Manually unholding a structure doesn't register as breaking hold for Charge Stone (Charge/Charged Battery)
Y
Your_Neighbor_Nat
As far as I know, when a player uses hold on a structure already affected by it to unhold that structure manually, it doesn't register as breaking the hold for charge stone. This allows for completing the charge-up for charge stone after a structure has been unheld, whether it is the player with charge stone that unholds it or the opponent is the one who unheld the structure. Also, unholding not registering as breaking the hold allows for a charge to be retained on the player, to still be spent on their next hit-modifer on a structure, while not having an active hold on a structure. From my understanding, this is the current behavior that allows for the technique known as "Charged Battery" or "Charge Battery".
In addition to the previously mentioned behavior, there are also things related to Charg(ed) Battery about "negative charges". Perhaps someone can leave a comment further detailing it, but I believe this negative charge behavior is what is referred to here: https://rumble.canny.io/bug-reports/p/charge-not-charging
For a suggestion on integrating Charg(ed) Battery as an intentional feature and lingering buff, please see this suggestion (and I particularly recommend the comment chains involving Musical-Memoirs and L3mmi05/Val): https://rumble.canny.io/suggestions/p/integration-of-charge-battery-behavior-as-a-lingering-buff-for-charge-stone
Log In
D
Dr._Rock
Thank you Naaat
Y
Your_Neighbor_Nat
Something to note: from what I can tell, upon holding a structure (with the mirrored pose) you are already holding, it will eat the charge and leave it in a state where the new hold doesn't actually charge the structure. I assume this is related to this bug and "negative charges".
d
deterraleon
i agree that without a visual it can be hard to fight, but i prefer having it without visuals over not having it at all because this is basically the only reason i ever use charge, i.e. hold flight -> unhold -> attack. altho i would prefer having it with a visual
L
Lopes
Dont remove one of the few pieces of charge tech that exists, if guard gets to keep their shit we can keep ours
M
Musical-Memoirs
Current way the Charge Battery tech works feels like one big unintended bug that I purposely avoid using. I rather have it patched out, than stay in it's current state.
In my opinion Charge Battery may stay under some conditions:
- As long it's visually obvious what is going on. No stealthy charges. Particles on the player, and an effect indicating which structure the charge came from.
- The breaking of the structure also breaks the charge. As your source of power is gone. Currently you can unhold a structure right before impact to get an unbreakable charge.
- You can't complete the 1 second charge while unheld, it needs to be fully charged before unheld.
- The confusing negative charge bug gets fixed or re-implemented in a visually obvious way.
- Only when the owner of the structure unholds the structure should it work. Currently puppetmasters are way too OP as one of the few counters against them, unholding, gives the original owner a free charge battery.
- I would even prefer if it only works as long as you have owner status of the rock. If someone does any pose of your battery it should disrupt the charge. Although this feels optional to me.
Y
Your_Neighbor_Nat
Musical-Memoirs
I think I tend to agree and I think having the charge be lost if the structure is destroyed also opens up the idea of the charge user trying to hide or protect the battery, which may open up new tactics/a new gameplay loop.
Also, if breaking the structure has the charge be lost, I think (in addition to the player having a charge visual on them similar to other shift stones like surge and adamant) the structure on the ground should also retain the charge visual effect until the charge is spent.
M
Musical-Memoirs
Your_Neighbor_Nat How I imagine the visuals would be yellow particles on the player's hands. And yellow particles from the structure that move towards the charge user's hand.
A spend charge, a destroyed charge source, or broken hold without unholding would stop the particles on the player and structure to indicate that there is no charge anymore.
Y
Your_Neighbor_Nat
Musical-Memoirs Although, one might imagine just having basically a yellow version of the surge/adamant effect remain around the player and having the structure use the current charge effect might take somewhat less dev time, yeh?
M
Musical-Memoirs
Your_Neighbor_Nat Would still work!
Y
Your_Neighbor_Nat
Musical-Memoirs
Passing this along for A Thing. since the feedback website doesn't work for them for some reason:
"anywho i agree with all of mume's changes EXCEPT binding the charge to the structure, thats half the entire damn point of charge battery, give your next attack some oomph, so you have to be extremely precise HOW you attack
if you make it bound to the structure, it's just worse charge in every single possible way
which kinda feels like mume's intent but whatevs"