Thoughts on Arakure feats

T1: Against the World

Passive | Landing a Lash Out attack grants a 10% damage buff for 5s. 10s cooldown. Active duration is reset if another Lash Out attack is landed whilst the buff is active.

This feat is pretty good, an almost free damage bonus in teamfights. A pretty decent pick even with other strong T1 options, though I do wish they’d stop making passive feats with cooldowns. If they’re gonna allow it to refresh then they should just remove the cooldown altogether.

Suggestion: remove 10s cooldown

T2: Insolent Shout

Reduces damage of opponents in an Xm AOE for 20s based on the current Strike Level as follows: Idle - 10% | Onslaught - 20% | Ultimate - 30% | 120s cooldown

I’m sure this one is still somewhat helpful at half meter, but I hate feeling like I’m missing out on potential when I use it early, especially with a long cooldown like this. I’d feel less bad about using it without a full meter if the cooldown was shorter. Not to mention that other heroes have damage reduction feats of a similar level that are available much more frequently, and that the animation leaves you exposed for a decently long time for a feat that’s meant to be used around multiple enemies. Her other T2 choices are mediocre but seem to provide more consistent value anyway.

Suggestions: reduce cooldown to 75s, allow animation to be canceled with another action

T3: Walk it Off

Cleanses negative status effects, and heals self an amount depending on current Strike Meter as follows: Idle - 15 hp | Onslaught - 30hp | Ultimate - 45hp | 180s cooldown

Same primary problem as the T2, too long a cooldown for a feat that has conditional values. The negative status effect cleanse is really not strong enough to warrant a 180s cooldown on its own, especially considering second wind already cleanses the most common status effects with 120s cooldown and an unconditional 30 hp heal. The animation is at least short enough for use in a team fight. I’ve been using hard to kill instead as, while it’s also mediocre, it provides more value if you get down to critical health more than 2 times in 180s, especially so when combined with indomitable.

Suggestions: reduce cooldown to 120s, slightly increase heal (maybe 20/35/50 as suggested by u/Knight_Raime)

T4: Gang of Outcasts

Fills Strike Meter and prevents its decay for 20s. Additionally buffs self and allies within Xm AOE with the following effects: Light attacks become enhanced | Heavy attacks gain Hyperarmor | Attacking does not consume stamina | 180s cooldown

To be honest, I haven’t used this one yet. Indomitable is just too good to pass up, especially with her playstyle being so dependent on trading. I love the idea thematically, but in MM it’s unlikely that teammates will take advantage of it and it hardly provides any additional survivability. I would gladly trade unlimited stamina for some damage reduction. Selfishly it also seems like a good opener since it fills the strike meter, but again, indomitable seems to provide more consistent value.

Suggestions: replace unlimited stamina with 15% damage reduction

Additional Solutions

Another way they could help the viability of some of these feats is to provide some method of reducing their cooldown through good play. Perhaps landing attacks could reduce the cooldown by 2/2.5s per attack? This would require her to land 45/36 attacks to get the T2 down to a comparable cooldown to other feats, and would require 30/24 attacks to get the T3 down to the cooldown of second wind.

Any thoughts? I’m sure these feats are better with coordinated play, but they could still use some help, and I don’t think they should be left in the dust at MM level either.

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u/zeroreasonsgiven — 10 days ago
▲ 549 r/CompetitiveForHonor+1 crossposts

Concept for a new indicator to help with clarity in teamfights (and the new player experience)

So I’ll preface this by saying it’s really not a huge deal, especially in duels, and it would not be a huge opportunity missed if this were not implemented. That said, when fighting Arakure in teamfights, in can be unclear which unblockables you can dodge and which must be parried (or flipped for BP). It’s also not clear for new players that they’re required to parry an attack when every other unblockable can be dodged (apart from a few ripostes that aren’t reactable anyway).

I suggest creating a new indicator and color for Arakure’s unblockable undodgeable (as well as any others that may be used in the future). I’ve chosen Cyan because it has a clear distinction from other unblockables and because it matches Arakure’s flames, though I could see some other high contrast colors being used. Green is the most different from any other indicators we have right now, but thematically it just doesn’t feel threatening. Most importantly, it should have a unique symbol after being hit to explain to new players why their dodge may not have worked.

I’ve taken the liberty of creating a few concept shots of how it would look in game. On a side note, it may be useful to add an indicator for undodgeables as well (pictured at the end). Let me know what you think or what feedback you have, if any.

Also, I’m not an expert in colorblindness, so if those of you who understand it have any suggestions of how this could be implemented with those settings, I’d love to hear it.

u/NonzeroStraw89 — 10 days ago

Is there an issue with Arakure’s lash-out attacks?

It seems like you can sometimes switch targets and just perform a regular chain attack rather than a lash out attack. Is this a bug? Is there some difference of inputs that I don’t realize I’m doing?

