Fk this community. You mfs don't wanna help anybody
This toxic community only down vote even on a simple question. Fk u all
This toxic community only down vote even on a simple question. Fk u all
But is it easier to hit deflects with Glad over Valk?
I got Valk up to rep 65 and she's easily the character I'm best at but I decided to pick up gladiator again and loving it, rep 13 but I've noticed it's RIDICULOUSLY easy to hit deflects with him, like I'll do them completely by accident just trying to dodge attack or bash but with Valk I actually had to sit down and practice for a few hours to do it consistently.
Is the deflect window on glad that much better or is it just easier to notice because of the sound and animation cue??
Something I've been running into a lot especially against high rep lawbringers, im in a 1v1 against the lawbringer for example and they'll throw a grenade at me, I'm dead center in the radius so if i dont reposition I'm going to eat a ton of damage, except the opponent will gb me to catch my dodge and make sure i eat 50 damage, what can i do in this situation to avoid taking so much damage?
I’ve been really struggling playing shinobi in duels lately. Haven’t played him in awhile and coming back to him I feel so restricted and seems most people don’t really fall for his mixes much anymore. Is he in a bad place right now?
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.
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.
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.
it’s the first guard break at the beginning but i recovered from the shock. how does this happen?
When my opponent is correctly reading other forms of offence like unblockables, I'll just start feinting to gb to catch a parry attempt or feint to neutral to parry a dodge attack, but with neutral gbs that catch me during my legion kick start up, or heavy start up the answer feels i should just stop attacking which sucks because my reaction speeds arent that good, do i just have to play more passively, are there ways i can continue to initiate offense without risking a light parry? how can i make the most of it?
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.
I'm not a numbers person so unfortunately I cannot offer exact adjustments here. But I wanted to toss some ideas out there to try to reign Juren in since most nerf suggestions seem to be unlikely. To be clear not all of these changes need to happen together, this is more of a collection of changes that could happen.
I also want to throw one change in that is a "buff" but contextually it shouldn't make him that much stronger when considering the other adjustments. Anyway:
Explanations:
The idea behind adjusting stamina cost is dual purpose. Both to slow down how much Juren can pressure before he's forced to give up his turn and to add more decision making via having to manage stamina better. This seemingly successfully worked for his neutral held zone so I think we can target similarly "spammed" tools to achieve a similar effect.
Recovery nerfs are meant to go along side the stance cost change. Logic here is to force more decision making for Juren as well as make him more predictable. E.g if he does held neutral light in a team fight he'll likely use stance to make him not peelable.
The exception being the recovery change for dodge tap bash. It's not an outlier in recovery afaik when compared to other legion bashes. But because he has multiple options from fwd dodge you can make the argument to make said options a bit more unsafe as a whole. Essentially it's more of a nerf at his 1's for people looking to make hard reads. But might make a small difference in how peelable he is in TF's which would be beneficial.
Thrilling comeback is kind of absurd for Juren because of his unique T3. I would replace it with executioner's respite/righteous deflection to be similar to the rest of his T2's being about surviving or short tempered to go along with the natural trading he's usually doing.
Lastly I want to explain my buff of allowing him to be able to soft feint his held zone. Firstly this suggestion is made in mind with the idea of making his stance cost more stamina to use. I feel like out of all of his moves his held zone is the most niche option tool in his kit.
If read properly and you position decently enough you can avoid his zone mid team fight purely because he moves forward when doing it. outside of TFs it's a very expensive option that might catch your opponent off guard once. It's a much more expensive trade tool for self peel. The idea for this change is to allow him some more control.
But at the cost of even more stamina. The upside being you can soft feint and then reposition if you need to or to try and self peel with a neutral light. Or try to peel for an ally by doing a tap dodge forward option, etc. Basically it feels in line to exist as an option with his kit being all about having options and that all of his regular heavies are already soft feintable into his stance.
THIS CLIP IS STAGED - The wallsplat is entirely circumstantial and requires maximum throw distance. The purpose of this video is spread awareness of a PK nerf. The finisher heavy should be dropped from 22 damage to 20. The unblockable dagger cancel should be nerfed as well, to discourage its use in Duels. It provides a true 50/50 on heavy parry and substantial recoveries in chain. Special thanks to @thedancingrat24 for your help in this :)
Too many times have I been peeled by when I did the kick due to his heavy not having hyperamor after kick. Also the forward dodge heavy should either have hyperarmor or be faintable cuz almost half the roster has either or whilst he has something in beetween a normal forward dodge heavy whilst cent jorm warlord have a hyper armor dodge forward and many more chars have feintable dodge forwards it dont make sense.
Hey guys, im a returning player and i'm mostly sticking to the 2 heros i played before i left. Conq and LB - now ive derusted a lot but theres a few cases that cause me a lot of trouble. the biggest one is juren and warmonger - specifically dealing with their unblockable dodges.
I often find myself in the following scenario, juren does an unblockable, i counter with a dodge bash to counter the attack and the gb feint, they feint into the dodgeattack. its not just from the unblockable but any other attack too, especially because ive tried mixing it up with empty dodge gbs and empty dodge lights which all seem to get countered by the unblockable dodge because it seems to have massive iframes. For warmonger its a similar issue.
Now id like to improve on my defense because i think its my most lacking aspect right now, i basically fold hard under pressure in general which often leads to very predictable counters like a dodge bash which then gets countered aswell by their offense. Its not all jurens and warmongers that cause these issues for me, but its a move most of them use a lot especially at my skill bracket. any advice or maybe even guides for defending pressure properly would be appreciated.
Hi, I want to get into playing scrims and just like learning the game at a deeper level. Are there any discords that I can find that in? I see a video about the tower defense discord but I can’t find a link for it.
How reactable is khatun's regular UB? Just had someone never try to parry it when i feint it but always parry it when i let it go. He could've just been good at predicting, but it does look like a very telegraphed move
The undodgeable property, of course
what the hell has happened to for honor the past few weeks? i cant block or parry anything
What character has the highest damage on parry including chain pressure like,
(400ms lights, midchain bash, Soft-feint UB).
I dont think its so cut and dry that Lawbringer is the best at this anymore, curious your thoughts.
Infohub states that base revenge score per attack = raw attack damage x contact multiplier, but I believe that is not 100% accurate anymore considering that damage reduction now also reduces revenge gain.
In that case is it correct that feats like juggernaut or righteous deflection, while still decent for stalling, are not as helpful anymore for specifically revenge gain purposes?
What about for attacks that are damage boosted? Do they feed revenge based on raw attack damage still, or their actual damage values? Is it the same for attack boosted vs defence debuffed? I.e. if full-soul Sohei uses Tier 1 and has Tier 3 active, does he still only feed base damage revenge?