juren balancing ideas
I just got my hands on this guy, and i can clearly say he's definitely gonna be one of my most used characters, but i wish that some things about him were more balanced.
his in-chain bashes should be slower and able to be guardbroken if dodged. this is like the main problem i see: if i get hit, people always dodge, i think it's because the pinning bash is unreactable. MAKE IT SLOWER!! i was also appalled when my bash was dodged, and i could STILL COUNTER GB! felt like i just robbed some poor soul out of his rightfully earned punish!
his held guardbreak should do a little more damage for more incentive to use it (it only does like 14, make it like 16 or 18, the heal is pretty negligible and the only real reason to use it instead of a heavy off gb is stamina regen or BMing/ledging people with it and i don't know if it does this but to compensate it shouldn't allow you to confirm a light afterwards)
the uncharged zone should be an undodgeable like his light finishers (right now there's literally no reason to use it over the charged zone if you're gonna use the zone in a fight, and the zone having the finisher properties of the lights and heavies would be cool and make more sense instead of only the charged one having the finisher properties of the heavy, but that's just me)
his charged heavy finishers should deal a little less damage.
his charged zone should also come out faster mainly because i see people trying to parry it, and they do it way too early, so giving them something that doesn't feel like an elden ring boss attack windup would be a bit nicer.
i also am open to and curious about hearing opinions on what else should be changed and what else people think about him