Sliders Explained

I’m not sure if anyone else feels this way, but I hate the way the sliders are labeled. I find it so confusing on what each one actually does and whether you should increase it or decrease it to get your desired result. So I did some testing in exhibition with some of the sliders and made myself a note putting them in easier to understand terms. I figured I would share that in case others are also confused. Sorry if any formatting is messed up, I copied it from my notes in my phone.

Vitality regen cooldown - how long without damage until vitality starts refilling:

  • Lower value means less time until vitality starts refilling
  • Higher value means more time until vitality starts refilling

Vitality regen rate - How quickly vitality refills after the cooldown period ends:

  • Lower value makes vitality regen slower
  • Higher value makes vitality regen faster

Post kickout damage recovery (player) - how difficult it is for the player to kickout at all times:

  • Lower value makes it easier for player to kickout
  • Higher value makes it harder for player to kickout

Post kickout damage recovery (AI) - how difficult it is for the AI to be pinned at all times:

  • Lower value makes AI harder to pin
  • Higher value makes AI easier to pin

Recent finisher influence (player) - affects the amount of damage received from a finisher performed on the player:

  • Lower value makes it easier for player to kickout / recent finishers to the player do less damage
  • Higher value makes it harder for player to kickout / recent finishers to the player do more damage

Recent finisher influence (AI) affects the amount of damage received from a finisher performed on AI:

  • lower value makes AI harder to pin / recent finisher received by AI does less damage
  • Higher value makes opponent easier to pin / recent finisher received by AI does more damage