(2) Changes to the Forward/Long Pass Mechanics
You can select the ally player that will receive the Long Pass or Forward Pass, but the player that receives the pass will not be able to instantly make an action.
This simply means you can select the player to receive the long/forward pass now, in PvE matches.
Not being able to instantly make an action is the same as existing mechanics.
The Pass Effect will not disappear until the receiver makes an action.
Same as existing mechanics.
Hence the only change is that you can select the player for long/forward pass now.
Implications to CoT/CoD/PvP:
- With the existing mechanics, long/forward pass will go to the player with the most action bar in the receiving line.
When the whole front-line is 100% action bar, the pass will go to the right most player.
So with the change, now you can choose the strongest player to tank hits and hold the ball when forward/long passing. - More convenience such that when everyone is 100% action bar, you do not have to specifically position the players anymore.
For example, Elaine can now be placed anywhere, dont have to be at the most right. - For PvP, the old mechanics apply.
Overall, this change makes CoT/CoD, PvE scenarios, slightly easier and more convenient.
(3) Limit to Action Bar Recovery & Reduction
Part I: Only the highest value will be applied for the “start with X% action bar” type skills/Spirit Stones
This means that for all skills AND spirit stones that provides start with X% action bar, only one will apply.
That will be the one with the highest value.
Implications to Players/Stones:
- Up to now, there are 2 skills and 1 spirit stone included in this change.
Milky Way - Music Start (Always start at 30% AB)
Kevin/Jeunese - Quick Start (Line always start at 20% AB)
Ignition Catalyst [Unique] (Start at 60% AB at beginning of match ONLY)
So these 3 WILL NOT stack or work together. - Hence, it's over for milky way after the patch UNLESS they give milky way's music start 50% AB again.
Implications to CoD/CoT/PvP:
- CoD Maximum Possible score WILL BE reduced, for those who know what I mean.
For those that do not, please refer to: soccerspirits.freeforums.net/thread/88/guide-maximize-increase-cod-score - No more infinite milky way so all CoD/CoT/PvP strategies involved milky way will be affected.
For example, crowbitz milky way strategy in his video will not work now.
PvP wise, it will be VERY HARD for milky way to create 3 stacks now; making her speed/reflex totem ineffective. - No more IC + Quick Start lines so stun lines might be a viable strategy again, depending on speed debuff CAP.
All strategies involved IC + Quick Start in CoT/CoD/PvP will also be affected also.
This mainly involves kevin + IC backline, for example, IC anael + Kevin etc.
Part II: Action Bar Recovery/Reduction amount coming from passive skills will be limited as the following - 80% for Recovery and 20% for Reduction.
This means that AB steal will be capped at 20% and AB recovery capped at 80%.
Please note that this is PASSIVE skills only.
Hence, AB recovery by active heals from healers or Valkyrie Beth is not affected.
Implications to Players:
- Please refer to the table I've made in this thread:
soccerspirits.freeforums.net/thread/225/implications-quick-start-recall-jeunese - From the table, we can see that Miho, Shu, Lucid are the most badly affected by the 80% AB recovery CAP.
- Hildegard is also affected with her AB steal dropping to 20% from 25% due to the AB steal cap.
Malcolm & Lucius will also be affected, although they only steal individual action bar. - Metatron is unaffected.
- Other affected players includes, Uriel, Rudiel, Lucifer, Guinevere, Vermillion Bird, Valkyrie Beth.
Implications to CoT/CoT/PvP:
- Most strategies involving infinite Lucid/Shu/Miho will be affected greatly, regardless of PvE/PvP.
Miho will still be successful in PvP due to her heal. - Hildegard strategies will also be affected to a relatively smaller extent.
- Metatron continues to dominate in PvP. The nerf doesn't affect her.
(4) Action Speed Buff/Debuff CAP
Action Speed Increase/Decrease effect will be limited. Based on the default action speed, parameters will be set for the limitation that will be applied to the increases/decreases brought by skills and Spirit Stones.
This means there will be a CAP to how much % speed buff/debuff can be used in a line.
However, the exact values are not stated.
But looking at AB steal nerf, we can see that legends' skills are the possible CAP.
So action speed buff might be linked to Choi's skill with an action speed CAP of 75%.
Implications on CoD/CoT/PvP:
- For PvP, the main implication comes from action speed debuff.
The action speed debuff CAP might mean that stun backlines would become non-viable.
This, however, depends on the CAP. - For CoT, this makes those trials with time limit & actives requirements harder.
The main trial in question will be 2-10, where you have to cast 5 actives and finish before 20 mins.
So this trial could be harder with the action speed buff cap, since time is an issue.
(5) Penetration Power Nerf
Penetration will no longer decrease the opponent’s Defense and will only decrease the opponent’s damage mitigation effects.
Penetration power is nerfed and together, with CO-OP defense buff, this is expected to affect striker damage SIGNIFICANTLY.
Implications on CoD/CoT/PvP will be the same as that of CO-OP defense buff.
One thing to add on will be instead of stacking penetration power, the next PvP or PvE meta might be to use:
- Defense Debuff Totem (Celus, Valkia, Lilith, Veronica etc.)
- Inflicted Damage Increase Totem (Elaine etc.)
(6) Counterattack Resistance Mechanics Change
This change has been implemented to resolve the issue of the Counterattack Resistance stat of the player with the smaller Reflex becoming virtually meaningless when there is a large Reflex gap between the two players.
This simply means that counterattack resistance (CA resist) will become more effective in preventing counter-attacks compared to existing mechanics.
So, CA resist is getting a buff while reflexes are becoming less effective.
Implications on CoD/PvP/PvE/Players:
- Any reflex CA strategies will be less effective,
Reflex lines will be less effective, in PvP when encountering CA resist lines. - Players with CA resist totems will become more valuable.
This includes Anael, Yuri, Nerua etc.
(7) New Goalkeeper Role + Bonus & New Attacker Bonus
So basically, if you clicked on your player, they receive bonuses based on their roles.
For example, defender receives 30% less damage when attacked.
What we can expect is, greater bonuses for goalkeepers and attackers which will make them stronger in their role.
Combined with CO-OP defense buff, penetration power nerf, this will probably further reduce striker shot damage.
Attacker buff is unknown at the moment.
Something that we can look forward to is probably some CA resist or more reflexes, when HOLDING the ball etc.
** Thanks for reading **