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u/zeroreasonsgiven — 17 days ago

Pin Hyperarmor Adjustment

So we now have another character that has a hyperarmor pin move whose hyperarmor doesn’t function properly, as the hyperarmor is instantly ended if the opponent is interrupted even by a teammate. That said, I think there’s a really easy fix here that doesn’t lead to ridiculous gank potential:

All moves that have the pin property should grant the opponent the same hyperarmor that you get during executions, where you can be interrupted by enemies but not by teammates.

This allows for moves like Arakure’s Dirty Tricks (back walk + chain bash) and Khatun’s Ultimate Authority (Pinning Heavy > Zone) to actually function in teamfight/antigank scenarios without confirming multiple hits from teammates. This change would also be applied to other pins for consistency sake, but it wouldn’t have a big impact on their viability as most other pins don’t feature any hyperarmor outside of revenge or feats.

I’m sure Arakure could use some numbers adjustments as well, the pin seems really strong damage-wise as of the early access build, but the move’s properties should be adjusted to at least fit its intended purpose and the damage numbers adjusted to compensate. Any thoughts on this change? I hope I’m not missing anything here.

Edit: for clarification, if one of AK’s or Khatun’s teammates hits the opponent during the pin, the pin still ends same as it does now. This would only affect an enemy who hits their own pinned teammate.

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u/zeroreasonsgiven — 29 days ago

Happy 250th America!

Some of my favorite fashions, I wear these all year long but I figure now is a better time than any to post them. Happy Independence Day to everyone who calls the US of A home!

u/zeroreasonsgiven — 2 months ago

Where would Warden sit with a side dodge stab with i-frames?

So we can probably guess that the main reason he hasn’t been given one was because he would then have 2 different side dodge attacks, requiring an extra read to counter him, but after Juren’s release it’s clear that Ubi doesn’t really see that as a problem. That said, I don’t think he would be nearly as problematic since the side dodge bash doesn’t have i-frames, or if it does they’re very minimal. Any thoughts?

Mainly asking because I’m sick of hearing warden mains crying about having a shit character lol.

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u/zeroreasonsgiven — 2 months ago

Order Rework

So, as we know, the order system leaves a lot to be desired for a number of reasons:

  1. Not all heroes have an equal treatment, there are some heroes (Vanguards, Wu Lin, Outlanders) who just have fewer orders available to them for no reason other than not updating the order pool after new factions were introduced.
  2. Many orders reward bad gameplay and force you to either play vs AI or simply sandbag your team for the sake of completing them in a timely manner.
  3. Orders are not being used as well as they could to encourage experiencing as much of the game as possible, with several game-modes being dead because they simply have no orders, which likely contributed to the snowballing problem of their low population.
  4. Some are way more tedious than others, with some orders being achievable in less than 10 minutes and others requiring upwards of an hour if playing normally.

My objectives for this rework:

  1. Orders should encourage variety of gameplay
  2. Orders should be evenly distributed amongst all characters/gamemodes
  3. Orders should reward steel/XP proportional to the effort required to complete them
  4. Orders should take no longer than 45 minutes to complete when playing normally, ideally less than 30
  5. Orders should encourage gameplay that is beneficial to the team

Some objectives will contradict, but I will prioritize the higher objectives for the most part.

Rather than listing every current order currently in the game, I’m just going to make a complete list of orders that should be in the game as well as difficulty levels for each reward tier in the format of (#:100 | #:150 | #:200). When needed, I will provide an explanation, but many will be self explanatory. Existing orders not mentioned should be removed from the game with the exception of daily orders, as they are commonly used to encourage playing an event gamemode and are easy enough as is to complete without trying.

General orders: (8 orders)

  • Kill orders (includes assists) (15:100 | 20:150 | 25:200)
  • Flawless kill orders (includes assists and carries over progress after match/round completion) (3:100 | 5:150 | 7:200)
    • Can now be completed practically in Duel/Brawl/Elimination
  • Match orders (4:100 | 6:150 | 8:200)
  • Renown orders (carries over after match completion) (300:100 | 600:150 | 900:200)
    • Can now be reliably completed in any mode with renown
  • Environmental kill orders (Includes fire) (2:100 | 3:150 | 4:200)
    • Just a fun little order reminding people that scumbaggery is a totally valid way to play
  • Execution orders (3:100 | 5:150 | 7:200)
  • Matches with a friend (1:150 | 2:200)
  • Counter attacks in training mode (includes all defensive maneuvers apart from trading or blocking) (10:100)
    • Encourages players to warm up prior to playing live matches

Most of these orders are harder to complete than orders of other categories because they can be completed in almost any mode. Revive orders have been removed since they rely on other players choosing to wait for a revive and lead to griefing of teammates.

