requested changes from the 27/09/2014 balance meeting

These changes aren’t perfect. However, with the deadline being October
12th these changes are superior to the current patch. We’ll continue to
tweak them until the 12th, incrementally making pull requests, and after
the 12th we’ll spend the next two months creating the best patch we can
possibly make. We’ll be doing this using systems of organization as well
as mechanisms in order to make informed decisions on balance.

Thread:
http://steamcommunity.com/app/225600/discussions/0/616189106576414661/
Patchnotes without reasoning: http://pastebin.com/raw.php?i=AB7gvs9R

Requested hardcoded/CVAR changes:
Set bb_tracer_parry_extension_duration to 0.15 from 0.35
Jian changed to be able to gain attack speed upon hitting a block.

Pure:
Fast 3 Locktime Reduced from 1.2 to 0.9
Fast 3 t3 fixed; tracers were stopping earlier than they were supposed
to (went from 40%->45% instead of 40%->70%)

Fast Right T1 and T2 Swap
Fast Right T2 Tracer starts 20% earlier
Fast Right T1 50% movement speed nerf (runspeedscale from 1->0.5)
Why: Fast Right T1 as it currently stands is too delayed to be used as
an interrupt to prevent fast barrages from Ryoku or to fit between gaps
in enemies attacks. With this change I give pure two useful moves
instead of one semi useful move.

The new fast right t1 functions as a jab/interrupt/combo linker that can
be used to interrupt other players, combo into other moves, or to force
fast parries. This will be Pure’s single low startup, low damage move
that is readily accessible.

The new Fast right t2 adds a sense of progression to the move, by giving
the t2 charge a tangible benefit of a relatively good damage movable
attack. Before there was very little reason to ever charge fast right to
t2.

Balance 3 T1 Locktime Reduced from 1.4->1.3
Balance 3 T2 Loctime Reduced from 1.7->1.4
Balance 3 T3 Tracers startup reduced from 801ms->402ms
Why: Balance 3 T3 is useless due to its massive startup. This allows for
the first swing of Balance 3 T3 to be used, giving this move some
much-needed utility.

Heavy Left Locktime Reduced from 1.0->0.8
Why: The reduced locktime allows pure to be able to capitalize on a
successful parry with this move. With this change pure will be able to
engage after parrying an opponent.

Ryoku:
HLt1 knockback from 0.25 to 1.0
HLt2 knockback from -0.25 to 1.0
HLt3 knockback from 0.25 to 1.0
HLt1 knockback from 0.25 to 1.0
HLt2 knockback from -0.3 to 1.0
HLt3 knockback from 0.25 to 1.0
Heavy Right Startup increased from 273ms to 440ms
Heavy Left Startup increased from 175ms to 348ms

Why: Ryoku heavies are very difficult to prevent or counter due to their
near instant nature, getting hit by one leads to punishing combos that
are simply not proportional to their ease of use. Due to the speed of
these attacks, they are both difficult to counter with air attacks, or
to even try to prevent with fast attacks requiring inhuman reaction
times to deal with.

With the changes to heavy startup players will now have a small window,
much the same as pure’s new heavy left to prevent the heavy.

The ability to combo from ryoku heavies was also much too high,
considering that Ryoku can already combo from Balance, Fast, and block
being able to land these very easy heavies and combo was just far too
much for how easy they are to use. The knockback turns the heavies into
more defensive moves that can be used in emergencies to prevent ryo from
taking more damage, without returning ridiculous damage to his attacker.

This change keeps the meat of the move intact, allowing it to be used
much the same way it always has, without allowing it to be a get out of
jail free card that can be instantly thrown to prevent all attacks and
combo for massive damage.

Judge:
B1 Startup increased from 169ms to 297ms
Why: Judgement balance 1 startup is increased slightly for much the same
reason that ryo’s heavies are, the move is extremely accessible and has
a  miniscule window of opportunity to prevent. This allowed many
judgements to simply mash left click on being attacked which would lead
to their attackers being stopped in their tracks.

HL tracer interval from 0.38 to 0.42->0.37 to 0.4
HR tracer end from 0.5->0.47
H3t1 tracer interval from 0.30885 to 0.42456
H1t2 tracer end changed from 0.577100 to 0.45
Why: To account for tracer_parry_extension

Phalanx:
F1t1 locktime from 0.35 to 0.32, tracer ends 30ms later.
Why: To allow for hitconfirming into f2 on all swordtypes but scim, B2
on scim. The goal here being to create a t1 punish game that's on par
with other characters without making fastmashing anymore
dominant/powerful in lower tiers of play.

Phalanx Fast T3s damage increase by 5
F1t3 18->23
F2t3 18->23
F3t3 22->27
F4t3 25->30
Why: To account for the lower T3 damage with the new rapier, as well as
just to make the move all around useful for other Phalanx builds.

Rapier:
mindamagetier1 from 4->2
mindamagetier2 from 6->3
Why: So that consecutive multihits aren't a bigger deal than the thrust
bonus.

Increased thrusting damage multiplier (damagedotproductx) from
1.4x->1.5x
Why: The idea here being that the (very needed) lower rapier multihit
damage takes too much away from the weapon, and that this should
increase t1/t3 damage a bit too compensate.
Merge pull request #1 from MfalmeYW/Community-Balance-Suggestions

requested changes from the 27/09/2014 balance meeting