In my original plan for avatar combat, there were two supplementary skill lines that any fighting school could take. For various reasons, we ended up having to cut one of those lines, leaving us with only the Black Powder optional skill line. Unfortunately, there was some functionality I really liked in the removed skill line; also, with only one optional line available, characters were by definition less diverse and less customizable.
Optional skill lines present a couple of significant challenges. The largest of these is, of course: how does it do damage without your weapon’s involvement? A key design goal of mine for every new skill line is that you should be able to take the whole line to its end, and with no other skills be a functional combatant in avatar combat. This caused me to immediately discard some of my ideas for a new skill line—‘Command’, for instance, doesn’t seem to have any way to do damage (or at least, not without adding some significant new code features, but that’s for a much later devlog).
Another challenge is that the skill line can’t be mandatory. If it’s powerful enough that no character can reasonably succeed in PvP without it, then it’s going to cause cookie-cutter builds across all three fighting schools. Early iterations of the Black Powder line were so powerful that without taking every available gun skill, you were likely to be slaughtered in PvP. Given that we’re releasing Skirmish soon, avatar combat PvP viability is a real concern we have. So the skill tree has to both be useful enough to take by itself, and optional enough that you can skip it and still win fights.
As well, optional lines should always reward you for taking them at every step of the line. In the core skill lines, I’m fine with giving you skills early in the line that don’t really come into their own until you have the whole thing. In an optional line, I don’t expect a majority of players to take the whole thing. I want early utility that allows you to supplement your existing skills effectively, powerful midlevel utility that will make you consider going a bit further into the line, and final skills that redefine your approach to avatar combat. In Black Powder, the early utility is Point-Blank Shot, which has a limitation that’s basically irrelevant if you’re using it as a supplemental skill. Mid-range power is Cross Shot, arguably the best gun skill in the game. The capstone skill, Rapid Reload, turns you into a bullet-spewing machine and fundamentally alters your combat experience.
Enter the Brawling skill line. Brawling bases its damage off your equipped weapon, but doesn’t care which kind of weapon you have. This is somewhat of a compromise, in that we’d like to create ‘brawling weapons’ that function similarly to guns, but we don’t feel like we can provide enough interesting content or customization for those weapons. However, it means that Brawling has a reasonable progression of damage throughout your career.
Brawling isn’t so powerful that you absolutely must have it. Across the board, Brawling skills do slightly less damage than weapon and gun skills (on average, they’re -20% damage below other skills). This means it isn’t a must-have skill line in a pure dps build. It also provides no persistent buffs or defensive improvements, so it isn’t critically important to a pure tank build.
So where are the critical points in Brawling? The first is Jab, which is an attack with a stacking debuff that cannot be parried. It is low damage, but it’s also free to use. In combination with the second Brawling skill, Cross, you can sustain a stack of 4 debuff effects on a target indefinitely, or with another brawler the two of you can maintain that stack with just the Jab.
Mid-level utility comes from two sources: the Block and Uppercut skills. With Block, you can preemptively make yourself stun-immune for 15 seconds—likely the whole duration of a PvP fight, or close to it. Uppercut allows you to trade in all those stacking debuffs for a long-duration damage increase against a target. Uppercuts followed by high-damage skills from other lines are very effective; uppercuts followed by your whole group unloading their high-damage skills at once will likely kill any normal target.
The capstone skill is Roundhouse. This is the largest area-effect stun available in the game. It trades in the Combo debuffs you’ve been stacking up for 2 seconds of stun per debuff, which means a hefty 8 second stun is possible against multiple targets around you. A Brawler who coordinates his application of Combo debuffs properly can incapacitate an entire wave of attackers and pick them off over the next four global cooldowns.
The overall Brawling mechanic—and the one that I wanted to preserve from the old, removed skill line—is that you can easily and cheaply apply minor debuffs to an opponent. As you advance through the line, you can trade those debuffs in for much more significant effects. Because the line as a whole is driven by our effect system, multiple players can easily cooperate to spam powerful debuffs at enemies for little cost in either Initiative or global cooldowns.
Our internal avcom experts are enjoying the new skills, and they’re a picky bunch; they outright rejected an earlier revision of the system for not having enough awesome. So we’re fairly confident that you’ll enjoy them as well—whether integrating a few of the low-end skills into your existing build, or completely re-speccing to a pure Brawling build.
To see a list of the new skills and their effects, check out the updated AvCom Revision Page.
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I feel sorry for FLS now , they still talk with such enthusiasm after a year of trying to 'fix' the game but deep down they know nobody cares or gives a damn about what they say or do to this failure of a game.
Quite the contrary, actually. Though I would say that your opinion would be true of, say, Tabula Rasa :)
I have to second Havohej. My last experience within PotBS was a few weeks back, when the initial remake of the combat system was implementend. Still being far away from my dreams of a pirate game it seemed that it has a very stable highlevel community that really enjoys to play, fight for harbors and such. Reminded me a bit of the old days of Warbirds, where tight groups of squadrons were fighting each other down to the bones almost every night.
Still have to take the time to recheck on the changes within the economy system. But some extra for the melee fighting doesnt sound too bad.
TR was a failure by design.. PotBS isnt too bad at all I d say.
Fact is that FLS have spent nearly 6 months re-vamping avcom at a time where many founder members were leaving due to other reasons.
The time would have been far better spent adding more content & features including balancing - delaying the avcom re-vamp until a year later..imo
Right on, they still haven't addressed the original game breaker that new player pvp totally sucks. If your new to the game and like solo pvp, forget about it. You have to level to 50 to compete, and the grind involved and gankfest that ensues due to no level restrictions (elite lvl 50's attacking lvl 8's) pushes most people out of the game. Without reasonable pvp, the pve gets boring fast.
They still haven't implemented skirmish which was Rusty's solution for this problem.
Rusty never could grasp that if this game had level based pvp it would have wide appeal and the red circle design was just total fail. No worries, Jumpgate Evolution is right around the corner to pick up the mass of gamers that POTBS could have had.
Jumpgate and PotBS are two completely different genres - Jumpgate will be competing for EVE's audience.
That said, I'd lay even money that Skirmish will arrive before Jumpgate Evolution.
Sounds reasonable what u say. On the other hand it reminds me of Warhammer Online, where they seperated the PvP into Level-Segments. With the consequence that the world is scattered into 4 tiers and the real deal only happens now and than in the endgame tier aswell. So that solution doesnt seem to be that efficient for the level based problem :/ It may work slightly better in WAR for lowlevels. I personally didnt recognized it as being really satisfying till mid-level, where i stopped playing it.
In my opinnion it is always the same problem for PvP focused games with level based character development. Skill based seems to be the better choice for such environments. At least I cant remember a lvl based game that really solved the issue that is mentioned here.
FLS put so much effort in the sailing dynamics and it shows. Its a sailing sim game. The they threw together the avatar combat and rushed it out the door. The game is stale and maybe FLS needs to make a hard decision. Set a date when they can confidently release the game with all fixes in place. trickeling them out half assed is just creating bad rep. Hard to say without knowing the companys resouces and ability. Even then is there a big enough market for this type of game? I really liked it. but the world is way too small. The ship battles are killer. If I wanted avatar battles I would go with another game. My opinion is larger world to explore is needed. more shiip battles pvp and pve. Whatever. just an opinion. Most will disagree. good luck to fls.
Not to derail the thread, but from what I have seen on JE the only thing it has in common with eve is the fact its in space and there are lasers...