Hero/Faction related orders: (19 orders)

  • Class/Faction kill orders (includes assists, 1 per class/faction) (10:100 | 15:150 | 20:200)
  • Class/Faction match orders (1 per class/faction) (2:100 | 3:150 | 4:200)
  • Different hero match orders (2:100 | 3:150 | 4:200)

This will give all heroes an equal opportunity to complete orders for XP. The only risk here is that new players chasing steel will be unable to complete any Outlander faction orders for steel, but being that there's only a 21% chance of being unable to complete one hero order any given day and a 0.05% chance of being unable to complete either order, I'd say it's not a big deal. This problem can also be solved by giving all new players access to Pirate or another Outlander for free as they have with Tiandi/Nuxia.

Mode related orders: (14 orders)

  • Duel/Brawl match orders (1 per mode) (2:100 | 3:150 | 4:200)
  • Duel kill orders (4:100 | 6:150 | 8:200)
  • Brawl kill orders (8:100 | 10:150 | 12:200)
  • Dominion/Deathmatch/Tribute match orders (1 per mode) (1:100 | 2:150 | 3:200)
  • Dominion/Deathmatch/Tribute kill orders (1 per mode) (10:100 | 15:150 | 20:200)
  • Breach match orders (1:150 | 2:200)
  • Breach kill orders (15:100 | 20:150 | 25:200)
  • Boost/contest an objective for X seconds (cumulative, includes breach ramparts/ram/banner/totem/minion lane) (120:100 | 180:150 | 240:200)
    • This order replaces the capture order and encourages gameplay that is more beneficial to the team. The banner, ram minion lane and totem completion conditions will be determined by fighting in the bounds of the minion lane or within 10m of the ram/banner/totem.
  • Powerup kills (includes holding a powerup when killing a player or killing a powered up enemy, includes pickup/guardian/tribute powerups, active feats and revenge, excludes passive feats) (2:100 | 4:150 | 6:200)
    • This order can technically be completed in any mode other than duel, but is most practical to complete in Breach/Deathmatch and especially Tribute, further encouraging players to play those low population modes.

The Duel and Brawl related orders are designed to take 3-5 matches because those matches are so much quicker than the 4v4 modes. Dominion/Deathmatch/Tribute orders are designed to take up 2-3 matches and Breach orders are designed to take 1-2.

You’ll notice that almost every order here has 3 different variants with rewards proportional to the difficulty of the task. This is so that almost any combination of orders can provide the same amount of steel as the current distribution. That said, I do think that there should be a particular distribution of orders from each category.

Every order pool should have 2 general orders, 2 hero related orders, and 3 mode related orders. This way you can use 5/7 orders at minimum to level up the same hero if you are power leveling, and also encourages the revival of low-population modes. Additionally, a 1.25/1.5x XP boost rotating between each gamemode would also encourage people to play these less populated gamemodes.

I think the numbers here can certainly be tweaked, but I hope that Ubi at least sticks with the core concept here. Let me know if you have any tweaks you’d make or suggestions for unique orders.

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u/zeroreasonsgiven — 2 months ago

Not only would it be fair…

… but I feel it would make Ubi more money to do hero fests for recently released heroes more often. I seriously don’t need any more executions for Y1 heroes, they’ve all got great ones already.

Please do more hero fests for the heroes released after marching fire, their pool of choices is incredibly anemic. Hell, you could even reduce the discount to 2500 from 5000 and I don’t think people would complain as much as they do not having any executions to buy for them.

Also please release hero specific emotes/signatures/ornaments during hero fests! I want to give you money but ur not giving me a reason to!

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u/zeroreasonsgiven — 2 months ago

Where would oathbreaker sit in terms of viability if it was proactive instead of reactive?

I totally get why comp players see it as a balanced feat in high tier play, and tbh it’s not busted in MM either, but as it stands it’s annoying as hell and I believe it was nerfed the wrong way originally.

If Ubi were to make it so it disabled shield gain for 10 seconds instead of just draining all shields once, it would at least give the affected player a decision to make when they get revenge to either take the autoparry early or hold until the effect wears off. It would still be plenty effective for ganking, but I think it would be less infuriating to play against since it wouldn’t just be free damage.

Is there anything I’m missing here that would explain why Ubi balanced it the way they did?

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u/zeroreasonsgiven — 2 months ago

Im on a 6 match losing streak in dom, it finally switches out the dude sandbagging our team for the enemy who’s been going 10-2 every match.

Mr big shot decides now is the time to lobotomize himself with an ice pick and sandbag hands the controller off to his older brother who proceeds to wipe our whole team single-handedly.

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u/zeroreasonsgiven — 4 months ago

It seems like a perfect fit with the feathers on his Baiyan head serving as All Might’s bunny ear things and with his massive stature. I’ve been trying to experiment with different armors to see what works, but it’s kinda hard test things without dropping a bunch of steel on different sets and materials.

It seems like the bright yellow material is a no brainer for the boots and the gloves, though it’s hard to figure out a paint combo that works to both make the feathers yellow and most of the body blue. Any suggestions?

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u/zeroreasonsgiven — 4 months ago