Valkyrie balance changes
We all know she kinda sucks right now. She is one of those heroes where she doesn’t need a whole rework with numerous changes. What she really needs is her main mixup to be improve. Anything else, while welcomed, is extra. I am currently a Rep 90 Valkyrie main, so I have plenty of experience with her.
FIXING HER MAIN MIXUP
Right now, her main mixup has a risk reward factor against Valkyrie’s favor. It’s vulnerable (easily interruptible and guard broken on whiff) and has low damage. Why would you risk getting guard broken trying to dodge her shield bash for 24 damage vs eating the bash for 18 by not dodging and or trying to interrupt her with your own attack?
When her current rework was released along with Tiandi’s years ago, she was actually top tier due to her main mixup’s damage and safety. But due to overperforming at the time, she was given several nerfs (shield tackle follow-up’s damage reduced to the current 18 and shield tackle being guarbreak vulnerable on whiff), and was powercrept.
Change #1 - Increase her damage for the follow up attack after a successful shield tackle to 22. Shield tackle is still gb vulnerable on whiff.
Alternative: Shield tackle follow up damage is 20 but is not guardbreak vulnerable in whiff.
Change #2 - Decrease the time Valkyrie enters her shield tackle stance to 233ms (from 300ms). It may not seem like much, but this would help her not get easily interrupted because her shield tackle now acts more closely to the standard forward bash mixup found in the rest of the roster.
Forward bash - 300ms forward dodge —> 433ms bash = 733ms
Valkyrie shield tackle - 100ms dodge —> 233ms entering stance —> 400ms shield tackle bash = 733ms
With these two changes, her main mixup is less prone to be interrupted and has more reliable damage that forces the opponent to actually make reads against the mixup.
EXTRA CHANGES
The two above changes should be enough to improve Valkyrie. The following changes are just extra stuff that complements the main mixup.
1. All chain lights are now 400ms and their damage is 9.
They nerfed this to 500ms, reverting this will make her chain offense better.
2. The entry stamina cost of shield tackle stance is reduced to 3 (from 6).
Valkyrie’s offense consumes more stamina than a lot of other heroes for little reward (12 for the heavy + 6 for the shield stance entry + 9 for the light follow-up of shield tackle = 27 stamina for 18 damage in her current iteration).
Since we improved the damage and safety of her main mixup, I think cutting the stamina cost of the shield stance entry in half should suffice. She can perform her mixup a bit more while the stamina to damage output ratio not feeling too much.
3. This one is more of a roster wide change: Hard feints have no stamina cost
I always wanted to see the devs implement this in a Testing Grounds. It would incentivize players to use hard feints more and diversify overall offense. Currently, 2-3 heavy to hard feints consume nearly half the stamina for the majority of the cast.