katetimesthree
The damage credit system is somewhat exploitable, leading to situations where shiftstones do/don't activate their effects when you think they should/shouldn't.
What I mean by "stealing" damage credit is that Player A sends a structure at Player B. (As far as I understand) Player A modified the structure last, meaning if it hits a player, Player A will receive the corresponding shiftstone effects.
However, Player B modifies the structure just before it hits them. Even though Player A sent a structure at Player B, which they failed to prevent getting hit by, Player B will be given credit for the hit since they modified it last. This means that Player B will receive their own shiftstone effects and prevent Player A from receiving theirs.
Examples of the above scenario:
Player A, summons a disc, Player B, using Adamant, parries the disc, but is too late and the disc hits them anyways. Player B would activate their Adamant, meaning they take 0 damage instead of the expected 1.
Player A has Surge active and sends a loose cube at Player B. Player B dashes and holds, trying to RTS. Player B holds the cube, but it's too late and gets hit. The cube should deal 4 damage (3+1 from Surge) and grant Player A another Surge buff, but instead deals 3 damage, and Player A doesn't activate Surge.
My reasons for wanting this change is that:
I don't think players should be rewarded for failing to defend.
These interactions are confusing, and it can be unclear what exactly happened when a player takes damage.
It can be frustrating to feel like you were robbed, or scummy to feel like you cheated your opponent.
I propose that there should be a slight "grace period" before modifying structures changes the structure ownership when self damaging. I can suggest 0.5 seconds, but that's just a vibes-based number and it should probably be decided by something more concrete.
To clarify, this grace period would only apply to self damage, and should (...)