Pillar Karok changes were designed based on three factors; fun, combat efficiency, and survival.
During this process elements which weren’t suitable with how the game has changed as a whole were scrapped or changed while new additions were made to fill their place.
1. Pillar Toss and Unarmed Combat
Currently, Pillar Toss has somewhat weak damage and stun rate and is falling in use due to the lack of merit in using it.
So first we increased the damage and stun rate for Pillar Toss.
[Image: https://31.media.tumblr.com/d7f7c953f8650a95728378cece8ef86f/tumblr_inline_n18ezl3dIk1s2l1in.jpg]
The debuff after tossing the pillar was removed so Pillar Toss can be used freely. The newly adjusted Pillar Karok will also receive a ‘Muscle Recovery’ buff after tossing his pillar which will grant him additional speed and max stamina.
Karok’s SP gain during Unarmed Combat was increased and the time frame for Absorb Shock was increased to improve survival. Delay[not sure if they’re referring to delay due to flinching after being attacked or if they’re talking about hit-drag, I’m betting on hit-drag] has been reduced and smashes can be chained together making Unarmed Combat more efficient.
[Image: https://31.media.tumblr.com/dd4192860f33a931ccb9a2195797783a/tumblr_inline_n18f0nmXh61s2l1in.jpg]
A new mechanic, Rapid Pickup, was added in order to smooth out the transition between Pillar and Unarmed Combat. This allows Karok to pick up his Pillar during his evasion move.
In addition to that, the time it takes the pillar to spawn next to Karok has been reduced so we hope that Pillar Toss will become a useful and fun skill to use after the adjustment.
2. War Slam
We wanted to diversify attack patterns and make it so that prolonged gameplay would still stay interesting. What we’re talking about is that his LLR was overused due to it’s efficiency making for a simple and boring play style.
So in order to change this we decided change one of Pillar Karok’s more interesting skill, War Slam.
The first thing we did was to allow War Slam to follow up after any smash. After that was done we decided that War Slam itself needed some adjustments. So now the stamina cost for War Slam will decrease according to skill rank and Karok will be able to change direction while using War slam.
[Image: https://31.media.tumblr.com/fe2c5c7b3ca7b839f7cd56c19a3c81cb/tumblr_inline_n18fqyhLeL1s2l1in.jpg]
In addition to that, if the Karok clicks on his normal attack button at the right timing while using War Slam then he can follow up with Crushing Sweep. When Crushing Sweep is used successfully after War slam it will provide two bonuses; stamina recovery and a damage increase.
The combo bonus for Crushing Sweep can be stacked up to 5 times and can be stacked by using War Slam.
[Image: https://31.media.tumblr.com/f46a43bd6db2958191cdadce9a4d6cca/tumblr_inline_n18fwp1Cfc1s2l1in.jpg]
Getting the combo bonus up to 5 stacks will increase the damage of the follow up Crushing Sweep by 130% and grant 60 stamina.
3. Survival & etc.
Karok’s survival has been improved by fixing bugs related to Absorb Shock and a short time frame for Perfect Absorb Shock has been added to the start of all smash attacks.
The speed of which HP recovers after Absorb Shock has been increased and the slowing mechanism to Earthquake has been removed and has been replaced with a flinch.
Karok’s slow kick speed has been increased and the movement range for his attacks was also increased to provide more fluid gameplay.
And last but not least, the finishing move for Clash can have it’s damage increased depending on how long Karok maintains the Clash.
[Image: https://31.media.tumblr.com/d7cdb7461b30024c7ab8cd2d9dee4517/tumblr_inline_n18gewf90d1s2l1in.jpg]
If the Karok manages to maintain the Clash for more than 5 seconds then the finishing attack will deal an additional 100% damage.
http://worldwidegamewatchers.com/post/77157327514/pillar-karok-adjustments-developers-notes
Yay or nay?